View.cpp 123 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Profiler.h"
  24. #include "../Core/WorkQueue.h"
  25. #include "../Graphics/Camera.h"
  26. #include "../Graphics/DebugRenderer.h"
  27. #include "../Graphics/Geometry.h"
  28. #include "../Graphics/Graphics.h"
  29. #include "../Graphics/GraphicsEvents.h"
  30. #include "../Graphics/GraphicsImpl.h"
  31. #include "../Graphics/Material.h"
  32. #include "../Graphics/OcclusionBuffer.h"
  33. #include "../Graphics/Octree.h"
  34. #include "../Graphics/Renderer.h"
  35. #include "../Graphics/RenderPath.h"
  36. #include "../Graphics/ShaderVariation.h"
  37. #include "../Graphics/Skybox.h"
  38. #include "../Graphics/Technique.h"
  39. #include "../Graphics/Texture2D.h"
  40. #include "../Graphics/Texture2DArray.h"
  41. #include "../Graphics/Texture3D.h"
  42. #include "../Graphics/TextureCube.h"
  43. #include "../Graphics/VertexBuffer.h"
  44. #include "../Graphics/View.h"
  45. #include "../IO/FileSystem.h"
  46. #include "../IO/Log.h"
  47. #include "../Resource/ResourceCache.h"
  48. #include "../Scene/Scene.h"
  49. #include "../UI/UI.h"
  50. #include "../DebugNew.h"
  51. namespace Urho3D
  52. {
  53. static const Vector3* directions[] =
  54. {
  55. &Vector3::RIGHT,
  56. &Vector3::LEFT,
  57. &Vector3::UP,
  58. &Vector3::DOWN,
  59. &Vector3::FORWARD,
  60. &Vector3::BACK
  61. };
  62. /// %Frustum octree query for shadowcasters.
  63. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  64. {
  65. public:
  66. /// Construct with frustum and query parameters.
  67. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  68. unsigned viewMask = DEFAULT_VIEWMASK) :
  69. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  70. {
  71. }
  72. /// Intersection test for drawables.
  73. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  74. {
  75. while (start != end)
  76. {
  77. Drawable* drawable = *start++;
  78. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  79. (drawable->GetViewMask() & viewMask_))
  80. {
  81. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  82. result_.Push(drawable);
  83. }
  84. }
  85. }
  86. };
  87. /// %Frustum octree query for zones and occluders.
  88. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  89. {
  90. public:
  91. /// Construct with frustum and query parameters.
  92. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  93. unsigned viewMask = DEFAULT_VIEWMASK) :
  94. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  95. {
  96. }
  97. /// Intersection test for drawables.
  98. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  99. {
  100. while (start != end)
  101. {
  102. Drawable* drawable = *start++;
  103. unsigned char flags = drawable->GetDrawableFlags();
  104. if ((flags == DRAWABLE_ZONE || (flags == DRAWABLE_GEOMETRY && drawable->IsOccluder())) &&
  105. (drawable->GetViewMask() & viewMask_))
  106. {
  107. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  108. result_.Push(drawable);
  109. }
  110. }
  111. }
  112. };
  113. /// %Frustum octree query with occlusion.
  114. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  115. {
  116. public:
  117. /// Construct with frustum, occlusion buffer and query parameters.
  118. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer,
  119. unsigned char drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  120. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  121. buffer_(buffer)
  122. {
  123. }
  124. /// Intersection test for an octant.
  125. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  126. {
  127. if (inside)
  128. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  129. else
  130. {
  131. Intersection result = frustum_.IsInside(box);
  132. if (result != OUTSIDE && !buffer_->IsVisible(box))
  133. result = OUTSIDE;
  134. return result;
  135. }
  136. }
  137. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  138. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  139. {
  140. while (start != end)
  141. {
  142. Drawable* drawable = *start++;
  143. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  144. {
  145. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  146. result_.Push(drawable);
  147. }
  148. }
  149. }
  150. /// Occlusion buffer.
  151. OcclusionBuffer* buffer_;
  152. };
  153. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  154. {
  155. View* view = reinterpret_cast<View*>(item->aux_);
  156. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  157. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  158. OcclusionBuffer* buffer = view->occlusionBuffer_;
  159. const Matrix3x4& viewMatrix = view->cullCamera_->GetView();
  160. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  161. Vector3 absViewZ = viewZ.Abs();
  162. unsigned cameraViewMask = view->cullCamera_->GetViewMask();
  163. bool cameraZoneOverride = view->cameraZoneOverride_;
  164. PerThreadSceneResult& result = view->sceneResults_[threadIndex];
  165. while (start != end)
  166. {
  167. Drawable* drawable = *start++;
  168. if (!buffer || !drawable->IsOccludee() || buffer->IsVisible(drawable->GetWorldBoundingBox()))
  169. {
  170. drawable->UpdateBatches(view->frame_);
  171. // If draw distance non-zero, update and check it
  172. float maxDistance = drawable->GetDrawDistance();
  173. if (maxDistance > 0.0f)
  174. {
  175. if (drawable->GetDistance() > maxDistance)
  176. continue;
  177. }
  178. drawable->MarkInView(view->frame_);
  179. // For geometries, find zone, clear lights and calculate view space Z range
  180. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  181. {
  182. Zone* drawableZone = drawable->GetZone();
  183. if (!cameraZoneOverride &&
  184. (drawable->IsZoneDirty() || !drawableZone || (drawableZone->GetViewMask() & cameraViewMask) == 0))
  185. view->FindZone(drawable);
  186. const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
  187. Vector3 center = geomBox.Center();
  188. Vector3 edge = geomBox.Size() * 0.5f;
  189. // Do not add "infinite" objects like skybox to prevent shadow map focusing behaving erroneously
  190. if (edge.LengthSquared() < M_LARGE_VALUE * M_LARGE_VALUE)
  191. {
  192. float viewCenterZ = viewZ.DotProduct(center) + viewMatrix.m23_;
  193. float viewEdgeZ = absViewZ.DotProduct(edge);
  194. float minZ = viewCenterZ - viewEdgeZ;
  195. float maxZ = viewCenterZ + viewEdgeZ;
  196. drawable->SetMinMaxZ(viewCenterZ - viewEdgeZ, viewCenterZ + viewEdgeZ);
  197. result.minZ_ = Min(result.minZ_, minZ);
  198. result.maxZ_ = Max(result.maxZ_, maxZ);
  199. }
  200. else
  201. drawable->SetMinMaxZ(M_LARGE_VALUE, M_LARGE_VALUE);
  202. result.geometries_.Push(drawable);
  203. }
  204. else if (drawable->GetDrawableFlags() & DRAWABLE_LIGHT)
  205. {
  206. Light* light = static_cast<Light*>(drawable);
  207. // Skip lights with zero brightness or black color
  208. if (!light->GetEffectiveColor().Equals(Color::BLACK))
  209. result.lights_.Push(light);
  210. }
  211. }
  212. }
  213. }
  214. void ProcessLightWork(const WorkItem* item, unsigned threadIndex)
  215. {
  216. View* view = reinterpret_cast<View*>(item->aux_);
  217. LightQueryResult* query = reinterpret_cast<LightQueryResult*>(item->start_);
  218. view->ProcessLight(*query, threadIndex);
  219. }
  220. void UpdateDrawableGeometriesWork(const WorkItem* item, unsigned threadIndex)
  221. {
  222. const FrameInfo& frame = *(reinterpret_cast<FrameInfo*>(item->aux_));
  223. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  224. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  225. while (start != end)
  226. {
  227. Drawable* drawable = *start++;
  228. // We may leave null pointer holes in the queue if a drawable is found out to require a main thread update
  229. if (drawable)
  230. drawable->UpdateGeometry(frame);
  231. }
  232. }
  233. void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
  234. {
  235. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  236. queue->SortFrontToBack();
  237. }
  238. void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
  239. {
  240. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  241. queue->SortBackToFront();
  242. }
  243. void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
  244. {
  245. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  246. start->litBaseBatches_.SortFrontToBack();
  247. start->litBatches_.SortFrontToBack();
  248. }
  249. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  250. {
  251. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  252. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  253. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  254. }
  255. StringHash ParseTextureTypeXml(ResourceCache* cache, String filename);
  256. View::View(Context* context) :
  257. Object(context),
  258. graphics_(GetSubsystem<Graphics>()),
  259. renderer_(GetSubsystem<Renderer>()),
  260. scene_(0),
  261. octree_(0),
  262. cullCamera_(0),
  263. camera_(0),
  264. cameraZone_(0),
  265. farClipZone_(0),
  266. occlusionBuffer_(0),
  267. renderTarget_(0),
  268. substituteRenderTarget_(0)
  269. {
  270. // Create octree query and scene results vector for each thread
  271. unsigned numThreads = GetSubsystem<WorkQueue>()->GetNumThreads() + 1; // Worker threads + main thread
  272. tempDrawables_.Resize(numThreads);
  273. sceneResults_.Resize(numThreads);
  274. frame_.camera_ = 0;
  275. }
  276. View::~View()
  277. {
  278. }
  279. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  280. {
  281. sourceView_ = 0;
  282. renderPath_ = viewport->GetRenderPath();
  283. if (!renderPath_)
  284. return false;
  285. renderTarget_ = renderTarget;
  286. drawDebug_ = viewport->GetDrawDebug();
  287. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  288. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  289. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  290. const IntRect& rect = viewport->GetRect();
  291. if (rect != IntRect::ZERO)
  292. {
  293. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  294. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  295. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  296. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  297. }
  298. else
  299. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  300. viewSize_ = viewRect_.Size();
  301. rtSize_ = IntVector2(rtWidth, rtHeight);
  302. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  303. #ifdef URHO3D_OPENGL
  304. if (renderTarget_)
  305. {
  306. viewRect_.bottom_ = rtHeight - viewRect_.top_;
  307. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  308. }
  309. #endif
  310. scene_ = viewport->GetScene();
  311. cullCamera_ = viewport->GetCullCamera();
  312. camera_ = viewport->GetCamera();
  313. if (!cullCamera_)
  314. cullCamera_ = camera_;
  315. else
  316. {
  317. // If view specifies a culling camera (view preparation sharing), check if already prepared
  318. sourceView_ = renderer_->GetPreparedView(cullCamera_);
  319. if (sourceView_ && sourceView_->scene_ == scene_ && sourceView_->renderPath_ == renderPath_)
  320. {
  321. // Copy properties needed later in rendering
  322. deferred_ = sourceView_->deferred_;
  323. deferredAmbient_ = sourceView_->deferredAmbient_;
  324. useLitBase_ = sourceView_->useLitBase_;
  325. hasScenePasses_ = sourceView_->hasScenePasses_;
  326. noStencil_ = sourceView_->noStencil_;
  327. lightVolumeCommand_ = sourceView_->lightVolumeCommand_;
  328. octree_ = sourceView_->octree_;
  329. return true;
  330. }
  331. else
  332. {
  333. // Mismatch in scene or renderpath, fall back to unique view preparation
  334. sourceView_ = 0;
  335. }
  336. }
  337. // Set default passes
  338. gBufferPassIndex_ = M_MAX_UNSIGNED;
  339. basePassIndex_ = Technique::GetPassIndex("base");
  340. alphaPassIndex_ = Technique::GetPassIndex("alpha");
  341. lightPassIndex_ = Technique::GetPassIndex("light");
  342. litBasePassIndex_ = Technique::GetPassIndex("litbase");
  343. litAlphaPassIndex_ = Technique::GetPassIndex("litalpha");
  344. deferred_ = false;
  345. deferredAmbient_ = false;
  346. useLitBase_ = false;
  347. hasScenePasses_ = false;
  348. noStencil_ = false;
  349. lightVolumeCommand_ = 0;
  350. scenePasses_.Clear();
  351. geometriesUpdated_ = false;
  352. #ifdef URHO3D_OPENGL
  353. #ifdef GL_ES_VERSION_2_0
  354. // On OpenGL ES we assume a stencil is not available or would not give a good performance, and disable light stencil
  355. // optimizations in any case
  356. noStencil_ = true;
  357. #else
  358. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  359. {
  360. const RenderPathCommand& command = renderPath_->commands_[i];
  361. if (!command.enabled_)
  362. continue;
  363. if (command.depthStencilName_.Length())
  364. {
  365. // Using a readable depth texture will disable light stencil optimizations on OpenGL, as for compatibility reasons
  366. // we are using a depth format without stencil channel
  367. noStencil_ = true;
  368. break;
  369. }
  370. }
  371. #endif
  372. #endif
  373. // Make sure that all necessary batch queues exist
  374. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  375. {
  376. RenderPathCommand& command = renderPath_->commands_[i];
  377. if (!command.enabled_)
  378. continue;
  379. if (command.type_ == CMD_SCENEPASS)
  380. {
  381. hasScenePasses_ = true;
  382. ScenePassInfo info;
  383. info.passIndex_ = command.passIndex_ = Technique::GetPassIndex(command.pass_);
  384. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  385. info.markToStencil_ = !noStencil_ && command.markToStencil_;
  386. info.vertexLights_ = command.vertexLights_;
  387. // Check scenepass metadata for defining custom passes which interact with lighting
  388. if (!command.metadata_.Empty())
  389. {
  390. if (command.metadata_ == "gbuffer")
  391. gBufferPassIndex_ = command.passIndex_;
  392. else if (command.metadata_ == "base" && command.pass_ != "base")
  393. {
  394. basePassIndex_ = command.passIndex_;
  395. litBasePassIndex_ = Technique::GetPassIndex("lit" + command.pass_);
  396. }
  397. else if (command.metadata_ == "alpha" && command.pass_ != "alpha")
  398. {
  399. alphaPassIndex_ = command.passIndex_;
  400. litAlphaPassIndex_ = Technique::GetPassIndex("lit" + command.pass_);
  401. }
  402. }
  403. HashMap<unsigned, BatchQueue>::Iterator j = batchQueues_.Find(info.passIndex_);
  404. if (j == batchQueues_.End())
  405. j = batchQueues_.Insert(Pair<unsigned, BatchQueue>(info.passIndex_, BatchQueue()));
