View.cpp 109 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "DebugRenderer.h"
  25. #include "FileSystem.h"
  26. #include "Geometry.h"
  27. #include "Graphics.h"
  28. #include "GraphicsImpl.h"
  29. #include "Log.h"
  30. #include "Material.h"
  31. #include "OcclusionBuffer.h"
  32. #include "Octree.h"
  33. #include "Renderer.h"
  34. #include "RenderPath.h"
  35. #include "ResourceCache.h"
  36. #include "Profiler.h"
  37. #include "Scene.h"
  38. #include "ShaderVariation.h"
  39. #include "Skybox.h"
  40. #include "Technique.h"
  41. #include "Texture2D.h"
  42. #include "Texture3D.h"
  43. #include "TextureCube.h"
  44. #include "VertexBuffer.h"
  45. #include "View.h"
  46. #include "WorkQueue.h"
  47. #include "DebugNew.h"
  48. namespace Urho3D
  49. {
  50. static const Vector3* directions[] =
  51. {
  52. &Vector3::RIGHT,
  53. &Vector3::LEFT,
  54. &Vector3::UP,
  55. &Vector3::DOWN,
  56. &Vector3::FORWARD,
  57. &Vector3::BACK
  58. };
  59. /// %Frustum octree query for shadowcasters.
  60. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  61. {
  62. public:
  63. /// Construct with frustum and query parameters.
  64. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  65. unsigned viewMask = DEFAULT_VIEWMASK) :
  66. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  67. {
  68. }
  69. /// Intersection test for drawables.
  70. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  71. {
  72. while (start != end)
  73. {
  74. Drawable* drawable = *start++;
  75. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  76. (drawable->GetViewMask() & viewMask_))
  77. {
  78. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  79. result_.Push(drawable);
  80. }
  81. }
  82. }
  83. };
  84. /// %Frustum octree query for zones and occluders.
  85. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  86. {
  87. public:
  88. /// Construct with frustum and query parameters.
  89. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  90. unsigned viewMask = DEFAULT_VIEWMASK) :
  91. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  92. {
  93. }
  94. /// Intersection test for drawables.
  95. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  96. {
  97. while (start != end)
  98. {
  99. Drawable* drawable = *start++;
  100. unsigned char flags = drawable->GetDrawableFlags();
  101. if ((flags == DRAWABLE_ZONE || (flags == DRAWABLE_GEOMETRY && drawable->IsOccluder())) && (drawable->GetViewMask() &
  102. viewMask_))
  103. {
  104. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  105. result_.Push(drawable);
  106. }
  107. }
  108. }
  109. };
  110. /// %Frustum octree query with occlusion.
  111. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  112. {
  113. public:
  114. /// Construct with frustum, occlusion buffer and query parameters.
  115. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer, unsigned char
  116. drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  117. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  118. buffer_(buffer)
  119. {
  120. }
  121. /// Intersection test for an octant.
  122. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  123. {
  124. if (inside)
  125. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  126. else
  127. {
  128. Intersection result = frustum_.IsInside(box);
  129. if (result != OUTSIDE && !buffer_->IsVisible(box))
  130. result = OUTSIDE;
  131. return result;
  132. }
  133. }
  134. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  135. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  136. {
  137. while (start != end)
  138. {
  139. Drawable* drawable = *start++;
  140. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  141. {
  142. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  143. result_.Push(drawable);
  144. }
  145. }
  146. }
  147. /// Occlusion buffer.
  148. OcclusionBuffer* buffer_;
  149. };
  150. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  151. {
  152. View* view = reinterpret_cast<View*>(item->aux_);
  153. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  154. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  155. OcclusionBuffer* buffer = view->occlusionBuffer_;
  156. const Matrix3x4& viewMatrix = view->camera_->GetView();
  157. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  158. Vector3 absViewZ = viewZ.Abs();
  159. unsigned cameraViewMask = view->camera_->GetViewMask();
  160. bool cameraZoneOverride = view->cameraZoneOverride_;
  161. PerThreadSceneResult& result = view->sceneResults_[threadIndex];
  162. while (start != end)
  163. {
  164. Drawable* drawable = *start++;
  165. bool batchesUpdated = false;
  166. // If draw distance non-zero, update and check it
  167. float maxDistance = drawable->GetDrawDistance();
  168. if (maxDistance > 0.0f)
  169. {
  170. drawable->UpdateBatches(view->frame_);
  171. batchesUpdated = true;
  172. if (drawable->GetDistance() > maxDistance)
  173. continue;
  174. }
  175. if (!buffer || !drawable->IsOccludee() || buffer->IsVisible(drawable->GetWorldBoundingBox()))
  176. {
  177. if (!batchesUpdated)
  178. drawable->UpdateBatches(view->frame_);
  179. drawable->MarkInView(view->frame_);
  180. // For geometries, find zone, clear lights and calculate view space Z range
  181. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  182. {
  183. Zone* drawableZone = drawable->GetZone();
  184. if (!cameraZoneOverride && (drawable->IsZoneDirty() || !drawableZone || (drawableZone->GetViewMask() &
  185. cameraViewMask) == 0))
  186. view->FindZone(drawable);
  187. const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
  188. Vector3 center = geomBox.Center();
  189. float viewCenterZ = viewZ.DotProduct(center) + viewMatrix.m23_;
  190. Vector3 edge = geomBox.Size() * 0.5f;
  191. float viewEdgeZ = absViewZ.DotProduct(edge);
  192. float minZ = viewCenterZ - viewEdgeZ;
  193. float maxZ = viewCenterZ + viewEdgeZ;
  194. drawable->SetMinMaxZ(viewCenterZ - viewEdgeZ, viewCenterZ + viewEdgeZ);
  195. drawable->ClearLights();
  196. // Expand the scene bounding box and Z range (skybox not included because of infinite size) and store the drawawble
  197. if (drawable->GetType() != Skybox::GetTypeStatic())
  198. {
  199. result.minZ_ = Min(result.minZ_, minZ);
  200. result.maxZ_ = Max(result.maxZ_, maxZ);
  201. }
  202. result.geometries_.Push(drawable);
  203. }
  204. else if (drawable->GetDrawableFlags() & DRAWABLE_LIGHT)
  205. {
  206. Light* light = static_cast<Light*>(drawable);
  207. // Skip lights with zero brightness or black color
  208. if (!light->GetEffectiveColor().Equals(Color::BLACK))
  209. result.lights_.Push(light);
  210. }
  211. }
  212. }
  213. }
  214. void ProcessLightWork(const WorkItem* item, unsigned threadIndex)
  215. {
  216. View* view = reinterpret_cast<View*>(item->aux_);
  217. LightQueryResult* query = reinterpret_cast<LightQueryResult*>(item->start_);
  218. view->ProcessLight(*query, threadIndex);
  219. }
  220. void UpdateDrawableGeometriesWork(const WorkItem* item, unsigned threadIndex)
  221. {
  222. const FrameInfo& frame = *(reinterpret_cast<FrameInfo*>(item->aux_));
  223. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  224. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  225. while (start != end)
  226. {
  227. Drawable* drawable = *start++;
  228. drawable->UpdateGeometry(frame);
  229. }
  230. }
  231. void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
  232. {
  233. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  234. queue->SortFrontToBack();
  235. }
  236. void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
  237. {
  238. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  239. queue->SortBackToFront();
  240. }
  241. void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
  242. {
  243. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  244. start->litBaseBatches_.SortFrontToBack();
  245. start->litBatches_.SortFrontToBack();
  246. }
  247. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  248. {
  249. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  250. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  251. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  252. }
  253. View::View(Context* context) :
  254. Object(context),
  255. graphics_(GetSubsystem<Graphics>()),
  256. renderer_(GetSubsystem<Renderer>()),
  257. scene_(0),
  258. octree_(0),
  259. camera_(0),
  260. cameraZone_(0),
  261. farClipZone_(0),
  262. renderTarget_(0),
  263. substituteRenderTarget_(0)
  264. {
  265. // Create octree query and scene results vector for each thread
  266. unsigned numThreads = GetSubsystem<WorkQueue>()->GetNumThreads() + 1; // Worker threads + main thread
  267. tempDrawables_.Resize(numThreads);
  268. sceneResults_.Resize(numThreads);
  269. frame_.camera_ = 0;
  270. }
  271. View::~View()
  272. {
  273. }
  274. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  275. {
  276. renderPath_ = viewport->GetRenderPath();
  277. if (!renderPath_)
  278. return false;
  279. hasScenePasses_ = false;
  280. // Make sure that all necessary batch queues exist
  281. scenePasses_.Clear();
  282. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  283. {
  284. const RenderPathCommand& command = renderPath_->commands_[i];
  285. if (!command.enabled_)
  286. continue;
  287. if (command.type_ == CMD_SCENEPASS)
  288. {
  289. hasScenePasses_ = true;
  290. ScenePassInfo info;
  291. info.pass_ = command.pass_;
  292. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  293. info.markToStencil_ = command.markToStencil_;
  294. info.vertexLights_ = command.vertexLights_;
  295. // Check scenepass metadata for defining custom passes which interact with lighting
  296. if (!command.metadata_.Empty())
  297. {
  298. if (command.metadata_ == "gbuffer")
  299. gBufferPassName_ = command.pass_;
  300. else if (command.metadata_ == "base" && command.pass_ != "base")
  301. {
  302. basePassName_ = command.pass_;
  303. litBasePassName_ = "lit" + command.pass_;
  304. }
  305. else if (command.metadata_ == "alpha" && command.pass_ != "alpha")
  306. {
  307. alphaPassName_ = command.pass_;
  308. litAlphaPassName_ = "lit" + command.pass_;
  309. }
  310. }
  311. HashMap<StringHash, BatchQueue>::Iterator j = batchQueues_.Find(command.pass_);
  312. if (j == batchQueues_.End())
  313. j = batchQueues_.Insert(Pair<StringHash, BatchQueue>(command.pass_, BatchQueue()));
  314. info.batchQueue_ = &j->second_;
  315. scenePasses_.Push(info);
  316. }
  317. // Allow a custom forward light pass
  318. else if (command.type_ == CMD_FORWARDLIGHTS && !command.pass_.Empty())
  319. lightPassName_ = command.pass_;
  320. }
  321. scene_ = viewport->GetScene();
  322. camera_ = viewport->GetCamera();
  323. octree_ = 0;
  324. // Get default zone first in case we do not have zones defined
  325. cameraZone_ = farClipZone_ = renderer_->GetDefaultZone();
  326. if (hasScenePasses_)
  327. {
  328. if (!scene_ || !camera_ || !camera_->IsEnabledEffective())
  329. return false;
  330. // If scene is loading asynchronously, it is incomplete and should not be rendered
  331. if (scene_->IsAsyncLoading())
  332. return false;
  333. octree_ = scene_->GetComponent<Octree>();
  334. if (!octree_)
  335. return false;
  336. // Do not accept view if camera projection is illegal
