| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556 |
- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Camera.h"
- #include "DebugRenderer.h"
- #include "Geometry.h"
- #include "Graphics.h"
- #include "Light.h"
- #include "Log.h"
- #include "Material.h"
- #include "OcclusionBuffer.h"
- #include "Octree.h"
- #include "Renderer.h"
- #include "ResourceCache.h"
- #include "PostProcess.h"
- #include "Profiler.h"
- #include "Scene.h"
- #include "ShaderVariation.h"
- #include "Sort.h"
- #include "Technique.h"
- #include "Texture2D.h"
- #include "TextureCube.h"
- #include "VertexBuffer.h"
- #include "View.h"
- #include "WorkQueue.h"
- #include "Zone.h"
- #include "DebugNew.h"
- static const Vector3 directions[] =
- {
- Vector3(1.0f, 0.0f, 0.0f),
- Vector3(-1.0f, 0.0f, 0.0f),
- Vector3(0.0f, 1.0f, 0.0f),
- Vector3(0.0f, -1.0f, 0.0f),
- Vector3(0.0f, 0.0f, 1.0f),
- Vector3(0.0f, 0.0f, -1.0f)
- };
- static const int CHECK_DRAWABLES_PER_WORK_ITEM = 64;
- static const float LIGHT_INTENSITY_THRESHOLD = 0.001f;
- void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
- {
- View* view = reinterpret_cast<View*>(item->aux_);
- Drawable** start = reinterpret_cast<Drawable**>(item->start_);
- Drawable** end = reinterpret_cast<Drawable**>(item->end_);
- OcclusionBuffer* buffer = view->occlusionBuffer_;
-
- while (start != end)
- {
- Drawable* drawable = *start;
- unsigned char flags = drawable->GetDrawableFlags();
- ++start;
-
- if (flags & DRAWABLE_ZONE)
- continue;
-
- drawable->UpdateDistance(view->frame_);
-
- // If draw distance non-zero, check it
- float maxDistance = drawable->GetDrawDistance();
- if (maxDistance > 0.0f && drawable->GetDistance() > maxDistance)
- continue;
-
- if (buffer && drawable->IsOccludee() && !buffer->IsVisible(drawable->GetWorldBoundingBox()))
- continue;
-
- drawable->MarkInView(view->frame_);
-
- // For geometries, clear lights and find new zone if necessary
- if (flags & DRAWABLE_GEOMETRY)
- {
- drawable->ClearLights();
- if (!drawable->GetZone() && !view->cameraZoneOverride_)
- view->FindZone(drawable, threadIndex);
- }
- }
- }
- void ProcessLightWork(const WorkItem* item, unsigned threadIndex)
- {
- View* view = reinterpret_cast<View*>(item->aux_);
- LightQueryResult* query = reinterpret_cast<LightQueryResult*>(item->start_);
-
- view->ProcessLight(*query, threadIndex);
- }
- void UpdateDrawableGeometriesWork(const WorkItem* item, unsigned threadIndex)
- {
- const FrameInfo& frame = *(reinterpret_cast<FrameInfo*>(item->aux_));
- Drawable** start = reinterpret_cast<Drawable**>(item->start_);
- Drawable** end = reinterpret_cast<Drawable**>(item->end_);
-
- while (start != end)
- {
- Drawable* drawable = *start;
- drawable->UpdateGeometry(frame);
- ++start;
- }
- }
- void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
- {
- BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
-
- queue->SortFrontToBack();
- }
- void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
- {
- BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
-
- queue->SortBackToFront();
- }
- void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
- {
- LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
- for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
- start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
- start->litBatches_.SortFrontToBack();
- }
- OBJECTTYPESTATIC(View);
- View::View(Context* context) :
- Object(context),
- graphics_(GetSubsystem<Graphics>()),
- renderer_(GetSubsystem<Renderer>()),
- octree_(0),
- camera_(0),
- cameraZone_(0),
- farClipZone_(0),
- renderTarget_(0)
- {
- frame_.camera_ = 0;
-
- // Create octree query vectors for each thread
- tempDrawables_.Resize(GetSubsystem<WorkQueue>()->GetNumThreads() + 1);
- tempZones_.Resize(GetSubsystem<WorkQueue>()->GetNumThreads() + 1);
- }
- View::~View()
- {
- }
- bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
- {
- Scene* scene = viewport->GetScene();
- Camera* camera = viewport->GetCamera();
- if (!scene || !camera)
- return false;
-
- // If scene is loading asynchronously, it is incomplete and should not be rendered
- if (scene->IsAsyncLoading())
- return false;
-
- Octree* octree = scene->GetComponent<Octree>();
- if (!octree)
- return false;
-
- renderMode_ = renderer_->GetRenderMode();
- octree_ = octree;
- camera_ = camera;
- renderTarget_ = renderTarget;
-
- // Get active post-processing effects on the viewport
- const Vector<SharedPtr<PostProcess> >& postProcesses = viewport->GetPostProcesses();
- postProcesses_.Clear();
- for (Vector<SharedPtr<PostProcess> >::ConstIterator i = postProcesses.Begin(); i != postProcesses.End(); ++i)
- {
- PostProcess* effect = i->Get();
- if (effect && effect->IsActive())
- postProcesses_.Push(*i);
- }
-
- // Validate the rect and calculate size. If zero rect, use whole rendertarget size
- int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
- int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
- const IntRect& rect = viewport->GetRect();
-
- if (rect != IntRect::ZERO)
- {
- viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
- viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
- viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
- viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
- }
- else
- viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
-
- viewSize_ = IntVector2(viewRect_.right_ - viewRect_.left_, viewRect_.bottom_ - viewRect_.top_);
- rtSize_ = IntVector2(rtWidth, rtHeight);
-
- // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
- #ifdef USE_OPENGL
- if (renderTarget_)
- {
- viewRect_.bottom_ = rtSize_.y_ - viewRect_.top_;
- viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
- }
- #endif
-
- drawShadows_ = renderer_->GetDrawShadows();
- materialQuality_ = renderer_->GetMaterialQuality();
- maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
-
- // Set possible quality overrides from the camera
- unsigned viewOverrideFlags = camera_->GetViewOverrideFlags();
- if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
- materialQuality_ = QUALITY_LOW;
- if (viewOverrideFlags & VO_DISABLE_SHADOWS)
- drawShadows_ = false;
- if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
- maxOccluderTriangles_ = 0;
-
- return true;
- }
- void View::Update(const FrameInfo& frame)
- {
- if (!camera_ || !octree_)
- return;
-
- frame_.camera_ = camera_;
- frame_.timeStep_ = frame.timeStep_;
- frame_.frameNumber_ = frame.frameNumber_;
- frame_.viewSize_ = viewSize_;
-
- // Clear screen buffers, old light scissor cache, geometry, light, occluder & batch lists
- screenBuffers_.Clear();
- lightScissorCache_.Clear();
- geometries_.Clear();
- allGeometries_.Clear();
- geometryDepthBounds_.Clear();
- lights_.Clear();
- zones_.Clear();
- occluders_.Clear();
- baseQueue_.Clear();
- preAlphaQueue_.Clear();
- gbufferQueue_.Clear();
- alphaQueue_.Clear();
- postAlphaQueue_.Clear();
- lightQueues_.Clear();
- vertexLightQueues_.Clear();
-
- // Do not update if camera projection is illegal
- // (there is a possibility of crash if occlusion is used and it can not clip properly)
- if (!camera_->IsProjectionValid())
- return;
-
- // Set automatic aspect ratio if required
- if (camera_->GetAutoAspectRatio())
- camera_->SetAspectRatio((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
-
- // Cache the camera frustum to avoid recalculating it constantly
- frustum_ = camera_->GetFrustum();
-
- GetDrawables();
- GetBatches();
- UpdateGeometries();
- }
- void View::Render()
- {
- if (!octree_ || !camera_)
- return;
-
- // Allocate screen buffers for post-processing and blitting as necessary
- AllocateScreenBuffers();
-
- // Forget parameter sources from the previous view
- graphics_->ClearParameterSources();
-
- // If stream offset is supported, write all instance transforms to a single large buffer
- // Else we must lock the instance buffer for each batch group
- if (renderer_->GetDynamicInstancing() && graphics_->GetStreamOffsetSupport())
- PrepareInstancingBuffer();
-
- // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
- // again to ensure correct projection will be used
- if (camera_->GetAutoAspectRatio())
- camera_->SetAspectRatio((float)(viewSize_.x_) / (float)(viewSize_.y_));
-
- graphics_->SetColorWrite(true);
- graphics_->SetFillMode(FILL_SOLID);
-
- // Bind the face selection and indirection cube maps for point light shadows
- graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
- graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
-
- // Set "view texture" to prevent destination texture sampling in case we do not render to the destination directly
- // ie. when using deferred rendering and/or doing post-processing
- if (renderTarget_)
- graphics_->SetViewTexture(renderTarget_->GetParentTexture());
-
- // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
- // as a render texture produced on Direct3D9
- #ifdef USE_OPENGL
- if (renderTarget_)
- camera_->SetFlipVertical(true);
- #endif
-
- // Render
- if (renderMode_ == RENDER_FORWARD)
- RenderBatchesForward();
- else
- RenderBatchesDeferred();
-
- #ifdef USE_OPENGL
- camera_->SetFlipVertical(false);
- #endif
-
- graphics_->SetViewTexture(0);
- graphics_->SetScissorTest(false);
- graphics_->SetStencilTest(false);
- graphics_->ResetStreamFrequencies();
-
- // Run post-processes or framebuffer blitting now
- if (screenBuffers_.Size())
- {
- if (postProcesses_.Size())
- RunPostProcesses();
- else
- BlitFramebuffer();
- }
-
- // If this is a main view, draw the associated debug geometry now
- if (!renderTarget_)
- {
- Scene* scene = static_cast<Scene*>(octree_->GetNode());
- if (scene)
- {
- DebugRenderer* debug = scene->GetComponent<DebugRenderer>();
- if (debug)
- {
- debug->SetView(camera_);
- debug->Render();
- }
- }
- }
-
- // "Forget" the camera, octree and zone after rendering
- camera_ = 0;
- octree_ = 0;
- cameraZone_ = 0;
- farClipZone_ = 0;
- occlusionBuffer_ = 0;