  406. info.batchQueue_ = &j->second_;
  407. scenePasses_.Push(info);
  408. }
  409. // Allow a custom forward light pass
  410. else if (command.type_ == CMD_FORWARDLIGHTS && !command.pass_.Empty())
  411. lightPassIndex_ = command.passIndex_ = Technique::GetPassIndex(command.pass_);
  412. }
  413. octree_ = 0;
  414. // Get default zone first in case we do not have zones defined
  415. cameraZone_ = farClipZone_ = renderer_->GetDefaultZone();
  416. if (hasScenePasses_)
  417. {
  418. if (!scene_ || !cullCamera_ || !cullCamera_->IsEnabledEffective())
  419. return false;
  420. // If scene is loading scene content asynchronously, it is incomplete and should not be rendered
  421. if (scene_->IsAsyncLoading() && scene_->GetAsyncLoadMode() > LOAD_RESOURCES_ONLY)
  422. return false;
  423. octree_ = scene_->GetComponent<Octree>();
  424. if (!octree_)
  425. return false;
  426. // Do not accept view if camera projection is illegal
  427. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  428. if (!cullCamera_->IsProjectionValid())
  429. return false;
  430. }
  431. // Go through commands to check for deferred rendering and other flags
  432. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  433. {
  434. const RenderPathCommand& command = renderPath_->commands_[i];
  435. if (!command.enabled_)
  436. continue;
  437. // Check if ambient pass and G-buffer rendering happens at the same time
  438. if (command.type_ == CMD_SCENEPASS && command.outputs_.Size() > 1)
  439. {
  440. if (CheckViewportWrite(command))
  441. deferredAmbient_ = true;
  442. }
  443. else if (command.type_ == CMD_LIGHTVOLUMES)
  444. {
  445. lightVolumeCommand_ = &command;
  446. deferred_ = true;
  447. }
  448. else if (command.type_ == CMD_FORWARDLIGHTS)
  449. useLitBase_ = command.useLitBase_;
  450. }
  451. drawShadows_ = renderer_->GetDrawShadows();
  452. materialQuality_ = renderer_->GetMaterialQuality();
  453. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  454. minInstances_ = renderer_->GetMinInstances();
  455. // Set possible quality overrides from the camera
  456. // Note that the culling camera is used here (its settings are authoritative) while the render camera
  457. // will be just used for the final view & projection matrices
  458. unsigned viewOverrideFlags = cullCamera_ ? cullCamera_->GetViewOverrideFlags() : VO_NONE;
  459. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  460. materialQuality_ = QUALITY_LOW;
  461. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  462. drawShadows_ = false;
  463. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  464. maxOccluderTriangles_ = 0;
  465. // Occlusion buffer has constant width. If resulting height would be too large due to aspect ratio, disable occlusion
  466. if (viewSize_.y_ > viewSize_.x_ * 4)
  467. maxOccluderTriangles_ = 0;
  468. return true;
  469. }
  470. void View::Update(const FrameInfo& frame)
  471. {
  472. // No need to update if using another prepared view
  473. if (sourceView_)
  474. return;
  475. frame_.camera_ = cullCamera_;
  476. frame_.timeStep_ = frame.timeStep_;
  477. frame_.frameNumber_ = frame.frameNumber_;
  478. frame_.viewSize_ = viewSize_;
  479. using namespace BeginViewUpdate;
  480. VariantMap& eventData = GetEventDataMap();
  481. eventData[P_VIEW] = this;
  482. eventData[P_SURFACE] = renderTarget_;
  483. eventData[P_TEXTURE] = (renderTarget_ ? renderTarget_->GetParentTexture() : 0);
  484. eventData[P_SCENE] = scene_;
  485. eventData[P_CAMERA] = cullCamera_;
  486. renderer_->SendEvent(E_BEGINVIEWUPDATE, eventData);
  487. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  488. // Clear buffers, geometry, light, occluder & batch list
  489. renderTargets_.Clear();
  490. geometries_.Clear();
  491. lights_.Clear();
  492. zones_.Clear();
  493. occluders_.Clear();
  494. activeOccluders_ = 0;
  495. vertexLightQueues_.Clear();
  496. for (HashMap<unsigned, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  497. i->second_.Clear(maxSortedInstances);
  498. if (hasScenePasses_ && (!cullCamera_ || !octree_))
  499. {
  500. renderer_->SendEvent(E_ENDVIEWUPDATE, eventData);
  501. return;
  502. }
  503. // Set automatic aspect ratio if required
  504. if (cullCamera_ && cullCamera_->GetAutoAspectRatio())
  505. cullCamera_->SetAspectRatioInternal((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  506. GetDrawables();
  507. GetBatches();
  508. renderer_->StorePreparedView(this, cullCamera_);
  509. renderer_->SendEvent(E_ENDVIEWUPDATE, eventData);
  510. }
  511. void View::Render()
  512. {
  513. if (hasScenePasses_ && (!octree_ || !camera_))
  514. return;
  515. UpdateGeometries();
  516. // Allocate screen buffers as necessary
  517. AllocateScreenBuffers();
  518. // Forget parameter sources from the previous view
  519. graphics_->ClearParameterSources();
  520. if (renderer_->GetDynamicInstancing() && graphics_->GetInstancingSupport())
  521. PrepareInstancingBuffer();
  522. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  523. // to ensure correct projection will be used
  524. if (camera_)
  525. {
  526. if (camera_->GetAutoAspectRatio())
  527. camera_->SetAspectRatioInternal((float)(viewSize_.x_) / (float)(viewSize_.y_));
  528. }
  529. // Bind the face selection and indirection cube maps for point light shadows
  530. #ifndef GL_ES_VERSION_2_0
  531. if (renderer_->GetDrawShadows())
  532. {
  533. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  534. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  535. }
  536. #endif
  537. if (renderTarget_)
  538. {
  539. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  540. // as a render texture produced on Direct3D9
  541. #ifdef URHO3D_OPENGL
  542. if (camera_)
  543. camera_->SetFlipVertical(true);
  544. #endif
  545. }
  546. // Render
  547. ExecuteRenderPathCommands();
  548. // Reset state after commands
  549. graphics_->SetFillMode(FILL_SOLID);
  550. graphics_->SetClipPlane(false);
  551. graphics_->SetColorWrite(true);
  552. graphics_->SetDepthBias(0.0f, 0.0f);
  553. graphics_->SetScissorTest(false);
  554. graphics_->SetStencilTest(false);
  555. // Draw the associated debug geometry now if enabled
  556. if (drawDebug_ && octree_ && camera_)
  557. {
  558. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  559. if (debug && debug->IsEnabledEffective() && debug->HasContent())
  560. {
  561. // If used resolve from backbuffer, blit first to the backbuffer to ensure correct depth buffer on OpenGL
  562. // Otherwise use the last rendertarget and blit after debug geometry
  563. if (usedResolve_ && currentRenderTarget_ != renderTarget_)
  564. {
  565. BlitFramebuffer(currentRenderTarget_->GetParentTexture(), renderTarget_, false);
  566. currentRenderTarget_ = renderTarget_;
  567. }
  568. graphics_->SetRenderTarget(0, currentRenderTarget_);
  569. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  570. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  571. graphics_->SetDepthStencil(GetDepthStencil(currentRenderTarget_));
  572. IntVector2 rtSizeNow = graphics_->GetRenderTargetDimensions();
  573. IntRect viewport = (currentRenderTarget_ == renderTarget_) ? viewRect_ : IntRect(0, 0, rtSizeNow.x_,
  574. rtSizeNow.y_);
  575. graphics_->SetViewport(viewport);
  576. debug->SetView(camera_);
  577. debug->Render();
  578. }
  579. }
  580. #ifdef URHO3D_OPENGL
  581. if (camera_)
  582. camera_->SetFlipVertical(false);
  583. #endif
  584. // Run framebuffer blitting if necessary. If scene was resolved from backbuffer, do not touch depth
  585. // (backbuffer should contain proper depth already)
  586. if (currentRenderTarget_ != renderTarget_)
  587. BlitFramebuffer(currentRenderTarget_->GetParentTexture(), renderTarget_, !usedResolve_);
  588. }
  589. Graphics* View::GetGraphics() const
  590. {
  591. return graphics_;
  592. }
  593. Renderer* View::GetRenderer() const
  594. {
  595. return renderer_;
  596. }
  597. View* View::GetSourceView() const
  598. {
  599. return sourceView_;
  600. }
  601. void View::SetGlobalShaderParameters()
  602. {
  603. graphics_->SetShaderParameter(VSP_DELTATIME, frame_.timeStep_);
  604. graphics_->SetShaderParameter(PSP_DELTATIME, frame_.timeStep_);
  605. if (scene_)
  606. {
  607. float elapsedTime = scene_->GetElapsedTime();
  608. graphics_->SetShaderParameter(VSP_ELAPSEDTIME, elapsedTime);
  609. graphics_->SetShaderParameter(PSP_ELAPSEDTIME, elapsedTime);
  610. }
  611. }
  612. void View::SetCameraShaderParameters(Camera* camera)
  613. {
  614. if (!camera)
  615. return;
  616. Matrix3x4 cameraEffectiveTransform = camera->GetEffectiveWorldTransform();
  617. graphics_->SetShaderParameter(VSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  618. graphics_->SetShaderParameter(VSP_VIEWINV, cameraEffectiveTransform);
  619. graphics_->SetShaderParameter(VSP_VIEW, camera->GetView());
  620. graphics_->SetShaderParameter(PSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  621. float nearClip = camera->GetNearClip();
  622. float farClip = camera->GetFarClip();
  623. graphics_->SetShaderParameter(VSP_NEARCLIP, nearClip);
  624. graphics_->SetShaderParameter(VSP_FARCLIP, farClip);
  625. graphics_->SetShaderParameter(PSP_NEARCLIP, nearClip);
  626. graphics_->SetShaderParameter(PSP_FARCLIP, farClip);
  627. Vector4 depthMode = Vector4::ZERO;
  628. if (camera->IsOrthographic())
  629. {
  630. depthMode.x_ = 1.0f;
  631. #ifdef URHO3D_OPENGL
  632. depthMode.z_ = 0.5f;
  633. depthMode.w_ = 0.5f;
  634. #else
  635. depthMode.z_ = 1.0f;
  636. #endif
  637. }
  638. else
  639. depthMode.w_ = 1.0f / camera->GetFarClip();
  640. graphics_->SetShaderParameter(VSP_DEPTHMODE, depthMode);
  641. Vector4 depthReconstruct
  642. (farClip / (farClip - nearClip), -nearClip / (farClip - nearClip), camera->IsOrthographic() ? 1.0f : 0.0f,
  643. camera->IsOrthographic() ? 0.0f : 1.0f);
  644. graphics_->SetShaderParameter(PSP_DEPTHRECONSTRUCT, depthReconstruct);
  645. Vector3 nearVector, farVector;
  646. camera->GetFrustumSize(nearVector, farVector);
  647. graphics_->SetShaderParameter(VSP_FRUSTUMSIZE, farVector);
  648. Matrix4 projection = camera->GetProjection();
  649. #ifdef URHO3D_OPENGL
  650. // Add constant depth bias manually to the projection matrix due to glPolygonOffset() inconsistency
  651. float constantBias = 2.0f * graphics_->GetDepthConstantBias();
  652. projection.m22_ += projection.m32_ * constantBias;
  653. projection.m23_ += projection.m33_ * constantBias;
  654. #endif
  655. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection * camera->GetView());
  656. }
  657. void View::SetGBufferShaderParameters(const IntVector2& texSize, const IntRect& viewRect)
  658. {
  659. float texWidth = (float)texSize.x_;
  660. float texHeight = (float)texSize.y_;
  661. float widthRange = 0.5f * viewRect.Width() / texWidth;
  662. float heightRange = 0.5f * viewRect.Height() / texHeight;
  663. #ifdef URHO3D_OPENGL
  664. Vector4 bufferUVOffset(((float)viewRect.left_) / texWidth + widthRange,
  665. 1.0f - (((float)viewRect.top_) / texHeight + heightRange), widthRange, heightRange);
  666. #else
  667. const Vector2& pixelUVOffset = Graphics::GetPixelUVOffset();
  668. Vector4 bufferUVOffset((pixelUVOffset.x_ + (float)viewRect.left_) / texWidth + widthRange,
  669. (pixelUVOffset.y_ + (float)viewRect.top_) / texHeight + heightRange, widthRange, heightRange);
  670. #endif
  671. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  672. float invSizeX = 1.0f / texWidth;
  673. float invSizeY = 1.0f / texHeight;
  674. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector2(invSizeX, invSizeY));
  675. }
  676. void View::GetDrawables()
  677. {
  678. if (!octree_ || !cullCamera_)
  679. return;
  680. URHO3D_PROFILE(GetDrawables);
  681. WorkQueue* queue = GetSubsystem<WorkQueue>();
  682. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  683. // Get zones and occluders first
  684. {
  685. ZoneOccluderOctreeQuery
  686. query(tempDrawables, cullCamera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, cullCamera_->GetViewMask());
  687. octree_->GetDrawables(query);
  688. }
  689. highestZonePriority_ = M_MIN_INT;
  690. int bestPriority = M_MIN_INT;
  691. Node* cameraNode = cullCamera_->GetNode();
  692. Vector3 cameraPos = cameraNode->GetWorldPosition();
  693. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  694. {
  695. Drawable* drawable = *i;
  696. unsigned char flags = drawable->GetDrawableFlags();
  697. if (flags & DRAWABLE_ZONE)
  698. {
  699. Zone* zone = static_cast<Zone*>(drawable);
  700. zones_.Push(zone);
  701. int priority = zone->GetPriority();
  702. if (priority > highestZonePriority_)
  703. highestZonePriority_ = priority;
  704. if (priority > bestPriority && zone->IsInside(cameraPos))
  705. {
  706. cameraZone_ = zone;
  707. bestPriority = priority;
  708. }
  709. }
  710. else
  711. occluders_.Push(drawable);
  712. }
  713. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  714. cameraZoneOverride_ = cameraZone_->GetOverride();
  715. if (!cameraZoneOverride_)
  716. {
  717. Vector3 farClipPos = cameraPos + cameraNode->GetWorldDirection() * Vector3(0.0f, 0.0f, cullCamera_->GetFarClip());
  718. bestPriority = M_MIN_INT;
  719. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  720. {
  721. int priority = (*i)->GetPriority();
  722. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  723. {
  724. farClipZone_ = *i;
  725. bestPriority = priority;
  726. }
  727. }
  728. }
  729. if (farClipZone_ == renderer_->GetDefaultZone())
  730. farClipZone_ = cameraZone_;
  731. // If occlusion in use, get & render the occluders
  732. occlusionBuffer_ = 0;
  733. if (maxOccluderTriangles_ > 0)
  734. {
  735. UpdateOccluders(occluders_, cullCamera_);
  736. if (occluders_.Size())
  737. {
  738. URHO3D_PROFILE(DrawOcclusion);
  739. occlusionBuffer_ = renderer_->GetOcclusionBuffer(cullCamera_);
  740. DrawOccluders(occlusionBuffer_, occluders_);
  741. }
  742. }
  743. else
  744. occluders_.Clear();
  745. // Get lights and geometries. Coarse occlusion for octants is used at this point
  746. if (occlusionBuffer_)
  747. {
  748. OccludedFrustumOctreeQuery query
  749. (tempDrawables, cullCamera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY | DRAWABLE_LIGHT, cullCamera_->GetViewMask());
  750. octree_->GetDrawables(query);
  751. }
  752. else
  753. {
  754. FrustumOctreeQuery query(tempDrawables, cullCamera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_LIGHT, cullCamera_->GetViewMask());