  337. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  338. if (!camera_->IsProjectionValid())
  339. return false;
  340. }
  341. cameraNode_ = camera_ ? camera_->GetNode() : (Node*)0;
  342. renderTarget_ = renderTarget;
  343. gBufferPassName_ = StringHash();
  344. basePassName_ = PASS_BASE;
  345. alphaPassName_ = PASS_ALPHA;
  346. lightPassName_ = PASS_LIGHT;
  347. litBasePassName_ = PASS_LITBASE;
  348. litAlphaPassName_ = PASS_LITALPHA;
  349. // Go through commands to check for deferred rendering and other flags
  350. deferred_ = false;
  351. deferredAmbient_ = false;
  352. useLitBase_ = false;
  353. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  354. {
  355. const RenderPathCommand& command = renderPath_->commands_[i];
  356. if (!command.enabled_)
  357. continue;
  358. // Check if ambient pass and G-buffer rendering happens at the same time
  359. if (command.type_ == CMD_SCENEPASS && command.outputNames_.Size() > 1)
  360. {
  361. if (CheckViewportWrite(command))
  362. deferredAmbient_ = true;
  363. }
  364. else if (command.type_ == CMD_LIGHTVOLUMES)
  365. {
  366. lightVolumeVSName_ = command.vertexShaderName_;
  367. lightVolumePSName_ = command.pixelShaderName_;
  368. deferred_ = true;
  369. }
  370. else if (command.type_ == CMD_FORWARDLIGHTS)
  371. useLitBase_ = command.useLitBase_;
  372. }
  373. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  374. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  375. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  376. const IntRect& rect = viewport->GetRect();
  377. if (rect != IntRect::ZERO)
  378. {
  379. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  380. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  381. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  382. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  383. }
  384. else
  385. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  386. viewSize_ = viewRect_.Size();
  387. rtSize_ = IntVector2(rtWidth, rtHeight);
  388. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  389. #ifdef USE_OPENGL
  390. if (renderTarget_)
  391. {
  392. viewRect_.bottom_ = rtSize_.y_ - viewRect_.top_;
  393. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  394. }
  395. #endif
  396. drawShadows_ = renderer_->GetDrawShadows();
  397. materialQuality_ = renderer_->GetMaterialQuality();
  398. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  399. minInstances_ = renderer_->GetMinInstances();
  400. // Set possible quality overrides from the camera
  401. unsigned viewOverrideFlags = camera_ ? camera_->GetViewOverrideFlags() : VO_NONE;
  402. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  403. materialQuality_ = QUALITY_LOW;
  404. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  405. drawShadows_ = false;
  406. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  407. maxOccluderTriangles_ = 0;
  408. // Occlusion buffer has constant width. If resulting height would be too large due to aspect ratio, disable occlusion
  409. if (viewSize_.y_ > viewSize_.x_ * 4)
  410. maxOccluderTriangles_ = 0;
  411. return true;
  412. }
  413. void View::Update(const FrameInfo& frame)
  414. {
  415. frame_.camera_ = camera_;
  416. frame_.timeStep_ = frame.timeStep_;
  417. frame_.frameNumber_ = frame.frameNumber_;
  418. frame_.viewSize_ = viewSize_;
  419. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  420. // Clear buffers, geometry, light, occluder & batch list
  421. renderTargets_.Clear();
  422. geometries_.Clear();
  423. shadowGeometries_.Clear();
  424. lights_.Clear();
  425. zones_.Clear();
  426. occluders_.Clear();
  427. vertexLightQueues_.Clear();
  428. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  429. i->second_.Clear(maxSortedInstances);
  430. if (hasScenePasses_ && (!camera_ || !octree_))
  431. return;
  432. // Set automatic aspect ratio if required
  433. if (camera_->GetAutoAspectRatio())
  434. camera_->SetAspectRatioInternal((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  435. GetDrawables();
  436. GetBatches();
  437. }
  438. void View::Render()
  439. {
  440. if (hasScenePasses_ && (!octree_ || !camera_))
  441. return;
  442. // Actually update geometry data now
  443. UpdateGeometries();
  444. // Allocate screen buffers as necessary
  445. AllocateScreenBuffers();
  446. // Forget parameter sources from the previous view
  447. graphics_->ClearParameterSources();
  448. // If stream offset is supported, write all instance transforms to a single large buffer
  449. // Else we must lock the instance buffer for each batch group
  450. if (renderer_->GetDynamicInstancing() && graphics_->GetStreamOffsetSupport())
  451. PrepareInstancingBuffer();
  452. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  453. // again to ensure correct projection will be used
  454. if (camera_)
  455. {
  456. if (camera_->GetAutoAspectRatio())
  457. camera_->SetAspectRatioInternal((float)(viewSize_.x_) / (float)(viewSize_.y_));
  458. }
  459. // Bind the face selection and indirection cube maps for point light shadows
  460. #ifndef GL_ES_VERSION_2_0
  461. if (renderer_->GetDrawShadows())
  462. {
  463. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  464. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  465. }
  466. #endif
  467. if (renderTarget_)
  468. {
  469. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  470. // as a render texture produced on Direct3D9
  471. #ifdef USE_OPENGL
  472. camera_->SetFlipVertical(true);
  473. #endif
  474. }
  475. // Render
  476. ExecuteRenderPathCommands();
  477. #ifdef USE_OPENGL
  478. camera_->SetFlipVertical(false);
  479. #endif
  480. graphics_->SetDepthBias(0.0f, 0.0f);
  481. graphics_->SetScissorTest(false);
  482. graphics_->SetStencilTest(false);
  483. graphics_->ResetStreamFrequencies();
  484. // Run framebuffer blitting if necessary
  485. if (currentRenderTarget_ != renderTarget_)
  486. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()), renderTarget_, true);
  487. // If this is a main view, draw the associated debug geometry now
  488. if (!renderTarget_ && octree_)
  489. {
  490. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  491. if (debug && debug->IsEnabledEffective())
  492. {
  493. debug->SetView(camera_);
  494. debug->Render();
  495. }
  496. }
  497. // "Forget" the scene, camera, octree and zone after rendering
  498. scene_ = 0;
  499. camera_ = 0;
  500. octree_ = 0;
  501. cameraZone_ = 0;
  502. farClipZone_ = 0;
  503. occlusionBuffer_ = 0;
  504. frame_.camera_ = 0;
  505. }
  506. Graphics* View::GetGraphics() const
  507. {
  508. return graphics_;
  509. }
  510. Renderer* View::GetRenderer() const
  511. {
  512. return renderer_;
  513. }
  514. void View::GetDrawables()
  515. {
  516. PROFILE(GetDrawables);
  517. WorkQueue* queue = GetSubsystem<WorkQueue>();
  518. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  519. // Get zones and occluders first
  520. {
  521. ZoneOccluderOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, camera_->GetViewMask());
  522. octree_->GetDrawables(query);
  523. }
  524. highestZonePriority_ = M_MIN_INT;
  525. int bestPriority = M_MIN_INT;
  526. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  527. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  528. {
  529. Drawable* drawable = *i;
  530. unsigned char flags = drawable->GetDrawableFlags();
  531. if (flags & DRAWABLE_ZONE)
  532. {
  533. Zone* zone = static_cast<Zone*>(drawable);
  534. zones_.Push(zone);
  535. int priority = zone->GetPriority();
  536. if (priority > highestZonePriority_)
  537. highestZonePriority_ = priority;
  538. if (priority > bestPriority && zone->IsInside(cameraPos))
  539. {
  540. cameraZone_ = zone;
  541. bestPriority = priority;
  542. }
  543. }
  544. else
  545. occluders_.Push(drawable);
  546. }
  547. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  548. cameraZoneOverride_ = cameraZone_->GetOverride();
  549. if (!cameraZoneOverride_)
  550. {
  551. Vector3 farClipPos = cameraPos + cameraNode_->GetWorldDirection() * Vector3(0.0f, 0.0f, camera_->GetFarClip());
  552. bestPriority = M_MIN_INT;
  553. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  554. {
  555. int priority = (*i)->GetPriority();
  556. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  557. {
  558. farClipZone_ = *i;
  559. bestPriority = priority;
  560. }
  561. }
  562. }
  563. if (farClipZone_ == renderer_->GetDefaultZone())
  564. farClipZone_ = cameraZone_;
  565. // If occlusion in use, get & render the occluders
  566. occlusionBuffer_ = 0;
  567. if (maxOccluderTriangles_ > 0)
  568. {
  569. UpdateOccluders(occluders_, camera_);
  570. if (occluders_.Size())
  571. {
  572. PROFILE(DrawOcclusion);
  573. occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
  574. DrawOccluders(occlusionBuffer_, occluders_);
  575. }
  576. }
  577. // Get lights and geometries. Coarse occlusion for octants is used at this point
  578. if (occlusionBuffer_)
  579. {
  580. OccludedFrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY |
  581. DRAWABLE_LIGHT, camera_->GetViewMask());
  582. octree_->GetDrawables(query);
  583. }
  584. else
  585. {
  586. FrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_LIGHT,
  587. camera_->GetViewMask());
  588. octree_->GetDrawables(query);
  589. }
  590. // Check drawable occlusion, find zones for moved drawables and collect geometries & lights in worker threads
  591. {
  592. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  593. {
  594. PerThreadSceneResult& result = sceneResults_[i];
  595. result.geometries_.Clear();
  596. result.lights_.Clear();
  597. result.minZ_ = M_INFINITY;
  598. result.maxZ_ = 0.0f;
  599. }
  600. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  601. int drawablesPerItem = tempDrawables.Size() / numWorkItems;
  602. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  603. // Create a work item for each thread
  604. for (int i = 0; i < numWorkItems; ++i)
  605. {
  606. SharedPtr<WorkItem> item = queue->GetFreeItem();
  607. item->priority_ = M_MAX_UNSIGNED;
  608. item->workFunction_ = CheckVisibilityWork;
  609. item->aux_ = this;
  610. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  611. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  612. end = start + drawablesPerItem;
  613. item->start_ = &(*start);
  614. item->end_ = &(*end);
  615. queue->AddWorkItem(item);
  616. start = end;
  617. }
  618. queue->Complete(M_MAX_UNSIGNED);
  619. }
  620. // Combine lights, geometries & scene Z range from the threads
  621. geometries_.Clear();
  622. lights_.Clear();
  623. minZ_ = M_INFINITY;
  624. maxZ_ = 0.0f;
  625. if (sceneResults_.Size() > 1)
  626. {
  627. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  628. {
  629. PerThreadSceneResult& result = sceneResults_[i];
  630. geometries_.Push(result.geometries_);
  631. lights_.Push(result.lights_);
  632. minZ_ = Min(minZ_, result.minZ_);
  633. maxZ_ = Max(maxZ_, result.maxZ_);
  634. }
  635. }
  636. else
  637. {
  638. // If just 1 thread, copy the results directly
  639. PerThreadSceneResult& result = sceneResults_[0];
  640. minZ_ = result.minZ_;
  641. maxZ_ = result.maxZ_;
  642. Swap(geometries_, result.geometries_);
  643. Swap(lights_, result.lights_);
  644. }
  645. if (minZ_ == M_INFINITY)
  646. minZ_ = 0.0f;
