View.cpp 109 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "Camera.h"
  24. #include "DebugRenderer.h"
  25. #include "FileSystem.h"
  26. #include "Geometry.h"
  27. #include "Graphics.h"
  28. #include "GraphicsImpl.h"
  29. #include "Log.h"
  30. #include "Material.h"
  31. #include "OcclusionBuffer.h"
  32. #include "Octree.h"
  33. #include "Renderer.h"
  34. #include "RenderPath.h"
  35. #include "ResourceCache.h"
  36. #include "Profiler.h"
  37. #include "Scene.h"
  38. #include "ShaderVariation.h"
  39. #include "Skybox.h"
  40. #include "Technique.h"
  41. #include "Texture2D.h"
  42. #include "Texture3D.h"
  43. #include "TextureCube.h"
  44. #include "VertexBuffer.h"
  45. #include "View.h"
  46. #include "WorkQueue.h"
  47. #include "DebugNew.h"
  48. namespace Urho3D
  49. {
  50. static const Vector3* directions[] =
  51. {
  52. &Vector3::RIGHT,
  53. &Vector3::LEFT,
  54. &Vector3::UP,
  55. &Vector3::DOWN,
  56. &Vector3::FORWARD,
  57. &Vector3::BACK
  58. };
  59. /// %Frustum octree query for shadowcasters.
  60. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  61. {
  62. public:
  63. /// Construct with frustum and query parameters.
  64. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  65. unsigned viewMask = DEFAULT_VIEWMASK) :
  66. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  67. {
  68. }
  69. /// Intersection test for drawables.
  70. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  71. {
  72. while (start != end)
  73. {
  74. Drawable* drawable = *start++;
  75. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  76. (drawable->GetViewMask() & viewMask_))
  77. {
  78. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  79. result_.Push(drawable);
  80. }
  81. }
  82. }
  83. };
  84. /// %Frustum octree query for zones and occluders.
  85. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  86. {
  87. public:
  88. /// Construct with frustum and query parameters.
  89. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  90. unsigned viewMask = DEFAULT_VIEWMASK) :
  91. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  92. {
  93. }
  94. /// Intersection test for drawables.
  95. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  96. {
  97. while (start != end)
  98. {
  99. Drawable* drawable = *start++;
  100. unsigned char flags = drawable->GetDrawableFlags();
  101. if ((flags == DRAWABLE_ZONE || (flags == DRAWABLE_GEOMETRY && drawable->IsOccluder())) && (drawable->GetViewMask() &
  102. viewMask_))
  103. {
  104. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  105. result_.Push(drawable);
  106. }
  107. }
  108. }
  109. };
  110. /// %Frustum octree query with occlusion.
  111. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  112. {
  113. public:
  114. /// Construct with frustum, occlusion buffer and query parameters.
  115. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer, unsigned char
  116. drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  117. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  118. buffer_(buffer)
  119. {
  120. }
  121. /// Intersection test for an octant.
  122. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  123. {
  124. if (inside)
  125. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  126. else
  127. {
  128. Intersection result = frustum_.IsInside(box);
  129. if (result != OUTSIDE && !buffer_->IsVisible(box))
  130. result = OUTSIDE;
  131. return result;
  132. }
  133. }
  134. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  135. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  136. {
  137. while (start != end)
  138. {
  139. Drawable* drawable = *start++;
  140. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  141. {
  142. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  143. result_.Push(drawable);
  144. }
  145. }
  146. }
  147. /// Occlusion buffer.
  148. OcclusionBuffer* buffer_;
  149. };
  150. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  151. {
  152. View* view = reinterpret_cast<View*>(item->aux_);
  153. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  154. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  155. OcclusionBuffer* buffer = view->occlusionBuffer_;
  156. const Matrix3x4& viewMatrix = view->camera_->GetView();
  157. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  158. Vector3 absViewZ = viewZ.Abs();
  159. unsigned cameraViewMask = view->camera_->GetViewMask();
  160. bool cameraZoneOverride = view->cameraZoneOverride_;
  161. PerThreadSceneResult& result = view->sceneResults_[threadIndex];
  162. while (start != end)
  163. {
  164. Drawable* drawable = *start++;
  165. bool batchesUpdated = false;
  166. // If draw distance non-zero, update and check it
  167. float maxDistance = drawable->GetDrawDistance();
  168. if (maxDistance > 0.0f)
  169. {
  170. drawable->UpdateBatches(view->frame_);
  171. batchesUpdated = true;
  172. if (drawable->GetDistance() > maxDistance)
  173. continue;
  174. }
  175. if (!buffer || !drawable->IsOccludee() || buffer->IsVisible(drawable->GetWorldBoundingBox()))
  176. {
  177. if (!batchesUpdated)
  178. drawable->UpdateBatches(view->frame_);
  179. drawable->MarkInView(view->frame_);
  180. // For geometries, find zone, clear lights and calculate view space Z range
  181. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  182. {
  183. Zone* drawableZone = drawable->GetZone();
  184. if (!cameraZoneOverride && (drawable->IsZoneDirty() || !drawableZone || (drawableZone->GetViewMask() &
  185. cameraViewMask) == 0))
  186. view->FindZone(drawable);
  187. const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
  188. Vector3 center = geomBox.Center();
  189. float viewCenterZ = viewZ.DotProduct(center) + viewMatrix.m23_;
  190. Vector3 edge = geomBox.Size() * 0.5f;
  191. float viewEdgeZ = absViewZ.DotProduct(edge);
  192. float minZ = viewCenterZ - viewEdgeZ;
  193. float maxZ = viewCenterZ + viewEdgeZ;
  194. drawable->SetMinMaxZ(viewCenterZ - viewEdgeZ, viewCenterZ + viewEdgeZ);
  195. drawable->ClearLights();
  196. // Expand the scene bounding box and Z range (skybox not included because of infinite size) and store the drawawble
  197. if (drawable->GetType() != Skybox::GetTypeStatic())
  198. {
  199. result.minZ_ = Min(result.minZ_, minZ);
  200. result.maxZ_ = Max(result.maxZ_, maxZ);
  201. }
  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. drawable->UpdateGeometry(frame);
  229. }
  230. }
  231. void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
  232. {
  233. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  234. queue->SortFrontToBack();
  235. }
  236. void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
  237. {
  238. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  239. queue->SortBackToFront();
  240. }
  241. void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
  242. {
  243. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  244. start->litBaseBatches_.SortFrontToBack();
  245. start->litBatches_.SortFrontToBack();
  246. }
  247. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  248. {
  249. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  250. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  251. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  252. }
  253. View::View(Context* context) :
  254. Object(context),
  255. graphics_(GetSubsystem<Graphics>()),
  256. renderer_(GetSubsystem<Renderer>()),
  257. scene_(0),
  258. octree_(0),
  259. camera_(0),
  260. cameraZone_(0),
  261. farClipZone_(0),
  262. renderTarget_(0),
  263. substituteRenderTarget_(0)
  264. {
  265. // Create octree query and scene results vector for each thread
  266. unsigned numThreads = GetSubsystem<WorkQueue>()->GetNumThreads() + 1; // Worker threads + main thread
  267. tempDrawables_.Resize(numThreads);
  268. sceneResults_.Resize(numThreads);
  269. frame_.camera_ = 0;
  270. }
  271. View::~View()
  272. {
  273. }
  274. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  275. {
  276. renderPath_ = viewport->GetRenderPath();
  277. if (!renderPath_)
  278. return false;
  279. hasScenePasses_ = false;
  280. flipVertical_ = false;
  281. // Make sure that all necessary batch queues exist
  282. scenePasses_.Clear();
  283. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  284. {
  285. const RenderPathCommand& command = renderPath_->commands_[i];
  286. if (!command.enabled_)
  287. continue;
  288. if (command.type_ == CMD_SCENEPASS)
  289. {
  290. hasScenePasses_ = true;
  291. ScenePassInfo info;
  292. info.pass_ = command.pass_;
  293. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  294. info.markToStencil_ = command.markToStencil_;
  295. info.vertexLights_ = command.vertexLights_;
  296. // Check scenepass metadata for defining custom passes which interact with lighting
  297. if (!command.metadata_.Empty())
  298. {
  299. if (command.metadata_ == "gbuffer")
  300. gBufferPassName_ = command.pass_;
  301. else if (command.metadata_ == "base" && command.pass_ != "base")
  302. {
  303. basePassName_ = command.pass_;
  304. litBasePassName_ = "lit" + command.pass_;
  305. }
  306. else if (command.metadata_ == "alpha" && command.pass_ != "alpha")
  307. {
  308. alphaPassName_ = command.pass_;
  309. litAlphaPassName_ = "lit" + command.pass_;
  310. }
  311. }
  312. HashMap<StringHash, BatchQueue>::Iterator j = batchQueues_.Find(command.pass_);
  313. if (j == batchQueues_.End())
  314. j = batchQueues_.Insert(Pair<StringHash, BatchQueue>(command.pass_, BatchQueue()));
  315. info.batchQueue_ = &j->second_;
  316. scenePasses_.Push(info);
  317. }
  318. // Allow a custom forward light pass
  319. else if (command.type_ == CMD_FORWARDLIGHTS && !command.pass_.Empty())
  320. lightPassName_ = command.pass_;
  321. }
  322. scene_ = viewport->GetScene();
  323. camera_ = viewport->GetCamera();
  324. octree_ = 0;
  325. // Get default zone first in case we do not have zones defined
  326. cameraZone_ = farClipZone_ = renderer_->GetDefaultZone();
  327. if (hasScenePasses_)
  328. {
  329. if (!scene_ || !camera_ || !camera_->IsEnabledEffective())
  330. return false;
  331. // If scene is loading asynchronously, it is incomplete and should not be rendered
  332. if (scene_->IsAsyncLoading())
  333. return false;
  334. octree_ = scene_->GetComponent<Octree>();
  335. if (!octree_)
  336. return false;
  337. // Do not accept view if camera projection is illegal
  338. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  339. if (!camera_->IsProjectionValid())
  340. return false;
  341. }
  342. cameraNode_ = camera_ ? camera_->GetNode() : (Node*)0;
  343. renderTarget_ = renderTarget;
  344. gBufferPassName_ = StringHash();
  345. basePassName_ = PASS_BASE;
  346. alphaPassName_ = PASS_ALPHA;
  347. lightPassName_ = PASS_LIGHT;
  348. litBasePassName_ = PASS_LITBASE;
  349. litAlphaPassName_ = PASS_LITALPHA;
  350. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  351. // as a render texture produced on Direct3D9
  352. #ifdef USE_OPENGL
  353. if (renderTarget_)
  354. flipVertical_ = true;
  355. #endif