- frame_.camera_ = 0;
- }
- void View::GetDrawables()
- {
- PROFILE(GetDrawables);
-
- WorkQueue* queue = GetSubsystem<WorkQueue>();
- PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
-
- // Perform one octree query to get everything, then examine the results
- FrustumOctreeQuery query(tempDrawables, frustum_, DRAWABLE_GEOMETRY | DRAWABLE_LIGHT | DRAWABLE_ZONE);
- octree_->GetDrawables(query);
-
- // Get zones and occluders first
- highestZonePriority_ = M_MIN_INT;
- int bestPriority = M_MIN_INT;
- Vector3 cameraPos = camera_->GetWorldPosition();
-
- // Get default zone first in case we do not have zones defined
- Zone* defaultZone = renderer_->GetDefaultZone();
- cameraZone_ = farClipZone_ = defaultZone;
-
- for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
- {
- Drawable* drawable = *i;
- unsigned char flags = drawable->GetDrawableFlags();
-
- if (flags & DRAWABLE_ZONE)
- {
- Zone* zone = static_cast<Zone*>(drawable);
- zones_.Push(zone);
- int priority = zone->GetPriority();
- if (priority > highestZonePriority_)
- highestZonePriority_ = priority;
- if (zone->IsInside(cameraPos) && priority > bestPriority)
- {
- cameraZone_ = zone;
- bestPriority = priority;
- }
- }
- else if (flags & DRAWABLE_GEOMETRY && drawable->IsOccluder())
- occluders_.Push(drawable);
- }
-
- // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
- cameraZoneOverride_ = cameraZone_->GetOverride();
- if (!cameraZoneOverride_)
- {
- Vector3 farClipPos = cameraPos + camera_->GetNode()->GetWorldDirection() * Vector3(0, 0, camera_->GetFarClip());
- bestPriority = M_MIN_INT;
-
- for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
- {
- int priority = (*i)->GetPriority();
- if ((*i)->IsInside(farClipPos) && priority > bestPriority)
- {
- farClipZone_ = *i;
- bestPriority = priority;
- }
- }
- }
- if (farClipZone_ == defaultZone)
- farClipZone_ = cameraZone_;
-
- // If occlusion in use, get & render the occluders
- occlusionBuffer_ = 0;
- if (maxOccluderTriangles_ > 0)
- {
- UpdateOccluders(occluders_, camera_);
- if (occluders_.Size())
- {
- PROFILE(DrawOcclusion);
-
- occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
- DrawOccluders(occlusionBuffer_, occluders_);
- }
- }
-
- // Check visibility and find zones for moved drawables in worker threads
- {
- WorkItem item;
- item.workFunction_ = CheckVisibilityWork;
- item.aux_ = this;
-
- PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
- while (start != tempDrawables.End())
- {
- PODVector<Drawable*>::Iterator end = tempDrawables.End();
- if (end - start > CHECK_DRAWABLES_PER_WORK_ITEM)
- end = start + CHECK_DRAWABLES_PER_WORK_ITEM;
-
- item.start_ = &(*start);
- item.end_ = &(*end);
- queue->AddWorkItem(item);
-
- start = end;
- }
-
- queue->Complete();
- }
-
- // Sort into geometries & lights, and build visible scene bounding boxes in world and view space
- sceneBox_.min_ = sceneBox_.max_ = Vector3::ZERO;
- sceneBox_.defined_ = false;
- sceneViewBox_.min_ = sceneViewBox_.max_ = Vector3::ZERO;
- sceneViewBox_.defined_ = false;
- Matrix3x4 view(camera_->GetInverseWorldTransform());
-
- for (unsigned i = 0; i < tempDrawables.Size(); ++i)
- {
- Drawable* drawable = tempDrawables[i];
- unsigned char flags = drawable->GetDrawableFlags();
- if (flags & DRAWABLE_ZONE || !drawable->IsInView(frame_))
- continue;
-
- if (flags & DRAWABLE_GEOMETRY)
- {
- // Expand the scene bounding boxes. However, do not take "infinite" objects such as the skybox into account,
- // as the bounding boxes are also used for shadow focusing
- const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
- BoundingBox geomViewBox = geomBox.Transformed(view);
- if (geomBox.Size().LengthSquared() < M_LARGE_VALUE * M_LARGE_VALUE)
- {
- sceneBox_.Merge(geomBox);
- sceneViewBox_.Merge(geomViewBox);
- }
-
- // Store depth info for split directional light queries
- GeometryDepthBounds bounds;
- bounds.min_ = geomViewBox.min_.z_;
- bounds.max_ = geomViewBox.max_.z_;
-
- geometryDepthBounds_.Push(bounds);
- geometries_.Push(drawable);
- allGeometries_.Push(drawable);
- }
- else if (flags & DRAWABLE_LIGHT)
- {
- Light* light = static_cast<Light*>(drawable);
- // Skip lights which are so dim that they can not contribute to a rendertarget
- if (light->GetColor().Intensity() > LIGHT_INTENSITY_THRESHOLD)
- lights_.Push(light);
- }
- }
-
- // Sort the lights to brightest/closest first
- for (unsigned i = 0; i < lights_.Size(); ++i)
- {
- Light* light = lights_[i];
- light->SetIntensitySortValue(camera_->GetDistance(light->GetWorldPosition()));
- }
-
- Sort(lights_.Begin(), lights_.End(), CompareDrawables);
- }
- void View::GetBatches()
- {
- WorkQueue* queue = GetSubsystem<WorkQueue>();
-
- // Process lit geometries and shadow casters for each light
- {
- PROFILE_MULTIPLE(ProcessLights, lights_.Size());
-
- lightQueryResults_.Resize(lights_.Size());
-
- WorkItem item;
- item.workFunction_ = ProcessLightWork;
- item.aux_ = this;
-
- for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
- {
- LightQueryResult& query = lightQueryResults_[i];
- query.light_ = lights_[i];
-
- item.start_ = &query;
- queue->AddWorkItem(item);
- }
-
- // Ensure all lights have been processed before proceeding
- queue->Complete();
- }
-
- // Build light queues and lit batches
- {
- maxLightsDrawables_.Clear();
- lightQueueMapping_.Clear();
-
- for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
- {
- const LightQueryResult& query = *i;
- // If light has no affected geometries, no need to process further
- if (query.litGeometries_.Empty())
- continue;
-
- PROFILE(GetLightBatches);
-
- Light* light = query.light_;
-
- // Per-pixel light
- if (!light->GetPerVertex())
- {
- unsigned shadowSplits = query.numSplits_;
-
- // Initialize light queue. Store light-to-queue mapping so that the queue can be found later
- lightQueues_.Resize(lightQueues_.Size() + 1);
- LightBatchQueue& lightQueue = lightQueues_.Back();
- lightQueueMapping_[light] = &lightQueue;
- lightQueue.light_ = light;
- lightQueue.litBatches_.Clear();
- lightQueue.volumeBatches_.Clear();
-
- // Allocate shadow map now
- lightQueue.shadowMap_ = 0;
- if (shadowSplits > 0)
- {
- lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
- // If did not manage to get a shadow map, convert the light to unshadowed
- if (!lightQueue.shadowMap_)
- shadowSplits = 0;
- }
-
- // Setup shadow batch queues
- lightQueue.shadowSplits_.Resize(shadowSplits);
- for (unsigned j = 0; j < shadowSplits; ++j)
- {
- ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
- Camera* shadowCamera = query.shadowCameras_[j];
- shadowQueue.shadowCamera_ = shadowCamera;
- shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
- shadowQueue.farSplit_ = query.shadowFarSplits_[j];
-
- // Setup the shadow split viewport and finalize shadow camera parameters
- shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
- FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
-
- // Loop through shadow casters
- for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
- k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
- {
- Drawable* drawable = *k;
- if (!drawable->IsInView(frame_, false))
- {
- drawable->MarkInView(frame_, false);
- allGeometries_.Push(drawable);
- }
-
- unsigned numBatches = drawable->GetNumBatches();
-
- for (unsigned l = 0; l < numBatches; ++l)
- {
- Batch shadowBatch;
- drawable->GetBatch(shadowBatch, frame_, l);
-
- Technique* tech = GetTechnique(drawable, shadowBatch.material_);
- if (!shadowBatch.geometry_ || !tech)
- continue;
-
- Pass* pass = tech->GetPass(PASS_SHADOW);
- // Skip if material has no shadow pass
- if (!pass)
- continue;
-
- // Fill the rest of the batch
- shadowBatch.camera_ = shadowCamera;
- shadowBatch.zone_ = GetZone(drawable);
- shadowBatch.lightQueue_ = &lightQueue;
-
- FinalizeBatch(shadowBatch, tech, pass);
- shadowQueue.shadowBatches_.AddBatch(shadowBatch);
- }
- }
- }
-
- // Process lit geometries
- for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
- {
- Drawable* drawable = *j;
- drawable->AddLight(light);
-
- // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
- if (!drawable->GetMaxLights())
- GetLitBatches(drawable, lightQueue);
- else
- maxLightsDrawables_.Insert(drawable);
- }
-
- // In deferred modes, store the light volume batch now
- if (renderMode_ != RENDER_FORWARD)
- {
- Batch volumeBatch;
- volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
- volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
- volumeBatch.overrideView_ = light->GetLightType() == LIGHT_DIRECTIONAL;
- volumeBatch.camera_ = camera_;
- volumeBatch.lightQueue_ = &lightQueue;
- volumeBatch.distance_ = light->GetDistance();
- volumeBatch.material_ = 0;
- volumeBatch.pass_ = 0;
- volumeBatch.zone_ = 0;
- renderer_->SetLightVolumeBatchShaders(volumeBatch);
- lightQueue.volumeBatches_.Push(volumeBatch);
- }
- }
- // Per-vertex light
- else
- {
- // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
- for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
- {
- Drawable* drawable = *j;
- drawable->AddVertexLight(light);
- }
- }
- }
- }
-
- // Process drawables with limited per-pixel light count
- if (maxLightsDrawables_.Size())
- {
- PROFILE(GetMaxLightsBatches);
-
- for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
- {
- Drawable* drawable = *i;
- drawable->LimitLights();
- const PODVector<Light*>& lights = drawable->GetLights();
-
- for (unsigned i = 0; i < lights.Size(); ++i)
- {
- Light* light = lights[i];
- // Find the correct light queue again
- Map<Light*, LightBatchQueue*>::Iterator j = lightQueueMapping_.Find(light);
- if (j != lightQueueMapping_.End())
- GetLitBatches(drawable, *(j->second_));
- }
- }
- }
-
- // Build base pass batches
- {
- PROFILE(GetBaseBatches);
-
- hasZeroLightMask_ = false;
-
- for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
- {
- Drawable* drawable = *i;
- unsigned numBatches = drawable->GetNumBatches();