  647. // Sort the lights to brightest/closest first, and per-vertex lights first so that per-vertex base pass can be evaluated first
  648. for (unsigned i = 0; i < lights_.Size(); ++i)
  649. {
  650. Light* light = lights_[i];
  651. light->SetIntensitySortValue(camera_->GetDistance(light->GetNode()->GetWorldPosition()));
  652. light->SetLightQueue(0);
  653. }
  654. Sort(lights_.Begin(), lights_.End(), CompareLights);
  655. }
  656. void View::GetBatches()
  657. {
  658. WorkQueue* queue = GetSubsystem<WorkQueue>();
  659. PODVector<Light*> vertexLights;
  660. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassName_) ? &batchQueues_[alphaPassName_] : (BatchQueue*)0;
  661. // Process lit geometries and shadow casters for each light
  662. {
  663. PROFILE(ProcessLights);
  664. lightQueryResults_.Resize(lights_.Size());
  665. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  666. {
  667. SharedPtr<WorkItem> item = queue->GetFreeItem();
  668. item->priority_ = M_MAX_UNSIGNED;
  669. item->workFunction_ = ProcessLightWork;
  670. item->aux_ = this;
  671. LightQueryResult& query = lightQueryResults_[i];
  672. query.light_ = lights_[i];
  673. item->start_ = &query;
  674. queue->AddWorkItem(item);
  675. }
  676. // Ensure all lights have been processed before proceeding
  677. queue->Complete(M_MAX_UNSIGNED);
  678. }
  679. // Build light queues and lit batches
  680. {
  681. PROFILE(GetLightBatches);
  682. // Preallocate light queues: per-pixel lights which have lit geometries
  683. unsigned numLightQueues = 0;
  684. unsigned usedLightQueues = 0;
  685. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  686. {
  687. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  688. ++numLightQueues;
  689. }
  690. lightQueues_.Resize(numLightQueues);
  691. maxLightsDrawables_.Clear();
  692. unsigned maxSortedInstances = renderer_->GetMaxSortedInstances();
  693. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  694. {
  695. LightQueryResult& query = *i;
  696. // If light has no affected geometries, no need to process further
  697. if (query.litGeometries_.Empty())
  698. continue;
  699. Light* light = query.light_;
  700. // Per-pixel light
  701. if (!light->GetPerVertex())
  702. {
  703. unsigned shadowSplits = query.numSplits_;
  704. // Initialize light queue and store it to the light so that it can be found later
  705. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  706. light->SetLightQueue(&lightQueue);
  707. lightQueue.light_ = light;
  708. lightQueue.shadowMap_ = 0;
  709. lightQueue.litBaseBatches_.Clear(maxSortedInstances);
  710. lightQueue.litBatches_.Clear(maxSortedInstances);
  711. lightQueue.volumeBatches_.Clear();
  712. // Allocate shadow map now
  713. if (shadowSplits > 0)
  714. {
  715. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
  716. // If did not manage to get a shadow map, convert the light to unshadowed
  717. if (!lightQueue.shadowMap_)
  718. shadowSplits = 0;
  719. }
  720. // Setup shadow batch queues
  721. lightQueue.shadowSplits_.Resize(shadowSplits);
  722. for (unsigned j = 0; j < shadowSplits; ++j)
  723. {
  724. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  725. Camera* shadowCamera = query.shadowCameras_[j];
  726. shadowQueue.shadowCamera_ = shadowCamera;
  727. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  728. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  729. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  730. // Setup the shadow split viewport and finalize shadow camera parameters
  731. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  732. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  733. // Loop through shadow casters
  734. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  735. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  736. {
  737. Drawable* drawable = *k;
  738. if (!drawable->IsInView(frame_, true))
  739. {
  740. drawable->MarkInView(frame_.frameNumber_, 0);
  741. shadowGeometries_.Push(drawable);
  742. }
  743. Zone* zone = GetZone(drawable);
  744. const Vector<SourceBatch>& batches = drawable->GetBatches();
  745. for (unsigned l = 0; l < batches.Size(); ++l)
  746. {
  747. const SourceBatch& srcBatch = batches[l];
  748. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  749. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  750. continue;
  751. Pass* pass = tech->GetSupportedPass(PASS_SHADOW);
  752. // Skip if material has no shadow pass
  753. if (!pass)
  754. continue;
  755. Batch destBatch(srcBatch);
  756. destBatch.pass_ = pass;
  757. destBatch.camera_ = shadowCamera;
  758. destBatch.zone_ = zone;
  759. destBatch.lightQueue_ = &lightQueue;
  760. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  761. }
  762. }
  763. }
  764. // Process lit geometries
  765. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  766. {
  767. Drawable* drawable = *j;
  768. drawable->AddLight(light);
  769. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  770. if (!drawable->GetMaxLights())
  771. GetLitBatches(drawable, lightQueue, alphaQueue);
  772. else
  773. maxLightsDrawables_.Insert(drawable);
  774. }
  775. // In deferred modes, store the light volume batch now
  776. if (deferred_)
  777. {
  778. Batch volumeBatch;
  779. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  780. volumeBatch.geometryType_ = GEOM_STATIC;
  781. volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
  782. volumeBatch.numWorldTransforms_ = 1;
  783. volumeBatch.overrideView_ = light->GetLightType() == LIGHT_DIRECTIONAL;
  784. volumeBatch.camera_ = camera_;
  785. volumeBatch.lightQueue_ = &lightQueue;
  786. volumeBatch.distance_ = light->GetDistance();
  787. volumeBatch.material_ = 0;
  788. volumeBatch.pass_ = 0;
  789. volumeBatch.zone_ = 0;
  790. renderer_->SetLightVolumeBatchShaders(volumeBatch, lightVolumeVSName_, lightVolumePSName_);
  791. lightQueue.volumeBatches_.Push(volumeBatch);
  792. }
  793. }
  794. // Per-vertex light
  795. else
  796. {
  797. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  798. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  799. {
  800. Drawable* drawable = *j;
  801. drawable->AddVertexLight(light);
  802. }
  803. }
  804. }
  805. }
  806. // Process drawables with limited per-pixel light count
  807. if (maxLightsDrawables_.Size())
  808. {
  809. PROFILE(GetMaxLightsBatches);
  810. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  811. {
  812. Drawable* drawable = *i;
  813. drawable->LimitLights();
  814. const PODVector<Light*>& lights = drawable->GetLights();
  815. for (unsigned i = 0; i < lights.Size(); ++i)
  816. {
  817. Light* light = lights[i];
  818. // Find the correct light queue again
  819. LightBatchQueue* queue = light->GetLightQueue();
  820. if (queue)
  821. GetLitBatches(drawable, *queue, alphaQueue);
  822. }
  823. }
  824. }
  825. // Build base pass batches
  826. {
  827. PROFILE(GetBaseBatches);
  828. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  829. {
  830. Drawable* drawable = *i;
  831. Zone* zone = GetZone(drawable);
  832. const Vector<SourceBatch>& batches = drawable->GetBatches();
  833. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  834. if (!drawableVertexLights.Empty())
  835. drawable->LimitVertexLights();
  836. for (unsigned j = 0; j < batches.Size(); ++j)
  837. {
  838. const SourceBatch& srcBatch = batches[j];
  839. // Check here if the material refers to a rendertarget texture with camera(s) attached
  840. // Only check this for backbuffer views (null rendertarget)
  841. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  842. CheckMaterialForAuxView(srcBatch.material_);
  843. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  844. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  845. continue;
  846. Batch destBatch(srcBatch);
  847. destBatch.camera_ = camera_;
  848. destBatch.zone_ = zone;
  849. destBatch.isBase_ = true;
  850. destBatch.pass_ = 0;
  851. destBatch.lightMask_ = GetLightMask(drawable);
  852. // Check each of the scene passes
  853. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  854. {
  855. ScenePassInfo& info = scenePasses_[k];
  856. destBatch.pass_ = tech->GetSupportedPass(info.pass_);
  857. if (!destBatch.pass_)
  858. continue;
  859. // Skip forward base pass if the corresponding litbase pass already exists
  860. if (info.pass_ == basePassName_ && j < 32 && drawable->HasBasePass(j))
  861. continue;
  862. if (info.vertexLights_ && !drawableVertexLights.Empty())
  863. {
  864. // For a deferred opaque batch, check if the vertex lights include converted per-pixel lights, and remove
  865. // them to prevent double-lighting
  866. if (deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE)
  867. {
  868. vertexLights.Clear();
  869. for (unsigned i = 0; i < drawableVertexLights.Size(); ++i)
  870. {
  871. if (drawableVertexLights[i]->GetPerVertex())
  872. vertexLights.Push(drawableVertexLights[i]);
  873. }
  874. }
  875. else
  876. vertexLights = drawableVertexLights;
  877. if (!vertexLights.Empty())
  878. {
  879. // Find a vertex light queue. If not found, create new
  880. unsigned long long hash = GetVertexLightQueueHash(vertexLights);
  881. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  882. if (i == vertexLightQueues_.End())
  883. {
  884. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  885. i->second_.light_ = 0;
  886. i->second_.shadowMap_ = 0;
  887. i->second_.vertexLights_ = vertexLights;
  888. }
  889. destBatch.lightQueue_ = &(i->second_);
  890. }
  891. }
  892. else
  893. destBatch.lightQueue_ = 0;
  894. bool allowInstancing = info.allowInstancing_;
  895. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (zone->GetLightMask() & 0xff))
  896. allowInstancing = false;
  897. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  898. }
  899. }
  900. }
  901. }
  902. }
  903. void View::UpdateGeometries()
  904. {
  905. PROFILE(SortAndUpdateGeometry);
  906. WorkQueue* queue = GetSubsystem<WorkQueue>();
  907. // Sort batches
  908. {
  909. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  910. {
  911. const RenderPathCommand& command = renderPath_->commands_[i];
  912. if (!IsNecessary(command))
  913. continue;
  914. if (command.type_ == CMD_SCENEPASS)
  915. {
  916. BatchQueue* passQueue = &batchQueues_[command.pass_];
  917. SharedPtr<WorkItem> item = queue->GetFreeItem();
  918. item->priority_ = M_MAX_UNSIGNED;
  919. item->workFunction_ = command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork : SortBatchQueueBackToFrontWork;
  920. item->start_ = &batchQueues_[command.pass_];
  921. queue->AddWorkItem(item);
  922. }
  923. }
  924. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  925. {
  926. SharedPtr<WorkItem> lightItem = queue->GetFreeItem();
  927. lightItem->priority_ = M_MAX_UNSIGNED;
  928. lightItem->workFunction_ = SortLightQueueWork;
  929. lightItem->start_ = &(*i);
  930. queue->AddWorkItem(lightItem);
  931. if (i->shadowSplits_.Size())
  932. {
  933. SharedPtr<WorkItem> shadowItem = queue->GetFreeItem();
  934. shadowItem->priority_ = M_MAX_UNSIGNED;
  935. shadowItem->workFunction_ = SortShadowQueueWork;
  936. shadowItem->start_ = &(*i);
  937. queue->AddWorkItem(shadowItem);
  938. }
  939. }
  940. }
  941. // Update geometries. Split into threaded and non-threaded updates.