  755. octree_->GetDrawables(query);
  756. }
  757. // Check drawable occlusion, find zones for moved drawables and collect geometries & lights in worker threads
  758. {
  759. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  760. {
  761. PerThreadSceneResult& result = sceneResults_[i];
  762. result.geometries_.Clear();
  763. result.lights_.Clear();
  764. result.minZ_ = M_INFINITY;
  765. result.maxZ_ = 0.0f;
  766. }
  767. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  768. int drawablesPerItem = tempDrawables.Size() / numWorkItems;
  769. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  770. // Create a work item for each thread
  771. for (int i = 0; i < numWorkItems; ++i)
  772. {
  773. SharedPtr<WorkItem> item = queue->GetFreeItem();
  774. item->priority_ = M_MAX_UNSIGNED;
  775. item->workFunction_ = CheckVisibilityWork;
  776. item->aux_ = this;
  777. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  778. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  779. end = start + drawablesPerItem;
  780. item->start_ = &(*start);
  781. item->end_ = &(*end);
  782. queue->AddWorkItem(item);
  783. start = end;
  784. }
  785. queue->Complete(M_MAX_UNSIGNED);
  786. }
  787. // Combine lights, geometries & scene Z range from the threads
  788. geometries_.Clear();
  789. lights_.Clear();
  790. minZ_ = M_INFINITY;
  791. maxZ_ = 0.0f;
  792. if (sceneResults_.Size() > 1)
  793. {
  794. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  795. {
  796. PerThreadSceneResult& result = sceneResults_[i];
  797. geometries_.Push(result.geometries_);
  798. lights_.Push(result.lights_);
  799. minZ_ = Min(minZ_, result.minZ_);
  800. maxZ_ = Max(maxZ_, result.maxZ_);
  801. }
  802. }
  803. else
  804. {
  805. // If just 1 thread, copy the results directly
  806. PerThreadSceneResult& result = sceneResults_[0];
  807. minZ_ = result.minZ_;
  808. maxZ_ = result.maxZ_;
  809. Swap(geometries_, result.geometries_);
  810. Swap(lights_, result.lights_);
  811. }
  812. if (minZ_ == M_INFINITY)
  813. minZ_ = 0.0f;
  814. // Sort the lights to brightest/closest first, and per-vertex lights first so that per-vertex base pass can be evaluated first
  815. for (unsigned i = 0; i < lights_.Size(); ++i)
  816. {
  817. Light* light = lights_[i];
  818. light->SetIntensitySortValue(cullCamera_->GetDistance(light->GetNode()->GetWorldPosition()));
  819. light->SetLightQueue(0);
  820. }
  821. Sort(lights_.Begin(), lights_.End(), CompareLights);
  822. }
  823. void View::GetBatches()
  824. {
  825. if (!octree_ || !cullCamera_)
  826. return;
  827. nonThreadedGeometries_.Clear();
  828. threadedGeometries_.Clear();
  829. ProcessLights();
  830. GetLightBatches();
  831. GetBaseBatches();
  832. }
  833. void View::ProcessLights()
  834. {
  835. // Process lit geometries and shadow casters for each light
  836. URHO3D_PROFILE(ProcessLights);
  837. WorkQueue* queue = GetSubsystem<WorkQueue>();
  838. lightQueryResults_.Resize(lights_.Size());
  839. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  840. {
  841. SharedPtr<WorkItem> item = queue->GetFreeItem();
  842. item->priority_ = M_MAX_UNSIGNED;
  843. item->workFunction_ = ProcessLightWork;
  844. item->aux_ = this;
  845. LightQueryResult& query = lightQueryResults_[i];
  846. query.light_ = lights_[i];
  847. item->start_ = &query;
  848. queue->AddWorkItem(item);
  849. }
  850. // Ensure all lights have been processed before proceeding
  851. queue->Complete(M_MAX_UNSIGNED);
  852. }
  853. void View::GetLightBatches()
  854. {
  855. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassIndex_) ? &batchQueues_[alphaPassIndex_] : (BatchQueue*)0;
  856. // Build light queues and lit batches
  857. {
  858. URHO3D_PROFILE(GetLightBatches);
  859. // Preallocate light queues: per-pixel lights which have lit geometries
  860. unsigned numLightQueues = 0;
  861. unsigned usedLightQueues = 0;
  862. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  863. {
  864. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  865. ++numLightQueues;
  866. }
  867. lightQueues_.Resize(numLightQueues);
  868. maxLightsDrawables_.Clear();
  869. unsigned maxSortedInstances = (unsigned)renderer_->GetMaxSortedInstances();
  870. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  871. {
  872. LightQueryResult& query = *i;
  873. // If light has no affected geometries, no need to process further
  874. if (query.litGeometries_.Empty())
  875. continue;
  876. Light* light = query.light_;
  877. // Per-pixel light
  878. if (!light->GetPerVertex())
  879. {
  880. unsigned shadowSplits = query.numSplits_;
  881. // Initialize light queue and store it to the light so that it can be found later
  882. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  883. light->SetLightQueue(&lightQueue);
  884. lightQueue.light_ = light;
  885. lightQueue.negative_ = light->IsNegative();
  886. lightQueue.shadowMap_ = 0;
  887. lightQueue.litBaseBatches_.Clear(maxSortedInstances);
  888. lightQueue.litBatches_.Clear(maxSortedInstances);
  889. lightQueue.volumeBatches_.Clear();
  890. // Allocate shadow map now
  891. if (shadowSplits > 0)
  892. {
  893. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, cullCamera_, (unsigned)viewSize_.x_, (unsigned)viewSize_.y_);
  894. // If did not manage to get a shadow map, convert the light to unshadowed
  895. if (!lightQueue.shadowMap_)
  896. shadowSplits = 0;
  897. }
  898. // Setup shadow batch queues
  899. lightQueue.shadowSplits_.Resize(shadowSplits);
  900. for (unsigned j = 0; j < shadowSplits; ++j)
  901. {
  902. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  903. Camera* shadowCamera = query.shadowCameras_[j];
  904. shadowQueue.shadowCamera_ = shadowCamera;
  905. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  906. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  907. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  908. // Setup the shadow split viewport and finalize shadow camera parameters
  909. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  910. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  911. // Loop through shadow casters
  912. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  913. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  914. {
  915. Drawable* drawable = *k;
  916. // If drawable is not in actual view frustum, mark it in view here and check its geometry update type
  917. if (!drawable->IsInView(frame_, true))
  918. {
  919. drawable->MarkInView(frame_.frameNumber_);
  920. UpdateGeometryType type = drawable->GetUpdateGeometryType();
  921. if (type == UPDATE_MAIN_THREAD)
  922. nonThreadedGeometries_.Push(drawable);
  923. else if (type == UPDATE_WORKER_THREAD)
  924. threadedGeometries_.Push(drawable);
  925. }
  926. Zone* zone = GetZone(drawable);
  927. const Vector<SourceBatch>& batches = drawable->GetBatches();
  928. for (unsigned l = 0; l < batches.Size(); ++l)
  929. {
  930. const SourceBatch& srcBatch = batches[l];
  931. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  932. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  933. continue;
  934. Pass* pass = tech->GetSupportedPass(Technique::shadowPassIndex);
  935. // Skip if material has no shadow pass
  936. if (!pass)
  937. continue;
  938. Batch destBatch(srcBatch);
  939. destBatch.pass_ = pass;
  940. destBatch.zone_ = zone;
  941. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  942. }
  943. }
  944. }
  945. // Process lit geometries
  946. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  947. {
  948. Drawable* drawable = *j;
  949. drawable->AddLight(light);
  950. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  951. if (!drawable->GetMaxLights())
  952. GetLitBatches(drawable, lightQueue, alphaQueue);
  953. else
  954. maxLightsDrawables_.Insert(drawable);
  955. }
  956. // In deferred modes, store the light volume batch now
  957. if (deferred_)
  958. {
  959. Batch volumeBatch;
  960. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  961. volumeBatch.geometryType_ = GEOM_STATIC;
  962. volumeBatch.worldTransform_ = &light->GetVolumeTransform(cullCamera_);
  963. volumeBatch.numWorldTransforms_ = 1;
  964. volumeBatch.lightQueue_ = &lightQueue;
  965. volumeBatch.distance_ = light->GetDistance();
  966. volumeBatch.material_ = 0;
  967. volumeBatch.pass_ = 0;
  968. volumeBatch.zone_ = 0;
  969. renderer_->SetLightVolumeBatchShaders(volumeBatch, cullCamera_, lightVolumeCommand_->vertexShaderName_,
  970. lightVolumeCommand_->pixelShaderName_, lightVolumeCommand_->vertexShaderDefines_,
  971. lightVolumeCommand_->pixelShaderDefines_);
  972. lightQueue.volumeBatches_.Push(volumeBatch);
  973. }
  974. }
  975. // Per-vertex light
  976. else
  977. {
  978. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  979. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  980. {
  981. Drawable* drawable = *j;
  982. drawable->AddVertexLight(light);
  983. }
  984. }
  985. }
  986. }
  987. // Process drawables with limited per-pixel light count
  988. if (maxLightsDrawables_.Size())
  989. {
  990. URHO3D_PROFILE(GetMaxLightsBatches);
  991. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  992. {
  993. Drawable* drawable = *i;
  994. drawable->LimitLights();
  995. const PODVector<Light*>& lights = drawable->GetLights();
  996. for (unsigned i = 0; i < lights.Size(); ++i)
  997. {
  998. Light* light = lights[i];
  999. // Find the correct light queue again
  1000. LightBatchQueue* queue = light->GetLightQueue();
  1001. if (queue)
  1002. GetLitBatches(drawable, *queue, alphaQueue);
  1003. }
  1004. }
  1005. }
  1006. }
  1007. void View::GetBaseBatches()
  1008. {
  1009. URHO3D_PROFILE(GetBaseBatches);
  1010. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  1011. {
  1012. Drawable* drawable = *i;
  1013. UpdateGeometryType type = drawable->GetUpdateGeometryType();
  1014. if (type == UPDATE_MAIN_THREAD)
  1015. nonThreadedGeometries_.Push(drawable);
  1016. else if (type == UPDATE_WORKER_THREAD)
  1017. threadedGeometries_.Push(drawable);
  1018. const Vector<SourceBatch>& batches = drawable->GetBatches();
  1019. bool vertexLightsProcessed = false;
  1020. for (unsigned j = 0; j < batches.Size(); ++j)
  1021. {
  1022. const SourceBatch& srcBatch = batches[j];
  1023. // Check here if the material refers to a rendertarget texture with camera(s) attached
  1024. // Only check this for backbuffer views (null rendertarget)
  1025. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  1026. CheckMaterialForAuxView(srcBatch.material_);
  1027. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  1028. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  1029. continue;
  1030. // Check each of the scene passes
  1031. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  1032. {
  1033. ScenePassInfo& info = scenePasses_[k];
  1034. // Skip forward base pass if the corresponding litbase pass already exists
  1035. if (info.passIndex_ == basePassIndex_ && j < 32 && drawable->HasBasePass(j))
  1036. continue;
  1037. Pass* pass = tech->GetSupportedPass(info.passIndex_);
  1038. if (!pass)
  1039. continue;
  1040. Batch destBatch(srcBatch);
  1041. destBatch.pass_ = pass;
  1042. destBatch.zone_ = GetZone(drawable);
  1043. destBatch.isBase_ = true;
  1044. destBatch.lightMask_ = (unsigned char)GetLightMask(drawable);
  1045. if (info.vertexLights_)
  1046. {
  1047. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  1048. if (drawableVertexLights.Size() && !vertexLightsProcessed)
  1049. {
  1050. // Limit vertex lights. If this is a deferred opaque batch, remove converted per-pixel lights,
  1051. // as they will be rendered as light volumes in any case, and drawing them also as vertex lights
  1052. // would result in double lighting
  1053. drawable->LimitVertexLights(deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE);
  1054. vertexLightsProcessed = true;
  1055. }
  1056. if (drawableVertexLights.Size())
  1057. {
  1058. // Find a vertex light queue. If not found, create new
  1059. unsigned long long hash = GetVertexLightQueueHash(drawableVertexLights);
  1060. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  1061. if (i == vertexLightQueues_.End())
  1062. {
  1063. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  1064. i->second_.light_ = 0;
  1065. i->second_.shadowMap_ = 0;
  1066. i->second_.vertexLights_ = drawableVertexLights;
  1067. }
  1068. destBatch.lightQueue_ = &(i->second_);
  1069. }
  1070. }
  1071. else
  1072. destBatch.lightQueue_ = 0;
  1073. bool allowInstancing = info.allowInstancing_;
  1074. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (destBatch.zone_->GetLightMask() & 0xff))
  1075. allowInstancing = false;
  1076. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  1077. }
  1078. }
  1079. }
  1080. }
  1081. void View::UpdateGeometries()
  1082. {
  1083. // Update geometries in the source view if necessary (prepare order may differ from render order)
  1084. if (sourceView_ && !sourceView_->geometriesUpdated_)
  1085. {
  1086. sourceView_->UpdateGeometries();
  1087. return;
  1088. }
  1089. URHO3D_PROFILE(SortAndUpdateGeometry);
  1090. WorkQueue* queue = GetSubsystem<WorkQueue>();
  1091. // Sort batches
  1092. {
  1093. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1094. {
  1095. const RenderPathCommand& command = renderPath_->commands_[i];
  1096. if (!IsNecessary(command))
  1097. continue;
  1098. if (command.type_ == CMD_SCENEPASS)
  1099. {
  1100. SharedPtr<WorkItem> item = queue->GetFreeItem();
  1101. item->priority_ = M_MAX_UNSIGNED;
  1102. item->workFunction_ =
  1103. command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork : SortBatchQueueBackToFrontWork;
  1104. item->start_ = &batchQueues_[command.passIndex_];
  1105. queue->AddWorkItem(item);
  1106. }
  1107. }
  1108. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1109. {
  1110. SharedPtr<WorkItem> lightItem = queue->GetFreeItem();
  1111. lightItem->priority_ = M_MAX_UNSIGNED;
  1112. lightItem->workFunction_ = SortLightQueueWork;
  1113. lightItem->start_ = &(*i);
  1114. queue->AddWorkItem(lightItem);
  1115. if (i->shadowSplits_.Size())
  1116. {
  1117. SharedPtr<WorkItem> shadowItem = queue->GetFreeItem();
  1118. shadowItem->priority_ = M_MAX_UNSIGNED;
  1119. shadowItem->workFunction_ = SortShadowQueueWork;
  1120. shadowItem->start_ = &(*i);
  1121. queue->AddWorkItem(shadowItem);
  1122. }
  1123. }
  1124. }
  1125. // Update geometries. Split into threaded and non-threaded updates.