- bool vertexLightsProcessed = false;
-
- for (unsigned j = 0; j < numBatches; ++j)
- {
- Batch baseBatch;
- drawable->GetBatch(baseBatch, frame_, j);
-
- Technique* tech = GetTechnique(drawable, baseBatch.material_);
- if (!baseBatch.geometry_ || !tech)
- continue;
-
- // Check here if the material technique refers to a rendertarget texture with camera(s) attached
- // Only check this for the main view (null rendertarget)
- if (!renderTarget_ && baseBatch.material_ && baseBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_)
- CheckMaterialForAuxView(baseBatch.material_);
-
- // Fill the rest of the batch
- baseBatch.camera_ = camera_;
- baseBatch.zone_ = GetZone(drawable);
- baseBatch.isBase_ = true;
-
- Pass* pass = 0;
-
- // In deferred modes check for G-buffer and material passes first
- if (renderMode_ == RENDER_PREPASS)
- {
- pass = tech->GetPass(PASS_PREPASS);
- if (pass)
- {
- // If the opaque object has a zero lightmask, have to skip light buffer optimization
- if (!hasZeroLightMask_ && (!(GetLightMask(drawable) & 0xff)))
- hasZeroLightMask_ = true;
-
- // Allow G-buffer pass instancing only if lightmask matches zone lightmask
- baseBatch.lightMask_ = GetLightMask(drawable);
- FinalizeBatch(baseBatch, tech, pass, baseBatch.lightMask_ == (baseBatch.zone_->GetLightMask() & 0xff));
- gbufferQueue_.AddBatch(baseBatch);
-
- pass = tech->GetPass(PASS_MATERIAL);
- }
- }
-
- if (renderMode_ == RENDER_DEFERRED)
- pass = tech->GetPass(PASS_DEFERRED);
-
- // Next check for forward base pass
- if (!pass)
- {
- // Skip if a lit base pass already exists
- if (j < 32 && drawable->HasBasePass(j))
- continue;
- pass = tech->GetPass(PASS_BASE);
- }
-
- if (pass)
- {
- // Check for vertex lights (both forward unlit, light pre-pass material pass, and deferred G-buffer)
- const PODVector<Light*>& vertexLights = drawable->GetVertexLights();
- if (!vertexLights.Empty())
- {
- // In deferred modes, check if this is an opaque object that has converted its lights to per-vertex
- // due to overflowing the pixel light count. These need to be skipped as the per-pixel accumulation
- // already renders the light
- /// \todo Sub-geometries might need different interpretation if opaque & alpha are mixed
- if (!vertexLightsProcessed)
- {
- drawable->LimitVertexLights(renderMode_ != RENDER_FORWARD && pass->GetBlendMode() == BLEND_REPLACE);
- vertexLightsProcessed = true;
- }
-
- // The vertex light vector possibly became empty, so re-check
- if (!vertexLights.Empty())
- {
- // Find a vertex light queue. If not found, create new
- unsigned long long hash = GetVertexLightQueueHash(vertexLights);
- HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
- if (i == vertexLightQueues_.End())
- {
- i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
- i->second_.light_ = 0;
- i->second_.shadowMap_ = 0;
- i->second_.vertexLights_ = vertexLights;
- }
-
- baseBatch.lightQueue_ = &(i->second_);
- }
- }
-
- if (pass->GetBlendMode() == BLEND_REPLACE)
- {
- if (pass->GetType() != PASS_DEFERRED)
- {
- FinalizeBatch(baseBatch, tech, pass);
- baseQueue_.AddBatch(baseBatch);
- }
- else
- {
- // Allow G-buffer pass instancing only if lightmask matches zone lightmask
- baseBatch.lightMask_ = GetLightMask(drawable);
- FinalizeBatch(baseBatch, tech, pass, baseBatch.lightMask_ == (baseBatch.zone_->GetLightMask() & 0xff));
- gbufferQueue_.AddBatch(baseBatch);
- }
- }
- else
- {
- // Transparent batches can not be instanced
- FinalizeBatch(baseBatch, tech, pass, false);
- alphaQueue_.AddBatch(baseBatch);
- }
- continue;
- }
-
- // If no base pass, finally check for pre-alpha / post-alpha custom passes
- pass = tech->GetPass(PASS_PREALPHA);
- if (pass)
- {
- FinalizeBatch(baseBatch, tech, pass);
- preAlphaQueue_.AddBatch(baseBatch);
- continue;
- }
-
- pass = tech->GetPass(PASS_POSTALPHA);
- if (pass)
- {
- // Post-alpha pass is treated similarly as alpha, and is not instanced
- FinalizeBatch(baseBatch, tech, pass, false);
- postAlphaQueue_.AddBatch(baseBatch);
- continue;
- }
- }
- }
- }
- }
- void View::UpdateGeometries()
- {
- PROFILE(UpdateGeometries);
-
- WorkQueue* queue = GetSubsystem<WorkQueue>();
-
- // Sort batches
- {
- WorkItem item;
-
- item.workFunction_ = SortBatchQueueFrontToBackWork;
- item.start_ = &baseQueue_;
- queue->AddWorkItem(item);
- item.start_ = &preAlphaQueue_;
- queue->AddWorkItem(item);
- if (renderMode_ != RENDER_FORWARD)
- {
- item.start_ = &gbufferQueue_;
- queue->AddWorkItem(item);
- }
-
- item.workFunction_ = SortBatchQueueBackToFrontWork;
- item.start_ = &alphaQueue_;
- queue->AddWorkItem(item);
- item.start_ = &postAlphaQueue_;
- queue->AddWorkItem(item);
-
- for (List<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
- {
- item.workFunction_ = SortLightQueueWork;
- item.start_ = &(*i);
- queue->AddWorkItem(item);
- }
- }
-
- // Update geometries. Split into threaded and non-threaded updates.
- {
- nonThreadedGeometries_.Clear();
- threadedGeometries_.Clear();
- for (PODVector<Drawable*>::Iterator i = allGeometries_.Begin(); i != allGeometries_.End(); ++i)
- {
- UpdateGeometryType type = (*i)->GetUpdateGeometryType();
- if (type == UPDATE_MAIN_THREAD)
- nonThreadedGeometries_.Push(*i);
- else if (type == UPDATE_WORKER_THREAD)
- threadedGeometries_.Push(*i);
- }
-
- if (threadedGeometries_.Size())
- {
- WorkItem item;
- item.workFunction_ = UpdateDrawableGeometriesWork;
- item.aux_ = const_cast<FrameInfo*>(&frame_);
-
- PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
- while (start != threadedGeometries_.End())
- {
- PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
- if (end - start > DRAWABLES_PER_WORK_ITEM)
- end = start + DRAWABLES_PER_WORK_ITEM;
-
- item.start_ = &(*start);
- item.end_ = &(*end);
- queue->AddWorkItem(item);
-
- start = end;
- }
- }
-
- // While the work queue is processed, update non-threaded geometries
- for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
- (*i)->UpdateGeometry(frame_);
- }
-
- // Finally ensure all threaded work has completed
- queue->Complete();
- }
- void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue)
- {
- Light* light = lightQueue.light_;
- Light* firstLight = drawable->GetFirstLight();
- Zone* zone = GetZone(drawable);
- // Shadows on transparencies can only be rendered if shadow maps are not reused
- bool allowTransparentShadows = !renderer_->GetReuseShadowMaps();
- bool hasVertexLights = drawable->GetVertexLights().Size() > 0;
- bool hasAmbientGradient = zone->GetAmbientGradient() && zone->GetAmbientStartColor() != zone->GetAmbientEndColor();
- unsigned numBatches = drawable->GetNumBatches();
-
- for (unsigned i = 0; i < numBatches; ++i)
- {
- Batch litBatch;
- drawable->GetBatch(litBatch, frame_, i);
-
- Technique* tech = GetTechnique(drawable, litBatch.material_);
- if (!litBatch.geometry_ || !tech)
- continue;
-
- // Do not create pixel lit forward passes for materials that render into the G-buffer
- if ((renderMode_ == RENDER_PREPASS && tech->HasPass(PASS_PREPASS)) || (renderMode_ == RENDER_DEFERRED &&
- tech->HasPass(PASS_DEFERRED)))
- continue;
-
- Pass* pass = 0;
-
- // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
- // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
- if (i < 32 && light == firstLight && !hasVertexLights && !hasAmbientGradient && !drawable->HasBasePass(i))
- {
- pass = tech->GetPass(PASS_LITBASE);
- if (pass)
- {
- litBatch.isBase_ = true;
- drawable->SetBasePass(i);
- }
- }
-
- // If no lit base pass, get ordinary light pass
- if (!pass)
- pass = tech->GetPass(PASS_LIGHT);
- // Skip if material does not receive light at all
- if (!pass)
- continue;
-
- // Fill the rest of the batch
- litBatch.camera_ = camera_;
- litBatch.lightQueue_ = &lightQueue;
- litBatch.zone_ = GetZone(drawable);
-
- // Check from the ambient pass whether the object is opaque or transparent
- Pass* ambientPass = tech->GetPass(PASS_BASE);
- if (!ambientPass || ambientPass->GetBlendMode() == BLEND_REPLACE)
- {
- FinalizeBatch(litBatch, tech, pass);
- lightQueue.litBatches_.AddBatch(litBatch);
- }
- else
- {
- // Transparent batches can not be instanced
- FinalizeBatch(litBatch, tech, pass, false, allowTransparentShadows);
- alphaQueue_.AddBatch(litBatch);
- }
- }
- }
- void View::RenderBatchesForward()
- {
- // Reset the light optimization stencil reference value
- lightStencilValue_ = 1;
-
- // If using hardware multisampling with post-processing, render to the backbuffer first and then resolve
- bool resolve = screenBuffers_.Size() && !renderTarget_ && graphics_->GetMultiSample() > 1;
- RenderSurface* renderTarget = (screenBuffers_.Size() && !resolve) ? screenBuffers_[0]->GetRenderSurface() : renderTarget_;
- RenderSurface* depthStencil = GetDepthStencil(renderTarget);
-
- // If not reusing shadowmaps, render all of them first
- if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
- {
- PROFILE(RenderShadowMaps);
-
- for (List<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
- {
- if (i->shadowMap_)
- RenderShadowMap(*i);
- }
- }
-
- graphics_->SetRenderTarget(0, renderTarget);
- graphics_->SetDepthStencil(depthStencil);
- graphics_->SetViewport(viewRect_);
- graphics_->Clear(CLEAR_COLOR | CLEAR_DEPTH | CLEAR_STENCIL, farClipZone_->GetFogColor());
-
- if (!baseQueue_.IsEmpty())
- {
- // Render opaque object unlit base pass
- PROFILE(RenderBase);
-
- RenderBatchQueue(baseQueue_);
- }
-
- if (!lightQueues_.Empty())
- {
- // Render shadow maps + opaque objects' additive lighting
- PROFILE(RenderLights);
-
- for (List<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
- {
- // If reusing shadowmaps, render each of them before the lit batches
- if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
- {
- RenderShadowMap(*i);
- graphics_->SetRenderTarget(0, renderTarget);
- graphics_->SetDepthStencil(depthStencil);
- graphics_->SetViewport(viewRect_);
- }
-
- RenderLightBatchQueue(i->litBatches_, i->light_);