  942. {
  943. nonThreadedGeometries_.Clear();
  944. threadedGeometries_.Clear();
  945. for (PODVector<Drawable*>::Iterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  946. {
  947. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  948. if (type == UPDATE_MAIN_THREAD)
  949. nonThreadedGeometries_.Push(*i);
  950. else if (type == UPDATE_WORKER_THREAD)
  951. threadedGeometries_.Push(*i);
  952. }
  953. for (PODVector<Drawable*>::Iterator i = shadowGeometries_.Begin(); i != shadowGeometries_.End(); ++i)
  954. {
  955. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  956. if (type == UPDATE_MAIN_THREAD)
  957. nonThreadedGeometries_.Push(*i);
  958. else if (type == UPDATE_WORKER_THREAD)
  959. threadedGeometries_.Push(*i);
  960. }
  961. if (threadedGeometries_.Size())
  962. {
  963. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  964. int drawablesPerItem = threadedGeometries_.Size() / numWorkItems;
  965. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  966. for (int i = 0; i < numWorkItems; ++i)
  967. {
  968. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  969. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  970. end = start + drawablesPerItem;
  971. SharedPtr<WorkItem> item = queue->GetFreeItem();
  972. item->priority_ = M_MAX_UNSIGNED;
  973. item->workFunction_ = UpdateDrawableGeometriesWork;
  974. item->aux_ = const_cast<FrameInfo*>(&frame_);
  975. item->start_ = &(*start);
  976. item->end_ = &(*end);
  977. queue->AddWorkItem(item);
  978. start = end;
  979. }
  980. }
  981. // While the work queue is processed, update non-threaded geometries
  982. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  983. (*i)->UpdateGeometry(frame_);
  984. }
  985. // Finally ensure all threaded work has completed
  986. queue->Complete(M_MAX_UNSIGNED);
  987. }
  988. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue)
  989. {
  990. Light* light = lightQueue.light_;
  991. Zone* zone = GetZone(drawable);
  992. const Vector<SourceBatch>& batches = drawable->GetBatches();
  993. bool hasAmbientGradient = zone->GetAmbientGradient() && zone->GetAmbientStartColor() != zone->GetAmbientEndColor();
  994. // Shadows on transparencies can only be rendered if shadow maps are not reused
  995. bool allowTransparentShadows = !renderer_->GetReuseShadowMaps();
  996. bool allowLitBase = useLitBase_ && !light->IsNegative() && light == drawable->GetFirstLight() &&
  997. drawable->GetVertexLights().Empty() && !hasAmbientGradient;
  998. for (unsigned i = 0; i < batches.Size(); ++i)
  999. {
  1000. const SourceBatch& srcBatch = batches[i];
  1001. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  1002. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  1003. continue;
  1004. // Do not create pixel lit forward passes for materials that render into the G-buffer
  1005. if (gBufferPassName_.Value() && tech->HasPass(gBufferPassName_))
  1006. continue;
  1007. Batch destBatch(srcBatch);
  1008. bool isLitAlpha = false;
  1009. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  1010. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  1011. if (i < 32 && allowLitBase)
  1012. {
  1013. destBatch.pass_ = tech->GetSupportedPass(litBasePassName_);
  1014. if (destBatch.pass_)
  1015. {
  1016. destBatch.isBase_ = true;
  1017. drawable->SetBasePass(i);
  1018. }
  1019. else
  1020. destBatch.pass_ = tech->GetSupportedPass(lightPassName_);
  1021. }
  1022. else
  1023. destBatch.pass_ = tech->GetSupportedPass(lightPassName_);
  1024. // If no lit pass, check for lit alpha
  1025. if (!destBatch.pass_)
  1026. {
  1027. destBatch.pass_ = tech->GetSupportedPass(litAlphaPassName_);
  1028. isLitAlpha = true;
  1029. }
  1030. // Skip if material does not receive light at all
  1031. if (!destBatch.pass_)
  1032. continue;
  1033. destBatch.camera_ = camera_;
  1034. destBatch.lightQueue_ = &lightQueue;
  1035. destBatch.zone_ = zone;
  1036. if (!isLitAlpha)
  1037. {
  1038. if (destBatch.isBase_)
  1039. AddBatchToQueue(lightQueue.litBaseBatches_, destBatch, tech);
  1040. else
  1041. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  1042. }
  1043. else if (alphaQueue)
  1044. {
  1045. // Transparent batches can not be instanced
  1046. AddBatchToQueue(*alphaQueue, destBatch, tech, false, allowTransparentShadows);
  1047. }
  1048. }
  1049. }
  1050. void View::ExecuteRenderPathCommands()
  1051. {
  1052. // If not reusing shadowmaps, render all of them first
  1053. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
  1054. {
  1055. PROFILE(RenderShadowMaps);
  1056. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1057. {
  1058. if (i->shadowMap_)
  1059. RenderShadowMap(*i);
  1060. }
  1061. }
  1062. {
  1063. PROFILE(ExecuteRenderPath);
  1064. // Set for safety in case of empty renderpath
  1065. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1066. currentViewportTexture_ = 0;
  1067. bool viewportModified = false;
  1068. bool isPingponging = false;
  1069. unsigned lastCommandIndex = 0;
  1070. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1071. {
  1072. RenderPathCommand& command = renderPath_->commands_[i];
  1073. if (IsNecessary(command))
  1074. lastCommandIndex = i;
  1075. }
  1076. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1077. {
  1078. RenderPathCommand& command = renderPath_->commands_[i];
  1079. if (!IsNecessary(command))
  1080. continue;
  1081. bool viewportRead = CheckViewportRead(command);
  1082. bool viewportWrite = CheckViewportWrite(command);
  1083. bool beginPingpong = CheckPingpong(i);
  1084. // Has the viewport been modified and will be read as a texture by the current command?
  1085. if (viewportRead && viewportModified)
  1086. {
  1087. // Start pingponging without a blit if already rendering to the substitute render target
  1088. if (currentRenderTarget_ && currentRenderTarget_ == substituteRenderTarget_ && beginPingpong)
  1089. isPingponging = true;
  1090. // If not using pingponging, simply resolve/copy to the first viewport texture
  1091. if (!isPingponging)
  1092. {
  1093. if (!currentRenderTarget_)
  1094. {
  1095. graphics_->ResolveToTexture(viewportTextures_[0], viewRect_);
  1096. currentViewportTexture_ = viewportTextures_[0];
  1097. viewportModified = false;
  1098. }
  1099. else
  1100. {
  1101. if (viewportWrite)
  1102. {
  1103. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()),
  1104. viewportTextures_[0]->GetRenderSurface(), false);
  1105. currentViewportTexture_ = viewportTextures_[0];
  1106. viewportModified = false;
  1107. }
  1108. else
  1109. {
  1110. // If the current render target is already a texture, and we are not writing to it, can read that
  1111. // texture directly instead of blitting. However keep the viewport dirty flag in case a later command
  1112. // will do both read and write, and then we need to blit / resolve
  1113. currentViewportTexture_ = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1114. }
  1115. }
  1116. }
  1117. else
  1118. {
  1119. // Swap the pingpong double buffer sides. Texture 0 will be read next
  1120. viewportTextures_[1] = viewportTextures_[0];
  1121. viewportTextures_[0] = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1122. currentViewportTexture_ = viewportTextures_[0];
  1123. viewportModified = false;
  1124. }
  1125. }
  1126. if (beginPingpong)
  1127. isPingponging = true;
  1128. // Determine viewport write target
  1129. if (viewportWrite)
  1130. {
  1131. if (isPingponging)
  1132. {
  1133. currentRenderTarget_ = viewportTextures_[1]->GetRenderSurface();
  1134. // If the render path ends into a quad, it can be redirected to the final render target
  1135. if (i == lastCommandIndex && command.type_ == CMD_QUAD)
  1136. currentRenderTarget_ = renderTarget_;
  1137. }
  1138. else
  1139. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1140. }
  1141. switch (command.type_)
  1142. {
  1143. case CMD_CLEAR:
  1144. {
  1145. PROFILE(ClearRenderTarget);
  1146. Color clearColor = command.clearColor_;
  1147. if (command.useFogColor_)
  1148. clearColor = farClipZone_->GetFogColor();
  1149. SetRenderTargets(command);
  1150. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1151. }
  1152. break;
  1153. case CMD_SCENEPASS:
  1154. if (!batchQueues_[command.pass_].IsEmpty())
  1155. {
  1156. PROFILE(RenderScenePass);
  1157. SetRenderTargets(command);
  1158. SetTextures(command);
  1159. graphics_->SetFillMode(camera_->GetFillMode());
  1160. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1161. batchQueues_[command.pass_].Draw(this, command.markToStencil_, false);
  1162. }
  1163. break;
  1164. case CMD_QUAD:
  1165. {
  1166. PROFILE(RenderQuad);
  1167. SetRenderTargets(command);
  1168. SetTextures(command);
  1169. RenderQuad(command);
  1170. }
  1171. break;
  1172. case CMD_FORWARDLIGHTS:
  1173. // Render shadow maps + opaque objects' additive lighting
  1174. if (!lightQueues_.Empty())
  1175. {
  1176. PROFILE(RenderLights);
  1177. SetRenderTargets(command);
  1178. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1179. {
  1180. // If reusing shadowmaps, render each of them before the lit batches
  1181. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1182. {
  1183. RenderShadowMap(*i);
  1184. SetRenderTargets(command);
  1185. }
  1186. SetTextures(command);
  1187. graphics_->SetFillMode(camera_->GetFillMode());
  1188. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1189. // Draw base (replace blend) batches first
  1190. i->litBaseBatches_.Draw(this);
  1191. // Then, if there are additive passes, optimize the light and draw them
  1192. if (!i->litBatches_.IsEmpty())
  1193. {
  1194. renderer_->OptimizeLightByScissor(i->light_, camera_);
  1195. renderer_->OptimizeLightByStencil(i->light_, camera_);
  1196. i->litBatches_.Draw(this, false, true);
  1197. }
  1198. }
  1199. graphics_->SetScissorTest(false);
  1200. graphics_->SetStencilTest(false);
  1201. }
  1202. break;
  1203. case CMD_LIGHTVOLUMES:
  1204. // Render shadow maps + light volumes
  1205. if (!lightQueues_.Empty())
  1206. {
  1207. PROFILE(RenderLightVolumes);
  1208. SetRenderTargets(command);
  1209. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1210. {
  1211. // If reusing shadowmaps, render each of them before the lit batches
  1212. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1213. {