  356. // Go through commands to check for deferred rendering and other flags
  357. deferred_ = false;
  358. deferredAmbient_ = false;
  359. useLitBase_ = false;
  360. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  361. {
  362. const RenderPathCommand& command = renderPath_->commands_[i];
  363. if (!command.enabled_)
  364. continue;
  365. // Check if ambient pass and G-buffer rendering happens at the same time
  366. if (command.type_ == CMD_SCENEPASS && command.outputNames_.Size() > 1)
  367. {
  368. if (CheckViewportWrite(command))
  369. deferredAmbient_ = true;
  370. }
  371. else if (command.type_ == CMD_LIGHTVOLUMES)
  372. {
  373. lightVolumeVSName_ = command.vertexShaderName_;
  374. lightVolumePSName_ = command.pixelShaderName_;
  375. deferred_ = true;
  376. }
  377. else if (command.type_ == CMD_FORWARDLIGHTS)
  378. useLitBase_ = command.useLitBase_;
  379. }
  380. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  381. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  382. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  383. const IntRect& rect = viewport->GetRect();
  384. if (rect != IntRect::ZERO)
  385. {
  386. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  387. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  388. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  389. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  390. }
  391. else
  392. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  393. viewSize_ = viewRect_.Size();
  394. rtSize_ = IntVector2(rtWidth, rtHeight);
  395. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  396. #ifdef USE_OPENGL
  397. if (renderTarget_)
  398. {
  399. viewRect_.bottom_ = rtSize_.y_ - viewRect_.top_;
  400. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  401. }
  402. #endif
  403. drawShadows_ = renderer_->GetDrawShadows();
  404. materialQuality_ = renderer_->GetMaterialQuality();
  405. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  406. minInstances_ = renderer_->GetMinInstances();
  407. // Set possible quality overrides from the camera
  408. unsigned viewOverrideFlags = camera_ ? camera_->GetViewOverrideFlags() : VO_NONE;
  409. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  410. materialQuality_ = QUALITY_LOW;
  411. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  412. drawShadows_ = false;
  413. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  414. maxOccluderTriangles_ = 0;
  415. // Occlusion buffer has constant width. If resulting height would be too large due to aspect ratio, disable occlusion
  416. if (viewSize_.y_ > viewSize_.x_ * 4)
  417. maxOccluderTriangles_ = 0;
  418. return true;
  419. }
  420. void View::Update(const FrameInfo& frame)
  421. {
  422. frame_.camera_ = camera_;
  423. frame_.timeStep_ = frame.timeStep_;
  424. frame_.frameNumber_ = frame.frameNumber_;
  425. frame_.viewSize_ = viewSize_;
  426. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  427. // Clear buffers, geometry, light, occluder & batch list
  428. renderTargets_.Clear();
  429. geometries_.Clear();
  430. shadowGeometries_.Clear();
  431. lights_.Clear();
  432. zones_.Clear();
  433. occluders_.Clear();
  434. vertexLightQueues_.Clear();
  435. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  436. i->second_.Clear(maxSortedInstances);
  437. if (camera_)
  438. {
  439. // Set automatic aspect ratio if required
  440. if (camera_->GetAutoAspectRatio())
  441. camera_->SetAspectRatioInternal((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  442. }
  443. GetDrawables();
  444. GetBatches();
  445. }
  446. void View::Render()
  447. {
  448. // Actually update geometry data now
  449. UpdateGeometries();
  450. // Allocate screen buffers as necessary
  451. AllocateScreenBuffers();
  452. // Forget parameter sources from the previous view
  453. graphics_->ClearParameterSources();
  454. // If stream offset is supported, write all instance transforms to a single large buffer
  455. // Else we must lock the instance buffer for each batch group
  456. if (renderer_->GetDynamicInstancing() && graphics_->GetStreamOffsetSupport())
  457. PrepareInstancingBuffer();
  458. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  459. // again to ensure correct projection will be used
  460. if (camera_)
  461. {
  462. if (camera_->GetAutoAspectRatio())
  463. camera_->SetAspectRatioInternal((float)(viewSize_.x_) / (float)(viewSize_.y_));
  464. }
  465. // Bind the face selection and indirection cube maps for point light shadows
  466. #ifndef GL_ES_VERSION_2_0
  467. if (renderer_->GetDrawShadows())
  468. {
  469. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  470. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  471. }
  472. #endif
  473. #ifdef USE_OPENGL
  474. if (camera_)
  475. camera_->SetFlipVertical(flipVertical_);
  476. #endif
  477. // Render
  478. ExecuteRenderPathCommands();
  479. #ifdef USE_OPENGL
  480. if (camera_)
  481. camera_->SetFlipVertical(false);
  482. #endif
  483. graphics_->SetDepthBias(0.0f, 0.0f);
  484. graphics_->SetScissorTest(false);
  485. graphics_->SetStencilTest(false);
  486. graphics_->ResetStreamFrequencies();
  487. // Run framebuffer blitting if necessary
  488. if (currentRenderTarget_ != renderTarget_)
  489. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()), renderTarget_, true);
  490. // If this is a main view, draw the associated debug geometry now
  491. if (!renderTarget_ && camera_ && octree_)
  492. {
  493. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  494. if (debug && debug->IsEnabledEffective())
  495. {
  496. debug->SetView(camera_);
  497. debug->Render();
  498. }
  499. }
  500. // "Forget" the scene, camera, octree and zone after rendering
  501. scene_ = 0;
  502. camera_ = 0;
  503. octree_ = 0;
  504. cameraZone_ = 0;
  505. farClipZone_ = 0;
  506. occlusionBuffer_ = 0;
  507. frame_.camera_ = 0;
  508. }
  509. Graphics* View::GetGraphics() const
  510. {
  511. return graphics_;
  512. }
  513. Renderer* View::GetRenderer() const
  514. {
  515. return renderer_;
  516. }
  517. void View::GetDrawables()
  518. {
  519. if (!camera_ || !octree_)
  520. return;
  521. PROFILE(GetDrawables);
  522. WorkQueue* queue = GetSubsystem<WorkQueue>();
  523. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  524. // Get zones and occluders first
  525. {
  526. ZoneOccluderOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, camera_->GetViewMask());
  527. octree_->GetDrawables(query);
  528. }
  529. highestZonePriority_ = M_MIN_INT;
  530. int bestPriority = M_MIN_INT;
  531. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  532. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  533. {
  534. Drawable* drawable = *i;
  535. unsigned char flags = drawable->GetDrawableFlags();
  536. if (flags & DRAWABLE_ZONE)
  537. {
  538. Zone* zone = static_cast<Zone*>(drawable);
  539. zones_.Push(zone);
  540. int priority = zone->GetPriority();
  541. if (priority > highestZonePriority_)
  542. highestZonePriority_ = priority;
  543. if (priority > bestPriority && zone->IsInside(cameraPos))
  544. {
  545. cameraZone_ = zone;
  546. bestPriority = priority;
  547. }
  548. }
  549. else
  550. occluders_.Push(drawable);
  551. }
  552. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  553. cameraZoneOverride_ = cameraZone_->GetOverride();
  554. if (!cameraZoneOverride_)
  555. {
  556. Vector3 farClipPos = cameraPos + cameraNode_->GetWorldDirection() * Vector3(0.0f, 0.0f, camera_->GetFarClip());
  557. bestPriority = M_MIN_INT;
  558. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  559. {
  560. int priority = (*i)->GetPriority();
  561. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  562. {
  563. farClipZone_ = *i;
  564. bestPriority = priority;
  565. }
  566. }
  567. }
  568. if (farClipZone_ == renderer_->GetDefaultZone())
  569. farClipZone_ = cameraZone_;
  570. // If occlusion in use, get & render the occluders
  571. occlusionBuffer_ = 0;
  572. if (maxOccluderTriangles_ > 0)
  573. {
  574. UpdateOccluders(occluders_, camera_);
  575. if (occluders_.Size())
  576. {
  577. PROFILE(DrawOcclusion);
  578. occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
  579. DrawOccluders(occlusionBuffer_, occluders_);
  580. }
  581. }
  582. // Get lights and geometries. Coarse occlusion for octants is used at this point
  583. if (occlusionBuffer_)
  584. {
  585. OccludedFrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY |
  586. DRAWABLE_LIGHT, camera_->GetViewMask());
  587. octree_->GetDrawables(query);
  588. }
  589. else
  590. {
  591. FrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_LIGHT,
  592. camera_->GetViewMask());
  593. octree_->GetDrawables(query);
  594. }
  595. // Check drawable occlusion, find zones for moved drawables and collect geometries & lights in worker threads
  596. {
  597. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  598. {
  599. PerThreadSceneResult& result = sceneResults_[i];
  600. result.geometries_.Clear();
  601. result.lights_.Clear();
  602. result.minZ_ = M_INFINITY;
  603. result.maxZ_ = 0.0f;
  604. }
  605. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  606. int drawablesPerItem = tempDrawables.Size() / numWorkItems;
  607. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  608. // Create a work item for each thread
  609. for (int i = 0; i < numWorkItems; ++i)
  610. {
  611. SharedPtr<WorkItem> item = queue->GetFreeItem();
  612. item->priority_ = M_MAX_UNSIGNED;
  613. item->workFunction_ = CheckVisibilityWork;
  614. item->aux_ = this;
  615. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  616. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  617. end = start + drawablesPerItem;
  618. item->start_ = &(*start);
  619. item->end_ = &(*end);
  620. queue->AddWorkItem(item);
  621. start = end;
  622. }
  623. queue->Complete(M_MAX_UNSIGNED);
  624. }
  625. // Combine lights, geometries & scene Z range from the threads
  626. geometries_.Clear();
  627. lights_.Clear();
  628. minZ_ = M_INFINITY;
  629. maxZ_ = 0.0f;
  630. if (sceneResults_.Size() > 1)
  631. {
  632. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  633. {
  634. PerThreadSceneResult& result = sceneResults_[i];
  635. geometries_.Push(result.geometries_);
  636. lights_.Push(result.lights_);
  637. minZ_ = Min(minZ_, result.minZ_);
  638. maxZ_ = Max(maxZ_, result.maxZ_);
  639. }
  640. }
  641. else
  642. {
  643. // If just 1 thread, copy the results directly
  644. PerThreadSceneResult& result = sceneResults_[0];
  645. minZ_ = result.minZ_;
  646. maxZ_ = result.maxZ_;
  647. Swap(geometries_, result.geometries_);
  648. Swap(lights_, result.lights_);
  649. }
  650. if (minZ_ == M_INFINITY)
  651. minZ_ = 0.0f;
  652. // Sort the lights to brightest/closest first, and per-vertex lights first so that per-vertex base pass can be evaluated first
  653. for (unsigned i = 0; i < lights_.Size(); ++i)
  654. {
  655. Light* light = lights_[i];
  656. light->SetIntensitySortValue(camera_->GetDistance(light->GetNode()->GetWorldPosition()));