  1126. {
  1127. if (threadedGeometries_.Size())
  1128. {
  1129. // In special cases (context loss, multi-view) a drawable may theoretically first have reported a threaded update, but will actually
  1130. // require a main thread update. Check these cases first and move as applicable. The threaded work routine will tolerate the null
  1131. // pointer holes that we leave to the threaded update queue.
  1132. for (PODVector<Drawable*>::Iterator i = threadedGeometries_.Begin(); i != threadedGeometries_.End(); ++i)
  1133. {
  1134. if ((*i)->GetUpdateGeometryType() == UPDATE_MAIN_THREAD)
  1135. {
  1136. nonThreadedGeometries_.Push(*i);
  1137. *i = 0;
  1138. }
  1139. }
  1140. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  1141. int drawablesPerItem = threadedGeometries_.Size() / numWorkItems;
  1142. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  1143. for (int i = 0; i < numWorkItems; ++i)
  1144. {
  1145. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  1146. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  1147. end = start + drawablesPerItem;
  1148. SharedPtr<WorkItem> item = queue->GetFreeItem();
  1149. item->priority_ = M_MAX_UNSIGNED;
  1150. item->workFunction_ = UpdateDrawableGeometriesWork;
  1151. item->aux_ = const_cast<FrameInfo*>(&frame_);
  1152. item->start_ = &(*start);
  1153. item->end_ = &(*end);
  1154. queue->AddWorkItem(item);
  1155. start = end;
  1156. }
  1157. }
  1158. // While the work queue is processed, update non-threaded geometries
  1159. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  1160. (*i)->UpdateGeometry(frame_);
  1161. }
  1162. // Finally ensure all threaded work has completed
  1163. queue->Complete(M_MAX_UNSIGNED);
  1164. geometriesUpdated_ = true;
  1165. }
  1166. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue)
  1167. {
  1168. Light* light = lightQueue.light_;
  1169. Zone* zone = GetZone(drawable);
  1170. const Vector<SourceBatch>& batches = drawable->GetBatches();
  1171. bool allowLitBase =
  1172. useLitBase_ && !lightQueue.negative_ && light == drawable->GetFirstLight() && drawable->GetVertexLights().Empty() &&
  1173. !zone->GetAmbientGradient();
  1174. for (unsigned i = 0; i < batches.Size(); ++i)
  1175. {
  1176. const SourceBatch& srcBatch = batches[i];
  1177. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  1178. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  1179. continue;
  1180. // Do not create pixel lit forward passes for materials that render into the G-buffer
  1181. if (gBufferPassIndex_ != M_MAX_UNSIGNED && tech->HasPass(gBufferPassIndex_))
  1182. continue;
  1183. Batch destBatch(srcBatch);
  1184. bool isLitAlpha = false;
  1185. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  1186. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  1187. if (i < 32 && allowLitBase)
  1188. {
  1189. destBatch.pass_ = tech->GetSupportedPass(litBasePassIndex_);
  1190. if (destBatch.pass_)
  1191. {
  1192. destBatch.isBase_ = true;
  1193. drawable->SetBasePass(i);
  1194. }
  1195. else
  1196. destBatch.pass_ = tech->GetSupportedPass(lightPassIndex_);
  1197. }
  1198. else
  1199. destBatch.pass_ = tech->GetSupportedPass(lightPassIndex_);
  1200. // If no lit pass, check for lit alpha
  1201. if (!destBatch.pass_)
  1202. {
  1203. destBatch.pass_ = tech->GetSupportedPass(litAlphaPassIndex_);
  1204. isLitAlpha = true;
  1205. }
  1206. // Skip if material does not receive light at all
  1207. if (!destBatch.pass_)
  1208. continue;
  1209. destBatch.lightQueue_ = &lightQueue;
  1210. destBatch.zone_ = zone;
  1211. if (!isLitAlpha)
  1212. {
  1213. if (destBatch.isBase_)
  1214. AddBatchToQueue(lightQueue.litBaseBatches_, destBatch, tech);
  1215. else
  1216. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  1217. }
  1218. else if (alphaQueue)
  1219. {
  1220. // Transparent batches can not be instanced, and shadows on transparencies can only be rendered if shadow maps are
  1221. // not reused
  1222. AddBatchToQueue(*alphaQueue, destBatch, tech, false, !renderer_->GetReuseShadowMaps());
  1223. }
  1224. }
  1225. }
  1226. void View::ExecuteRenderPathCommands()
  1227. {
  1228. View* actualView = sourceView_ ? sourceView_ : this;
  1229. // If not reusing shadowmaps, render all of them first
  1230. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !actualView->lightQueues_.Empty())
  1231. {
  1232. URHO3D_PROFILE(RenderShadowMaps);
  1233. for (Vector<LightBatchQueue>::Iterator i = actualView->lightQueues_.Begin(); i != actualView->lightQueues_.End(); ++i)
  1234. {
  1235. if (i->shadowMap_)
  1236. RenderShadowMap(*i);
  1237. }
  1238. }
  1239. {
  1240. URHO3D_PROFILE(ExecuteRenderPath);
  1241. // Set for safety in case of empty renderpath
  1242. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1243. currentViewportTexture_ = 0;
  1244. bool viewportModified = false;
  1245. bool isPingponging = false;
  1246. usedResolve_ = false;
  1247. unsigned lastCommandIndex = 0;
  1248. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1249. {
  1250. RenderPathCommand& command = renderPath_->commands_[i];
  1251. if (actualView->IsNecessary(command))
  1252. lastCommandIndex = i;
  1253. }
  1254. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1255. {
  1256. RenderPathCommand& command = renderPath_->commands_[i];
  1257. if (!actualView->IsNecessary(command))
  1258. continue;
  1259. bool viewportRead = actualView->CheckViewportRead(command);
  1260. bool viewportWrite = actualView->CheckViewportWrite(command);
  1261. bool beginPingpong = actualView->CheckPingpong(i);
  1262. // Has the viewport been modified and will be read as a texture by the current command?
  1263. if (viewportRead && viewportModified)
  1264. {
  1265. // Start pingponging without a blit if already rendering to the substitute render target
  1266. if (currentRenderTarget_ && currentRenderTarget_ == substituteRenderTarget_ && beginPingpong)
  1267. isPingponging = true;
  1268. // If not using pingponging, simply resolve/copy to the first viewport texture
  1269. if (!isPingponging)
  1270. {
  1271. if (!currentRenderTarget_)
  1272. {
  1273. graphics_->ResolveToTexture(dynamic_cast<Texture2D*>(viewportTextures_[0]), viewRect_);
  1274. currentViewportTexture_ = viewportTextures_[0];
  1275. viewportModified = false;
  1276. usedResolve_ = true;
  1277. }
  1278. else
  1279. {
  1280. if (viewportWrite)
  1281. {
  1282. BlitFramebuffer(currentRenderTarget_->GetParentTexture(),
  1283. GetRenderSurfaceFromTexture(viewportTextures_[0]), false);
  1284. currentViewportTexture_ = viewportTextures_[0];
  1285. viewportModified = false;
  1286. }
  1287. else
  1288. {
  1289. // If the current render target is already a texture, and we are not writing to it, can read that
  1290. // texture directly instead of blitting. However keep the viewport dirty flag in case a later command
  1291. // will do both read and write, and then we need to blit / resolve
  1292. currentViewportTexture_ = currentRenderTarget_->GetParentTexture();
  1293. }
  1294. }
  1295. }
  1296. else
  1297. {
  1298. // Swap the pingpong double buffer sides. Texture 0 will be read next
  1299. viewportTextures_[1] = viewportTextures_[0];
  1300. viewportTextures_[0] = currentRenderTarget_->GetParentTexture();
  1301. currentViewportTexture_ = viewportTextures_[0];
  1302. viewportModified = false;
  1303. }
  1304. }
  1305. if (beginPingpong)
  1306. isPingponging = true;
  1307. // Determine viewport write target
  1308. if (viewportWrite)
  1309. {
  1310. if (isPingponging)
  1311. {
  1312. currentRenderTarget_ = GetRenderSurfaceFromTexture(viewportTextures_[1]);
  1313. // If the render path ends into a quad, it can be redirected to the final render target
  1314. // However, on OpenGL we can not reliably do this in case the final target is the backbuffer, and we want to
  1315. // render depth buffer sensitive debug geometry afterward (backbuffer and textures can not share depth)
  1316. #ifndef URHO3D_OPENGL
  1317. if (i == lastCommandIndex && command.type_ == CMD_QUAD)
  1318. #else
  1319. if (i == lastCommandIndex && command.type_ == CMD_QUAD && renderTarget_)
  1320. #endif
  1321. currentRenderTarget_ = renderTarget_;
  1322. }
  1323. else
  1324. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1325. }
  1326. switch (command.type_)
  1327. {
  1328. case CMD_CLEAR:
  1329. {
  1330. URHO3D_PROFILE(ClearRenderTarget);
  1331. Color clearColor = command.clearColor_;
  1332. if (command.useFogColor_)
  1333. clearColor = actualView->farClipZone_->GetFogColor();
  1334. SetRenderTargets(command);
  1335. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1336. }
  1337. break;
  1338. case CMD_SCENEPASS:
  1339. {
  1340. BatchQueue& queue = actualView->batchQueues_[command.passIndex_];
  1341. if (!queue.IsEmpty())
  1342. {
  1343. URHO3D_PROFILE(RenderScenePass);
  1344. SetRenderTargets(command);
  1345. bool allowDepthWrite = SetTextures(command);
  1346. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(),
  1347. camera_->GetProjection());
  1348. queue.Draw(this, camera_, command.markToStencil_, false, allowDepthWrite);
  1349. }
  1350. }
  1351. break;
  1352. case CMD_QUAD:
  1353. {
  1354. URHO3D_PROFILE(RenderQuad);
  1355. SetRenderTargets(command);
  1356. SetTextures(command);
  1357. RenderQuad(command);
  1358. }
  1359. break;
  1360. case CMD_FORWARDLIGHTS:
  1361. // Render shadow maps + opaque objects' additive lighting
  1362. if (!actualView->lightQueues_.Empty())
  1363. {
  1364. URHO3D_PROFILE(RenderLights);
  1365. SetRenderTargets(command);
  1366. for (Vector<LightBatchQueue>::Iterator i = actualView->lightQueues_.Begin(); i != actualView->lightQueues_.End(); ++i)
  1367. {
  1368. // If reusing shadowmaps, render each of them before the lit batches
  1369. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1370. {
  1371. RenderShadowMap(*i);
  1372. SetRenderTargets(command);
  1373. }
  1374. bool allowDepthWrite = SetTextures(command);
  1375. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(),
  1376. camera_->GetProjection());
  1377. // Draw base (replace blend) batches first
  1378. i->litBaseBatches_.Draw(this, camera_, false, false, allowDepthWrite);
  1379. // Then, if there are additive passes, optimize the light and draw them
  1380. if (!i->litBatches_.IsEmpty())
  1381. {
  1382. renderer_->OptimizeLightByScissor(i->light_, camera_);
  1383. if (!noStencil_)
  1384. renderer_->OptimizeLightByStencil(i->light_, camera_);
  1385. i->litBatches_.Draw(this, camera_, false, true, allowDepthWrite);
  1386. }
  1387. }
  1388. graphics_->SetScissorTest(false);
  1389. graphics_->SetStencilTest(false);
  1390. }
  1391. break;
  1392. case CMD_LIGHTVOLUMES:
  1393. // Render shadow maps + light volumes
  1394. if (!actualView->lightQueues_.Empty())
  1395. {
  1396. URHO3D_PROFILE(RenderLightVolumes);
  1397. SetRenderTargets(command);
  1398. for (Vector<LightBatchQueue>::Iterator i = actualView->lightQueues_.Begin(); i != actualView->lightQueues_.End(); ++i)
  1399. {
  1400. // If reusing shadowmaps, render each of them before the lit batches
  1401. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1402. {
  1403. RenderShadowMap(*i);
  1404. SetRenderTargets(command);
  1405. }
  1406. SetTextures(command);
  1407. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1408. {
  1409. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1410. i->volumeBatches_[j].Draw(this, camera_, false);
  1411. }
  1412. }
  1413. graphics_->SetScissorTest(false);
  1414. graphics_->SetStencilTest(false);
  1415. }
  1416. break;
  1417. case CMD_RENDERUI:
  1418. {
  1419. SetRenderTargets(command);
  1420. GetSubsystem<UI>()->Render(false);
  1421. }
  1422. break;
  1423. case CMD_SENDEVENT:
  1424. {
  1425. using namespace RenderPathEvent;
  1426. VariantMap& eventData = GetEventDataMap();
  1427. eventData[P_NAME] = command.eventName_;
  1428. renderer_->SendEvent(E_RENDERPATHEVENT, eventData);
  1429. }
  1430. break;
  1431. default:
  1432. break;
  1433. }
  1434. // If current command output to the viewport, mark it modified
  1435. if (viewportWrite)
  1436. viewportModified = true;
  1437. }
  1438. }
  1439. }
  1440. void View::SetRenderTargets(RenderPathCommand& command)
  1441. {
  1442. unsigned index = 0;
  1443. bool useColorWrite = true;
  1444. bool useCustomDepth = false;
  1445. bool useViewportOutput = false;
  1446. while (index < command.outputs_.Size())
  1447. {
  1448. if (!command.outputs_[index].first_.Compare("viewport", false))
  1449. {
  1450. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1451. useViewportOutput = true;
  1452. }
  1453. else
  1454. {
  1455. Texture* texture = FindNamedTexture(command.outputs_[index].first_, true, false);