- }
- }
-
- graphics_->SetScissorTest(false);
- graphics_->SetStencilTest(false);
- graphics_->SetRenderTarget(0, renderTarget);
- graphics_->SetDepthStencil(depthStencil);
- graphics_->SetViewport(viewRect_);
-
- if (!preAlphaQueue_.IsEmpty())
- {
- // Render pre-alpha custom pass
- PROFILE(RenderPreAlpha);
-
- RenderBatchQueue(preAlphaQueue_);
- }
-
- if (!alphaQueue_.IsEmpty())
- {
- // Render transparent objects (both base passes & additive lighting)
- PROFILE(RenderAlpha);
-
- RenderBatchQueue(alphaQueue_, true);
- }
-
- if (!postAlphaQueue_.IsEmpty())
- {
- // Render pre-alpha custom pass
- PROFILE(RenderPostAlpha);
-
- RenderBatchQueue(postAlphaQueue_);
- }
-
- // Resolve multisampled backbuffer now if necessary
- if (resolve)
- graphics_->ResolveToTexture(screenBuffers_[0], viewRect_);
- }
- void View::RenderBatchesDeferred()
- {
- // If not reusing shadowmaps, render all of them first
- if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
- {
- PROFILE(RenderShadowMaps);
-
- for (List<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
- {
- if (i->shadowMap_)
- RenderShadowMap(*i);
- }
- }
-
- bool hwDepth = graphics_->GetHardwareDepthSupport();
- // In light prepass mode the albedo buffer is used for light accumulation instead
- Texture2D* albedoBuffer = renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, Graphics::GetRGBAFormat());
- Texture2D* normalBuffer = renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, Graphics::GetRGBAFormat());
- Texture2D* depthBuffer = renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, hwDepth ? Graphics::GetDepthStencilFormat() :
- Graphics::GetLinearDepthFormat());
-
- RenderSurface* renderTarget = screenBuffers_.Size() ? screenBuffers_[0]->GetRenderSurface() : renderTarget_;
- RenderSurface* depthStencil = hwDepth ? depthBuffer->GetRenderSurface() : renderer_->GetDepthStencil(rtSize_.x_, rtSize_.y_);
-
- if (renderMode_ == RENDER_PREPASS)
- {
- graphics_->SetRenderTarget(0, normalBuffer);
- graphics_->SetDepthStencil(depthStencil);
- graphics_->SetViewport(viewRect_);
- graphics_->Clear(CLEAR_DEPTH | CLEAR_STENCIL);
-
- if (!hwDepth)
- graphics_->SetRenderTarget(1, depthBuffer);
- }
- else
- {
- graphics_->SetRenderTarget(0, renderTarget);
- graphics_->SetDepthStencil(depthStencil);
- graphics_->SetViewport(viewRect_);
- graphics_->Clear(CLEAR_COLOR | CLEAR_DEPTH | CLEAR_STENCIL, farClipZone_->GetFogColor());
-
- graphics_->SetRenderTarget(1, albedoBuffer);
- graphics_->SetRenderTarget(2, normalBuffer);
- if (!hwDepth)
- graphics_->SetRenderTarget(3, depthBuffer);
- }
-
- if (!gbufferQueue_.IsEmpty())
- {
- // Render G-buffer batches
- PROFILE(RenderGBuffer);
-
- RenderBatchQueue(gbufferQueue_);
- }
-
- RenderSurface* lightRenderTarget = renderMode_ == RENDER_PREPASS ? albedoBuffer->GetRenderSurface() : renderTarget;
- if (renderMode_ == RENDER_PREPASS)
- {
- // Clear the light accumulation buffer. However, skip the clear if the first light is a directional light with full mask
- bool optimizeLightBuffer = !hasZeroLightMask_ && !lightQueues_.Empty() && lightQueues_.Front().light_->GetLightType() ==
- LIGHT_DIRECTIONAL && (lightQueues_.Front().light_->GetLightMask() & 0xff) == 0xff;
-
- graphics_->SetRenderTarget(0, lightRenderTarget);
- graphics_->ResetRenderTarget(1);
- graphics_->SetDepthStencil(depthStencil);
- graphics_->SetViewport(viewRect_);
- if (!optimizeLightBuffer)
- graphics_->Clear(CLEAR_COLOR);
- }
- else
- {
- graphics_->ResetRenderTarget(1);
- graphics_->ResetRenderTarget(2);
- graphics_->ResetRenderTarget(3);
- }
-
- if (!lightQueues_.Empty())
- {
- // Render shadow maps + light volumes
- PROFILE(RenderLights);
-
- for (List<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
- {
- // If reusing shadowmaps, render each of them before the lit batches
- if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
- {
- RenderShadowMap(*i);
- graphics_->SetRenderTarget(0, lightRenderTarget);
- graphics_->SetDepthStencil(depthStencil);
- graphics_->SetViewport(viewRect_);
- }
-
- if (renderMode_ == RENDER_DEFERRED)
- graphics_->SetTexture(TU_ALBEDOBUFFER, albedoBuffer);
- graphics_->SetTexture(TU_NORMALBUFFER, normalBuffer);
- graphics_->SetTexture(TU_DEPTHBUFFER, depthBuffer);
-
- for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
- {
- SetupLightVolumeBatch(i->volumeBatches_[j]);
- i->volumeBatches_[j].Draw(graphics_, renderer_);
- }
- }
- }
-
- graphics_->SetTexture(TU_ALBEDOBUFFER, 0);
- graphics_->SetTexture(TU_NORMALBUFFER, 0);
- graphics_->SetTexture(TU_DEPTHBUFFER, 0);
-
- if (renderMode_ == RENDER_PREPASS)
- {
- // Clear destination rendertarget with fog color
- graphics_->SetRenderTarget(0, renderTarget);
- graphics_->SetDepthStencil(depthStencil);
- graphics_->SetViewport(viewRect_);
- graphics_->Clear(CLEAR_COLOR, farClipZone_->GetFogColor());
- }
-
- if (!baseQueue_.IsEmpty())
- {
- // Render opaque objects with deferred lighting result
- PROFILE(RenderBase);
-
- if (renderMode_ == RENDER_PREPASS)
- graphics_->SetTexture(TU_LIGHTBUFFER, albedoBuffer);
-
- RenderBatchQueue(baseQueue_);
-
- graphics_->SetTexture(TU_LIGHTBUFFER, 0);
- }
-
- if (!preAlphaQueue_.IsEmpty())
- {
- // Render pre-alpha custom pass
- PROFILE(RenderPreAlpha);
-
- RenderBatchQueue(preAlphaQueue_);
- }
-
- if (!alphaQueue_.IsEmpty())
- {
- // Render transparent objects (both base passes & additive lighting)
- PROFILE(RenderAlpha);
-
- RenderBatchQueue(alphaQueue_, true);
- }
-
- if (!postAlphaQueue_.IsEmpty())
- {
- // Render pre-alpha custom pass
- PROFILE(RenderPostAlpha);
-
- RenderBatchQueue(postAlphaQueue_);
- }
- }
- void View::AllocateScreenBuffers()
- {
- unsigned neededBuffers = 0;
- #ifdef USE_OPENGL
- // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
- if (renderMode_ != RENDER_FORWARD && !renderTarget_)
- neededBuffers = 1;
- #endif
-
- unsigned postProcessPasses = 0;
- for (unsigned i = 0; i < postProcesses_.Size(); ++i)
- postProcessPasses += postProcesses_[i]->GetNumPasses();
-
- // If more than one post-process pass, need 2 buffers for ping-pong rendering
- if (postProcessPasses)
- neededBuffers = Min((int)postProcessPasses, 2);
-
- // Allocate screen buffers with filtering active in case the post-processing effects need that
- for (unsigned i = 0; i < neededBuffers; ++i)
- screenBuffers_.Push(renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, Graphics::GetRGBFormat(), true));
- }
- void View::BlitFramebuffer()
- {
- // Blit the final image to destination rendertarget
- /// \todo Depth is reset to far plane, so geometry drawn after the view can not be depth tested
- graphics_->SetAlphaTest(false);
- graphics_->SetBlendMode(BLEND_REPLACE);
- graphics_->SetDepthTest(CMP_ALWAYS);
- graphics_->SetDepthWrite(true);
- graphics_->SetScissorTest(false);
- graphics_->SetStencilTest(false);
- graphics_->SetRenderTarget(0, renderTarget_);
- graphics_->SetDepthStencil(GetDepthStencil(renderTarget_));
- graphics_->SetViewport(viewRect_);
-
- String shaderName = "CopyFramebuffer";
- graphics_->SetShaders(renderer_->GetVertexShader(shaderName), renderer_->GetPixelShader(shaderName));
-
- float rtWidth = (float)rtSize_.x_;
- float rtHeight = (float)rtSize_.y_;
- float widthRange = 0.5f * viewSize_.x_ / rtWidth;
- float heightRange = 0.5f * viewSize_.y_ / rtHeight;
-
- #ifdef USE_OPENGL
- Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
- 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
- #else
- Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
- (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
- #endif
-
- graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
- graphics_->SetTexture(TU_DIFFUSE, screenBuffers_[0]);
- DrawFullscreenQuad(camera_, false);
- }
- void View::RunPostProcesses()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
-
- // Ping-pong buffer indices for read and write
- unsigned readRtIndex = 0;
- unsigned writeRtIndex = screenBuffers_.Size() - 1;
-
- graphics_->SetAlphaTest(false);
- graphics_->SetBlendMode(BLEND_REPLACE);
- graphics_->SetDepthTest(CMP_ALWAYS);
- graphics_->SetScissorTest(false);
- graphics_->SetStencilTest(false);
-
- for (unsigned i = 0; i < postProcesses_.Size(); ++i)
- {
- PostProcess* effect = postProcesses_[i];
-
- // For each effect, rendertargets can be re-used. Allocate them now
- renderer_->SaveScreenBufferAllocations();
- const HashMap<StringHash, PostProcessRenderTarget>& renderTargetInfos = effect->GetRenderTargets();
- HashMap<StringHash, Texture2D*> renderTargets;
- for (HashMap<StringHash, PostProcessRenderTarget>::ConstIterator j = renderTargetInfos.Begin(); j !=
- renderTargetInfos.End(); ++j)
- {
- unsigned width = j->second_.size_.x_;
- unsigned height = j->second_.size_.y_;
- if (j->second_.sizeDivisor_)
- {
- width = viewSize_.x_ / width;
- height = viewSize_.y_ / height;
- }
-
- renderTargets[j->first_] = renderer_->GetScreenBuffer(width, height, j->second_.format_, j->second_.filtered_);
- }
-
- // Run each effect pass
- for (unsigned j = 0; j < effect->GetNumPasses(); ++j)
- {
- PostProcessPass* pass = effect->GetPass(j);
- bool lastPass = (i == postProcesses_.Size() - 1) && (j == effect->GetNumPasses() - 1);
- bool swapBuffers = false;
-
- // Write depth on the last pass only
- graphics_->SetDepthWrite(lastPass);
-
- // Set output rendertarget
- RenderSurface* rt = 0;
- String output = pass->GetOutput().ToLower();
- if (output == "viewport")
- {
- if (!lastPass)
- {
- rt = screenBuffers_[writeRtIndex]->GetRenderSurface();
- swapBuffers = true;
- }
- else
- rt = renderTarget_;
-
- graphics_->SetRenderTarget(0, rt);
- graphics_->SetDepthStencil(GetDepthStencil(rt));
- graphics_->SetViewport(viewRect_);
- }
- else
- {
- HashMap<StringHash, Texture2D*>::ConstIterator k = renderTargets.Find(StringHash(output));
- if (k != renderTargets.End())
- rt = k->second_->GetRenderSurface();
- else
- continue; // Skip pass if rendertarget can not be found