  1214. RenderShadowMap(*i);
  1215. SetRenderTargets(command);
  1216. }
  1217. SetTextures(command);
  1218. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1219. {
  1220. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1221. i->volumeBatches_[j].Draw(this);
  1222. }
  1223. }
  1224. graphics_->SetScissorTest(false);
  1225. graphics_->SetStencilTest(false);
  1226. }
  1227. break;
  1228. default:
  1229. break;
  1230. }
  1231. // If current command output to the viewport, mark it modified
  1232. if (viewportWrite)
  1233. viewportModified = true;
  1234. }
  1235. }
  1236. // After executing all commands, reset rendertarget for debug geometry rendering
  1237. graphics_->SetRenderTarget(0, renderTarget_);
  1238. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1239. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1240. graphics_->SetDepthStencil(GetDepthStencil(renderTarget_));
  1241. graphics_->SetViewport(viewRect_);
  1242. graphics_->SetFillMode(FILL_SOLID);
  1243. graphics_->SetClipPlane(false);
  1244. }
  1245. void View::SetRenderTargets(RenderPathCommand& command)
  1246. {
  1247. unsigned index = 0;
  1248. IntRect viewPort = viewRect_;
  1249. while (index < command.outputNames_.Size())
  1250. {
  1251. if (!command.outputNames_[index].Compare("viewport", false))
  1252. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1253. else
  1254. {
  1255. StringHash nameHash(command.outputNames_[index]);
  1256. if (renderTargets_.Contains(nameHash))
  1257. {
  1258. Texture2D* texture = renderTargets_[nameHash];
  1259. graphics_->SetRenderTarget(index, texture);
  1260. if (!index)
  1261. {
  1262. // Determine viewport size from rendertarget info
  1263. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1264. {
  1265. const RenderTargetInfo& info = renderPath_->renderTargets_[i];
  1266. if (!info.name_.Compare(command.outputNames_[index], false))
  1267. {
  1268. switch (info.sizeMode_)
  1269. {
  1270. // If absolute or a divided viewport size, use the full texture
  1271. case SIZE_ABSOLUTE:
  1272. case SIZE_VIEWPORTDIVISOR:
  1273. viewPort = IntRect(0, 0, texture->GetWidth(), texture->GetHeight());
  1274. break;
  1275. // If a divided rendertarget size, retain the same viewport, but scaled
  1276. case SIZE_RENDERTARGETDIVISOR:
  1277. if (info.size_.x_ && info.size_.y_)
  1278. {
  1279. viewPort = IntRect(viewRect_.left_ / info.size_.x_, viewRect_.top_ / info.size_.y_,
  1280. viewRect_.right_ / info.size_.x_, viewRect_.bottom_ / info.size_.y_);
  1281. }
  1282. break;
  1283. }
  1284. break;
  1285. }
  1286. }
  1287. }
  1288. }
  1289. else
  1290. graphics_->SetRenderTarget(0, (RenderSurface*)0);
  1291. }
  1292. ++index;
  1293. }
  1294. while (index < MAX_RENDERTARGETS)
  1295. {
  1296. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1297. ++index;
  1298. }
  1299. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1300. graphics_->SetViewport(viewPort);
  1301. graphics_->SetColorWrite(true);
  1302. }
  1303. void View::SetTextures(RenderPathCommand& command)
  1304. {
  1305. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1306. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1307. {
  1308. if (command.textureNames_[i].Empty())
  1309. continue;
  1310. // Bind the rendered output
  1311. if (!command.textureNames_[i].Compare("viewport", false))
  1312. {
  1313. graphics_->SetTexture(i, currentViewportTexture_);
  1314. continue;
  1315. }
  1316. // Bind a rendertarget
  1317. HashMap<StringHash, Texture2D*>::ConstIterator j = renderTargets_.Find(command.textureNames_[i]);
  1318. if (j != renderTargets_.End())
  1319. {
  1320. graphics_->SetTexture(i, j->second_);
  1321. continue;
  1322. }
  1323. // Bind a texture from the resource system
  1324. Texture* texture;
  1325. // Detect cube/3D textures by file extension: they are defined by an XML file
  1326. if (GetExtension(command.textureNames_[i]) == ".xml")
  1327. {
  1328. // Assume 3D textures are only bound to the volume map unit, otherwise it's a cube texture
  1329. if (i == TU_VOLUMEMAP)
  1330. texture = cache->GetResource<Texture3D>(command.textureNames_[i]);
  1331. else
  1332. texture = cache->GetResource<TextureCube>(command.textureNames_[i]);
  1333. }
  1334. else
  1335. texture = cache->GetResource<Texture2D>(command.textureNames_[i]);
  1336. if (texture)
  1337. graphics_->SetTexture(i, texture);
  1338. else
  1339. {
  1340. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1341. command.textureNames_[i] = String::EMPTY;
  1342. }
  1343. }
  1344. }
  1345. void View::RenderQuad(RenderPathCommand& command)
  1346. {
  1347. if (command.vertexShaderName_.Empty() || command.pixelShaderName_.Empty())
  1348. return;
  1349. // If shader can not be found, clear it from the command to prevent redundant attempts
  1350. ShaderVariation* vs = graphics_->GetShader(VS, command.vertexShaderName_, command.vertexShaderDefines_);
  1351. if (!vs)
  1352. command.vertexShaderName_ = String::EMPTY;
  1353. ShaderVariation* ps = graphics_->GetShader(PS, command.pixelShaderName_, command.pixelShaderDefines_);
  1354. if (!ps)
  1355. command.pixelShaderName_ = String::EMPTY;
  1356. // Set shaders & shader parameters and textures
  1357. graphics_->SetShaders(vs, ps);
  1358. const HashMap<StringHash, Variant>& parameters = command.shaderParameters_;
  1359. for (HashMap<StringHash, Variant>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1360. graphics_->SetShaderParameter(k->first_, k->second_);
  1361. graphics_->SetShaderParameter(VSP_DELTATIME, frame_.timeStep_);
  1362. graphics_->SetShaderParameter(PSP_DELTATIME, frame_.timeStep_);
  1363. if (scene_)
  1364. {
  1365. float elapsedTime = scene_->GetElapsedTime();
  1366. graphics_->SetShaderParameter(VSP_ELAPSEDTIME, elapsedTime);
  1367. graphics_->SetShaderParameter(PSP_ELAPSEDTIME, elapsedTime);
  1368. }
  1369. float nearClip = camera_ ? camera_->GetNearClip() : DEFAULT_NEARCLIP;
  1370. float farClip = camera_ ? camera_->GetFarClip() : DEFAULT_FARCLIP;
  1371. graphics_->SetShaderParameter(VSP_NEARCLIP, nearClip);
  1372. graphics_->SetShaderParameter(VSP_FARCLIP, farClip);
  1373. graphics_->SetShaderParameter(PSP_NEARCLIP, nearClip);
  1374. graphics_->SetShaderParameter(PSP_FARCLIP, farClip);
  1375. float rtWidth = (float)rtSize_.x_;
  1376. float rtHeight = (float)rtSize_.y_;
  1377. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1378. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1379. #ifdef USE_OPENGL
  1380. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1381. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1382. #else
  1383. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1384. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1385. #endif
  1386. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1387. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(1.0f / rtWidth, 1.0f / rtHeight, 0.0f, 0.0f));
  1388. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1389. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1390. {
  1391. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1392. if (!rtInfo.enabled_)
  1393. continue;
  1394. StringHash nameHash(rtInfo.name_);
  1395. if (!renderTargets_.Contains(nameHash))
  1396. continue;
  1397. String invSizeName = rtInfo.name_ + "InvSize";
  1398. String offsetsName = rtInfo.name_ + "Offsets";
  1399. float width = (float)renderTargets_[nameHash]->GetWidth();
  1400. float height = (float)renderTargets_[nameHash]->GetHeight();
  1401. graphics_->SetShaderParameter(invSizeName, Vector4(1.0f / width, 1.0f / height, 0.0f, 0.0f));
  1402. #ifdef USE_OPENGL
  1403. graphics_->SetShaderParameter(offsetsName, Vector4::ZERO);
  1404. #else
  1405. graphics_->SetShaderParameter(offsetsName, Vector4(0.5f / width, 0.5f / height, 0.0f, 0.0f));
  1406. #endif
  1407. }
  1408. graphics_->SetBlendMode(BLEND_REPLACE);
  1409. graphics_->SetDepthTest(CMP_ALWAYS);
  1410. graphics_->SetDepthWrite(false);
  1411. graphics_->SetFillMode(FILL_SOLID);
  1412. graphics_->SetClipPlane(false);
  1413. graphics_->SetScissorTest(false);
  1414. graphics_->SetStencilTest(false);
  1415. DrawFullscreenQuad(false);
  1416. }
  1417. bool View::IsNecessary(const RenderPathCommand& command)
  1418. {
  1419. return command.enabled_ && command.outputNames_.Size() && (command.type_ != CMD_SCENEPASS ||
  1420. !batchQueues_[command.pass_].IsEmpty());
  1421. }
  1422. bool View::CheckViewportRead(const RenderPathCommand& command)
  1423. {
  1424. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1425. {
  1426. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1427. return true;
  1428. }
  1429. return false;
  1430. }
  1431. bool View::CheckViewportWrite(const RenderPathCommand& command)
  1432. {
  1433. for (unsigned i = 0; i < command.outputNames_.Size(); ++i)
  1434. {
  1435. if (!command.outputNames_[i].Compare("viewport", false))
  1436. return true;
  1437. }
  1438. return false;
  1439. }
  1440. bool View::CheckPingpong(unsigned index)
  1441. {
  1442. // Current command must be a viewport-reading & writing quad to begin the pingpong chain
  1443. RenderPathCommand& current = renderPath_->commands_[index];
  1444. if (current.type_ != CMD_QUAD || !CheckViewportRead(current) || !CheckViewportWrite(current))
  1445. return false;
  1446. // If there are commands other than quads that target the viewport, we must keep rendering to the final target and resolving
  1447. // to a viewport texture when necessary instead of pingponging, as a scene pass is not guaranteed to fill the entire viewport
  1448. for (unsigned i = index + 1; i < renderPath_->commands_.Size(); ++i)
  1449. {
  1450. RenderPathCommand& command = renderPath_->commands_[i];
  1451. if (!IsNecessary(command))
  1452. continue;
  1453. if (CheckViewportWrite(command))
  1454. {
  1455. if (command.type_ != CMD_QUAD)
  1456. return false;
  1457. }
  1458. }
  1459. return true;
  1460. }
  1461. void View::AllocateScreenBuffers()
  1462. {
  1463. bool needSubstitute = false;
  1464. unsigned numViewportTextures = 0;
  1465. #ifdef USE_OPENGL
  1466. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1467. // Also, if rendering to a texture with full deferred rendering, it must be RGBA to comply with the rest of the buffers.