  1456. // Check for depth only rendering (by specifying a depth texture as the sole output)
  1457. if (!index && command.outputs_.Size() == 1 && texture && (texture->GetFormat() == Graphics::GetReadableDepthFormat() ||
  1458. texture->GetFormat() == Graphics::GetDepthStencilFormat()))
  1459. {
  1460. useColorWrite = false;
  1461. useCustomDepth = true;
  1462. #if !defined(URHO3D_OPENGL) && !defined(URHO3D_D3D11)
  1463. // On D3D9 actual depth-only rendering is illegal, we need a color rendertarget
  1464. if (!depthOnlyDummyTexture_)
  1465. {
  1466. depthOnlyDummyTexture_ = renderer_->GetScreenBuffer(texture->GetWidth(), texture->GetHeight(),
  1467. graphics_->GetDummyColorFormat(), false, false, false);
  1468. }
  1469. #endif
  1470. graphics_->SetRenderTarget(0, GetRenderSurfaceFromTexture(depthOnlyDummyTexture_));
  1471. graphics_->SetDepthStencil(GetRenderSurfaceFromTexture(texture));
  1472. }
  1473. else
  1474. graphics_->SetRenderTarget(index, GetRenderSurfaceFromTexture(texture, command.outputs_[index].second_));
  1475. }
  1476. ++index;
  1477. }
  1478. while (index < MAX_RENDERTARGETS)
  1479. {
  1480. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1481. ++index;
  1482. }
  1483. if (command.depthStencilName_.Length())
  1484. {
  1485. Texture* depthTexture = FindNamedTexture(command.depthStencilName_, true, false);
  1486. if (depthTexture)
  1487. {
  1488. useCustomDepth = true;
  1489. graphics_->SetDepthStencil(GetRenderSurfaceFromTexture(depthTexture));
  1490. }
  1491. }
  1492. // When rendering to the final destination rendertarget, use the actual viewport. Otherwise texture rendertargets should use
  1493. // their full size as the viewport
  1494. IntVector2 rtSizeNow = graphics_->GetRenderTargetDimensions();
  1495. IntRect viewport = (useViewportOutput && currentRenderTarget_ == renderTarget_) ? viewRect_ : IntRect(0, 0, rtSizeNow.x_,
  1496. rtSizeNow.y_);
  1497. if (!useCustomDepth)
  1498. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1499. graphics_->SetViewport(viewport);
  1500. graphics_->SetColorWrite(useColorWrite);
  1501. }
  1502. bool View::SetTextures(RenderPathCommand& command)
  1503. {
  1504. bool allowDepthWrite = true;
  1505. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1506. {
  1507. if (command.textureNames_[i].Empty())
  1508. continue;
  1509. // Bind the rendered output
  1510. if (!command.textureNames_[i].Compare("viewport", false))
  1511. {
  1512. graphics_->SetTexture(i, currentViewportTexture_);
  1513. continue;
  1514. }
  1515. #ifdef DESKTOP_GRAPHICS
  1516. Texture* texture = FindNamedTexture(command.textureNames_[i], false, i == TU_VOLUMEMAP);
  1517. #else
  1518. Texture* texture = FindNamedTexture(command.textureNames_[i], false, false);
  1519. #endif
  1520. if (texture)
  1521. {
  1522. graphics_->SetTexture(i, texture);
  1523. // Check if the current depth stencil is being sampled
  1524. if (graphics_->GetDepthStencil() && texture == graphics_->GetDepthStencil()->GetParentTexture())
  1525. allowDepthWrite = false;
  1526. }
  1527. else
  1528. {
  1529. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1530. command.textureNames_[i] = String::EMPTY;
  1531. }
  1532. }
  1533. return allowDepthWrite;
  1534. }
  1535. void View::RenderQuad(RenderPathCommand& command)
  1536. {
  1537. if (command.vertexShaderName_.Empty() || command.pixelShaderName_.Empty())
  1538. return;
  1539. // If shader can not be found, clear it from the command to prevent redundant attempts
  1540. ShaderVariation* vs = graphics_->GetShader(VS, command.vertexShaderName_, command.vertexShaderDefines_);
  1541. if (!vs)
  1542. command.vertexShaderName_ = String::EMPTY;
  1543. ShaderVariation* ps = graphics_->GetShader(PS, command.pixelShaderName_, command.pixelShaderDefines_);
  1544. if (!ps)
  1545. command.pixelShaderName_ = String::EMPTY;
  1546. // Set shaders & shader parameters and textures
  1547. graphics_->SetShaders(vs, ps);
  1548. SetGlobalShaderParameters();
  1549. SetCameraShaderParameters(camera_);
  1550. // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized
  1551. IntRect viewport = graphics_->GetViewport();
  1552. IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
  1553. SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_));
  1554. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1555. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1556. {
  1557. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1558. if (!rtInfo.enabled_)
  1559. continue;
  1560. StringHash nameHash(rtInfo.name_);
  1561. if (!renderTargets_.Contains(nameHash))
  1562. continue;
  1563. String invSizeName = rtInfo.name_ + "InvSize";
  1564. String offsetsName = rtInfo.name_ + "Offsets";
  1565. float width = (float)renderTargets_[nameHash]->GetWidth();
  1566. float height = (float)renderTargets_[nameHash]->GetHeight();
  1567. const Vector2& pixelUVOffset = Graphics::GetPixelUVOffset();
  1568. graphics_->SetShaderParameter(invSizeName, Vector2(1.0f / width, 1.0f / height));
  1569. graphics_->SetShaderParameter(offsetsName, Vector2(pixelUVOffset.x_ / width, pixelUVOffset.y_ / height));
  1570. }
  1571. // Set command's shader parameters last to allow them to override any of the above
  1572. const HashMap<StringHash, Variant>& parameters = command.shaderParameters_;
  1573. for (HashMap<StringHash, Variant>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1574. graphics_->SetShaderParameter(k->first_, k->second_);
  1575. graphics_->SetBlendMode(command.blendMode_);
  1576. graphics_->SetDepthTest(CMP_ALWAYS);
  1577. graphics_->SetDepthWrite(false);
  1578. graphics_->SetFillMode(FILL_SOLID);
  1579. graphics_->SetClipPlane(false);
  1580. graphics_->SetScissorTest(false);
  1581. graphics_->SetStencilTest(false);
  1582. DrawFullscreenQuad(false);
  1583. }
  1584. bool View::IsNecessary(const RenderPathCommand& command)
  1585. {
  1586. return command.enabled_ && command.outputs_.Size() &&
  1587. (command.type_ != CMD_SCENEPASS || !batchQueues_[command.passIndex_].IsEmpty());
  1588. }
  1589. bool View::CheckViewportRead(const RenderPathCommand& command)
  1590. {
  1591. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1592. {
  1593. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1594. return true;
  1595. }
  1596. return false;
  1597. }
  1598. bool View::CheckViewportWrite(const RenderPathCommand& command)
  1599. {
  1600. for (unsigned i = 0; i < command.outputs_.Size(); ++i)
  1601. {
  1602. if (!command.outputs_[i].first_.Compare("viewport", false))
  1603. return true;
  1604. }
  1605. return false;
  1606. }
  1607. bool View::CheckPingpong(unsigned index)
  1608. {
  1609. // Current command must be a viewport-reading & writing quad to begin the pingpong chain
  1610. RenderPathCommand& current = renderPath_->commands_[index];
  1611. if (current.type_ != CMD_QUAD || !CheckViewportRead(current) || !CheckViewportWrite(current))
  1612. return false;
  1613. // If there are commands other than quads that target the viewport, we must keep rendering to the final target and resolving
  1614. // to a viewport texture when necessary instead of pingponging, as a scene pass is not guaranteed to fill the entire viewport
  1615. for (unsigned i = index + 1; i < renderPath_->commands_.Size(); ++i)
  1616. {
  1617. RenderPathCommand& command = renderPath_->commands_[i];
  1618. if (!IsNecessary(command))
  1619. continue;
  1620. if (CheckViewportWrite(command))
  1621. {
  1622. if (command.type_ != CMD_QUAD)
  1623. return false;
  1624. }
  1625. }
  1626. return true;
  1627. }
  1628. void View::AllocateScreenBuffers()
  1629. {
  1630. View* actualView = sourceView_ ? sourceView_ : this;
  1631. bool hasScenePassToRTs = false;
  1632. bool hasCustomDepth = false;
  1633. bool hasViewportRead = false;
  1634. bool hasPingpong = false;
  1635. bool needSubstitute = false;
  1636. unsigned numViewportTextures = 0;
  1637. depthOnlyDummyTexture_ = 0;
  1638. // Check for commands with special meaning: has custom depth, renders a scene pass to other than the destination viewport,
  1639. // read the viewport, or pingpong between viewport textures. These may trigger the need to substitute the destination RT
  1640. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1641. {
  1642. const RenderPathCommand& command = renderPath_->commands_[i];
  1643. if (!actualView->IsNecessary(command))
  1644. continue;
  1645. if (!hasViewportRead && CheckViewportRead(command))
  1646. hasViewportRead = true;
  1647. if (!hasPingpong && CheckPingpong(i))
  1648. hasPingpong = true;
  1649. if (command.depthStencilName_.Length())
  1650. hasCustomDepth = true;
  1651. if (!hasScenePassToRTs && command.type_ == CMD_SCENEPASS)
  1652. {
  1653. for (unsigned j = 0; j < command.outputs_.Size(); ++j)
  1654. {
  1655. if (command.outputs_[j].first_.Compare("viewport", false))
  1656. {
  1657. hasScenePassToRTs = true;
  1658. break;
  1659. }
  1660. }
  1661. }
  1662. }
  1663. #ifdef URHO3D_OPENGL
  1664. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1665. // Also, if rendering to a texture with full deferred rendering, it must be RGBA to comply with the rest of the buffers,
  1666. // unless using OpenGL 3
  1667. if (((deferred_ || hasScenePassToRTs) && !renderTarget_) || (!Graphics::GetGL3Support() && deferredAmbient_ && renderTarget_
  1668. && renderTarget_->GetParentTexture()->GetFormat() != Graphics::GetRGBAFormat()))
  1669. needSubstitute = true;
  1670. // Also need substitute if rendering to backbuffer using a custom (readable) depth buffer
  1671. if (!renderTarget_ && hasCustomDepth)
  1672. needSubstitute = true;
  1673. #endif
  1674. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1675. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1676. needSubstitute = true;
  1677. // If viewport is smaller than whole texture/backbuffer in deferred rendering, need to reserve a buffer, as the G-buffer
  1678. // textures will be sized equal to the viewport
  1679. if (viewSize_.x_ < rtSize_.x_ || viewSize_.y_ < rtSize_.y_)
  1680. {
  1681. if (deferred_ || hasScenePassToRTs || hasCustomDepth)
  1682. needSubstitute = true;
  1683. }
  1684. // Follow final rendertarget format, or use RGB to match the backbuffer format
  1685. unsigned format = renderTarget_ ? renderTarget_->GetParentTexture()->GetFormat() : Graphics::GetRGBFormat();
  1686. // If HDR rendering is enabled use RGBA16f and reserve a buffer
  1687. if (renderer_->GetHDRRendering())
  1688. {
  1689. format = Graphics::GetRGBAFloat16Format();
  1690. needSubstitute = true;
  1691. }
  1692. #ifdef URHO3D_OPENGL
  1693. // On OpenGL 2 ensure that all MRT buffers are RGBA in deferred rendering
  1694. if (deferred_ && !renderer_->GetHDRRendering() && !Graphics::GetGL3Support())
  1695. format = Graphics::GetRGBAFormat();
  1696. #endif
  1697. if (hasViewportRead)
  1698. {
  1699. ++numViewportTextures;
  1700. // If OpenGL ES, use substitute target to avoid resolve from the backbuffer, which may be slow. However if multisampling
  1701. // is specified, there is no choice
  1702. #ifdef GL_ES_VERSION_2_0
  1703. if (!renderTarget_ && graphics_->GetMultiSample() < 2)
  1704. needSubstitute = true;
  1705. #endif
  1706. // If we have viewport read and target is a cube map, must allocate a substitute target instead as BlitFramebuffer()
  1707. // does not support reading a cube map
  1708. if (renderTarget_ && renderTarget_->GetParentTexture()->GetType() == TextureCube::GetTypeStatic())
  1709. needSubstitute = true;
  1710. // If rendering to a texture, but the viewport is less than the whole texture, use a substitute to ensure
  1711. // postprocessing shaders will never read outside the viewport
  1712. if (renderTarget_ && (viewSize_.x_ < renderTarget_->GetWidth() || viewSize_.y_ < renderTarget_->GetHeight()))
  1713. needSubstitute = true;
  1714. if (hasPingpong && !needSubstitute)
  1715. ++numViewportTextures;
  1716. }
  1717. // Allocate screen buffers with filtering active in case the quad commands need that
  1718. // Follow the sRGB mode of the destination render target
  1719. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1720. substituteRenderTarget_ = needSubstitute ? GetRenderSurfaceFromTexture(renderer_->GetScreenBuffer(viewSize_.x_, viewSize_.y_,
  1721. format, false, true, sRGB)) : (RenderSurface*)0;
  1722. for (unsigned i = 0; i < MAX_VIEWPORT_TEXTURES; ++i)
  1723. {
  1724. viewportTextures_[i] =
  1725. i < numViewportTextures ? renderer_->GetScreenBuffer(viewSize_.x_, viewSize_.y_, format, false, true, sRGB) :
  1726. (Texture*)0;
  1727. }
  1728. // If using a substitute render target and pingponging, the substitute can act as the second viewport texture
  1729. if (numViewportTextures == 1 && substituteRenderTarget_)
