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