  657. light->SetLightQueue(0);
  658. }
  659. Sort(lights_.Begin(), lights_.End(), CompareLights);
  660. }
  661. void View::GetBatches()
  662. {
  663. if (!camera_ || !octree_)
  664. return;
  665. WorkQueue* queue = GetSubsystem<WorkQueue>();
  666. PODVector<Light*> vertexLights;
  667. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassName_) ? &batchQueues_[alphaPassName_] : (BatchQueue*)0;
  668. // Process lit geometries and shadow casters for each light
  669. {
  670. PROFILE(ProcessLights);
  671. lightQueryResults_.Resize(lights_.Size());
  672. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  673. {
  674. SharedPtr<WorkItem> item = queue->GetFreeItem();
  675. item->priority_ = M_MAX_UNSIGNED;
  676. item->workFunction_ = ProcessLightWork;
  677. item->aux_ = this;
  678. LightQueryResult& query = lightQueryResults_[i];
  679. query.light_ = lights_[i];
  680. item->start_ = &query;
  681. queue->AddWorkItem(item);
  682. }
  683. // Ensure all lights have been processed before proceeding
  684. queue->Complete(M_MAX_UNSIGNED);
  685. }
  686. // Build light queues and lit batches
  687. {
  688. PROFILE(GetLightBatches);
  689. // Preallocate light queues: per-pixel lights which have lit geometries
  690. unsigned numLightQueues = 0;
  691. unsigned usedLightQueues = 0;
  692. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  693. {
  694. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  695. ++numLightQueues;
  696. }
  697. lightQueues_.Resize(numLightQueues);
  698. maxLightsDrawables_.Clear();
  699. unsigned maxSortedInstances = renderer_->GetMaxSortedInstances();
  700. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  701. {
  702. LightQueryResult& query = *i;
  703. // If light has no affected geometries, no need to process further
  704. if (query.litGeometries_.Empty())
  705. continue;
  706. Light* light = query.light_;
  707. // Per-pixel light
  708. if (!light->GetPerVertex())
  709. {
  710. unsigned shadowSplits = query.numSplits_;
  711. // Initialize light queue and store it to the light so that it can be found later
  712. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  713. light->SetLightQueue(&lightQueue);
  714. lightQueue.light_ = light;
  715. lightQueue.shadowMap_ = 0;
  716. lightQueue.litBaseBatches_.Clear(maxSortedInstances);
  717. lightQueue.litBatches_.Clear(maxSortedInstances);
  718. lightQueue.volumeBatches_.Clear();
  719. // Allocate shadow map now
  720. if (shadowSplits > 0)
  721. {
  722. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
  723. // If did not manage to get a shadow map, convert the light to unshadowed
  724. if (!lightQueue.shadowMap_)
  725. shadowSplits = 0;
  726. }
  727. // Setup shadow batch queues
  728. lightQueue.shadowSplits_.Resize(shadowSplits);
  729. for (unsigned j = 0; j < shadowSplits; ++j)
  730. {
  731. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  732. Camera* shadowCamera = query.shadowCameras_[j];
  733. shadowQueue.shadowCamera_ = shadowCamera;
  734. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  735. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  736. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  737. // Setup the shadow split viewport and finalize shadow camera parameters
  738. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  739. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  740. // Loop through shadow casters
  741. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  742. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  743. {
  744. Drawable* drawable = *k;
  745. if (!drawable->IsInView(frame_, true))
  746. {
  747. drawable->MarkInView(frame_.frameNumber_, 0);
  748. shadowGeometries_.Push(drawable);
  749. }
  750. Zone* zone = GetZone(drawable);
  751. const Vector<SourceBatch>& batches = drawable->GetBatches();
  752. for (unsigned l = 0; l < batches.Size(); ++l)
  753. {
  754. const SourceBatch& srcBatch = batches[l];
  755. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  756. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  757. continue;
  758. Pass* pass = tech->GetSupportedPass(PASS_SHADOW);
  759. // Skip if material has no shadow pass
  760. if (!pass)
  761. continue;
  762. Batch destBatch(srcBatch);
  763. destBatch.pass_ = pass;
  764. destBatch.camera_ = shadowCamera;
  765. destBatch.zone_ = zone;
  766. destBatch.lightQueue_ = &lightQueue;
  767. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  768. }
  769. }
  770. }
  771. // Process lit geometries
  772. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  773. {
  774. Drawable* drawable = *j;
  775. drawable->AddLight(light);
  776. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  777. if (!drawable->GetMaxLights())
  778. GetLitBatches(drawable, lightQueue, alphaQueue);
  779. else
  780. maxLightsDrawables_.Insert(drawable);
  781. }
  782. // In deferred modes, store the light volume batch now
  783. if (deferred_)
  784. {
  785. Batch volumeBatch;
  786. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  787. volumeBatch.geometryType_ = GEOM_STATIC;
  788. volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
  789. volumeBatch.numWorldTransforms_ = 1;
  790. volumeBatch.overrideView_ = light->GetLightType() == LIGHT_DIRECTIONAL;
  791. volumeBatch.camera_ = camera_;
  792. volumeBatch.lightQueue_ = &lightQueue;
  793. volumeBatch.distance_ = light->GetDistance();
  794. volumeBatch.material_ = 0;
  795. volumeBatch.pass_ = 0;
  796. volumeBatch.zone_ = 0;
  797. renderer_->SetLightVolumeBatchShaders(volumeBatch, lightVolumeVSName_, lightVolumePSName_);
  798. lightQueue.volumeBatches_.Push(volumeBatch);
  799. }
  800. }
  801. // Per-vertex light
  802. else
  803. {
  804. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  805. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  806. {
  807. Drawable* drawable = *j;
  808. drawable->AddVertexLight(light);
  809. }
  810. }
  811. }
  812. }
  813. // Process drawables with limited per-pixel light count
  814. if (maxLightsDrawables_.Size())
  815. {
  816. PROFILE(GetMaxLightsBatches);
  817. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  818. {
  819. Drawable* drawable = *i;
  820. drawable->LimitLights();
  821. const PODVector<Light*>& lights = drawable->GetLights();
  822. for (unsigned i = 0; i < lights.Size(); ++i)
  823. {
  824. Light* light = lights[i];
  825. // Find the correct light queue again
  826. LightBatchQueue* queue = light->GetLightQueue();
  827. if (queue)
  828. GetLitBatches(drawable, *queue, alphaQueue);
  829. }
  830. }
  831. }
  832. // Build base pass batches
  833. {
  834. PROFILE(GetBaseBatches);
  835. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  836. {
  837. Drawable* drawable = *i;
  838. Zone* zone = GetZone(drawable);
  839. const Vector<SourceBatch>& batches = drawable->GetBatches();
  840. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  841. if (!drawableVertexLights.Empty())
  842. drawable->LimitVertexLights();
  843. for (unsigned j = 0; j < batches.Size(); ++j)
  844. {
  845. const SourceBatch& srcBatch = batches[j];
  846. // Check here if the material refers to a rendertarget texture with camera(s) attached
  847. // Only check this for backbuffer views (null rendertarget)
  848. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  849. CheckMaterialForAuxView(srcBatch.material_);
  850. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  851. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  852. continue;
  853. Batch destBatch(srcBatch);
  854. destBatch.camera_ = camera_;
  855. destBatch.zone_ = zone;
  856. destBatch.isBase_ = true;
  857. destBatch.pass_ = 0;
  858. destBatch.lightMask_ = GetLightMask(drawable);
  859. // Check each of the scene passes
  860. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  861. {
  862. ScenePassInfo& info = scenePasses_[k];
  863. destBatch.pass_ = tech->GetSupportedPass(info.pass_);
  864. if (!destBatch.pass_)
  865. continue;
  866. // Skip forward base pass if the corresponding litbase pass already exists
  867. if (info.pass_ == basePassName_ && j < 32 && drawable->HasBasePass(j))
  868. continue;
  869. if (info.vertexLights_ && !drawableVertexLights.Empty())
  870. {
  871. // For a deferred opaque batch, check if the vertex lights include converted per-pixel lights, and remove
  872. // them to prevent double-lighting
  873. if (deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE)
  874. {
  875. vertexLights.Clear();
  876. for (unsigned i = 0; i < drawableVertexLights.Size(); ++i)
  877. {
  878. if (drawableVertexLights[i]->GetPerVertex())
  879. vertexLights.Push(drawableVertexLights[i]);
  880. }
  881. }
  882. else
  883. vertexLights = drawableVertexLights;
  884. if (!vertexLights.Empty())
  885. {
  886. // Find a vertex light queue. If not found, create new
  887. unsigned long long hash = GetVertexLightQueueHash(vertexLights);
  888. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  889. if (i == vertexLightQueues_.End())
  890. {
  891. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  892. i->second_.light_ = 0;
  893. i->second_.shadowMap_ = 0;
  894. i->second_.vertexLights_ = vertexLights;
  895. }
  896. destBatch.lightQueue_ = &(i->second_);
  897. }
  898. }
  899. else
  900. destBatch.lightQueue_ = 0;
  901. bool allowInstancing = info.allowInstancing_;
  902. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (zone->GetLightMask() & 0xff))
  903. allowInstancing = false;
  904. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  905. }
  906. }
  907. }
  908. }
  909. }
  910. void View::UpdateGeometries()
  911. {
  912. PROFILE(SortAndUpdateGeometry);
  913. WorkQueue* queue = GetSubsystem<WorkQueue>();
  914. // Sort batches
  915. {
  916. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  917. {
  918. const RenderPathCommand& command = renderPath_->commands_[i];
  919. if (!IsNecessary(command))
  920. continue;
  921. if (command.type_ == CMD_SCENEPASS)
  922. {
  923. BatchQueue* passQueue = &batchQueues_[command.pass_];
  924. SharedPtr<WorkItem> item = queue->GetFreeItem();
  925. item->priority_ = M_MAX_UNSIGNED;
  926. item->workFunction_ = command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork : SortBatchQueueBackToFrontWork;
  927. item->start_ = &batchQueues_[command.pass_];
  928. queue->AddWorkItem(item);
  929. }
  930. }
  931. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  932. {
  933. SharedPtr<WorkItem> lightItem = queue->GetFreeItem();
  934. lightItem->priority_ = M_MAX_UNSIGNED;
  935. lightItem->workFunction_ = SortLightQueueWork;
  936. lightItem->start_ = &(*i);
  937. queue->AddWorkItem(lightItem);
  938. if (i->shadowSplits_.Size())
  939. {
  940. SharedPtr<WorkItem> shadowItem = queue->GetFreeItem();
  941. shadowItem->priority_ = M_MAX_UNSIGNED;
  942. shadowItem->workFunction_ = SortShadowQueueWork;
  943. shadowItem->start_ = &(*i);
  944. queue->AddWorkItem(shadowItem);
  945. }
  946. }
  947. }
  948. // Update geometries. Split into threaded and non-threaded updates.