  1730. viewportTextures_[1] = substituteRenderTarget_->GetParentTexture();
  1731. // Allocate extra render targets defined by the rendering path
  1732. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1733. {
  1734. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1735. if (!rtInfo.enabled_)
  1736. continue;
  1737. float width = rtInfo.size_.x_;
  1738. float height = rtInfo.size_.y_;
  1739. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1740. {
  1741. width = (float)viewSize_.x_ / Max(width, M_EPSILON);
  1742. height = (float)viewSize_.y_ / Max(height, M_EPSILON);
  1743. }
  1744. else if (rtInfo.sizeMode_ == SIZE_VIEWPORTMULTIPLIER)
  1745. {
  1746. width = (float)viewSize_.x_ * width;
  1747. height = (float)viewSize_.y_ * height;
  1748. }
  1749. int intWidth = (int)(width + 0.5f);
  1750. int intHeight = (int)(height + 0.5f);
  1751. // If the rendertarget is persistent, key it with a hash derived from the RT name and the view's pointer
  1752. renderTargets_[rtInfo.name_] =
  1753. renderer_->GetScreenBuffer(intWidth, intHeight, rtInfo.format_, rtInfo.cubemap_, rtInfo.filtered_, rtInfo.sRGB_,
  1754. rtInfo.persistent_ ? StringHash(rtInfo.name_).Value() + (unsigned)(size_t)this : 0);
  1755. }
  1756. }
  1757. void View::BlitFramebuffer(Texture* source, RenderSurface* destination, bool depthWrite)
  1758. {
  1759. if (!source)
  1760. return;
  1761. URHO3D_PROFILE(BlitFramebuffer);
  1762. // If blitting to the destination rendertarget, use the actual viewport. Intermediate textures on the other hand
  1763. // are always viewport-sized
  1764. IntVector2 srcSize(source->GetWidth(), source->GetHeight());
  1765. IntVector2 destSize = destination ? IntVector2(destination->GetWidth(), destination->GetHeight()) : IntVector2(
  1766. graphics_->GetWidth(), graphics_->GetHeight());
  1767. IntRect srcRect = (GetRenderSurfaceFromTexture(source) == renderTarget_) ? viewRect_ : IntRect(0, 0, srcSize.x_, srcSize.y_);
  1768. IntRect destRect = (destination == renderTarget_) ? viewRect_ : IntRect(0, 0, destSize.x_, destSize.y_);
  1769. graphics_->SetBlendMode(BLEND_REPLACE);
  1770. graphics_->SetDepthTest(CMP_ALWAYS);
  1771. graphics_->SetDepthWrite(depthWrite);
  1772. graphics_->SetFillMode(FILL_SOLID);
  1773. graphics_->SetClipPlane(false);
  1774. graphics_->SetScissorTest(false);
  1775. graphics_->SetStencilTest(false);
  1776. graphics_->SetRenderTarget(0, destination);
  1777. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1778. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1779. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1780. graphics_->SetViewport(destRect);
  1781. static const String shaderName("CopyFramebuffer");
  1782. graphics_->SetShaders(graphics_->GetShader(VS, shaderName), graphics_->GetShader(PS, shaderName));
  1783. SetGBufferShaderParameters(srcSize, srcRect);
  1784. graphics_->SetTexture(TU_DIFFUSE, source);
  1785. DrawFullscreenQuad(true);
  1786. }
  1787. void View::DrawFullscreenQuad(bool setIdentityProjection)
  1788. {
  1789. Geometry* geometry = renderer_->GetQuadGeometry();
  1790. // If no camera, no choice but to use identity projection
  1791. if (!camera_)
  1792. setIdentityProjection = true;
  1793. if (setIdentityProjection)
  1794. {
  1795. Matrix3x4 model = Matrix3x4::IDENTITY;
  1796. Matrix4 projection = Matrix4::IDENTITY;
  1797. #ifdef URHO3D_OPENGL
  1798. if (camera_ && camera_->GetFlipVertical())
  1799. projection.m11_ = -1.0f;
  1800. model.m23_ = 0.0f;
  1801. #else
  1802. model.m23_ = 0.5f;
  1803. #endif
  1804. graphics_->SetShaderParameter(VSP_MODEL, model);
  1805. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1806. }
  1807. else
  1808. graphics_->SetShaderParameter(VSP_MODEL, Light::GetFullscreenQuadTransform(camera_));
  1809. graphics_->SetCullMode(CULL_NONE);
  1810. graphics_->ClearTransformSources();
  1811. geometry->Draw(graphics_);
  1812. }
  1813. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1814. {
  1815. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1816. float halfViewSize = camera->GetHalfViewSize();
  1817. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1818. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1819. {
  1820. Drawable* occluder = *i;
  1821. bool erase = false;
  1822. if (!occluder->IsInView(frame_, true))
  1823. occluder->UpdateBatches(frame_);
  1824. // Check occluder's draw distance (in main camera view)
  1825. float maxDistance = occluder->GetDrawDistance();
  1826. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1827. {
  1828. // Check that occluder is big enough on the screen
  1829. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1830. float diagonal = box.Size().Length();
  1831. float compare;
  1832. if (!camera->IsOrthographic())
  1833. {
  1834. // Occluders which are near the camera are more useful then occluders at the end of the camera's draw distance
  1835. float cameraMaxDistanceFraction = occluder->GetDistance() / camera->GetFarClip();
  1836. compare = diagonal * halfViewSize / (occluder->GetDistance() * cameraMaxDistanceFraction);
  1837. // Give higher priority to occluders which the camera is inside their AABB
  1838. const Vector3& cameraPos = camera->GetNode() ? camera->GetNode()->GetWorldPosition() : Vector3::ZERO;
  1839. if (box.IsInside(cameraPos))
  1840. compare *= diagonal; // size^2
  1841. }
  1842. else
  1843. compare = diagonal * invOrthoSize;
  1844. if (compare < occluderSizeThreshold_)
  1845. erase = true;
  1846. else
  1847. {
  1848. // Best occluders have big triangles (low density)
  1849. float density = occluder->GetNumOccluderTriangles() / diagonal;
  1850. // Lower value is higher priority
  1851. occluder->SetSortValue(density / compare);
  1852. }
  1853. }
  1854. else
  1855. erase = true;
  1856. if (erase)
  1857. i = occluders.Erase(i);
  1858. else
  1859. ++i;
  1860. }
  1861. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1862. if (occluders.Size())
  1863. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1864. }
  1865. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1866. {
  1867. buffer->SetMaxTriangles((unsigned)maxOccluderTriangles_);
  1868. buffer->Clear();
  1869. if (!buffer->IsThreaded())
  1870. {
  1871. // If not threaded, draw occluders one by one and test the next occluder against already rasterized depth
  1872. for (unsigned i = 0; i < occluders.Size(); ++i)
  1873. {
  1874. Drawable* occluder = occluders[i];
  1875. if (i > 0)
  1876. {
  1877. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1878. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1879. continue;
  1880. }
  1881. // Check for running out of triangles
  1882. ++activeOccluders_;
  1883. bool success = occluder->DrawOcclusion(buffer);
  1884. // Draw triangles submitted by this occluder
  1885. buffer->DrawTriangles();
  1886. if (!success)
  1887. break;
  1888. }
  1889. }
  1890. else
  1891. {
  1892. // In threaded mode submit all triangles first, then render (cannot test in this case)
  1893. for (unsigned i = 0; i < occluders.Size(); ++i)
  1894. {
  1895. // Check for running out of triangles
  1896. ++activeOccluders_;
  1897. if (!occluders[i]->DrawOcclusion(buffer))
  1898. break;
  1899. }
  1900. buffer->DrawTriangles();
  1901. }
  1902. // Finally build the depth mip levels
  1903. buffer->BuildDepthHierarchy();
  1904. }
  1905. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1906. {
  1907. Light* light = query.light_;
  1908. LightType type = light->GetLightType();
  1909. const Frustum& frustum = cullCamera_->GetFrustum();
  1910. // Check if light should be shadowed
  1911. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1912. // If shadow distance non-zero, check it
  1913. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1914. isShadowed = false;
  1915. // OpenGL ES can not support point light shadows
  1916. #ifdef GL_ES_VERSION_2_0
  1917. if (isShadowed && type == LIGHT_POINT)
  1918. isShadowed = false;
  1919. #endif
  1920. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1921. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1922. query.litGeometries_.Clear();
  1923. switch (type)
  1924. {
  1925. case LIGHT_DIRECTIONAL:
  1926. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1927. {
  1928. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1929. query.litGeometries_.Push(geometries_[i]);
  1930. }
  1931. break;
  1932. case LIGHT_SPOT:
  1933. {
  1934. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY,
  1935. cullCamera_->GetViewMask());
  1936. octree_->GetDrawables(octreeQuery);
  1937. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1938. {
  1939. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1940. query.litGeometries_.Push(tempDrawables[i]);
  1941. }
  1942. }
  1943. break;
  1944. case LIGHT_POINT:
  1945. {
  1946. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1947. DRAWABLE_GEOMETRY, cullCamera_->GetViewMask());
  1948. octree_->GetDrawables(octreeQuery);
  1949. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1950. {
  1951. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1952. query.litGeometries_.Push(tempDrawables[i]);
  1953. }
  1954. }
  1955. break;
  1956. }
  1957. // If no lit geometries or not shadowed, no need to process shadow cameras
  1958. if (query.litGeometries_.Empty() || !isShadowed)
  1959. {
  1960. query.numSplits_ = 0;
  1961. return;
  1962. }
  1963. // Determine number of shadow cameras and setup their initial positions
  1964. SetupShadowCameras(query);
  1965. // Process each split for shadow casters
  1966. query.shadowCasters_.Clear();
  1967. for (unsigned i = 0; i < query.numSplits_; ++i)
  1968. {
  1969. Camera* shadowCamera = query.shadowCameras_[i];
  1970. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1971. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1972. // For point light check that the face is visible: if not, can skip the split
  1973. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1974. continue;
  1975. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1976. if (type == LIGHT_DIRECTIONAL)
  1977. {
  1978. if (minZ_ > query.shadowFarSplits_[i])
  1979. continue;
  1980. if (maxZ_ < query.shadowNearSplits_[i])
  1981. continue;
  1982. // Reuse lit geometry query for all except directional lights
  1983. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY, cullCamera_->GetViewMask());
  1984. octree_->GetDrawables(query);
  1985. }
  1986. // Check which shadow casters actually contribute to the shadowing
  1987. ProcessShadowCasters(query, tempDrawables, i);
  1988. }
  1989. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1990. // only cost has been the shadow camera setup & queries
  1991. if (query.shadowCasters_.Empty())
  1992. query.numSplits_ = 0;
  1993. }
  1994. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1995. {
  1996. Light* light = query.light_;
  1997. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1998. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1999. const Matrix3x4& lightView = shadowCamera->GetView();
  2000. const Matrix4& lightProj = shadowCamera->GetProjection();
  2001. LightType type = light->GetLightType();
  2002. query.shadowCasterBox_[splitIndex].Clear();
  2003. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  2004. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  2005. // frustum, so that shadow casters do not get rendered into unnecessary splits
  2006. Frustum lightViewFrustum;
  2007. if (type != LIGHT_DIRECTIONAL)
  2008. lightViewFrustum = cullCamera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  2009. else
  2010. lightViewFrustum = cullCamera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  2011. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  2012. BoundingBox lightViewFrustumBox(lightViewFrustum);
  2013. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  2014. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  2015. return;
  2016. BoundingBox lightViewBox;
  2017. BoundingBox lightProjBox;
  2018. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  2019. {
  2020. Drawable* drawable = *i;
  2021. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  2022. // Check for that first
  2023. if (!drawable->GetCastShadows())
  2024. continue;
  2025. // Check shadow mask
  2026. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  2027. continue;
  2028. // For point light, check that this drawable is inside the split shadow camera frustum
  2029. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  2030. continue;
  2031. // Check shadow distance
  2032. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  2033. // times. However, this should not cause problems as no scene modification happens at this point.