  1468. if ((deferred_ && !renderTarget_) || (deferredAmbient_ && renderTarget_ && renderTarget_->GetParentTexture()->GetFormat() !=
  1469. Graphics::GetRGBAFormat()))
  1470. needSubstitute = true;
  1471. #endif
  1472. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1473. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1474. needSubstitute = true;
  1475. // Follow final rendertarget format, or use RGB to match the backbuffer format
  1476. unsigned format = renderTarget_ ? renderTarget_->GetParentTexture()->GetFormat() : Graphics::GetRGBFormat();
  1477. // If HDR rendering is enabled use RGBA16f and reserve a buffer
  1478. bool hdrRendering = renderer_->GetHDRRendering();
  1479. if (renderer_->GetHDRRendering())
  1480. {
  1481. format = Graphics::GetRGBAFloat16Format();
  1482. needSubstitute = true;
  1483. }
  1484. #ifdef USE_OPENGL
  1485. if (deferred_ && !hdrRendering)
  1486. format = Graphics::GetRGBAFormat();
  1487. #endif
  1488. // Check for commands which read the viewport, or pingpong between viewport textures
  1489. bool hasViewportRead = false;
  1490. bool hasPingpong = false;
  1491. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1492. {
  1493. const RenderPathCommand& command = renderPath_->commands_[i];
  1494. if (!IsNecessary(command))
  1495. continue;
  1496. if (CheckViewportRead(command))
  1497. hasViewportRead = true;
  1498. if (!hasPingpong && CheckPingpong(i))
  1499. hasPingpong = true;
  1500. }
  1501. if (hasViewportRead)
  1502. {
  1503. ++numViewportTextures;
  1504. // If OpenGL ES, use substitute target to avoid resolve from the backbuffer, which may be slow. However if multisampling
  1505. // is specified, there is no choice
  1506. #ifdef GL_ES_VERSION_2_0
  1507. if (!renderTarget_ && graphics_->GetMultiSample() < 2)
  1508. needSubstitute = true;
  1509. #endif
  1510. // If we have viewport read and target is a cube map, must allocate a substitute target instead as BlitFramebuffer()
  1511. // does not support reading a cube map
  1512. if (renderTarget_ && renderTarget_->GetParentTexture()->GetType() == TextureCube::GetTypeStatic())
  1513. needSubstitute = true;
  1514. if (hasPingpong && !needSubstitute)
  1515. ++numViewportTextures;
  1516. }
  1517. // Allocate screen buffers with filtering active in case the quad commands need that
  1518. // Follow the sRGB mode of the destination render target
  1519. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1520. substituteRenderTarget_ = needSubstitute ? renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true,
  1521. sRGB)->GetRenderSurface() : (RenderSurface*)0;
  1522. for (unsigned i = 0; i < MAX_VIEWPORT_TEXTURES; ++i)
  1523. {
  1524. viewportTextures_[i] = i < numViewportTextures ? renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true, sRGB) :
  1525. (Texture2D*)0;
  1526. }
  1527. // If using a substitute render target and pingponging, the substitute can act as the second viewport texture
  1528. if (numViewportTextures == 1 && substituteRenderTarget_)
  1529. viewportTextures_[1] = static_cast<Texture2D*>(substituteRenderTarget_->GetParentTexture());
  1530. // Allocate extra render targets defined by the rendering path
  1531. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1532. {
  1533. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1534. if (!rtInfo.enabled_)
  1535. continue;
  1536. unsigned width = rtInfo.size_.x_;
  1537. unsigned height = rtInfo.size_.y_;
  1538. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1539. {
  1540. width = viewSize_.x_ / (width ? width : 1);
  1541. height = viewSize_.y_ / (height ? height : 1);
  1542. }
  1543. if (rtInfo.sizeMode_ == SIZE_RENDERTARGETDIVISOR)
  1544. {
  1545. width = rtSize_.x_ / (width ? width : 1);
  1546. height = rtSize_.y_ / (height ? height : 1);
  1547. }
  1548. // If the rendertarget is persistent, key it with a hash derived from the RT name and the view's pointer
  1549. renderTargets_[rtInfo.name_] = renderer_->GetScreenBuffer(width, height, rtInfo.format_, rtInfo.filtered_, rtInfo.sRGB_,
  1550. rtInfo.persistent_ ? StringHash(rtInfo.name_).Value() + (unsigned)(size_t)this : 0);
  1551. }
  1552. }
  1553. void View::BlitFramebuffer(Texture2D* source, RenderSurface* destination, bool depthWrite)
  1554. {
  1555. if (!source)
  1556. return;
  1557. PROFILE(BlitFramebuffer);
  1558. graphics_->SetBlendMode(BLEND_REPLACE);
  1559. graphics_->SetDepthTest(CMP_ALWAYS);
  1560. graphics_->SetDepthWrite(depthWrite);
  1561. graphics_->SetFillMode(FILL_SOLID);
  1562. graphics_->SetClipPlane(false);
  1563. graphics_->SetScissorTest(false);
  1564. graphics_->SetStencilTest(false);
  1565. graphics_->SetRenderTarget(0, destination);
  1566. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1567. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1568. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1569. graphics_->SetViewport(viewRect_);
  1570. String shaderName = "CopyFramebuffer";
  1571. graphics_->SetShaders(graphics_->GetShader(VS, shaderName), graphics_->GetShader(PS, shaderName));
  1572. float rtWidth = (float)rtSize_.x_;
  1573. float rtHeight = (float)rtSize_.y_;
  1574. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1575. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1576. #ifdef USE_OPENGL
  1577. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1578. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1579. #else
  1580. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1581. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1582. #endif
  1583. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1584. graphics_->SetTexture(TU_DIFFUSE, source);
  1585. DrawFullscreenQuad(false);
  1586. }
  1587. void View::DrawFullscreenQuad(bool nearQuad)
  1588. {
  1589. Light* quadDirLight = renderer_->GetQuadDirLight();
  1590. Geometry* geometry = renderer_->GetLightGeometry(quadDirLight);
  1591. Matrix3x4 model = Matrix3x4::IDENTITY;
  1592. Matrix4 projection = Matrix4::IDENTITY;
  1593. #ifdef USE_OPENGL
  1594. if (camera_->GetFlipVertical())
  1595. projection.m11_ = -1.0f;
  1596. model.m23_ = nearQuad ? -1.0f : 1.0f;
  1597. #else
  1598. model.m23_ = nearQuad ? 0.0f : 1.0f;
  1599. #endif
  1600. graphics_->SetCullMode(CULL_NONE);
  1601. graphics_->SetShaderParameter(VSP_MODEL, model);
  1602. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1603. graphics_->ClearTransformSources();
  1604. geometry->Draw(graphics_);
  1605. }
  1606. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1607. {
  1608. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1609. float halfViewSize = camera->GetHalfViewSize();
  1610. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1611. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1612. {
  1613. Drawable* occluder = *i;
  1614. bool erase = false;
  1615. if (!occluder->IsInView(frame_, true))
  1616. occluder->UpdateBatches(frame_);
  1617. // Check occluder's draw distance (in main camera view)
  1618. float maxDistance = occluder->GetDrawDistance();
  1619. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1620. {
  1621. // Check that occluder is big enough on the screen
  1622. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1623. float diagonal = box.Size().Length();
  1624. float compare;
  1625. if (!camera->IsOrthographic())
  1626. compare = diagonal * halfViewSize / occluder->GetDistance();
  1627. else
  1628. compare = diagonal * invOrthoSize;
  1629. if (compare < occluderSizeThreshold_)
  1630. erase = true;
  1631. else
  1632. {
  1633. // Store amount of triangles divided by screen size as a sorting key
  1634. // (best occluders are big and have few triangles)
  1635. occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
  1636. }
  1637. }
  1638. else
  1639. erase = true;
  1640. if (erase)
  1641. i = occluders.Erase(i);
  1642. else
  1643. ++i;
  1644. }
  1645. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1646. if (occluders.Size())
  1647. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1648. }
  1649. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1650. {
  1651. buffer->SetMaxTriangles(maxOccluderTriangles_);
  1652. buffer->Clear();
  1653. for (unsigned i = 0; i < occluders.Size(); ++i)
  1654. {
  1655. Drawable* occluder = occluders[i];
  1656. if (i > 0)
  1657. {
  1658. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1659. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1660. continue;
  1661. }
  1662. // Check for running out of triangles
  1663. if (!occluder->DrawOcclusion(buffer))
  1664. break;
  1665. }
  1666. buffer->BuildDepthHierarchy();
  1667. }
  1668. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1669. {
  1670. Light* light = query.light_;
  1671. LightType type = light->GetLightType();
  1672. const Frustum& frustum = camera_->GetFrustum();
  1673. // Check if light should be shadowed
  1674. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1675. // If shadow distance non-zero, check it
  1676. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1677. isShadowed = false;
  1678. // OpenGL ES can not support point light shadows
  1679. #ifdef GL_ES_VERSION_2_0
  1680. if (isShadowed && type == LIGHT_POINT)
  1681. isShadowed = false;
  1682. #endif
  1683. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1684. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1685. query.litGeometries_.Clear();
  1686. switch (type)
  1687. {
  1688. case LIGHT_DIRECTIONAL:
  1689. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1690. {
  1691. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1692. query.litGeometries_.Push(geometries_[i]);
  1693. }
  1694. break;
  1695. case LIGHT_SPOT:
  1696. {
  1697. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1698. octree_->GetDrawables(octreeQuery);
  1699. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1700. {
  1701. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1702. query.litGeometries_.Push(tempDrawables[i]);
  1703. }
  1704. }
  1705. break;
  1706. case LIGHT_POINT:
  1707. {
  1708. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1709. DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1710. octree_->GetDrawables(octreeQuery);
  1711. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1712. {
  1713. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1714. query.litGeometries_.Push(tempDrawables[i]);
  1715. }
  1716. }
  1717. break;
  1718. }
  1719. // If no lit geometries or not shadowed, no need to process shadow cameras
  1720. if (query.litGeometries_.Empty() || !isShadowed)
  1721. {
  1722. query.numSplits_ = 0;
  1723. return;
  1724. }
  1725. // Determine number of shadow cameras and setup their initial positions
  1726. SetupShadowCameras(query);
  1727. // Process each split for shadow casters
  1728. query.shadowCasters_.Clear();
  1729. for (unsigned i = 0; i < query.numSplits_; ++i)
  1730. {
  1731. Camera* shadowCamera = query.shadowCameras_[i];
  1732. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1733. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1734. // For point light check that the face is visible: if not, can skip the split
  1735. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1736. continue;
  1737. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1738. if (type == LIGHT_DIRECTIONAL)
  1739. {
  1740. if (minZ_ > query.shadowFarSplits_[i])
  1741. continue;
  1742. if (maxZ_ < query.shadowNearSplits_[i])
  1743. continue;
  1744. // Reuse lit geometry query for all except directional lights
  1745. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY,
  1746. camera_->GetViewMask());
  1747. octree_->GetDrawables(query);
  1748. }
  1749. // Check which shadow casters actually contribute to the shadowing
  1750. ProcessShadowCasters(query, tempDrawables, i);
  1751. }
  1752. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1753. // only cost has been the shadow camera setup & queries
  1754. if (query.shadowCasters_.Empty())
  1755. query.numSplits_ = 0;
  1756. }
  1757. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1758. {
  1759. Light* light = query.light_;
  1760. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1761. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1762. const Matrix3x4& lightView = shadowCamera->GetView();
  1763. const Matrix4& lightProj = shadowCamera->GetProjection();
  1764. LightType type = light->GetLightType();
  1765. query.shadowCasterBox_[splitIndex].defined_ = false;
  1766. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  1767. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  1768. // frustum, so that shadow casters do not get rendered into unnecessary splits
  1769. Frustum lightViewFrustum;
  1770. if (type != LIGHT_DIRECTIONAL)
  1771. lightViewFrustum = camera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  1772. else
  1773. lightViewFrustum = camera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  1774. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  1775. BoundingBox lightViewFrustumBox(lightViewFrustum);
  1776. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  1777. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  1778. return;
  1779. BoundingBox lightViewBox;
  1780. BoundingBox lightProjBox;
  1781. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  1782. {
  1783. Drawable* drawable = *i;
  1784. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  1785. // Check for that first
  1786. if (!drawable->GetCastShadows())
  1787. continue;
  1788. // Check shadow mask
  1789. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  1790. continue;
  1791. // For point light, check that this drawable is inside the split shadow camera frustum
  1792. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  1793. continue;
  1794. // Check shadow distance
  1795. float maxShadowDistance = drawable->GetShadowDistance();
  1796. float drawDistance = drawable->GetDrawDistance();
  1797. bool batchesUpdated = drawable->IsInView(frame_, true);
  1798. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  1799. maxShadowDistance = drawDistance;
  1800. if (maxShadowDistance > 0.0f)
  1801. {
  1802. if (!batchesUpdated)
  1803. {
  1804. drawable->UpdateBatches(frame_);
  1805. batchesUpdated = true;
  1806. }
  1807. if (drawable->GetDistance() > maxShadowDistance)
  1808. continue;
  1809. }
  1810. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  1811. // times. However, this should not cause problems as no scene modification happens at this point.