  949. {
  950. nonThreadedGeometries_.Clear();
  951. threadedGeometries_.Clear();
  952. for (PODVector<Drawable*>::Iterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  953. {
  954. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  955. if (type == UPDATE_MAIN_THREAD)
  956. nonThreadedGeometries_.Push(*i);
  957. else if (type == UPDATE_WORKER_THREAD)
  958. threadedGeometries_.Push(*i);
  959. }
  960. for (PODVector<Drawable*>::Iterator i = shadowGeometries_.Begin(); i != shadowGeometries_.End(); ++i)
  961. {
  962. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  963. if (type == UPDATE_MAIN_THREAD)
  964. nonThreadedGeometries_.Push(*i);
  965. else if (type == UPDATE_WORKER_THREAD)
  966. threadedGeometries_.Push(*i);
  967. }
  968. if (threadedGeometries_.Size())
  969. {
  970. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  971. int drawablesPerItem = threadedGeometries_.Size() / numWorkItems;
  972. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  973. for (int i = 0; i < numWorkItems; ++i)
  974. {
  975. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  976. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  977. end = start + drawablesPerItem;
  978. SharedPtr<WorkItem> item = queue->GetFreeItem();
  979. item->priority_ = M_MAX_UNSIGNED;
  980. item->workFunction_ = UpdateDrawableGeometriesWork;
  981. item->aux_ = const_cast<FrameInfo*>(&frame_);
  982. item->start_ = &(*start);
  983. item->end_ = &(*end);
  984. queue->AddWorkItem(item);
  985. start = end;
  986. }
  987. }
  988. // While the work queue is processed, update non-threaded geometries
  989. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  990. (*i)->UpdateGeometry(frame_);
  991. }
  992. // Finally ensure all threaded work has completed
  993. queue->Complete(M_MAX_UNSIGNED);
  994. }
  995. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue)
  996. {
  997. Light* light = lightQueue.light_;
  998. Zone* zone = GetZone(drawable);
  999. const Vector<SourceBatch>& batches = drawable->GetBatches();
  1000. bool hasAmbientGradient = zone->GetAmbientGradient() && zone->GetAmbientStartColor() != zone->GetAmbientEndColor();
  1001. // Shadows on transparencies can only be rendered if shadow maps are not reused
  1002. bool allowTransparentShadows = !renderer_->GetReuseShadowMaps();
  1003. bool allowLitBase = useLitBase_ && !light->IsNegative() && light == drawable->GetFirstLight() &&
  1004. drawable->GetVertexLights().Empty() && !hasAmbientGradient;
  1005. for (unsigned i = 0; i < batches.Size(); ++i)
  1006. {
  1007. const SourceBatch& srcBatch = batches[i];
  1008. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  1009. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  1010. continue;
  1011. // Do not create pixel lit forward passes for materials that render into the G-buffer
  1012. if (gBufferPassName_.Value() && tech->HasPass(gBufferPassName_))
  1013. continue;
  1014. Batch destBatch(srcBatch);
  1015. bool isLitAlpha = false;
  1016. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  1017. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  1018. if (i < 32 && allowLitBase)
  1019. {
  1020. destBatch.pass_ = tech->GetSupportedPass(litBasePassName_);
  1021. if (destBatch.pass_)
  1022. {
  1023. destBatch.isBase_ = true;
  1024. drawable->SetBasePass(i);
  1025. }
  1026. else
  1027. destBatch.pass_ = tech->GetSupportedPass(lightPassName_);
  1028. }
  1029. else
  1030. destBatch.pass_ = tech->GetSupportedPass(lightPassName_);
  1031. // If no lit pass, check for lit alpha
  1032. if (!destBatch.pass_)
  1033. {
  1034. destBatch.pass_ = tech->GetSupportedPass(litAlphaPassName_);
  1035. isLitAlpha = true;
  1036. }
  1037. // Skip if material does not receive light at all
  1038. if (!destBatch.pass_)
  1039. continue;
  1040. destBatch.camera_ = camera_;
  1041. destBatch.lightQueue_ = &lightQueue;
  1042. destBatch.zone_ = zone;
  1043. if (!isLitAlpha)
  1044. {
  1045. if (destBatch.isBase_)
  1046. AddBatchToQueue(lightQueue.litBaseBatches_, destBatch, tech);
  1047. else
  1048. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  1049. }
  1050. else if (alphaQueue)
  1051. {
  1052. // Transparent batches can not be instanced
  1053. AddBatchToQueue(*alphaQueue, destBatch, tech, false, allowTransparentShadows);
  1054. }
  1055. }
  1056. }
  1057. void View::ExecuteRenderPathCommands()
  1058. {
  1059. // If not reusing shadowmaps, render all of them first
  1060. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
  1061. {
  1062. PROFILE(RenderShadowMaps);
  1063. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1064. {
  1065. if (i->shadowMap_)
  1066. RenderShadowMap(*i);
  1067. }
  1068. }
  1069. {
  1070. PROFILE(ExecuteRenderPath);
  1071. // Set for safety in case of empty renderpath
  1072. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1073. currentViewportTexture_ = 0;
  1074. bool viewportModified = false;
  1075. bool isPingponging = false;
  1076. unsigned lastCommandIndex = 0;
  1077. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1078. {
  1079. RenderPathCommand& command = renderPath_->commands_[i];
  1080. if (IsNecessary(command))
  1081. lastCommandIndex = i;
  1082. }
  1083. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1084. {
  1085. RenderPathCommand& command = renderPath_->commands_[i];
  1086. if (!IsNecessary(command))
  1087. continue;
  1088. bool viewportRead = CheckViewportRead(command);
  1089. bool viewportWrite = CheckViewportWrite(command);
  1090. bool beginPingpong = CheckPingpong(i);
  1091. // Has the viewport been modified and will be read as a texture by the current command?
  1092. if (viewportRead && viewportModified)
  1093. {
  1094. // Start pingponging without a blit if already rendering to the substitute render target
  1095. if (currentRenderTarget_ && currentRenderTarget_ == substituteRenderTarget_ && beginPingpong)
  1096. isPingponging = true;
  1097. // If not using pingponging, simply resolve/copy to the first viewport texture
  1098. if (!isPingponging)
  1099. {
  1100. if (!currentRenderTarget_)
  1101. {
  1102. graphics_->ResolveToTexture(viewportTextures_[0], viewRect_);
  1103. currentViewportTexture_ = viewportTextures_[0];
  1104. viewportModified = false;
  1105. }
  1106. else
  1107. {
  1108. if (viewportWrite)
  1109. {
  1110. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()),
  1111. viewportTextures_[0]->GetRenderSurface(), false);
  1112. currentViewportTexture_ = viewportTextures_[0];
  1113. viewportModified = false;
  1114. }
  1115. else
  1116. {
  1117. // If the current render target is already a texture, and we are not writing to it, can read that
  1118. // texture directly instead of blitting. However keep the viewport dirty flag in case a later command
  1119. // will do both read and write, and then we need to blit / resolve
  1120. currentViewportTexture_ = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1121. }
  1122. }
  1123. }
  1124. else
  1125. {
  1126. // Swap the pingpong double buffer sides. Texture 0 will be read next
  1127. viewportTextures_[1] = viewportTextures_[0];
  1128. viewportTextures_[0] = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1129. currentViewportTexture_ = viewportTextures_[0];
  1130. viewportModified = false;
  1131. }
  1132. }
  1133. if (beginPingpong)
  1134. isPingponging = true;
  1135. // Determine viewport write target
  1136. if (viewportWrite)
  1137. {
  1138. if (isPingponging)
  1139. {
  1140. currentRenderTarget_ = viewportTextures_[1]->GetRenderSurface();
  1141. // If the render path ends into a quad, it can be redirected to the final render target
  1142. if (i == lastCommandIndex && command.type_ == CMD_QUAD)
  1143. currentRenderTarget_ = renderTarget_;
  1144. }
  1145. else
  1146. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1147. }
  1148. switch (command.type_)
  1149. {
  1150. case CMD_CLEAR:
  1151. {
  1152. PROFILE(ClearRenderTarget);
  1153. Color clearColor = command.clearColor_;
  1154. if (command.useFogColor_)
  1155. clearColor = farClipZone_->GetFogColor();
  1156. SetRenderTargets(command);
  1157. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1158. }
  1159. break;
  1160. case CMD_SCENEPASS:
  1161. if (!batchQueues_[command.pass_].IsEmpty())
  1162. {
  1163. PROFILE(RenderScenePass);
  1164. SetRenderTargets(command);
  1165. SetTextures(command);
  1166. graphics_->SetFillMode(camera_->GetFillMode());
  1167. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1168. batchQueues_[command.pass_].Draw(this, command.markToStencil_, false);
  1169. }
  1170. break;
  1171. case CMD_QUAD:
  1172. {
  1173. PROFILE(RenderQuad);
  1174. SetRenderTargets(command);
  1175. SetTextures(command);
  1176. RenderQuad(command);
  1177. }
  1178. break;
  1179. case CMD_FORWARDLIGHTS:
  1180. // Render shadow maps + opaque objects' additive lighting
  1181. if (!lightQueues_.Empty())
  1182. {
  1183. PROFILE(RenderLights);
  1184. SetRenderTargets(command);
  1185. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1186. {
  1187. // If reusing shadowmaps, render each of them before the lit batches
  1188. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1189. {
  1190. RenderShadowMap(*i);
  1191. SetRenderTargets(command);
  1192. }
  1193. SetTextures(command);
  1194. graphics_->SetFillMode(camera_->GetFillMode());
  1195. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1196. // Draw base (replace blend) batches first
  1197. i->litBaseBatches_.Draw(this);
  1198. // Then, if there are additive passes, optimize the light and draw them
  1199. if (!i->litBatches_.IsEmpty())
  1200. {
  1201. renderer_->OptimizeLightByScissor(i->light_, camera_);
  1202. renderer_->OptimizeLightByStencil(i->light_, camera_);
  1203. i->litBatches_.Draw(this, false, true);
  1204. }
  1205. }
  1206. graphics_->SetScissorTest(false);
  1207. graphics_->SetStencilTest(false);
  1208. }
  1209. break;
  1210. case CMD_LIGHTVOLUMES:
  1211. // Render shadow maps + light volumes
  1212. if (!lightQueues_.Empty())
  1213. {
  1214. PROFILE(RenderLightVolumes);
  1215. SetRenderTargets(command);
  1216. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1217. {
  1218. // If reusing shadowmaps, render each of them before the lit batches