-
- graphics_->SetRenderTarget(0, rt);
- graphics_->SetDepthStencil(GetDepthStencil(rt));
- }
-
- // Set shaders, shader parameters and textures
- graphics_->SetShaders(renderer_->GetVertexShader(pass->GetVertexShader()),
- renderer_->GetPixelShader(pass->GetPixelShader()));
-
- const HashMap<StringHash, Vector4>& globalParameters = effect->GetShaderParameters();
- for (HashMap<StringHash, Vector4>::ConstIterator k = globalParameters.Begin(); k != globalParameters.End(); ++k)
- graphics_->SetShaderParameter(k->first_, k->second_);
-
- const HashMap<StringHash, Vector4>& parameters = pass->GetShaderParameters();
- for (HashMap<StringHash, Vector4>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
- graphics_->SetShaderParameter(k->first_, k->second_);
-
- float rtWidth = (float)rtSize_.x_;
- float rtHeight = (float)rtSize_.y_;
- float widthRange = 0.5f * viewSize_.x_ / rtWidth;
- float heightRange = 0.5f * viewSize_.y_ / rtHeight;
-
- #ifdef USE_OPENGL
- Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
- 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
- #else
- Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
- (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
- #endif
-
- graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
- graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(1.0f / rtWidth, 1.0f / rtHeight, 0.0f, 0.0f));
-
- // Set per-rendertarget inverse size / offset shader parameters as necessary
- for (HashMap<StringHash, PostProcessRenderTarget>::ConstIterator k = renderTargetInfos.Begin(); k !=
- renderTargetInfos.End(); ++k)
- {
- String invSizeName = k->second_.name_ + "InvSize";
- String offsetsName = k->second_.name_ + "Offsets";
- float width = (float)renderTargets[k->first_]->GetWidth();
- float height = (float)renderTargets[k->first_]->GetHeight();
-
- graphics_->SetShaderParameter(StringHash(invSizeName), Vector4(1.0f / width, 1.0f / height, 0.0f, 0.0f));
- #ifdef USE_OPENGL
- graphics_->SetShaderParameter(StringHash(offsetsName), Vector4::ZERO);
- #else
- graphics_->SetShaderParameter(StringHash(offsetsName), Vector4(0.5f / width, 0.5f / height, 0.0f, 0.0f));
- #endif
- }
-
- const String* textureNames = pass->GetTextures();
- for (unsigned k = 0; k < MAX_MATERIAL_TEXTURE_UNITS; ++k)
- {
- if (!textureNames[k].Empty())
- {
- // Texture may either refer to a rendertarget or to a texture resource
- if (!textureNames[k].Compare("viewport", false))
- graphics_->SetTexture(k, screenBuffers_[readRtIndex]);
- else
- {
- HashMap<StringHash, Texture2D*>::ConstIterator l = renderTargets.Find(StringHash(textureNames[k]));
- if (l != renderTargets.End())
- graphics_->SetTexture(k, l->second_);
- else
- {
- // If requesting a texture fails, clear the texture name to prevent redundant attempts
- Texture2D* texture = cache->GetResource<Texture2D>(textureNames[k]);
- if (texture)
- graphics_->SetTexture(k, texture);
- else
- pass->SetTexture((TextureUnit)k, String());
- }
- }
- }
- }
-
- DrawFullscreenQuad(camera_, false);
-
- // Swap the ping-pong buffer sides now if necessary
- if (swapBuffers)
- Swap(readRtIndex, writeRtIndex);
- }
-
- // Forget the rendertargets allocated during this effect
- renderer_->RestoreScreenBufferAllocations();
- }
- }
- void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
- {
- float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
- float halfViewSize = camera->GetHalfViewSize();
- float invOrthoSize = 1.0f / camera->GetOrthoSize();
- Vector3 cameraPos = camera->GetWorldPosition();
-
- for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
- {
- Drawable* occluder = *i;
- bool erase = false;
-
- if (!occluder->IsInView(frame_, false))
- occluder->UpdateDistance(frame_);
-
- // Check occluder's draw distance (in main camera view)
- float maxDistance = occluder->GetDrawDistance();
- if (maxDistance > 0.0f && occluder->GetDistance() > maxDistance)
- erase = true;
- else
- {
- // Check that occluder is big enough on the screen
- const BoundingBox& box = occluder->GetWorldBoundingBox();
- float diagonal = (box.max_ - box.min_).Length();
- float compare;
- if (!camera->IsOrthographic())
- compare = diagonal * halfViewSize / occluder->GetDistance();
- else
- compare = diagonal * invOrthoSize;
-
- if (compare < occluderSizeThreshold_)
- erase = true;
- else
- {
- // Store amount of triangles divided by screen size as a sorting key
- // (best occluders are big and have few triangles)
- occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
- }
- }
-
- if (erase)
- i = occluders.Erase(i);
- else
- ++i;
- }
-
- // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
- if (occluders.Size())
- Sort(occluders.Begin(), occluders.End(), CompareDrawables);
- }
- void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
- {
- buffer->SetMaxTriangles(maxOccluderTriangles_);
- buffer->Clear();
-
- for (unsigned i = 0; i < occluders.Size(); ++i)
- {
- Drawable* occluder = occluders[i];
- if (i > 0)
- {
- // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
- if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
- continue;
- }
-
- // Check for running out of triangles
- if (!occluder->DrawOcclusion(buffer))
- break;
- }
-
- buffer->BuildDepthHierarchy();
- }
- void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
- {
- Light* light = query.light_;
- LightType type = light->GetLightType();
-
- // Check if light should be shadowed
- bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
- // If shadow distance non-zero, check it
- if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
- isShadowed = false;
-
- // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
- PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
- query.litGeometries_.Clear();
-
- switch (type)
- {
- case LIGHT_DIRECTIONAL:
- for (unsigned i = 0; i < geometries_.Size(); ++i)
- {
- if (GetLightMask(geometries_[i]) & light->GetLightMask())
- query.litGeometries_.Push(geometries_[i]);
- }
- break;
-
- case LIGHT_SPOT:
- {
- FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY, camera_->GetViewMask());
- octree_->GetDrawables(octreeQuery);
- for (unsigned i = 0; i < tempDrawables.Size(); ++i)
- {
- if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
- query.litGeometries_.Push(tempDrawables[i]);
- }
- }
- break;
-
- case LIGHT_POINT:
- {
- SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetWorldPosition(), light->GetRange()),
- DRAWABLE_GEOMETRY, camera_->GetViewMask());
- octree_->GetDrawables(octreeQuery);
- for (unsigned i = 0; i < tempDrawables.Size(); ++i)
- {
- if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
- query.litGeometries_.Push(tempDrawables[i]);
- }
- }
- break;
- }
-
- // If no lit geometries or not shadowed, no need to process shadow cameras
- if (query.litGeometries_.Empty() || !isShadowed)
- {
- query.numSplits_ = 0;
- return;
- }
-
- // Determine number of shadow cameras and setup their initial positions
- SetupShadowCameras(query);
-
- // Process each split for shadow casters
- query.shadowCasters_.Clear();
- for (unsigned i = 0; i < query.numSplits_; ++i)
- {
- Camera* shadowCamera = query.shadowCameras_[i];
- Frustum shadowCameraFrustum = shadowCamera->GetFrustum();
- query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
-
- // For point light check that the face is visible: if not, can skip the split
- if (type == LIGHT_POINT)
- {
- BoundingBox shadowCameraBox(shadowCameraFrustum);
- if (frustum_.IsInsideFast(shadowCameraBox) == OUTSIDE)
- continue;
- }
-
- // For directional light check that the split is inside the visible scene: if not, can skip the split
- if (type == LIGHT_DIRECTIONAL)
- {
- if (sceneViewBox_.min_.z_ > query.shadowFarSplits_[i])
- continue;
- if (sceneViewBox_.max_.z_ < query.shadowNearSplits_[i])
- continue;
- }
-
- // For spot light (which has only one shadow split) we can optimize by reusing the query for
- // lit geometries, whose result still exists in tempDrawables
- if (type != LIGHT_SPOT)
- {
- FrustumOctreeQuery octreeQuery(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY,
- camera_->GetViewMask(), true);
- octree_->GetDrawables(octreeQuery);
- }
-
- // Check which shadow casters actually contribute to the shadowing
- ProcessShadowCasters(query, tempDrawables, i);
- }
-
- // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
- // only cost has been the shadow camera setup & queries
- if (query.shadowCasters_.Empty())
- query.numSplits_ = 0;
- }
- void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
- {
- Light* light = query.light_;
- Matrix3x4 lightView;
- Matrix4 lightProj;
-
- Camera* shadowCamera = query.shadowCameras_[splitIndex];
- lightView = shadowCamera->GetInverseWorldTransform();
- lightProj = shadowCamera->GetProjection();
- bool dirLight = shadowCamera->IsOrthographic();
-
- query.shadowCasterBox_[splitIndex].defined_ = false;
-
- // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
- // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
- // frustum, so that shadow casters do not get rendered into unnecessary splits
- Frustum lightViewFrustum;
- if (!dirLight)
- lightViewFrustum = camera_->GetSplitFrustum(sceneViewBox_.min_.z_, sceneViewBox_.max_.z_).Transformed(lightView);
- else
- lightViewFrustum = camera_->GetSplitFrustum(Max(sceneViewBox_.min_.z_, query.shadowNearSplits_[splitIndex]),
- Min(sceneViewBox_.max_.z_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
-
- BoundingBox lightViewFrustumBox(lightViewFrustum);
-
- // Check for degenerate split frustum: in that case there is no need to get shadow casters
- if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
- return;
-
- BoundingBox lightViewBox;
- BoundingBox lightProjBox;
-
- for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
- {
- Drawable* drawable = *i;
- // In case this is a spot light query result reused for optimization, we may have non-shadowcasters included.