  2034. if (!drawable->IsInView(frame_, true))
  2035. drawable->UpdateBatches(frame_);
  2036. float maxShadowDistance = drawable->GetShadowDistance();
  2037. float drawDistance = drawable->GetDrawDistance();
  2038. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  2039. maxShadowDistance = drawDistance;
  2040. if (maxShadowDistance > 0.0f && drawable->GetDistance() > maxShadowDistance)
  2041. continue;
  2042. // Project shadow caster bounding box to light view space for visibility check
  2043. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  2044. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  2045. {
  2046. // Merge to shadow caster bounding box (only needed for focused spot lights) and add to the list
  2047. if (type == LIGHT_SPOT && light->GetShadowFocus().focus_)
  2048. {
  2049. lightProjBox = lightViewBox.Projected(lightProj);
  2050. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  2051. }
  2052. query.shadowCasters_.Push(drawable);
  2053. }
  2054. }
  2055. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  2056. }
  2057. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  2058. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  2059. {
  2060. if (shadowCamera->IsOrthographic())
  2061. {
  2062. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  2063. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_, lightViewFrustumBox.max_.z_);
  2064. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  2065. }
  2066. else
  2067. {
  2068. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  2069. if (drawable->IsInView(frame_))
  2070. return true;
  2071. // For perspective lights, extrusion direction depends on the position of the shadow caster
  2072. Vector3 center = lightViewBox.Center();
  2073. Ray extrusionRay(center, center);
  2074. float extrusionDistance = shadowCamera->GetFarClip();
  2075. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  2076. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  2077. float sizeFactor = extrusionDistance / originalDistance;
  2078. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  2079. // than necessary, so the test will be conservative
  2080. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  2081. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  2082. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  2083. lightViewBox.Merge(extrudedBox);
  2084. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  2085. }
  2086. }
  2087. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  2088. {
  2089. unsigned width = (unsigned)shadowMap->GetWidth();
  2090. unsigned height = (unsigned)shadowMap->GetHeight();
  2091. switch (light->GetLightType())
  2092. {
  2093. case LIGHT_DIRECTIONAL:
  2094. {
  2095. int numSplits = light->GetNumShadowSplits();
  2096. if (numSplits == 1)
  2097. return IntRect(0, 0, width, height);
  2098. else if (numSplits == 2)
  2099. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  2100. else
  2101. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  2102. (splitIndex / 2 + 1) * height / 2);
  2103. }
  2104. case LIGHT_SPOT:
  2105. return IntRect(0, 0, width, height);
  2106. case LIGHT_POINT:
  2107. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  2108. (splitIndex / 2 + 1) * height / 3);
  2109. }
  2110. return IntRect();
  2111. }
  2112. void View::SetupShadowCameras(LightQueryResult& query)
  2113. {
  2114. Light* light = query.light_;
  2115. int splits = 0;
  2116. switch (light->GetLightType())
  2117. {
  2118. case LIGHT_DIRECTIONAL:
  2119. {
  2120. const CascadeParameters& cascade = light->GetShadowCascade();
  2121. float nearSplit = cullCamera_->GetNearClip();
  2122. float farSplit;
  2123. int numSplits = light->GetNumShadowSplits();
  2124. while (splits < numSplits)
  2125. {
  2126. // If split is completely beyond camera far clip, we are done
  2127. if (nearSplit > cullCamera_->GetFarClip())
  2128. break;
  2129. farSplit = Min(cullCamera_->GetFarClip(), cascade.splits_[splits]);
  2130. if (farSplit <= nearSplit)
  2131. break;
  2132. // Setup the shadow camera for the split
  2133. Camera* shadowCamera = renderer_->GetShadowCamera();
  2134. query.shadowCameras_[splits] = shadowCamera;
  2135. query.shadowNearSplits_[splits] = nearSplit;
  2136. query.shadowFarSplits_[splits] = farSplit;
  2137. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  2138. nearSplit = farSplit;
  2139. ++splits;
  2140. }
  2141. }
  2142. break;
  2143. case LIGHT_SPOT:
  2144. {
  2145. Camera* shadowCamera = renderer_->GetShadowCamera();
  2146. query.shadowCameras_[0] = shadowCamera;
  2147. Node* cameraNode = shadowCamera->GetNode();
  2148. Node* lightNode = light->GetNode();
  2149. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  2150. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  2151. shadowCamera->SetFarClip(light->GetRange());
  2152. shadowCamera->SetFov(light->GetFov());
  2153. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  2154. splits = 1;
  2155. }
  2156. break;
  2157. case LIGHT_POINT:
  2158. {
  2159. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  2160. {
  2161. Camera* shadowCamera = renderer_->GetShadowCamera();
  2162. query.shadowCameras_[i] = shadowCamera;
  2163. Node* cameraNode = shadowCamera->GetNode();
  2164. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  2165. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  2166. cameraNode->SetDirection(*directions[i]);
  2167. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  2168. shadowCamera->SetFarClip(light->GetRange());
  2169. shadowCamera->SetFov(90.0f);
  2170. shadowCamera->SetAspectRatio(1.0f);
  2171. }
  2172. splits = MAX_CUBEMAP_FACES;
  2173. }
  2174. break;
  2175. }
  2176. query.numSplits_ = (unsigned)splits;
  2177. }
  2178. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  2179. {
  2180. Node* shadowCameraNode = shadowCamera->GetNode();
  2181. Node* lightNode = light->GetNode();
  2182. float extrusionDistance = cullCamera_->GetFarClip();
  2183. const FocusParameters& parameters = light->GetShadowFocus();
  2184. // Calculate initial position & rotation
  2185. Vector3 pos = cullCamera_->GetNode()->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  2186. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  2187. // Calculate main camera shadowed frustum in light's view space
  2188. farSplit = Min(farSplit, cullCamera_->GetFarClip());
  2189. // Use the scene Z bounds to limit frustum size if applicable
  2190. if (parameters.focus_)
  2191. {
  2192. nearSplit = Max(minZ_, nearSplit);
  2193. farSplit = Min(maxZ_, farSplit);
  2194. }
  2195. Frustum splitFrustum = cullCamera_->GetSplitFrustum(nearSplit, farSplit);
  2196. Polyhedron frustumVolume;
  2197. frustumVolume.Define(splitFrustum);
  2198. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  2199. if (parameters.focus_)
  2200. {
  2201. BoundingBox litGeometriesBox;
  2202. for (unsigned i = 0; i < geometries_.Size(); ++i)
  2203. {
  2204. Drawable* drawable = geometries_[i];
  2205. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  2206. (GetLightMask(drawable) & light->GetLightMask()))
  2207. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  2208. }
  2209. if (litGeometriesBox.Defined())
  2210. {
  2211. frustumVolume.Clip(litGeometriesBox);
  2212. // If volume became empty, restore it to avoid zero size
  2213. if (frustumVolume.Empty())
  2214. frustumVolume.Define(splitFrustum);
  2215. }
  2216. }
  2217. // Transform frustum volume to light space
  2218. const Matrix3x4& lightView = shadowCamera->GetView();
  2219. frustumVolume.Transform(lightView);
  2220. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  2221. BoundingBox shadowBox;
  2222. if (!parameters.nonUniform_)
  2223. shadowBox.Define(Sphere(frustumVolume));
  2224. else
  2225. shadowBox.Define(frustumVolume);
  2226. shadowCamera->SetOrthographic(true);
  2227. shadowCamera->SetAspectRatio(1.0f);
  2228. shadowCamera->SetNearClip(0.0f);
  2229. shadowCamera->SetFarClip(shadowBox.max_.z_);
  2230. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  2231. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  2232. }
  2233. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2234. const BoundingBox& shadowCasterBox)
  2235. {
  2236. const FocusParameters& parameters = light->GetShadowFocus();
  2237. float shadowMapWidth = (float)(shadowViewport.Width());
  2238. LightType type = light->GetLightType();
  2239. if (type == LIGHT_DIRECTIONAL)
  2240. {
  2241. BoundingBox shadowBox;
  2242. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  2243. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  2244. shadowBox.min_.y_ = -shadowBox.max_.y_;
  2245. shadowBox.min_.x_ = -shadowBox.max_.x_;
  2246. // Requantize and snap to shadow map texels
  2247. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  2248. }
  2249. if (type == LIGHT_SPOT && parameters.focus_)
  2250. {
  2251. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  2252. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  2253. float viewSize = Max(viewSizeX, viewSizeY);
  2254. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  2255. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  2256. float quantize = parameters.quantize_ * invOrthoSize;
  2257. float minView = parameters.minView_ * invOrthoSize;
  2258. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  2259. if (viewSize < 1.0f)
  2260. shadowCamera->SetZoom(1.0f / viewSize);
  2261. }
  2262. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  2263. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  2264. if (shadowCamera->GetZoom() >= 1.0f)
  2265. {
  2266. if (light->GetLightType() != LIGHT_POINT)
  2267. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  2268. else
  2269. {
  2270. #ifdef URHO3D_OPENGL
  2271. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  2272. #else
  2273. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  2274. #endif
  2275. }
  2276. }
  2277. }
  2278. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2279. const BoundingBox& viewBox)
  2280. {
  2281. Node* shadowCameraNode = shadowCamera->GetNode();
  2282. const FocusParameters& parameters = light->GetShadowFocus();
  2283. float shadowMapWidth = (float)(shadowViewport.Width());
  2284. float minX = viewBox.min_.x_;
  2285. float minY = viewBox.min_.y_;
  2286. float maxX = viewBox.max_.x_;
  2287. float maxY = viewBox.max_.y_;
  2288. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  2289. Vector2 viewSize(maxX - minX, maxY - minY);
  2290. // Quantize size to reduce swimming
  2291. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  2292. if (parameters.nonUniform_)
  2293. {
  2294. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2295. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  2296. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2297. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  2298. }
  2299. else if (parameters.focus_)
  2300. {
  2301. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  2302. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2303. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2304. viewSize.y_ = viewSize.x_;
  2305. }
  2306. shadowCamera->SetOrthoSize(viewSize);
  2307. // Center shadow camera to the view space bounding box
  2308. Quaternion rot(shadowCameraNode->GetWorldRotation());
  2309. Vector3 adjust(center.x_, center.y_, 0.0f);
  2310. shadowCameraNode->Translate(rot * adjust, TS_WORLD);
  2311. // If the shadow map viewport is known, snap to whole texels
  2312. if (shadowMapWidth > 0.0f)
  2313. {
  2314. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  2315. // Take into account that shadow map border will not be used
  2316. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  2317. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  2318. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  2319. shadowCameraNode->Translate(rot * snap, TS_WORLD);
  2320. }
  2321. }
  2322. void View::FindZone(Drawable* drawable)
  2323. {
  2324. Vector3 center = drawable->GetWorldBoundingBox().Center();
  2325. int bestPriority = M_MIN_INT;
  2326. Zone* newZone = 0;
  2327. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  2328. // (possibly incorrect) and must be re-evaluated on the next frame
  2329. bool temporary = !cullCamera_->GetFrustum().IsInside(center);
  2330. // First check if the current zone remains a conclusive result
  2331. Zone* lastZone = drawable->GetZone();
  2332. if (lastZone && (lastZone->GetViewMask() & cullCamera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  2333. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  2334. newZone = lastZone;
  2335. else
  2336. {
  2337. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  2338. {
  2339. Zone* zone = *i;
  2340. int priority = zone->GetPriority();
  2341. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  2342. {
  2343. newZone = zone;
  2344. bestPriority = priority;
  2345. }
  2346. }
  2347. }
  2348. drawable->SetZone(newZone, temporary);
  2349. }
  2350. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  2351. {
  2352. if (!material)
  2353. return renderer_->GetDefaultMaterial()->GetTechniques()[0].technique_;
  2354. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  2355. // If only one technique, no choice
  2356. if (techniques.Size() == 1)
  2357. return techniques[0].technique_;
  2358. else
  2359. {
  2360. float lodDistance = drawable->GetLodDistance();
  2361. // Check for suitable technique. Techniques should be ordered like this:
  2362. // Most distant & highest quality
  2363. // Most distant & lowest quality
  2364. // Second most distant & highest quality
  2365. // ...