  1219. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1220. {
  1221. RenderShadowMap(*i);
  1222. SetRenderTargets(command);
  1223. }
  1224. SetTextures(command);
  1225. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1226. {
  1227. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1228. i->volumeBatches_[j].Draw(this);
  1229. }
  1230. }
  1231. graphics_->SetScissorTest(false);
  1232. graphics_->SetStencilTest(false);
  1233. }
  1234. break;
  1235. default:
  1236. break;
  1237. }
  1238. // If current command output to the viewport, mark it modified
  1239. if (viewportWrite)
  1240. viewportModified = true;
  1241. }
  1242. }
  1243. // After executing all commands, reset rendertarget for debug geometry rendering
  1244. graphics_->SetRenderTarget(0, renderTarget_);
  1245. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1246. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1247. graphics_->SetDepthStencil(GetDepthStencil(renderTarget_));
  1248. graphics_->SetViewport(viewRect_);
  1249. graphics_->SetFillMode(FILL_SOLID);
  1250. graphics_->SetClipPlane(false);
  1251. }
  1252. void View::SetRenderTargets(RenderPathCommand& command)
  1253. {
  1254. unsigned index = 0;
  1255. IntRect viewPort = viewRect_;
  1256. while (index < command.outputNames_.Size())
  1257. {
  1258. if (!command.outputNames_[index].Compare("viewport", false))
  1259. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1260. else
  1261. {
  1262. StringHash nameHash(command.outputNames_[index]);
  1263. if (renderTargets_.Contains(nameHash))
  1264. {
  1265. Texture2D* texture = renderTargets_[nameHash];
  1266. graphics_->SetRenderTarget(index, texture);
  1267. if (!index)
  1268. {
  1269. // Determine viewport size from rendertarget info
  1270. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1271. {
  1272. const RenderTargetInfo& info = renderPath_->renderTargets_[i];
  1273. if (!info.name_.Compare(command.outputNames_[index], false))
  1274. {
  1275. switch (info.sizeMode_)
  1276. {
  1277. // If absolute or a divided viewport size, use the full texture
  1278. case SIZE_ABSOLUTE:
  1279. case SIZE_VIEWPORTDIVISOR:
  1280. viewPort = IntRect(0, 0, texture->GetWidth(), texture->GetHeight());
  1281. break;
  1282. // If a divided rendertarget size, retain the same viewport, but scaled
  1283. case SIZE_RENDERTARGETDIVISOR:
  1284. if (info.size_.x_ && info.size_.y_)
  1285. {
  1286. viewPort = IntRect(viewRect_.left_ / info.size_.x_, viewRect_.top_ / info.size_.y_,
  1287. viewRect_.right_ / info.size_.x_, viewRect_.bottom_ / info.size_.y_);
  1288. }
  1289. break;
  1290. }
  1291. break;
  1292. }
  1293. }
  1294. }
  1295. }
  1296. else
  1297. graphics_->SetRenderTarget(0, (RenderSurface*)0);
  1298. }
  1299. ++index;
  1300. }
  1301. while (index < MAX_RENDERTARGETS)
  1302. {
  1303. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1304. ++index;
  1305. }
  1306. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1307. graphics_->SetViewport(viewPort);
  1308. graphics_->SetColorWrite(true);
  1309. }
  1310. void View::SetTextures(RenderPathCommand& command)
  1311. {
  1312. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1313. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1314. {
  1315. if (command.textureNames_[i].Empty())
  1316. continue;
  1317. // Bind the rendered output
  1318. if (!command.textureNames_[i].Compare("viewport", false))
  1319. {
  1320. graphics_->SetTexture(i, currentViewportTexture_);
  1321. continue;
  1322. }
  1323. // Bind a rendertarget
  1324. HashMap<StringHash, Texture2D*>::ConstIterator j = renderTargets_.Find(command.textureNames_[i]);
  1325. if (j != renderTargets_.End())
  1326. {
  1327. graphics_->SetTexture(i, j->second_);
  1328. continue;
  1329. }
  1330. // Bind a texture from the resource system
  1331. Texture* texture;
  1332. // Detect cube/3D textures by file extension: they are defined by an XML file
  1333. if (GetExtension(command.textureNames_[i]) == ".xml")
  1334. {
  1335. // Assume 3D textures are only bound to the volume map unit, otherwise it's a cube texture
  1336. if (i == TU_VOLUMEMAP)
  1337. texture = cache->GetResource<Texture3D>(command.textureNames_[i]);
  1338. else
  1339. texture = cache->GetResource<TextureCube>(command.textureNames_[i]);
  1340. }
  1341. else
  1342. texture = cache->GetResource<Texture2D>(command.textureNames_[i]);
  1343. if (texture)
  1344. graphics_->SetTexture(i, texture);
  1345. else
  1346. {
  1347. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1348. command.textureNames_[i] = String::EMPTY;
  1349. }
  1350. }
  1351. }
  1352. void View::RenderQuad(RenderPathCommand& command)
  1353. {
  1354. if (command.vertexShaderName_.Empty() || command.pixelShaderName_.Empty())
  1355. return;
  1356. // If shader can not be found, clear it from the command to prevent redundant attempts
  1357. ShaderVariation* vs = graphics_->GetShader(VS, command.vertexShaderName_, command.vertexShaderDefines_);
  1358. if (!vs)
  1359. command.vertexShaderName_ = String::EMPTY;
  1360. ShaderVariation* ps = graphics_->GetShader(PS, command.pixelShaderName_, command.pixelShaderDefines_);
  1361. if (!ps)
  1362. command.pixelShaderName_ = String::EMPTY;
  1363. // Set shaders & shader parameters and textures
  1364. graphics_->SetShaders(vs, ps);
  1365. const HashMap<StringHash, Variant>& parameters = command.shaderParameters_;
  1366. for (HashMap<StringHash, Variant>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1367. graphics_->SetShaderParameter(k->first_, k->second_);
  1368. graphics_->SetShaderParameter(VSP_DELTATIME, frame_.timeStep_);
  1369. graphics_->SetShaderParameter(PSP_DELTATIME, frame_.timeStep_);
  1370. if (scene_)
  1371. {
  1372. float elapsedTime = scene_->GetElapsedTime();
  1373. graphics_->SetShaderParameter(VSP_ELAPSEDTIME, elapsedTime);
  1374. graphics_->SetShaderParameter(PSP_ELAPSEDTIME, elapsedTime);
  1375. }
  1376. float nearClip = camera_ ? camera_->GetNearClip() : DEFAULT_NEARCLIP;
  1377. float farClip = camera_ ? camera_->GetFarClip() : DEFAULT_FARCLIP;
  1378. graphics_->SetShaderParameter(VSP_NEARCLIP, nearClip);
  1379. graphics_->SetShaderParameter(VSP_FARCLIP, farClip);
  1380. graphics_->SetShaderParameter(PSP_NEARCLIP, nearClip);
  1381. graphics_->SetShaderParameter(PSP_FARCLIP, farClip);
  1382. float rtWidth = (float)rtSize_.x_;
  1383. float rtHeight = (float)rtSize_.y_;
  1384. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1385. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1386. #ifdef USE_OPENGL
  1387. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1388. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1389. #else
  1390. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1391. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1392. #endif
  1393. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1394. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(1.0f / rtWidth, 1.0f / rtHeight, 0.0f, 0.0f));
  1395. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1396. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1397. {
  1398. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1399. if (!rtInfo.enabled_)
  1400. continue;
  1401. StringHash nameHash(rtInfo.name_);
  1402. if (!renderTargets_.Contains(nameHash))
  1403. continue;
  1404. String invSizeName = rtInfo.name_ + "InvSize";
  1405. String offsetsName = rtInfo.name_ + "Offsets";
  1406. float width = (float)renderTargets_[nameHash]->GetWidth();
  1407. float height = (float)renderTargets_[nameHash]->GetHeight();
  1408. graphics_->SetShaderParameter(invSizeName, Vector4(1.0f / width, 1.0f / height, 0.0f, 0.0f));
  1409. #ifdef USE_OPENGL
  1410. graphics_->SetShaderParameter(offsetsName, Vector4::ZERO);
  1411. #else
  1412. graphics_->SetShaderParameter(offsetsName, Vector4(0.5f / width, 0.5f / height, 0.0f, 0.0f));
  1413. #endif
  1414. }
  1415. graphics_->SetBlendMode(BLEND_REPLACE);
  1416. graphics_->SetDepthTest(CMP_ALWAYS);
  1417. graphics_->SetDepthWrite(false);
  1418. graphics_->SetFillMode(FILL_SOLID);
  1419. graphics_->SetClipPlane(false);
  1420. graphics_->SetScissorTest(false);
  1421. graphics_->SetStencilTest(false);
  1422. DrawFullscreenQuad(false);
  1423. }
  1424. bool View::IsNecessary(const RenderPathCommand& command)
  1425. {
  1426. return command.enabled_ && command.outputNames_.Size() && (command.type_ != CMD_SCENEPASS ||
  1427. !batchQueues_[command.pass_].IsEmpty());
  1428. }
  1429. bool View::CheckViewportRead(const RenderPathCommand& command)
  1430. {
  1431. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1432. {
  1433. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1434. return true;
  1435. }
  1436. return false;
  1437. }
  1438. bool View::CheckViewportWrite(const RenderPathCommand& command)
  1439. {
  1440. for (unsigned i = 0; i < command.outputNames_.Size(); ++i)
  1441. {
  1442. if (!command.outputNames_[i].Compare("viewport", false))
  1443. return true;
  1444. }
  1445. return false;
  1446. }
  1447. bool View::CheckPingpong(unsigned index)
  1448. {
  1449. // Current command must be a viewport-reading & writing quad to begin the pingpong chain
  1450. RenderPathCommand& current = renderPath_->commands_[index];
  1451. if (current.type_ != CMD_QUAD || !CheckViewportRead(current) || !CheckViewportWrite(current))
  1452. return false;
  1453. // If there are commands other than quads that target the viewport, we must keep rendering to the final target and resolving
  1454. // to a viewport texture when necessary instead of pingponging, as a scene pass is not guaranteed to fill the entire viewport
  1455. for (unsigned i = index + 1; i < renderPath_->commands_.Size(); ++i)
  1456. {
  1457. RenderPathCommand& command = renderPath_->commands_[i];
  1458. if (!IsNecessary(command))
  1459. continue;
  1460. if (CheckViewportWrite(command))
  1461. {
  1462. if (command.type_ != CMD_QUAD)
  1463. return false;
  1464. }
  1465. }
  1466. return true;
  1467. }
  1468. void View::AllocateScreenBuffers()
  1469. {
  1470. bool needSubstitute = false;
  1471. unsigned numViewportTextures = 0;
  1472. #ifdef USE_OPENGL
  1473. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1474. // Also, if rendering to a texture with full deferred rendering, it must be RGBA to comply with the rest of the buffers.