- // Check for that first
- if (!drawable->GetCastShadows())
- continue;
-
- // Note: as lights are processed threaded, it is possible a drawable's UpdateDistance() function is called several
- // times. However, this should not cause problems as no scene modification happens at this point.
- if (!drawable->IsInView(frame_, false))
- drawable->UpdateDistance(frame_);
-
- // Check shadow distance
- float maxShadowDistance = drawable->GetShadowDistance();
- if (maxShadowDistance > 0.0f && drawable->GetDistance() > maxShadowDistance)
- continue;
-
- // Check shadow mask
- if (!(GetShadowMask(drawable) & light->GetLightMask()))
- continue;
-
- // Project shadow caster bounding box to light view space for visibility check
- lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
-
- if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
- {
- // Merge to shadow caster bounding box and add to the list
- if (dirLight)
- query.shadowCasterBox_[splitIndex].Merge(lightViewBox);
- else
- {
- lightProjBox = lightViewBox.Projected(lightProj);
- query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
- }
- query.shadowCasters_.Push(drawable);
- }
- }
-
- query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
- }
- bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
- const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
- {
- if (shadowCamera->IsOrthographic())
- {
- // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
- lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
- return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
- }
- else
- {
- // If light is not directional, can do a simple check: if object is visible, its shadow is too
- if (drawable->IsInView(frame_))
- return true;
-
- // For perspective lights, extrusion direction depends on the position of the shadow caster
- Vector3 center = lightViewBox.Center();
- Ray extrusionRay(center, center.Normalized());
-
- float extrusionDistance = shadowCamera->GetFarClip();
- float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
-
- // Because of the perspective, the bounding box must also grow when it is extruded to the distance
- float sizeFactor = extrusionDistance / originalDistance;
-
- // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
- // than necessary, so the test will be conservative
- Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
- Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
- BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
- lightViewBox.Merge(extrudedBox);
-
- return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
- }
- }
- IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
- {
- unsigned width = shadowMap->GetWidth();
- unsigned height = shadowMap->GetHeight();
- int maxCascades = renderer_->GetMaxShadowCascades();
- // Due to instruction count limits, deferred modes in SM2.0 can only support up to 3 cascades
- #ifndef USE_OPENGL
- if (renderMode_ != RENDER_FORWARD && !graphics_->GetSM3Support())
- maxCascades = Max(maxCascades, 3);
- #endif
-
- switch (light->GetLightType())
- {
- case LIGHT_DIRECTIONAL:
- if (maxCascades == 1)
- return IntRect(0, 0, width, height);
- else if (maxCascades == 2)
- return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
- else
- return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
- (splitIndex / 2 + 1) * height / 2);
-
- case LIGHT_SPOT:
- return IntRect(0, 0, width, height);
-
- case LIGHT_POINT:
- return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
- (splitIndex / 2 + 1) * height / 3);
- }
-
- return IntRect();
- }
- void View::OptimizeLightByScissor(Light* light)
- {
- if (light && light->GetLightType() != LIGHT_DIRECTIONAL)
- graphics_->SetScissorTest(true, GetLightScissor(light));
- else
- graphics_->SetScissorTest(false);
- }
- void View::OptimizeLightByStencil(Light* light)
- {
- if (light)
- {
- LightType type = light->GetLightType();
- if (type == LIGHT_DIRECTIONAL)
- {
- graphics_->SetStencilTest(false);
- return;
- }
-
- Geometry* geometry = renderer_->GetLightGeometry(light);
- Matrix3x4 view(camera_->GetInverseWorldTransform());
- Matrix4 projection(camera_->GetProjection());
- float lightDist;
-
- if (type == LIGHT_POINT)
- lightDist = Sphere(light->GetWorldPosition(), light->GetRange() * 1.25f).Distance(camera_->GetWorldPosition());
- else
- lightDist = light->GetFrustum().Distance(camera_->GetWorldPosition());
-
- // If the camera is actually inside the light volume, do not draw to stencil as it would waste fillrate
- if (lightDist < M_EPSILON)
- {
- graphics_->SetStencilTest(false);
- return;
- }
-
- // If the stencil value has wrapped, clear the whole stencil first
- if (!lightStencilValue_)
- {
- graphics_->Clear(CLEAR_STENCIL);
- lightStencilValue_ = 1;
- }
-
- // If possible, render the stencil volume front faces. However, close to the near clip plane render back faces instead
- // to avoid clipping.
- if (lightDist < camera_->GetNearClip() * 2.0f)
- {
- renderer_->SetCullMode(CULL_CW, camera_);
- graphics_->SetDepthTest(CMP_GREATER);
- }
- else
- {
- renderer_->SetCullMode(CULL_CCW, camera_);
- graphics_->SetDepthTest(CMP_LESSEQUAL);
- }
-
- graphics_->SetColorWrite(false);
- graphics_->SetDepthWrite(false);
- graphics_->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, lightStencilValue_);
- graphics_->SetShaders(renderer_->GetStencilVS(), renderer_->GetStencilPS());
- graphics_->SetShaderParameter(VSP_VIEWPROJ, projection * view);
- graphics_->SetShaderParameter(VSP_MODEL, light->GetVolumeTransform(camera_));
-
- geometry->Draw(graphics_);
-
- graphics_->ClearTransformSources();
- graphics_->SetColorWrite(true);
- graphics_->SetStencilTest(true, CMP_EQUAL, OP_KEEP, OP_KEEP, OP_KEEP, lightStencilValue_);
-
- // Increase stencil value for next light
- ++lightStencilValue_;
- }
- else
- graphics_->SetStencilTest(false);
- }
- const Rect& View::GetLightScissor(Light* light)
- {
- HashMap<Light*, Rect>::Iterator i = lightScissorCache_.Find(light);
- if (i != lightScissorCache_.End())
- return i->second_;
-
- Matrix3x4 view(camera_->GetInverseWorldTransform());
- Matrix4 projection(camera_->GetProjection());
-
- switch (light->GetLightType())
- {
- case LIGHT_POINT:
- {
- BoundingBox viewBox(light->GetWorldBoundingBox().Transformed(view));
- return lightScissorCache_[light] = viewBox.Projected(projection);
- }
-
- case LIGHT_SPOT:
- {
- Frustum viewFrustum(light->GetFrustum().Transformed(view));
- return lightScissorCache_[light] = viewFrustum.Projected(projection);
- }
-
- default:
- return lightScissorCache_[light] = Rect::FULL;
- }
- }
- void View::SetupShadowCameras(LightQueryResult& query)
- {
- Light* light = query.light_;
-
- LightType type = light->GetLightType();
- int splits = 0;
-
- if (type == LIGHT_DIRECTIONAL)
- {
- const CascadeParameters& cascade = light->GetShadowCascade();
-
- float nearSplit = camera_->GetNearClip();
- float farSplit;
-
- while (splits < renderer_->GetMaxShadowCascades())
- {
- // If split is completely beyond camera far clip, we are done
- if (nearSplit > camera_->GetFarClip())
- break;
-
- farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
- if (farSplit <= nearSplit)
- break;
-
- // Setup the shadow camera for the split
- Camera* shadowCamera = renderer_->GetShadowCamera();
- query.shadowCameras_[splits] = shadowCamera;
- query.shadowNearSplits_[splits] = nearSplit;
- query.shadowFarSplits_[splits] = farSplit;
- SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
-
- nearSplit = farSplit;
- ++splits;
- }
- }
-
- if (type == LIGHT_SPOT)
- {
- Camera* shadowCamera = renderer_->GetShadowCamera();
- query.shadowCameras_[0] = shadowCamera;
- Node* cameraNode = shadowCamera->GetNode();
-
- cameraNode->SetTransform(light->GetWorldPosition(), light->GetWorldRotation());
- shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
- shadowCamera->SetFarClip(light->GetRange());
- shadowCamera->SetFov(light->GetFov());
- shadowCamera->SetAspectRatio(light->GetAspectRatio());
-
- splits = 1;
- }
-
- if (type == LIGHT_POINT)
- {
- for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
- {
- Camera* shadowCamera = renderer_->GetShadowCamera();
- query.shadowCameras_[i] = shadowCamera;
- Node* cameraNode = shadowCamera->GetNode();
-
- // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
- cameraNode->SetPosition(light->GetWorldPosition());
- cameraNode->SetDirection(directions[i]);
- shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
- shadowCamera->SetFarClip(light->GetRange());
- shadowCamera->SetFov(90.0f);
- shadowCamera->SetAspectRatio(1.0f);
- }
-
- splits = MAX_CUBEMAP_FACES;
- }
-
- query.numSplits_ = splits;
- }