  2366. for (unsigned i = 0; i < techniques.Size(); ++i)
  2367. {
  2368. const TechniqueEntry& entry = techniques[i];
  2369. Technique* tech = entry.technique_;
  2370. if (!tech || (!tech->IsSupported()) || materialQuality_ < entry.qualityLevel_)
  2371. continue;
  2372. if (lodDistance >= entry.lodDistance_)
  2373. return tech;
  2374. }
  2375. // If no suitable technique found, fallback to the last
  2376. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  2377. }
  2378. }
  2379. void View::CheckMaterialForAuxView(Material* material)
  2380. {
  2381. const HashMap<TextureUnit, SharedPtr<Texture> >& textures = material->GetTextures();
  2382. for (HashMap<TextureUnit, SharedPtr<Texture> >::ConstIterator i = textures.Begin(); i != textures.End(); ++i)
  2383. {
  2384. Texture* texture = i->second_.Get();
  2385. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  2386. {
  2387. // Have to check cube & 2D textures separately
  2388. if (texture->GetType() == Texture2D::GetTypeStatic())
  2389. {
  2390. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  2391. RenderSurface* target = tex2D->GetRenderSurface();
  2392. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2393. target->QueueUpdate();
  2394. }
  2395. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2396. {
  2397. TextureCube* texCube = static_cast<TextureCube*>(texture);
  2398. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  2399. {
  2400. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  2401. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2402. target->QueueUpdate();
  2403. }
  2404. }
  2405. }
  2406. }
  2407. // Flag as processed so we can early-out next time we come across this material on the same frame
  2408. material->MarkForAuxView(frame_.frameNumber_);
  2409. }
  2410. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2411. {
  2412. if (!batch.material_)
  2413. batch.material_ = renderer_->GetDefaultMaterial();
  2414. // Convert to instanced if possible
  2415. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer())
  2416. batch.geometryType_ = GEOM_INSTANCED;
  2417. if (batch.geometryType_ == GEOM_INSTANCED)
  2418. {
  2419. BatchGroupKey key(batch);
  2420. HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchQueue.batchGroups_.Find(key);
  2421. if (i == batchQueue.batchGroups_.End())
  2422. {
  2423. // Create a new group based on the batch
  2424. // In case the group remains below the instancing limit, do not enable instancing shaders yet
  2425. BatchGroup newGroup(batch);
  2426. newGroup.geometryType_ = GEOM_STATIC;
  2427. renderer_->SetBatchShaders(newGroup, tech, allowShadows);
  2428. newGroup.CalculateSortKey();
  2429. i = batchQueue.batchGroups_.Insert(MakePair(key, newGroup));
  2430. }
  2431. int oldSize = i->second_.instances_.Size();
  2432. i->second_.AddTransforms(batch);
  2433. // Convert to using instancing shaders when the instancing limit is reached
  2434. if (oldSize < minInstances_ && (int)i->second_.instances_.Size() >= minInstances_)
  2435. {
  2436. i->second_.geometryType_ = GEOM_INSTANCED;
  2437. renderer_->SetBatchShaders(i->second_, tech, allowShadows);
  2438. i->second_.CalculateSortKey();
  2439. }
  2440. }
  2441. else
  2442. {
  2443. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2444. batch.CalculateSortKey();
  2445. // If batch is static with multiple world transforms and cannot instance, we must push copies of the batch individually
  2446. if (batch.geometryType_ == GEOM_STATIC && batch.numWorldTransforms_ > 1)
  2447. {
  2448. unsigned numTransforms = batch.numWorldTransforms_;
  2449. batch.numWorldTransforms_ = 1;
  2450. for (unsigned i = 0; i < numTransforms; ++i)
  2451. {
  2452. // Move the transform pointer to generate copies of the batch which only refer to 1 world transform
  2453. batchQueue.batches_.Push(batch);
  2454. ++batch.worldTransform_;
  2455. }
  2456. }
  2457. else
  2458. batchQueue.batches_.Push(batch);
  2459. }
  2460. }
  2461. void View::PrepareInstancingBuffer()
  2462. {
  2463. // Prepare instancing buffer from the source view
  2464. /// \todo If rendering the same view several times back-to-back, would not need to refill the buffer
  2465. if (sourceView_)
  2466. {
  2467. sourceView_->PrepareInstancingBuffer();
  2468. return;
  2469. }
  2470. URHO3D_PROFILE(PrepareInstancingBuffer);
  2471. unsigned totalInstances = 0;
  2472. for (HashMap<unsigned, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2473. totalInstances += i->second_.GetNumInstances();
  2474. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2475. {
  2476. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2477. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2478. totalInstances += i->litBaseBatches_.GetNumInstances();
  2479. totalInstances += i->litBatches_.GetNumInstances();
  2480. }
  2481. if (!totalInstances || !renderer_->ResizeInstancingBuffer(totalInstances))
  2482. return;
  2483. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2484. unsigned freeIndex = 0;
  2485. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2486. if (!dest)
  2487. return;
  2488. const unsigned stride = instancingBuffer->GetVertexSize();
  2489. for (HashMap<unsigned, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2490. i->second_.SetInstancingData(dest, stride, freeIndex);
  2491. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2492. {
  2493. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2494. i->shadowSplits_[j].shadowBatches_.SetInstancingData(dest, stride, freeIndex);
  2495. i->litBaseBatches_.SetInstancingData(dest, stride, freeIndex);
  2496. i->litBatches_.SetInstancingData(dest, stride, freeIndex);
  2497. }
  2498. instancingBuffer->Unlock();
  2499. }
  2500. void View::SetupLightVolumeBatch(Batch& batch)
  2501. {
  2502. Light* light = batch.lightQueue_->light_;
  2503. LightType type = light->GetLightType();
  2504. Vector3 cameraPos = camera_->GetNode()->GetWorldPosition();
  2505. float lightDist;
  2506. graphics_->SetBlendMode(light->IsNegative() ? BLEND_SUBTRACT : BLEND_ADD);
  2507. graphics_->SetDepthBias(0.0f, 0.0f);
  2508. graphics_->SetDepthWrite(false);
  2509. graphics_->SetFillMode(FILL_SOLID);
  2510. graphics_->SetClipPlane(false);
  2511. if (type != LIGHT_DIRECTIONAL)
  2512. {
  2513. if (type == LIGHT_POINT)
  2514. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2515. else
  2516. lightDist = light->GetFrustum().Distance(cameraPos);
  2517. // Draw front faces if not inside light volume
  2518. if (lightDist < camera_->GetNearClip() * 2.0f)
  2519. {
  2520. renderer_->SetCullMode(CULL_CW, camera_);
  2521. graphics_->SetDepthTest(CMP_GREATER);
  2522. }
  2523. else
  2524. {
  2525. renderer_->SetCullMode(CULL_CCW, camera_);
  2526. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2527. }
  2528. }
  2529. else
  2530. {
  2531. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2532. // refresh the directional light's model transform before rendering
  2533. light->GetVolumeTransform(camera_);
  2534. graphics_->SetCullMode(CULL_NONE);
  2535. graphics_->SetDepthTest(CMP_ALWAYS);
  2536. }
  2537. graphics_->SetScissorTest(false);
  2538. if (!noStencil_)
  2539. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2540. else
  2541. graphics_->SetStencilTest(false);
  2542. }
  2543. void View::RenderShadowMap(const LightBatchQueue& queue)
  2544. {
  2545. URHO3D_PROFILE(RenderShadowMap);
  2546. Texture2D* shadowMap = queue.shadowMap_;
  2547. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2548. graphics_->SetFillMode(FILL_SOLID);
  2549. graphics_->SetClipPlane(false);
  2550. graphics_->SetStencilTest(false);
  2551. // Set shadow depth bias
  2552. BiasParameters parameters = queue.light_->GetShadowBias();
  2553. // The shadow map is a depth stencil texture
  2554. if (shadowMap->GetUsage() == TEXTURE_DEPTHSTENCIL)
  2555. {
  2556. graphics_->SetColorWrite(false);
  2557. graphics_->SetDepthStencil(shadowMap);
  2558. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2559. // Disable other render targets
  2560. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  2561. graphics_->SetRenderTarget(i, (RenderSurface*) 0);
  2562. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2563. graphics_->Clear(CLEAR_DEPTH);
  2564. }
  2565. else // if the shadow map is a color rendertarget
  2566. {
  2567. graphics_->SetColorWrite(true);
  2568. graphics_->SetRenderTarget(0, shadowMap);
  2569. // Disable other render targets
  2570. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  2571. graphics_->SetRenderTarget(i, (RenderSurface*) 0);
  2572. graphics_->SetDepthStencil(renderer_->GetDepthStencil(shadowMap->GetWidth(), shadowMap->GetHeight()));
  2573. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2574. graphics_->Clear(CLEAR_DEPTH | CLEAR_COLOR, Color::WHITE);
  2575. parameters = BiasParameters(0.0f, 0.0f);
  2576. }
  2577. // Render each of the splits
  2578. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2579. {
  2580. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2581. float multiplier = 1.0f;
  2582. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2583. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2584. {
  2585. multiplier =
  2586. Max(shadowQueue.shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2587. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2588. // Quantize multiplier to prevent creation of too many rasterizer states on D3D11
  2589. multiplier = (int)(multiplier * 10.0f) / 10.0f;
  2590. }
  2591. // Perform further modification of depth bias on OpenGL ES, as shadow calculations' precision is limited
  2592. float addition = 0.0f;
  2593. #ifdef GL_ES_VERSION_2_0
  2594. multiplier *= renderer_->GetMobileShadowBiasMul();
  2595. addition = renderer_->GetMobileShadowBiasAdd();
  2596. #endif
  2597. graphics_->SetDepthBias(multiplier * parameters.constantBias_ + addition, multiplier * parameters.slopeScaledBias_);
  2598. if (!shadowQueue.shadowBatches_.IsEmpty())
  2599. {
  2600. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2601. shadowQueue.shadowBatches_.Draw(this, shadowQueue.shadowCamera_, false, false, true);
  2602. }
  2603. }
  2604. // Scale filter blur amount to shadow map viewport size so that different shadow map resolutions don't behave differently
  2605. float blurScale = queue.shadowSplits_[0].shadowViewport_.Width() / 1024.0f;
  2606. renderer_->ApplyShadowMapFilter(this, shadowMap, blurScale);
  2607. // reset some parameters
  2608. graphics_->SetColorWrite(true);
  2609. graphics_->SetDepthBias(0.0f, 0.0f);
  2610. }
  2611. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2612. {
  2613. // If using the backbuffer, return the backbuffer depth-stencil
  2614. if (!renderTarget)
  2615. return 0;
  2616. // Then check for linked depth-stencil
  2617. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2618. // Finally get one from Renderer
  2619. if (!depthStencil)
  2620. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2621. return depthStencil;
  2622. }
  2623. RenderSurface* View::GetRenderSurfaceFromTexture(Texture* texture, CubeMapFace face)
  2624. {
  2625. if (!texture)
  2626. return 0;
  2627. if (texture->GetType() == Texture2D::GetTypeStatic())
  2628. return static_cast<Texture2D*>(texture)->GetRenderSurface();
  2629. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2630. return static_cast<TextureCube*>(texture)->GetRenderSurface(face);
  2631. else
  2632. return 0;
  2633. }
  2634. Texture* View::FindNamedTexture(const String& name, bool isRenderTarget, bool isVolumeMap)
  2635. {
  2636. // Check rendertargets first
  2637. StringHash nameHash(name);
  2638. if (renderTargets_.Contains(nameHash))
  2639. return renderTargets_[nameHash];
  2640. // Then the resource system
  2641. ResourceCache* cache = GetSubsystem<ResourceCache>();
  2642. // Check existing resources first. This does not load resources, so we can afford to guess the resource type wrong
  2643. // without having to rely on the file extension
  2644. Texture* texture = cache->GetExistingResource<Texture2D>(name);
  2645. if (!texture)
  2646. texture = cache->GetExistingResource<TextureCube>(name);
  2647. if (!texture)
  2648. texture = cache->GetExistingResource<Texture3D>(name);
  2649. if (!texture)
  2650. texture = cache->GetExistingResource<Texture2DArray>(name);
  2651. if (texture)
  2652. return texture;
  2653. // If not a rendertarget (which will never be loaded from a file), finally also try to load the texture
  2654. // This will log an error if not found; the texture binding will be cleared in that case to not constantly spam the log
  2655. if (!isRenderTarget)
  2656. {
  2657. if (GetExtension(name) == ".xml")
  2658. {
  2659. // Assume 3D textures are only bound to the volume map unit, otherwise it's a cube texture
  2660. #ifdef DESKTOP_GRAPHICS
  2661. StringHash type = ParseTextureTypeXml(cache, name);
  2662. if (!type && isVolumeMap)
  2663. type = Texture3D::GetTypeStatic();
  2664. if (type == Texture3D::GetTypeStatic())
  2665. return cache->GetResource<Texture3D>(name);
  2666. else if (type == Texture2DArray::GetTypeStatic())
  2667. return cache->GetResource<Texture2DArray>(name);
  2668. else
  2669. #endif
  2670. return cache->GetResource<TextureCube>(name);
  2671. }
  2672. else
  2673. return cache->GetResource<Texture2D>(name);
  2674. }
  2675. return 0;
  2676. }
  2677. }