  1475. if ((deferred_ && !renderTarget_) || (deferredAmbient_ && renderTarget_ && renderTarget_->GetParentTexture()->GetFormat() !=
  1476. Graphics::GetRGBAFormat()))
  1477. needSubstitute = true;
  1478. #endif
  1479. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1480. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1481. needSubstitute = true;
  1482. // Follow final rendertarget format, or use RGB to match the backbuffer format
  1483. unsigned format = renderTarget_ ? renderTarget_->GetParentTexture()->GetFormat() : Graphics::GetRGBFormat();
  1484. // If HDR rendering is enabled use RGBA16f and reserve a buffer
  1485. bool hdrRendering = renderer_->GetHDRRendering();
  1486. if (renderer_->GetHDRRendering())
  1487. {
  1488. format = Graphics::GetRGBAFloat16Format();
  1489. needSubstitute = true;
  1490. }
  1491. #ifdef USE_OPENGL
  1492. if (deferred_ && !hdrRendering)
  1493. format = Graphics::GetRGBAFormat();
  1494. #endif
  1495. // Check for commands which read the viewport, or pingpong between viewport textures
  1496. bool hasViewportRead = false;
  1497. bool hasPingpong = false;
  1498. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1499. {
  1500. const RenderPathCommand& command = renderPath_->commands_[i];
  1501. if (!IsNecessary(command))
  1502. continue;
  1503. if (CheckViewportRead(command))
  1504. hasViewportRead = true;
  1505. if (!hasPingpong && CheckPingpong(i))
  1506. hasPingpong = true;
  1507. }
  1508. if (hasViewportRead)
  1509. {
  1510. ++numViewportTextures;
  1511. // If OpenGL ES, use substitute target to avoid resolve from the backbuffer, which may be slow. However if multisampling
  1512. // is specified, there is no choice
  1513. #ifdef GL_ES_VERSION_2_0
  1514. if (!renderTarget_ && graphics_->GetMultiSample() < 2)
  1515. needSubstitute = true;
  1516. #endif
  1517. // If we have viewport read and target is a cube map, must allocate a substitute target instead as BlitFramebuffer()
  1518. // does not support reading a cube map
  1519. if (renderTarget_ && renderTarget_->GetParentTexture()->GetType() == TextureCube::GetTypeStatic())
  1520. needSubstitute = true;
  1521. if (hasPingpong && !needSubstitute)
  1522. ++numViewportTextures;
  1523. }
  1524. // Allocate screen buffers with filtering active in case the quad commands need that
  1525. // Follow the sRGB mode of the destination render target
  1526. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1527. substituteRenderTarget_ = needSubstitute ? renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true,
  1528. sRGB)->GetRenderSurface() : (RenderSurface*)0;
  1529. for (unsigned i = 0; i < MAX_VIEWPORT_TEXTURES; ++i)
  1530. {
  1531. viewportTextures_[i] = i < numViewportTextures ? renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true, sRGB) :
  1532. (Texture2D*)0;
  1533. }
  1534. // If using a substitute render target and pingponging, the substitute can act as the second viewport texture
  1535. if (numViewportTextures == 1 && substituteRenderTarget_)
  1536. viewportTextures_[1] = static_cast<Texture2D*>(substituteRenderTarget_->GetParentTexture());
  1537. // Allocate extra render targets defined by the rendering path
  1538. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1539. {
  1540. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1541. if (!rtInfo.enabled_)
  1542. continue;
  1543. unsigned width = rtInfo.size_.x_;
  1544. unsigned height = rtInfo.size_.y_;
  1545. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1546. {
  1547. width = viewSize_.x_ / (width ? width : 1);
  1548. height = viewSize_.y_ / (height ? height : 1);
  1549. }
  1550. if (rtInfo.sizeMode_ == SIZE_RENDERTARGETDIVISOR)
  1551. {
  1552. width = rtSize_.x_ / (width ? width : 1);
  1553. height = rtSize_.y_ / (height ? height : 1);
  1554. }
  1555. // If the rendertarget is persistent, key it with a hash derived from the RT name and the view's pointer
  1556. renderTargets_[rtInfo.name_] = renderer_->GetScreenBuffer(width, height, rtInfo.format_, rtInfo.filtered_, rtInfo.sRGB_,
  1557. rtInfo.persistent_ ? StringHash(rtInfo.name_).Value() + (unsigned)(size_t)this : 0);
  1558. }
  1559. }
  1560. void View::BlitFramebuffer(Texture2D* source, RenderSurface* destination, bool depthWrite)
  1561. {
  1562. if (!source)
  1563. return;
  1564. PROFILE(BlitFramebuffer);
  1565. graphics_->SetBlendMode(BLEND_REPLACE);
  1566. graphics_->SetDepthTest(CMP_ALWAYS);
  1567. graphics_->SetDepthWrite(depthWrite);
  1568. graphics_->SetFillMode(FILL_SOLID);
  1569. graphics_->SetClipPlane(false);
  1570. graphics_->SetScissorTest(false);
  1571. graphics_->SetStencilTest(false);
  1572. graphics_->SetRenderTarget(0, destination);
  1573. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1574. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1575. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1576. graphics_->SetViewport(viewRect_);
  1577. String shaderName = "CopyFramebuffer";
  1578. graphics_->SetShaders(graphics_->GetShader(VS, shaderName), graphics_->GetShader(PS, shaderName));
  1579. float rtWidth = (float)rtSize_.x_;
  1580. float rtHeight = (float)rtSize_.y_;
  1581. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1582. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1583. #ifdef USE_OPENGL
  1584. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1585. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1586. #else
  1587. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1588. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1589. #endif
  1590. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1591. graphics_->SetTexture(TU_DIFFUSE, source);
  1592. DrawFullscreenQuad(false);
  1593. }
  1594. void View::DrawFullscreenQuad(bool nearQuad)
  1595. {
  1596. Light* quadDirLight = renderer_->GetQuadDirLight();
  1597. Geometry* geometry = renderer_->GetLightGeometry(quadDirLight);
  1598. Matrix3x4 model = Matrix3x4::IDENTITY;
  1599. Matrix4 projection = Matrix4::IDENTITY;
  1600. #ifdef USE_OPENGL
  1601. if (flipVertical_)
  1602. projection.m11_ = -1.0f;
  1603. model.m23_ = nearQuad ? -1.0f : 1.0f;
  1604. #else
  1605. model.m23_ = nearQuad ? 0.0f : 1.0f;
  1606. #endif
  1607. graphics_->SetCullMode(CULL_NONE);
  1608. graphics_->SetShaderParameter(VSP_MODEL, model);
  1609. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1610. graphics_->ClearTransformSources();
  1611. geometry->Draw(graphics_);
  1612. }
  1613. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1614. {
  1615. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1616. float halfViewSize = camera->GetHalfViewSize();
  1617. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1618. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1619. {
  1620. Drawable* occluder = *i;
  1621. bool erase = false;
  1622. if (!occluder->IsInView(frame_, true))
  1623. occluder->UpdateBatches(frame_);
  1624. // Check occluder's draw distance (in main camera view)
  1625. float maxDistance = occluder->GetDrawDistance();
  1626. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1627. {
  1628. // Check that occluder is big enough on the screen
  1629. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1630. float diagonal = box.Size().Length();
  1631. float compare;
  1632. if (!camera->IsOrthographic())
  1633. compare = diagonal * halfViewSize / occluder->GetDistance();
  1634. else
  1635. compare = diagonal * invOrthoSize;
  1636. if (compare < occluderSizeThreshold_)
  1637. erase = true;
  1638. else
  1639. {
  1640. // Store amount of triangles divided by screen size as a sorting key
  1641. // (best occluders are big and have few triangles)
  1642. occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
  1643. }
  1644. }
  1645. else
  1646. erase = true;
  1647. if (erase)
  1648. i = occluders.Erase(i);
  1649. else
  1650. ++i;
  1651. }
  1652. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1653. if (occluders.Size())
  1654. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1655. }
  1656. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1657. {
  1658. buffer->SetMaxTriangles(maxOccluderTriangles_);
  1659. buffer->Clear();
  1660. for (unsigned i = 0; i < occluders.Size(); ++i)
  1661. {
  1662. Drawable* occluder = occluders[i];
  1663. if (i > 0)
  1664. {
  1665. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1666. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1667. continue;
  1668. }
  1669. // Check for running out of triangles
  1670. if (!occluder->DrawOcclusion(buffer))
  1671. break;
  1672. }
  1673. buffer->BuildDepthHierarchy();
  1674. }
  1675. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1676. {
  1677. Light* light = query.light_;
  1678. LightType type = light->GetLightType();
  1679. const Frustum& frustum = camera_->GetFrustum();
  1680. // Check if light should be shadowed
  1681. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1682. // If shadow distance non-zero, check it
  1683. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1684. isShadowed = false;
  1685. // OpenGL ES can not support point light shadows
  1686. #ifdef GL_ES_VERSION_2_0
  1687. if (isShadowed && type == LIGHT_POINT)
  1688. isShadowed = false;
  1689. #endif
  1690. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1691. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1692. query.litGeometries_.Clear();
  1693. switch (type)
  1694. {
  1695. case LIGHT_DIRECTIONAL:
  1696. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1697. {
  1698. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1699. query.litGeometries_.Push(geometries_[i]);
  1700. }
  1701. break;
  1702. case LIGHT_SPOT:
  1703. {
  1704. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1705. octree_->GetDrawables(octreeQuery);
  1706. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1707. {
  1708. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1709. query.litGeometries_.Push(tempDrawables[i]);
  1710. }
  1711. }
  1712. break;
  1713. case LIGHT_POINT:
  1714. {
  1715. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1716. DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1717. octree_->GetDrawables(octreeQuery);
  1718. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1719. {
  1720. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1721. query.litGeometries_.Push(tempDrawables[i]);
  1722. }
  1723. }
  1724. break;
  1725. }
  1726. // If no lit geometries or not shadowed, no need to process shadow cameras
  1727. if (query.litGeometries_.Empty() || !isShadowed)
  1728. {
  1729. query.numSplits_ = 0;
  1730. return;
  1731. }
  1732. // Determine number of shadow cameras and setup their initial positions
  1733. SetupShadowCameras(query);
  1734. // Process each split for shadow casters
  1735. query.shadowCasters_.Clear();
  1736. for (unsigned i = 0; i < query.numSplits_; ++i)
  1737. {
  1738. Camera* shadowCamera = query.shadowCameras_[i];
  1739. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1740. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1741. // For point light check that the face is visible: if not, can skip the split
  1742. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1743. continue;
  1744. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1745. if (type == LIGHT_DIRECTIONAL)
  1746. {
  1747. if (minZ_ > query.shadowFarSplits_[i])
  1748. continue;
  1749. if (maxZ_ < query.shadowNearSplits_[i])
  1750. continue;
  1751. // Reuse lit geometry query for all except directional lights
  1752. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY,
  1753. camera_->GetViewMask());
  1754. octree_->GetDrawables(query);
  1755. }
  1756. // Check which shadow casters actually contribute to the shadowing
  1757. ProcessShadowCasters(query, tempDrawables, i);
  1758. }
  1759. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1760. // only cost has been the shadow camera setup & queries
  1761. if (query.shadowCasters_.Empty())
  1762. query.numSplits_ = 0;
  1763. }
  1764. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1765. {
  1766. Light* light = query.light_;
  1767. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1768. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1769. const Matrix3x4& lightView = shadowCamera->GetView();
  1770. const Matrix4& lightProj = shadowCamera->GetProjection();
  1771. LightType type = light->GetLightType();
  1772. query.shadowCasterBox_[splitIndex].defined_ = false;
  1773. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  1774. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  1775. // frustum, so that shadow casters do not get rendered into unnecessary splits
  1776. Frustum lightViewFrustum;
  1777. if (type != LIGHT_DIRECTIONAL)
  1778. lightViewFrustum = camera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  1779. else
  1780. lightViewFrustum = camera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  1781. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  1782. BoundingBox lightViewFrustumBox(lightViewFrustum);
  1783. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  1784. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  1785. return;
  1786. BoundingBox lightViewBox;
  1787. BoundingBox lightProjBox;
  1788. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  1789. {
  1790. Drawable* drawable = *i;
  1791. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  1792. // Check for that first
  1793. if (!drawable->GetCastShadows())
  1794. continue;
  1795. // Check shadow mask
  1796. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  1797. continue;
  1798. // For point light, check that this drawable is inside the split shadow camera frustum
  1799. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  1800. continue;
  1801. // Check shadow distance
  1802. float maxShadowDistance = drawable->GetShadowDistance();
  1803. float drawDistance = drawable->GetDrawDistance();
  1804. bool batchesUpdated = drawable->IsInView(frame_, true);
  1805. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  1806. maxShadowDistance = drawDistance;
  1807. if (maxShadowDistance > 0.0f)
  1808. {
  1809. if (!batchesUpdated)
  1810. {
  1811. drawable->UpdateBatches(frame_);
  1812. batchesUpdated = true;
  1813. }
  1814. if (drawable->GetDistance() > maxShadowDistance)
  1815. continue;
  1816. }
  1817. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  1818. // times. However, this should not cause problems as no scene modification happens at this point.