- void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
- {
- Node* cameraNode = shadowCamera->GetNode();
- float extrusionDistance = camera_->GetFarClip();
- const FocusParameters& parameters = light->GetShadowFocus();
-
- // Calculate initial position & rotation
- Vector3 lightWorldDirection = light->GetWorldRotation() * Vector3::FORWARD;
- Vector3 pos = camera_->GetWorldPosition() - extrusionDistance * lightWorldDirection;
- cameraNode->SetTransform(pos, light->GetWorldRotation());
-
- // Calculate main camera shadowed frustum in light's view space
- farSplit = Min(farSplit, camera_->GetFarClip());
- // Use the scene Z bounds to limit frustum size if applicable
- if (parameters.focus_)
- {
- nearSplit = Max(sceneViewBox_.min_.z_, nearSplit);
- farSplit = Min(sceneViewBox_.max_.z_, farSplit);
- }
-
- Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
- Polyhedron frustumVolume;
- frustumVolume.Define(splitFrustum);
- // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
- if (parameters.focus_)
- {
- BoundingBox litGeometriesBox;
- for (unsigned i = 0; i < geometries_.Size(); ++i)
- {
- // Skip "infinite" objects like the skybox
- const BoundingBox& geomBox = geometries_[i]->GetWorldBoundingBox();
- if (geomBox.Size().LengthSquared() < M_LARGE_VALUE * M_LARGE_VALUE)
- {
- if (geometryDepthBounds_[i].min_ <= farSplit && geometryDepthBounds_[i].max_ >= nearSplit &&
- (GetLightMask(geometries_[i]) & light->GetLightMask()))
- litGeometriesBox.Merge(geomBox);
- }
- }
- if (litGeometriesBox.defined_)
- {
- frustumVolume.Clip(litGeometriesBox);
- // If volume became empty, restore it to avoid zero size
- if (frustumVolume.Empty())
- frustumVolume.Define(splitFrustum);
- }
- }
-
- // Transform frustum volume to light space
- Matrix3x4 lightView(shadowCamera->GetInverseWorldTransform());
- frustumVolume.Transform(lightView);
-
- // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
- BoundingBox shadowBox;
- if (!parameters.nonUniform_)
- shadowBox.Define(Sphere(frustumVolume));
- else
- shadowBox.Define(frustumVolume);
-
- shadowCamera->SetOrthographic(true);
- shadowCamera->SetAspectRatio(1.0f);
- shadowCamera->SetNearClip(0.0f);
- shadowCamera->SetFarClip(shadowBox.max_.z_);
-
- // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
- QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
- }
- void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
- const BoundingBox& shadowCasterBox)
- {
- const FocusParameters& parameters = light->GetShadowFocus();
- float shadowMapWidth = (float)(shadowViewport.right_ - shadowViewport.left_);
- LightType type = light->GetLightType();
-
- if (type == LIGHT_DIRECTIONAL)
- {
- BoundingBox shadowBox;
- shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
- shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
- shadowBox.min_.y_ = -shadowBox.max_.y_;
- shadowBox.min_.x_ = -shadowBox.max_.x_;
-
- // Requantize and snap to shadow map texels
- QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
- }
-
- if (type == LIGHT_SPOT)
- {
- if (parameters.focus_)
- {
- float viewSizeX = Max(fabsf(shadowCasterBox.min_.x_), fabsf(shadowCasterBox.max_.x_));
- float viewSizeY = Max(fabsf(shadowCasterBox.min_.y_), fabsf(shadowCasterBox.max_.y_));
- float viewSize = Max(viewSizeX, viewSizeY);
- // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
- float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
- float quantize = parameters.quantize_ * invOrthoSize;
- float minView = parameters.minView_ * invOrthoSize;
-
- viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
- if (viewSize < 1.0f)
- shadowCamera->SetZoom(1.0f / viewSize);
- }
- }
-
- // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
- // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
- if (shadowCamera->GetZoom() >= 1.0f)
- {
- if (light->GetLightType() != LIGHT_POINT)
- shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
- else
- {
- #ifdef USE_OPENGL
- shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
- #else
- shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
- #endif
- }
- }
- }
- void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
- const BoundingBox& viewBox)
- {
- Node* cameraNode = shadowCamera->GetNode();
- const FocusParameters& parameters = light->GetShadowFocus();
- float shadowMapWidth = (float)(shadowViewport.right_ - shadowViewport.left_);
-
- float minX = viewBox.min_.x_;
- float minY = viewBox.min_.y_;
- float maxX = viewBox.max_.x_;
- float maxY = viewBox.max_.y_;
-
- Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
- Vector2 viewSize(maxX - minX, maxY - minY);
-
- // Quantize size to reduce swimming
- // Note: if size is uniform and there is no focusing, quantization is unnecessary
- if (parameters.nonUniform_)
- {
- viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
- viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
- viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
- viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
- }
- else if (parameters.focus_)
- {
- viewSize.x_ = Max(viewSize.x_, viewSize.y_);
- viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
- viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
- viewSize.y_ = viewSize.x_;
- }
-
- shadowCamera->SetOrthoSize(viewSize);
-
- // Center shadow camera to the view space bounding box
- Vector3 pos(shadowCamera->GetWorldPosition());
- Quaternion rot(shadowCamera->GetWorldRotation());
- Vector3 adjust(center.x_, center.y_, 0.0f);
- cameraNode->Translate(rot * adjust);
-
- // If the shadow map viewport is known, snap to whole texels
- if (shadowMapWidth > 0.0f)
- {
- Vector3 viewPos(rot.Inverse() * cameraNode->GetWorldPosition());
- // Take into account that shadow map border will not be used
- float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
- Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
- Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
- cameraNode->Translate(rot * snap);
- }
- }
- void View::FindZone(Drawable* drawable, unsigned threadIndex)
- {
- Vector3 center = drawable->GetWorldBoundingBox().Center();
- int bestPriority = M_MIN_INT;
- Zone* newZone = 0;
-
- // If bounding box center is in view, can use the visible zones. Else must query via the octree
- if (frustum_.IsInside(center))
- {
- // First check if the last zone remains a conclusive result
- Zone* lastZone = drawable->GetLastZone();
- if (lastZone && lastZone->IsInside(center) && (drawable->GetZoneMask() & lastZone->GetZoneMask()) &&
- lastZone->GetPriority() >= highestZonePriority_)
- newZone = lastZone;
- else
- {
- for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
- {
- int priority = (*i)->GetPriority();
- if ((*i)->IsInside(center) && (drawable->GetZoneMask() & (*i)->GetZoneMask()) && priority > bestPriority)
- {
- newZone = *i;
- bestPriority = priority;
- }
- }
- }
- }
- else
- {
- PODVector<Zone*>& tempZones = tempZones_[threadIndex];
- PointOctreeQuery query(reinterpret_cast<PODVector<Drawable*>&>(tempZones), center, DRAWABLE_ZONE);
- octree_->GetDrawables(query);
-
- bestPriority = M_MIN_INT;
- for (PODVector<Zone*>::Iterator i = tempZones.Begin(); i != tempZones.End(); ++i)
- {
- int priority = (*i)->GetPriority();
- if ((*i)->IsInside(center) && (drawable->GetZoneMask() & (*i)->GetZoneMask()) && priority > bestPriority)
- {
- newZone = *i;
- bestPriority = priority;
- }
- }
- }
-
- drawable->SetZone(newZone);
- }
- Zone* View::GetZone(Drawable* drawable)
- {
- if (cameraZoneOverride_)
- return cameraZone_;
- Zone* drawableZone = drawable->GetZone();
- return drawableZone ? drawableZone : cameraZone_;
- }
- unsigned View::GetLightMask(Drawable* drawable)
- {
- return drawable->GetLightMask() & GetZone(drawable)->GetLightMask();
- }
- unsigned View::GetShadowMask(Drawable* drawable)
- {
- return drawable->GetShadowMask() & GetZone(drawable)->GetShadowMask();
- }
- unsigned long long View::GetVertexLightQueueHash(const PODVector<Light*>& vertexLights)
- {
- unsigned long long hash = 0;
- for (PODVector<Light*>::ConstIterator i = vertexLights.Begin(); i != vertexLights.End(); ++i)
- hash += (unsigned long long)(*i);
- return hash;
- }
- Technique* View::GetTechnique(Drawable* drawable, Material*& material)
- {
- if (!material)
- material = renderer_->GetDefaultMaterial();
- if (!material)
- return 0;
-
- float lodDistance = drawable->GetLodDistance();
- const Vector<TechniqueEntry>& techniques = material->GetTechniques();
- if (techniques.Empty())
- return 0;
-
- // Check for suitable technique. Techniques should be ordered like this:
- // Most distant & highest quality
- // Most distant & lowest quality
- // Second most distant & highest quality
- // ...