  1812. if (!batchesUpdated)
  1813. drawable->UpdateBatches(frame_);
  1814. // Project shadow caster bounding box to light view space for visibility check
  1815. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  1816. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  1817. {
  1818. // Merge to shadow caster bounding box and add to the list
  1819. if (type == LIGHT_DIRECTIONAL)
  1820. query.shadowCasterBox_[splitIndex].Merge(lightViewBox);
  1821. else
  1822. {
  1823. lightProjBox = lightViewBox.Projected(lightProj);
  1824. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  1825. }
  1826. query.shadowCasters_.Push(drawable);
  1827. }
  1828. }
  1829. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  1830. }
  1831. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  1832. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  1833. {
  1834. if (shadowCamera->IsOrthographic())
  1835. {
  1836. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  1837. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
  1838. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1839. }
  1840. else
  1841. {
  1842. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  1843. if (drawable->IsInView(frame_))
  1844. return true;
  1845. // For perspective lights, extrusion direction depends on the position of the shadow caster
  1846. Vector3 center = lightViewBox.Center();
  1847. Ray extrusionRay(center, center);
  1848. float extrusionDistance = shadowCamera->GetFarClip();
  1849. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  1850. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  1851. float sizeFactor = extrusionDistance / originalDistance;
  1852. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  1853. // than necessary, so the test will be conservative
  1854. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  1855. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  1856. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  1857. lightViewBox.Merge(extrudedBox);
  1858. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1859. }
  1860. }
  1861. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  1862. {
  1863. unsigned width = shadowMap->GetWidth();
  1864. unsigned height = shadowMap->GetHeight();
  1865. switch (light->GetLightType())
  1866. {
  1867. case LIGHT_DIRECTIONAL:
  1868. {
  1869. int numSplits = light->GetNumShadowSplits();
  1870. if (numSplits == 1)
  1871. return IntRect(0, 0, width, height);
  1872. else if (numSplits == 2)
  1873. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  1874. else
  1875. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  1876. (splitIndex / 2 + 1) * height / 2);
  1877. }
  1878. case LIGHT_SPOT:
  1879. return IntRect(0, 0, width, height);
  1880. case LIGHT_POINT:
  1881. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  1882. (splitIndex / 2 + 1) * height / 3);
  1883. }
  1884. return IntRect();
  1885. }
  1886. void View::SetupShadowCameras(LightQueryResult& query)
  1887. {
  1888. Light* light = query.light_;
  1889. int splits = 0;
  1890. switch (light->GetLightType())
  1891. {
  1892. case LIGHT_DIRECTIONAL:
  1893. {
  1894. const CascadeParameters& cascade = light->GetShadowCascade();
  1895. float nearSplit = camera_->GetNearClip();
  1896. float farSplit;
  1897. int numSplits = light->GetNumShadowSplits();
  1898. while (splits < numSplits)
  1899. {
  1900. // If split is completely beyond camera far clip, we are done
  1901. if (nearSplit > camera_->GetFarClip())
  1902. break;
  1903. farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
  1904. if (farSplit <= nearSplit)
  1905. break;
  1906. // Setup the shadow camera for the split
  1907. Camera* shadowCamera = renderer_->GetShadowCamera();
  1908. query.shadowCameras_[splits] = shadowCamera;
  1909. query.shadowNearSplits_[splits] = nearSplit;
  1910. query.shadowFarSplits_[splits] = farSplit;
  1911. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  1912. nearSplit = farSplit;
  1913. ++splits;
  1914. }
  1915. }
  1916. break;
  1917. case LIGHT_SPOT:
  1918. {
  1919. Camera* shadowCamera = renderer_->GetShadowCamera();
  1920. query.shadowCameras_[0] = shadowCamera;
  1921. Node* cameraNode = shadowCamera->GetNode();
  1922. Node* lightNode = light->GetNode();
  1923. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  1924. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1925. shadowCamera->SetFarClip(light->GetRange());
  1926. shadowCamera->SetFov(light->GetFov());
  1927. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  1928. splits = 1;
  1929. }
  1930. break;
  1931. case LIGHT_POINT:
  1932. {
  1933. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  1934. {
  1935. Camera* shadowCamera = renderer_->GetShadowCamera();
  1936. query.shadowCameras_[i] = shadowCamera;
  1937. Node* cameraNode = shadowCamera->GetNode();
  1938. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  1939. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  1940. cameraNode->SetDirection(*directions[i]);
  1941. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1942. shadowCamera->SetFarClip(light->GetRange());
  1943. shadowCamera->SetFov(90.0f);
  1944. shadowCamera->SetAspectRatio(1.0f);
  1945. }
  1946. splits = MAX_CUBEMAP_FACES;
  1947. }
  1948. break;
  1949. }
  1950. query.numSplits_ = splits;
  1951. }
  1952. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  1953. {
  1954. Node* shadowCameraNode = shadowCamera->GetNode();
  1955. Node* lightNode = light->GetNode();
  1956. float extrusionDistance = camera_->GetFarClip();
  1957. const FocusParameters& parameters = light->GetShadowFocus();
  1958. // Calculate initial position & rotation
  1959. Vector3 pos = cameraNode_->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  1960. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  1961. // Calculate main camera shadowed frustum in light's view space
  1962. farSplit = Min(farSplit, camera_->GetFarClip());
  1963. // Use the scene Z bounds to limit frustum size if applicable
  1964. if (parameters.focus_)
  1965. {
  1966. nearSplit = Max(minZ_, nearSplit);
  1967. farSplit = Min(maxZ_, farSplit);
  1968. }
  1969. Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
  1970. Polyhedron frustumVolume;
  1971. frustumVolume.Define(splitFrustum);
  1972. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  1973. if (parameters.focus_)
  1974. {
  1975. BoundingBox litGeometriesBox;
  1976. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1977. {
  1978. Drawable* drawable = geometries_[i];
  1979. // Skip skyboxes as they have undefinedly large bounding box size
  1980. if (drawable->GetType() == Skybox::GetTypeStatic())
  1981. continue;
  1982. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  1983. (GetLightMask(drawable) & light->GetLightMask()))
  1984. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  1985. }
  1986. if (litGeometriesBox.defined_)
  1987. {
  1988. frustumVolume.Clip(litGeometriesBox);
  1989. // If volume became empty, restore it to avoid zero size
  1990. if (frustumVolume.Empty())
  1991. frustumVolume.Define(splitFrustum);
  1992. }
  1993. }
  1994. // Transform frustum volume to light space
  1995. const Matrix3x4& lightView = shadowCamera->GetView();
  1996. frustumVolume.Transform(lightView);
  1997. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  1998. BoundingBox shadowBox;
  1999. if (!parameters.nonUniform_)
  2000. shadowBox.Define(Sphere(frustumVolume));
  2001. else
  2002. shadowBox.Define(frustumVolume);
  2003. shadowCamera->SetOrthographic(true);
  2004. shadowCamera->SetAspectRatio(1.0f);
  2005. shadowCamera->SetNearClip(0.0f);
  2006. shadowCamera->SetFarClip(shadowBox.max_.z_);
  2007. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  2008. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  2009. }
  2010. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2011. const BoundingBox& shadowCasterBox)
  2012. {
  2013. const FocusParameters& parameters = light->GetShadowFocus();
  2014. float shadowMapWidth = (float)(shadowViewport.Width());
  2015. LightType type = light->GetLightType();
  2016. if (type == LIGHT_DIRECTIONAL)
  2017. {
  2018. BoundingBox shadowBox;
  2019. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  2020. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  2021. shadowBox.min_.y_ = -shadowBox.max_.y_;
  2022. shadowBox.min_.x_ = -shadowBox.max_.x_;
  2023. // Requantize and snap to shadow map texels
  2024. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  2025. }
  2026. if (type == LIGHT_SPOT)
  2027. {
  2028. if (parameters.focus_)
  2029. {
  2030. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  2031. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  2032. float viewSize = Max(viewSizeX, viewSizeY);
  2033. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  2034. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  2035. float quantize = parameters.quantize_ * invOrthoSize;
  2036. float minView = parameters.minView_ * invOrthoSize;
  2037. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  2038. if (viewSize < 1.0f)
  2039. shadowCamera->SetZoom(1.0f / viewSize);
  2040. }
  2041. }
  2042. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  2043. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  2044. if (shadowCamera->GetZoom() >= 1.0f)
  2045. {
  2046. if (light->GetLightType() != LIGHT_POINT)
  2047. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  2048. else
  2049. {
  2050. #ifdef USE_OPENGL
  2051. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  2052. #else
  2053. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  2054. #endif
  2055. }
  2056. }
  2057. }
  2058. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2059. const BoundingBox& viewBox)
  2060. {
  2061. Node* shadowCameraNode = shadowCamera->GetNode();
  2062. const FocusParameters& parameters = light->GetShadowFocus();
  2063. float shadowMapWidth = (float)(shadowViewport.Width());
  2064. float minX = viewBox.min_.x_;
  2065. float minY = viewBox.min_.y_;
  2066. float maxX = viewBox.max_.x_;
  2067. float maxY = viewBox.max_.y_;
  2068. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  2069. Vector2 viewSize(maxX - minX, maxY - minY);
  2070. // Quantize size to reduce swimming
  2071. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  2072. if (parameters.nonUniform_)
  2073. {
  2074. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2075. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  2076. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2077. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  2078. }
  2079. else if (parameters.focus_)
  2080. {
  2081. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  2082. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2083. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2084. viewSize.y_ = viewSize.x_;
  2085. }
  2086. shadowCamera->SetOrthoSize(viewSize);
  2087. // Center shadow camera to the view space bounding box
  2088. Quaternion rot(shadowCameraNode->GetWorldRotation());
  2089. Vector3 adjust(center.x_, center.y_, 0.0f);
  2090. shadowCameraNode->Translate(rot * adjust);
  2091. // If the shadow map viewport is known, snap to whole texels
  2092. if (shadowMapWidth > 0.0f)
  2093. {
  2094. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  2095. // Take into account that shadow map border will not be used
  2096. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  2097. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  2098. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  2099. shadowCameraNode->Translate(rot * snap);
  2100. }
  2101. }
  2102. void View::FindZone(Drawable* drawable)
  2103. {
  2104. Vector3 center = drawable->GetWorldBoundingBox().Center();
  2105. int bestPriority = M_MIN_INT;
  2106. Zone* newZone = 0;
  2107. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  2108. // (possibly incorrect) and must be re-evaluated on the next frame
  2109. bool temporary = !camera_->GetFrustum().IsInside(center);
  2110. // First check if the current zone remains a conclusive result
  2111. Zone* lastZone = drawable->GetZone();
  2112. if (lastZone && (lastZone->GetViewMask() & camera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  2113. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  2114. newZone = lastZone;
  2115. else
  2116. {
  2117. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  2118. {
  2119. Zone* zone = *i;
  2120. int priority = zone->GetPriority();
  2121. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  2122. {
  2123. newZone = zone;
  2124. bestPriority = priority;
  2125. }
  2126. }
  2127. }
  2128. drawable->SetZone(newZone, temporary);
  2129. }
  2130. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  2131. {
  2132. if (!material)
  2133. {
  2134. const Vector<TechniqueEntry>& techniques = renderer_->GetDefaultMaterial()->GetTechniques();
  2135. return techniques.Size() ? techniques[0].technique_ : (Technique*)0;
  2136. }
  2137. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  2138. // If only one technique, no choice
  2139. if (techniques.Size() == 1)
  2140. return techniques[0].technique_;
  2141. else
  2142. {
  2143. float lodDistance = drawable->GetLodDistance();
  2144. // Check for suitable technique. Techniques should be ordered like this:
  2145. // Most distant & highest quality
  2146. // Most distant & lowest quality
  2147. // Second most distant & highest quality
  2148. // ...