  1819. if (!batchesUpdated)
  1820. drawable->UpdateBatches(frame_);
  1821. // Project shadow caster bounding box to light view space for visibility check
  1822. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  1823. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  1824. {
  1825. // Merge to shadow caster bounding box and add to the list
  1826. if (type == LIGHT_DIRECTIONAL)
  1827. query.shadowCasterBox_[splitIndex].Merge(lightViewBox);
  1828. else
  1829. {
  1830. lightProjBox = lightViewBox.Projected(lightProj);
  1831. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  1832. }
  1833. query.shadowCasters_.Push(drawable);
  1834. }
  1835. }
  1836. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  1837. }
  1838. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  1839. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  1840. {
  1841. if (shadowCamera->IsOrthographic())
  1842. {
  1843. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  1844. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
  1845. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1846. }
  1847. else
  1848. {
  1849. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  1850. if (drawable->IsInView(frame_))
  1851. return true;
  1852. // For perspective lights, extrusion direction depends on the position of the shadow caster
  1853. Vector3 center = lightViewBox.Center();
  1854. Ray extrusionRay(center, center);
  1855. float extrusionDistance = shadowCamera->GetFarClip();
  1856. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  1857. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  1858. float sizeFactor = extrusionDistance / originalDistance;
  1859. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  1860. // than necessary, so the test will be conservative
  1861. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  1862. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  1863. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  1864. lightViewBox.Merge(extrudedBox);
  1865. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1866. }
  1867. }
  1868. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  1869. {
  1870. unsigned width = shadowMap->GetWidth();
  1871. unsigned height = shadowMap->GetHeight();
  1872. switch (light->GetLightType())
  1873. {
  1874. case LIGHT_DIRECTIONAL:
  1875. {
  1876. int numSplits = light->GetNumShadowSplits();
  1877. if (numSplits == 1)
  1878. return IntRect(0, 0, width, height);
  1879. else if (numSplits == 2)
  1880. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  1881. else
  1882. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  1883. (splitIndex / 2 + 1) * height / 2);
  1884. }
  1885. case LIGHT_SPOT:
  1886. return IntRect(0, 0, width, height);
  1887. case LIGHT_POINT:
  1888. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  1889. (splitIndex / 2 + 1) * height / 3);
  1890. }
  1891. return IntRect();
  1892. }
  1893. void View::SetupShadowCameras(LightQueryResult& query)
  1894. {
  1895. Light* light = query.light_;
  1896. int splits = 0;
  1897. switch (light->GetLightType())
  1898. {
  1899. case LIGHT_DIRECTIONAL:
  1900. {
  1901. const CascadeParameters& cascade = light->GetShadowCascade();
  1902. float nearSplit = camera_->GetNearClip();
  1903. float farSplit;
  1904. int numSplits = light->GetNumShadowSplits();
  1905. while (splits < numSplits)
  1906. {
  1907. // If split is completely beyond camera far clip, we are done
  1908. if (nearSplit > camera_->GetFarClip())
  1909. break;
  1910. farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
  1911. if (farSplit <= nearSplit)
  1912. break;
  1913. // Setup the shadow camera for the split
  1914. Camera* shadowCamera = renderer_->GetShadowCamera();
  1915. query.shadowCameras_[splits] = shadowCamera;
  1916. query.shadowNearSplits_[splits] = nearSplit;
  1917. query.shadowFarSplits_[splits] = farSplit;
  1918. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  1919. nearSplit = farSplit;
  1920. ++splits;
  1921. }
  1922. }
  1923. break;
  1924. case LIGHT_SPOT:
  1925. {
  1926. Camera* shadowCamera = renderer_->GetShadowCamera();
  1927. query.shadowCameras_[0] = shadowCamera;
  1928. Node* cameraNode = shadowCamera->GetNode();
  1929. Node* lightNode = light->GetNode();
  1930. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  1931. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1932. shadowCamera->SetFarClip(light->GetRange());
  1933. shadowCamera->SetFov(light->GetFov());
  1934. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  1935. splits = 1;
  1936. }
  1937. break;
  1938. case LIGHT_POINT:
  1939. {
  1940. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  1941. {
  1942. Camera* shadowCamera = renderer_->GetShadowCamera();
  1943. query.shadowCameras_[i] = shadowCamera;
  1944. Node* cameraNode = shadowCamera->GetNode();
  1945. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  1946. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  1947. cameraNode->SetDirection(*directions[i]);
  1948. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1949. shadowCamera->SetFarClip(light->GetRange());
  1950. shadowCamera->SetFov(90.0f);
  1951. shadowCamera->SetAspectRatio(1.0f);
  1952. }
  1953. splits = MAX_CUBEMAP_FACES;
  1954. }
  1955. break;
  1956. }
  1957. query.numSplits_ = splits;
  1958. }
  1959. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  1960. {
  1961. Node* shadowCameraNode = shadowCamera->GetNode();
  1962. Node* lightNode = light->GetNode();
  1963. float extrusionDistance = camera_->GetFarClip();
  1964. const FocusParameters& parameters = light->GetShadowFocus();
  1965. // Calculate initial position & rotation
  1966. Vector3 pos = cameraNode_->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  1967. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  1968. // Calculate main camera shadowed frustum in light's view space
  1969. farSplit = Min(farSplit, camera_->GetFarClip());
  1970. // Use the scene Z bounds to limit frustum size if applicable
  1971. if (parameters.focus_)
  1972. {
  1973. nearSplit = Max(minZ_, nearSplit);
  1974. farSplit = Min(maxZ_, farSplit);
  1975. }
  1976. Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
  1977. Polyhedron frustumVolume;
  1978. frustumVolume.Define(splitFrustum);
  1979. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  1980. if (parameters.focus_)
  1981. {
  1982. BoundingBox litGeometriesBox;
  1983. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1984. {
  1985. Drawable* drawable = geometries_[i];
  1986. // Skip skyboxes as they have undefinedly large bounding box size
  1987. if (drawable->GetType() == Skybox::GetTypeStatic())
  1988. continue;
  1989. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  1990. (GetLightMask(drawable) & light->GetLightMask()))
  1991. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  1992. }
  1993. if (litGeometriesBox.defined_)
  1994. {
  1995. frustumVolume.Clip(litGeometriesBox);
  1996. // If volume became empty, restore it to avoid zero size
  1997. if (frustumVolume.Empty())
  1998. frustumVolume.Define(splitFrustum);
  1999. }
  2000. }
  2001. // Transform frustum volume to light space
  2002. const Matrix3x4& lightView = shadowCamera->GetView();
  2003. frustumVolume.Transform(lightView);
  2004. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  2005. BoundingBox shadowBox;
  2006. if (!parameters.nonUniform_)
  2007. shadowBox.Define(Sphere(frustumVolume));
  2008. else
  2009. shadowBox.Define(frustumVolume);
  2010. shadowCamera->SetOrthographic(true);
  2011. shadowCamera->SetAspectRatio(1.0f);
  2012. shadowCamera->SetNearClip(0.0f);
  2013. shadowCamera->SetFarClip(shadowBox.max_.z_);
  2014. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  2015. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  2016. }
  2017. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2018. const BoundingBox& shadowCasterBox)
  2019. {
  2020. const FocusParameters& parameters = light->GetShadowFocus();
  2021. float shadowMapWidth = (float)(shadowViewport.Width());
  2022. LightType type = light->GetLightType();
  2023. if (type == LIGHT_DIRECTIONAL)
  2024. {
  2025. BoundingBox shadowBox;
  2026. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  2027. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  2028. shadowBox.min_.y_ = -shadowBox.max_.y_;
  2029. shadowBox.min_.x_ = -shadowBox.max_.x_;
  2030. // Requantize and snap to shadow map texels
  2031. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  2032. }
  2033. if (type == LIGHT_SPOT)
  2034. {
  2035. if (parameters.focus_)
  2036. {
  2037. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  2038. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  2039. float viewSize = Max(viewSizeX, viewSizeY);
  2040. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  2041. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  2042. float quantize = parameters.quantize_ * invOrthoSize;
  2043. float minView = parameters.minView_ * invOrthoSize;
  2044. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  2045. if (viewSize < 1.0f)
  2046. shadowCamera->SetZoom(1.0f / viewSize);
  2047. }
  2048. }
  2049. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  2050. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  2051. if (shadowCamera->GetZoom() >= 1.0f)
  2052. {
  2053. if (light->GetLightType() != LIGHT_POINT)
  2054. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  2055. else
  2056. {
  2057. #ifdef USE_OPENGL
  2058. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  2059. #else
  2060. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  2061. #endif
  2062. }
  2063. }
  2064. }
  2065. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2066. const BoundingBox& viewBox)
  2067. {
  2068. Node* shadowCameraNode = shadowCamera->GetNode();
  2069. const FocusParameters& parameters = light->GetShadowFocus();
  2070. float shadowMapWidth = (float)(shadowViewport.Width());
  2071. float minX = viewBox.min_.x_;
  2072. float minY = viewBox.min_.y_;
  2073. float maxX = viewBox.max_.x_;
  2074. float maxY = viewBox.max_.y_;
  2075. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  2076. Vector2 viewSize(maxX - minX, maxY - minY);
  2077. // Quantize size to reduce swimming
  2078. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  2079. if (parameters.nonUniform_)
  2080. {
  2081. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2082. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  2083. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2084. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  2085. }
  2086. else if (parameters.focus_)
  2087. {
  2088. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  2089. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2090. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2091. viewSize.y_ = viewSize.x_;
  2092. }
  2093. shadowCamera->SetOrthoSize(viewSize);
  2094. // Center shadow camera to the view space bounding box
  2095. Quaternion rot(shadowCameraNode->GetWorldRotation());
  2096. Vector3 adjust(center.x_, center.y_, 0.0f);
  2097. shadowCameraNode->Translate(rot * adjust);
  2098. // If the shadow map viewport is known, snap to whole texels
  2099. if (shadowMapWidth > 0.0f)
  2100. {
  2101. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  2102. // Take into account that shadow map border will not be used
  2103. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  2104. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  2105. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  2106. shadowCameraNode->Translate(rot * snap);
  2107. }
  2108. }
  2109. void View::FindZone(Drawable* drawable)
  2110. {
  2111. Vector3 center = drawable->GetWorldBoundingBox().Center();
  2112. int bestPriority = M_MIN_INT;
  2113. Zone* newZone = 0;
  2114. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  2115. // (possibly incorrect) and must be re-evaluated on the next frame
  2116. bool temporary = !camera_->GetFrustum().IsInside(center);
  2117. // First check if the current zone remains a conclusive result
  2118. Zone* lastZone = drawable->GetZone();
  2119. if (lastZone && (lastZone->GetViewMask() & camera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  2120. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  2121. newZone = lastZone;
  2122. else
  2123. {
  2124. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  2125. {
  2126. Zone* zone = *i;
  2127. int priority = zone->GetPriority();
  2128. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  2129. {
  2130. newZone = zone;
  2131. bestPriority = priority;
  2132. }
  2133. }
  2134. }
  2135. drawable->SetZone(newZone, temporary);
  2136. }
  2137. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  2138. {
  2139. if (!material)
  2140. {
  2141. const Vector<TechniqueEntry>& techniques = renderer_->GetDefaultMaterial()->GetTechniques();
  2142. return techniques.Size() ? techniques[0].technique_ : (Technique*)0;
  2143. }
  2144. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  2145. // If only one technique, no choice
  2146. if (techniques.Size() == 1)
  2147. return techniques[0].technique_;
  2148. else
  2149. {
  2150. float lodDistance = drawable->GetLodDistance();
  2151. // Check for suitable technique. Techniques should be ordered like this:
  2152. // Most distant & highest quality
  2153. // Most distant & lowest quality
  2154. // Second most distant & highest quality
  2155. // ...