- for (unsigned i = 0; i < techniques.Size(); ++i)
- {
- const TechniqueEntry& entry = techniques[i];
- Technique* technique = entry.technique_;
- if (!technique || (technique->IsSM3() && !graphics_->GetSM3Support()) || materialQuality_ < entry.qualityLevel_)
- continue;
- if (lodDistance >= entry.lodDistance_)
- return technique;
- }
-
- // If no suitable technique found, fallback to the last
- return techniques.Back().technique_;
- }
- void View::CheckMaterialForAuxView(Material* material)
- {
- const SharedPtr<Texture>* textures = material->GetTextures();
-
- for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
- {
- // Have to check cube & 2D textures separately
- Texture* texture = textures[i];
- if (texture)
- {
- if (texture->GetType() == Texture2D::GetTypeStatic())
- {
- Texture2D* tex2D = static_cast<Texture2D*>(texture);
- RenderSurface* target = tex2D->GetRenderSurface();
- if (target)
- {
- Viewport* viewport = target->GetViewport();
- if (viewport->GetScene() && viewport->GetCamera())
- renderer_->AddView(target, viewport);
- }
- }
- else if (texture->GetType() == TextureCube::GetTypeStatic())
- {
- TextureCube* texCube = static_cast<TextureCube*>(texture);
- for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
- {
- RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
- if (target)
- {
- Viewport* viewport = target->GetViewport();
- if (viewport->GetScene() && viewport->GetCamera())
- renderer_->AddView(target, viewport);
- }
- }
- }
- }
- }
-
- // Set frame number so that we can early-out next time we come across this material on the same frame
- material->MarkForAuxView(frame_.frameNumber_);
- }
- void View::FinalizeBatch(Batch& batch, Technique* tech, Pass* pass, bool allowInstancing, bool allowShadows)
- {
- // Convert to instanced if possible
- if (allowInstancing && batch.geometryType_ == GEOM_STATIC && !batch.shaderData_ && !batch.overrideView_)
- batch.geometryType_ = GEOM_INSTANCED;
-
- batch.pass_ = pass;
- renderer_->SetBatchShaders(batch, tech, pass, allowShadows);
- batch.CalculateSortKey();
- }
- void View::PrepareInstancingBuffer()
- {
- PROFILE(PrepareInstancingBuffer);
-
- unsigned totalInstances = 0;
-
- totalInstances += baseQueue_.GetNumInstances(renderer_);
- totalInstances += preAlphaQueue_.GetNumInstances(renderer_);
- if (renderMode_ != RENDER_FORWARD)
- totalInstances += gbufferQueue_.GetNumInstances(renderer_);
-
- for (List<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
- {
- for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
- totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances(renderer_);
- totalInstances += i->litBatches_.GetNumInstances(renderer_);
- }
-
- // If fail to set buffer size, fall back to per-group locking
- if (totalInstances && renderer_->ResizeInstancingBuffer(totalInstances))
- {
- VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
- unsigned freeIndex = 0;
- void* lockedData = instancingBuffer->Lock(0, totalInstances, LOCK_DISCARD);
- if (lockedData)
- {
- baseQueue_.SetTransforms(renderer_, lockedData, freeIndex);
- preAlphaQueue_.SetTransforms(renderer_, lockedData, freeIndex);
- if (renderMode_ != RENDER_FORWARD)
- gbufferQueue_.SetTransforms(renderer_, lockedData, freeIndex);
-
- for (List<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
- {
- for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
- i->shadowSplits_[j].shadowBatches_.SetTransforms(renderer_, lockedData, freeIndex);
- i->litBatches_.SetTransforms(renderer_, lockedData, freeIndex);
- }
-
- instancingBuffer->Unlock();
- }
- }
- }
- void View::SetupLightVolumeBatch(Batch& batch)
- {
- Light* light = batch.lightQueue_->light_;
- LightType type = light->GetLightType();
- float lightDist;
-
- // Use replace blend mode for the first pre-pass light volume, and additive for the rest
- graphics_->SetAlphaTest(false);
- graphics_->SetBlendMode(renderMode_ == RENDER_PREPASS && light == lightQueues_.Front().light_ ? BLEND_REPLACE : BLEND_ADD);
- graphics_->SetDepthWrite(false);
-
- if (type != LIGHT_DIRECTIONAL)
- {
- if (type == LIGHT_POINT)
- lightDist = Sphere(light->GetWorldPosition(), light->GetRange() * 1.25f).Distance(camera_->GetWorldPosition());
- else
- lightDist = light->GetFrustum().Distance(camera_->GetWorldPosition());
-
- // Draw front faces if not inside light volume
- if (lightDist < camera_->GetNearClip() * 2.0f)
- {
- renderer_->SetCullMode(CULL_CW, camera_);
- graphics_->SetDepthTest(CMP_GREATER);
- }
- else
- {
- renderer_->SetCullMode(CULL_CCW, camera_);
- graphics_->SetDepthTest(CMP_LESSEQUAL);
- }
- }
- else
- {
- // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
- // refresh the directional light's model transform before rendering
- light->GetVolumeTransform(camera_);
- graphics_->SetCullMode(CULL_NONE);
- graphics_->SetDepthTest(CMP_ALWAYS);
- }
-
- graphics_->SetScissorTest(false);
- graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
- }
- void View::DrawFullscreenQuad(Camera* camera, bool nearQuad)
- {
- Light quadDirLight(context_);
- quadDirLight.SetLightType(LIGHT_DIRECTIONAL);
- Matrix3x4 model(quadDirLight.GetDirLightTransform(camera, nearQuad));
-
- graphics_->SetCullMode(CULL_NONE);
- graphics_->SetShaderParameter(VSP_MODEL, model);
- graphics_->SetShaderParameter(VSP_VIEWPROJ, camera->GetProjection());
- graphics_->ClearTransformSources();
-
- renderer_->GetLightGeometry(&quadDirLight)->Draw(graphics_);
- }
- void View::RenderBatchQueue(const BatchQueue& queue, bool useScissor)
- {
- graphics_->SetScissorTest(false);
-
- // During G-buffer rendering, mark opaque pixels to stencil buffer
- bool isGBuffer = &queue == &gbufferQueue_;
- if (!isGBuffer)
- graphics_->SetStencilTest(false);
-
- // Base instanced
- for (PODVector<BatchGroup*>::ConstIterator i = queue.sortedBaseBatchGroups_.Begin(); i !=
- queue.sortedBaseBatchGroups_.End(); ++i)
- {
- BatchGroup* group = *i;
- if (isGBuffer)
- graphics_->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, group->lightMask_);
-
- group->Draw(graphics_, renderer_);
- }
- // Base non-instanced
- for (PODVector<Batch*>::ConstIterator i = queue.sortedBaseBatches_.Begin(); i != queue.sortedBaseBatches_.End(); ++i)
- {
- Batch* batch = *i;
- if (isGBuffer)
- graphics_->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, batch->lightMask_);
-
- batch->Draw(graphics_, renderer_);
- }
-
- // Non-base instanced
- for (PODVector<BatchGroup*>::ConstIterator i = queue.sortedBatchGroups_.Begin(); i != queue.sortedBatchGroups_.End(); ++i)
- {
- BatchGroup* group = *i;
- if (useScissor && group->lightQueue_)
- OptimizeLightByScissor(group->lightQueue_->light_);
- if (isGBuffer)
- graphics_->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, group->lightMask_);
-
- group->Draw(graphics_, renderer_);
- }
- // Non-base non-instanced
- for (PODVector<Batch*>::ConstIterator i = queue.sortedBatches_.Begin(); i != queue.sortedBatches_.End(); ++i)
- {
- Batch* batch = *i;
- if (useScissor)
- {
- if (!batch->isBase_ && batch->lightQueue_)
- OptimizeLightByScissor(batch->lightQueue_->light_);
- else
- graphics_->SetScissorTest(false);
- }
- if (isGBuffer)
- graphics_->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, batch->lightMask_);
-
- batch->Draw(graphics_, renderer_);
- }
- }
- void View::RenderLightBatchQueue(const BatchQueue& queue, Light* light)
- {
- graphics_->SetScissorTest(false);
- graphics_->SetStencilTest(false);
-
- // Base instanced
- for (PODVector<BatchGroup*>::ConstIterator i = queue.sortedBaseBatchGroups_.Begin(); i !=
- queue.sortedBaseBatchGroups_.End(); ++i)
- {
- BatchGroup* group = *i;
- group->Draw(graphics_, renderer_);
- }
- // Base non-instanced
- for (PODVector<Batch*>::ConstIterator i = queue.sortedBaseBatches_.Begin(); i != queue.sortedBaseBatches_.End(); ++i)
- {
- Batch* batch = *i;
- batch->Draw(graphics_, renderer_);
- }
-
- // All base passes have been drawn. Optimize at this point by both stencil volume and scissor
- // However, if there are no non-base batches, just exit
- if (queue.sortedBatchGroups_.Empty() && queue.sortedBatches_.Empty())
- return;
-
- OptimizeLightByStencil(light);
- OptimizeLightByScissor(light);
-
- // Non-base instanced
- for (PODVector<BatchGroup*>::ConstIterator i = queue.sortedBatchGroups_.Begin(); i != queue.sortedBatchGroups_.End(); ++i)
- {
- BatchGroup* group = *i;
- group->Draw(graphics_, renderer_);
- }
- // Non-base non-instanced
- for (PODVector<Batch*>::ConstIterator i = queue.sortedBatches_.Begin(); i != queue.sortedBatches_.End(); ++i)
- {
- Batch* batch = *i;
- batch->Draw(graphics_, renderer_);
- }
- }
- void View::RenderShadowMap(const LightBatchQueue& queue)
- {
- PROFILE(RenderShadowMap);
-
- Texture2D* shadowMap = queue.shadowMap_;
- graphics_->SetTexture(TU_SHADOWMAP, 0);
-
- graphics_->SetColorWrite(false);
- graphics_->SetStencilTest(false);
- graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
- graphics_->SetDepthStencil(shadowMap);
- graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
- graphics_->Clear(CLEAR_DEPTH);
-
- // Set shadow depth bias
- BiasParameters parameters = queue.light_->GetShadowBias();
- // Adjust the light's constant depth bias according to global shadow map resolution
- /// \todo Should remove this adjustment and find a more flexible solution
- unsigned shadowMapSize = renderer_->GetShadowMapSize();
- if (shadowMapSize <= 512)
- parameters.constantBias_ *= 2.0f;
- else if (shadowMapSize >= 2048)
- parameters.constantBias_ *= 0.5f;
-
- graphics_->SetDepthBias(parameters.constantBias_, parameters.slopeScaledBias_);
-
- // Render each of the splits
- for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
- {
- const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
- if (!shadowQueue.shadowBatches_.IsEmpty())
- {
- graphics_->SetViewport(shadowQueue.shadowViewport_);
-
- // Set a scissor rectangle to match possible shadow map size reduction by out-zooming
- // However, do not do this for point lights, which need to render continuously across cube faces
- float width = (float)(shadowQueue.shadowViewport_.right_ - shadowQueue.shadowViewport_.left_);
- if (queue.light_->GetLightType() != LIGHT_POINT)
- {
- float zoom = Min(shadowQueue.shadowCamera_->GetZoom(), width - 2.0f / width);
- Rect zoomRect(Vector2(-1.0f, -1.0f) * zoom, Vector2(1.0f, 1.0f) * zoom);
- graphics_->SetScissorTest(true, zoomRect, false);
- }
- else
- graphics_->SetScissorTest(false);
-
- // Draw instanced and non-instanced shadow casters
- RenderBatchQueue(shadowQueue.shadowBatches_);
- }
- }
-
- graphics_->SetColorWrite(true);
- graphics_->SetDepthBias(0.0f, 0.0f);
- }
- RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
- {
- // If using the backbuffer, return the backbuffer depth-stencil
- if (!renderTarget)
- return 0;
- // Then check for linked depth-stencil
- RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
- // Finally get one from Renderer
- if (!depthStencil)
- depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
- return depthStencil;
- }
|