  2149. for (unsigned i = 0; i < techniques.Size(); ++i)
  2150. {
  2151. const TechniqueEntry& entry = techniques[i];
  2152. Technique* tech = entry.technique_;
  2153. if (!tech || (tech->IsSM3() && !graphics_->GetSM3Support()) || materialQuality_ < entry.qualityLevel_)
  2154. continue;
  2155. if (lodDistance >= entry.lodDistance_)
  2156. return tech;
  2157. }
  2158. // If no suitable technique found, fallback to the last
  2159. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  2160. }
  2161. }
  2162. void View::CheckMaterialForAuxView(Material* material)
  2163. {
  2164. const SharedPtr<Texture>* textures = material->GetTextures();
  2165. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  2166. {
  2167. Texture* texture = textures[i];
  2168. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  2169. {
  2170. // Have to check cube & 2D textures separately
  2171. if (texture->GetType() == Texture2D::GetTypeStatic())
  2172. {
  2173. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  2174. RenderSurface* target = tex2D->GetRenderSurface();
  2175. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2176. target->QueueUpdate();
  2177. }
  2178. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2179. {
  2180. TextureCube* texCube = static_cast<TextureCube*>(texture);
  2181. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  2182. {
  2183. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  2184. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2185. target->QueueUpdate();
  2186. }
  2187. }
  2188. }
  2189. }
  2190. // Flag as processed so we can early-out next time we come across this material on the same frame
  2191. material->MarkForAuxView(frame_.frameNumber_);
  2192. }
  2193. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2194. {
  2195. if (!batch.material_)
  2196. batch.material_ = renderer_->GetDefaultMaterial();
  2197. // Convert to instanced if possible
  2198. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer() && !batch.overrideView_)
  2199. batch.geometryType_ = GEOM_INSTANCED;
  2200. if (batch.geometryType_ == GEOM_INSTANCED)
  2201. {
  2202. BatchGroupKey key(batch);
  2203. HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchQueue.batchGroups_.Find(key);
  2204. if (i == batchQueue.batchGroups_.End())
  2205. {
  2206. // Create a new group based on the batch
  2207. // In case the group remains below the instancing limit, do not enable instancing shaders yet
  2208. BatchGroup newGroup(batch);
  2209. newGroup.geometryType_ = GEOM_STATIC;
  2210. renderer_->SetBatchShaders(newGroup, tech, allowShadows);
  2211. newGroup.CalculateSortKey();
  2212. i = batchQueue.batchGroups_.Insert(MakePair(key, newGroup));
  2213. }
  2214. int oldSize = i->second_.instances_.Size();
  2215. i->second_.AddTransforms(batch);
  2216. // Convert to using instancing shaders when the instancing limit is reached
  2217. if (oldSize < minInstances_ && (int)i->second_.instances_.Size() >= minInstances_)
  2218. {
  2219. i->second_.geometryType_ = GEOM_INSTANCED;
  2220. renderer_->SetBatchShaders(i->second_, tech, allowShadows);
  2221. i->second_.CalculateSortKey();
  2222. }
  2223. }
  2224. else
  2225. {
  2226. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2227. batch.CalculateSortKey();
  2228. batchQueue.batches_.Push(batch);
  2229. }
  2230. }
  2231. void View::PrepareInstancingBuffer()
  2232. {
  2233. PROFILE(PrepareInstancingBuffer);
  2234. unsigned totalInstances = 0;
  2235. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2236. totalInstances += i->second_.GetNumInstances();
  2237. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2238. {
  2239. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2240. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2241. totalInstances += i->litBaseBatches_.GetNumInstances();
  2242. totalInstances += i->litBatches_.GetNumInstances();
  2243. }
  2244. // If fail to set buffer size, fall back to per-group locking
  2245. if (totalInstances && renderer_->ResizeInstancingBuffer(totalInstances))
  2246. {
  2247. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2248. unsigned freeIndex = 0;
  2249. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2250. if (!dest)
  2251. return;
  2252. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2253. i->second_.SetTransforms(dest, freeIndex);
  2254. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2255. {
  2256. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2257. i->shadowSplits_[j].shadowBatches_.SetTransforms(dest, freeIndex);
  2258. i->litBaseBatches_.SetTransforms(dest, freeIndex);
  2259. i->litBatches_.SetTransforms(dest, freeIndex);
  2260. }
  2261. instancingBuffer->Unlock();
  2262. }
  2263. }
  2264. void View::SetupLightVolumeBatch(Batch& batch)
  2265. {
  2266. Light* light = batch.lightQueue_->light_;
  2267. LightType type = light->GetLightType();
  2268. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  2269. float lightDist;
  2270. graphics_->SetBlendMode(light->IsNegative() ? BLEND_SUBTRACT : BLEND_ADD);
  2271. graphics_->SetDepthBias(0.0f, 0.0f);
  2272. graphics_->SetDepthWrite(false);
  2273. graphics_->SetFillMode(FILL_SOLID);
  2274. graphics_->SetClipPlane(false);
  2275. if (type != LIGHT_DIRECTIONAL)
  2276. {
  2277. if (type == LIGHT_POINT)
  2278. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2279. else
  2280. lightDist = light->GetFrustum().Distance(cameraPos);
  2281. // Draw front faces if not inside light volume
  2282. if (lightDist < camera_->GetNearClip() * 2.0f)
  2283. {
  2284. renderer_->SetCullMode(CULL_CW, camera_);
  2285. graphics_->SetDepthTest(CMP_GREATER);
  2286. }
  2287. else
  2288. {
  2289. renderer_->SetCullMode(CULL_CCW, camera_);
  2290. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2291. }
  2292. }
  2293. else
  2294. {
  2295. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2296. // refresh the directional light's model transform before rendering
  2297. light->GetVolumeTransform(camera_);
  2298. graphics_->SetCullMode(CULL_NONE);
  2299. graphics_->SetDepthTest(CMP_ALWAYS);
  2300. }
  2301. graphics_->SetScissorTest(false);
  2302. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2303. }
  2304. void View::RenderShadowMap(const LightBatchQueue& queue)
  2305. {
  2306. PROFILE(RenderShadowMap);
  2307. Texture2D* shadowMap = queue.shadowMap_;
  2308. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2309. graphics_->SetColorWrite(false);
  2310. graphics_->SetFillMode(FILL_SOLID);
  2311. graphics_->SetClipPlane(false);
  2312. graphics_->SetStencilTest(false);
  2313. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2314. graphics_->SetDepthStencil(shadowMap);
  2315. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2316. graphics_->Clear(CLEAR_DEPTH);
  2317. // Set shadow depth bias
  2318. const BiasParameters& parameters = queue.light_->GetShadowBias();
  2319. // Render each of the splits
  2320. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2321. {
  2322. float multiplier = 1.0f;
  2323. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2324. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2325. {
  2326. multiplier = Max(queue.shadowSplits_[i].shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2327. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2328. }
  2329. graphics_->SetDepthBias(multiplier * parameters.constantBias_, multiplier * parameters.slopeScaledBias_);
  2330. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2331. if (!shadowQueue.shadowBatches_.IsEmpty())
  2332. {
  2333. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2334. shadowQueue.shadowBatches_.Draw(this);
  2335. }
  2336. }
  2337. graphics_->SetColorWrite(true);
  2338. graphics_->SetDepthBias(0.0f, 0.0f);
  2339. }
  2340. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2341. {
  2342. // If using the backbuffer, return the backbuffer depth-stencil
  2343. if (!renderTarget)
  2344. return 0;
  2345. // Then check for linked depth-stencil
  2346. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2347. // Finally get one from Renderer
  2348. if (!depthStencil)
  2349. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2350. return depthStencil;
  2351. }
  2352. }