  2156. for (unsigned i = 0; i < techniques.Size(); ++i)
  2157. {
  2158. const TechniqueEntry& entry = techniques[i];
  2159. Technique* tech = entry.technique_;
  2160. if (!tech || (tech->IsSM3() && !graphics_->GetSM3Support()) || materialQuality_ < entry.qualityLevel_)
  2161. continue;
  2162. if (lodDistance >= entry.lodDistance_)
  2163. return tech;
  2164. }
  2165. // If no suitable technique found, fallback to the last
  2166. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  2167. }
  2168. }
  2169. void View::CheckMaterialForAuxView(Material* material)
  2170. {
  2171. const SharedPtr<Texture>* textures = material->GetTextures();
  2172. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  2173. {
  2174. Texture* texture = textures[i];
  2175. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  2176. {
  2177. // Have to check cube & 2D textures separately
  2178. if (texture->GetType() == Texture2D::GetTypeStatic())
  2179. {
  2180. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  2181. RenderSurface* target = tex2D->GetRenderSurface();
  2182. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2183. target->QueueUpdate();
  2184. }
  2185. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2186. {
  2187. TextureCube* texCube = static_cast<TextureCube*>(texture);
  2188. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  2189. {
  2190. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  2191. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2192. target->QueueUpdate();
  2193. }
  2194. }
  2195. }
  2196. }
  2197. // Flag as processed so we can early-out next time we come across this material on the same frame
  2198. material->MarkForAuxView(frame_.frameNumber_);
  2199. }
  2200. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2201. {
  2202. if (!batch.material_)
  2203. batch.material_ = renderer_->GetDefaultMaterial();
  2204. // Convert to instanced if possible
  2205. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer() && !batch.overrideView_)
  2206. batch.geometryType_ = GEOM_INSTANCED;
  2207. if (batch.geometryType_ == GEOM_INSTANCED)
  2208. {
  2209. BatchGroupKey key(batch);
  2210. HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchQueue.batchGroups_.Find(key);
  2211. if (i == batchQueue.batchGroups_.End())
  2212. {
  2213. // Create a new group based on the batch
  2214. // In case the group remains below the instancing limit, do not enable instancing shaders yet
  2215. BatchGroup newGroup(batch);
  2216. newGroup.geometryType_ = GEOM_STATIC;
  2217. renderer_->SetBatchShaders(newGroup, tech, allowShadows);
  2218. newGroup.CalculateSortKey();
  2219. i = batchQueue.batchGroups_.Insert(MakePair(key, newGroup));
  2220. }
  2221. int oldSize = i->second_.instances_.Size();
  2222. i->second_.AddTransforms(batch);
  2223. // Convert to using instancing shaders when the instancing limit is reached
  2224. if (oldSize < minInstances_ && (int)i->second_.instances_.Size() >= minInstances_)
  2225. {
  2226. i->second_.geometryType_ = GEOM_INSTANCED;
  2227. renderer_->SetBatchShaders(i->second_, tech, allowShadows);
  2228. i->second_.CalculateSortKey();
  2229. }
  2230. }
  2231. else
  2232. {
  2233. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2234. batch.CalculateSortKey();
  2235. batchQueue.batches_.Push(batch);
  2236. }
  2237. }
  2238. void View::PrepareInstancingBuffer()
  2239. {
  2240. PROFILE(PrepareInstancingBuffer);
  2241. unsigned totalInstances = 0;
  2242. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2243. totalInstances += i->second_.GetNumInstances();
  2244. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2245. {
  2246. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2247. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2248. totalInstances += i->litBaseBatches_.GetNumInstances();
  2249. totalInstances += i->litBatches_.GetNumInstances();
  2250. }
  2251. // If fail to set buffer size, fall back to per-group locking
  2252. if (totalInstances && renderer_->ResizeInstancingBuffer(totalInstances))
  2253. {
  2254. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2255. unsigned freeIndex = 0;
  2256. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2257. if (!dest)
  2258. return;
  2259. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2260. i->second_.SetTransforms(dest, freeIndex);
  2261. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2262. {
  2263. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2264. i->shadowSplits_[j].shadowBatches_.SetTransforms(dest, freeIndex);
  2265. i->litBaseBatches_.SetTransforms(dest, freeIndex);
  2266. i->litBatches_.SetTransforms(dest, freeIndex);
  2267. }
  2268. instancingBuffer->Unlock();
  2269. }
  2270. }
  2271. void View::SetupLightVolumeBatch(Batch& batch)
  2272. {
  2273. Light* light = batch.lightQueue_->light_;
  2274. LightType type = light->GetLightType();
  2275. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  2276. float lightDist;
  2277. graphics_->SetBlendMode(light->IsNegative() ? BLEND_SUBTRACT : BLEND_ADD);
  2278. graphics_->SetDepthBias(0.0f, 0.0f);
  2279. graphics_->SetDepthWrite(false);
  2280. graphics_->SetFillMode(FILL_SOLID);
  2281. graphics_->SetClipPlane(false);
  2282. if (type != LIGHT_DIRECTIONAL)
  2283. {
  2284. if (type == LIGHT_POINT)
  2285. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2286. else
  2287. lightDist = light->GetFrustum().Distance(cameraPos);
  2288. // Draw front faces if not inside light volume
  2289. if (lightDist < camera_->GetNearClip() * 2.0f)
  2290. {
  2291. renderer_->SetCullMode(CULL_CW, camera_);
  2292. graphics_->SetDepthTest(CMP_GREATER);
  2293. }
  2294. else
  2295. {
  2296. renderer_->SetCullMode(CULL_CCW, camera_);
  2297. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2298. }
  2299. }
  2300. else
  2301. {
  2302. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2303. // refresh the directional light's model transform before rendering
  2304. light->GetVolumeTransform(camera_);
  2305. graphics_->SetCullMode(CULL_NONE);
  2306. graphics_->SetDepthTest(CMP_ALWAYS);
  2307. }
  2308. graphics_->SetScissorTest(false);
  2309. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2310. }
  2311. void View::RenderShadowMap(const LightBatchQueue& queue)
  2312. {
  2313. PROFILE(RenderShadowMap);
  2314. Texture2D* shadowMap = queue.shadowMap_;
  2315. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2316. graphics_->SetColorWrite(false);
  2317. graphics_->SetFillMode(FILL_SOLID);
  2318. graphics_->SetClipPlane(false);
  2319. graphics_->SetStencilTest(false);
  2320. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2321. graphics_->SetDepthStencil(shadowMap);
  2322. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2323. graphics_->Clear(CLEAR_DEPTH);
  2324. // Set shadow depth bias
  2325. const BiasParameters& parameters = queue.light_->GetShadowBias();
  2326. // Render each of the splits
  2327. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2328. {
  2329. float multiplier = 1.0f;
  2330. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2331. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2332. {
  2333. multiplier = Max(queue.shadowSplits_[i].shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2334. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2335. }
  2336. graphics_->SetDepthBias(multiplier * parameters.constantBias_, multiplier * parameters.slopeScaledBias_);
  2337. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2338. if (!shadowQueue.shadowBatches_.IsEmpty())
  2339. {
  2340. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2341. shadowQueue.shadowBatches_.Draw(this);
  2342. }
  2343. }
  2344. graphics_->SetColorWrite(true);
  2345. graphics_->SetDepthBias(0.0f, 0.0f);
  2346. }
  2347. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2348. {
  2349. // If using the backbuffer, return the backbuffer depth-stencil
  2350. if (!renderTarget)
  2351. return 0;
  2352. // Then check for linked depth-stencil
  2353. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2354. // Finally get one from Renderer
  2355. if (!depthStencil)
  2356. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2357. return depthStencil;
  2358. }
  2359. }