View.cpp 99 KB

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  1. //
  2. // Copyright (c) 2008-2013 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 "Geometry.h"
  26. #include "Graphics.h"
  27. #include "GraphicsImpl.h"
  28. #include "Log.h"
  29. #include "Material.h"
  30. #include "OcclusionBuffer.h"
  31. #include "Octree.h"
  32. #include "Renderer.h"
  33. #include "RenderPath.h"
  34. #include "ResourceCache.h"
  35. #include "Profiler.h"
  36. #include "Scene.h"
  37. #include "ShaderVariation.h"
  38. #include "Skybox.h"
  39. #include "Technique.h"
  40. #include "Texture2D.h"
  41. #include "TextureCube.h"
  42. #include "VertexBuffer.h"
  43. #include "View.h"
  44. #include "WorkQueue.h"
  45. #include "Zone.h"
  46. #include "DebugNew.h"
  47. namespace Urho3D
  48. {
  49. static const Vector3* directions[] =
  50. {
  51. &Vector3::RIGHT,
  52. &Vector3::LEFT,
  53. &Vector3::UP,
  54. &Vector3::DOWN,
  55. &Vector3::FORWARD,
  56. &Vector3::BACK
  57. };
  58. static const int CHECK_DRAWABLES_PER_WORK_ITEM = 64;
  59. static const float LIGHT_INTENSITY_THRESHOLD = 0.001f;
  60. /// %Frustum octree query for shadowcasters.
  61. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  62. {
  63. public:
  64. /// Construct with frustum and query parameters.
  65. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  66. unsigned viewMask = DEFAULT_VIEWMASK) :
  67. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  68. {
  69. }
  70. /// Intersection test for drawables.
  71. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  72. {
  73. while (start != end)
  74. {
  75. Drawable* drawable = *start++;
  76. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  77. (drawable->GetViewMask() & viewMask_))
  78. {
  79. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  80. result_.Push(drawable);
  81. }
  82. }
  83. }
  84. };
  85. /// %Frustum octree query for zones and occluders.
  86. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  87. {
  88. public:
  89. /// Construct with frustum and query parameters.
  90. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  91. unsigned viewMask = DEFAULT_VIEWMASK) :
  92. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  93. {
  94. }
  95. /// Intersection test for drawables.
  96. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  97. {
  98. while (start != end)
  99. {
  100. Drawable* drawable = *start++;
  101. unsigned char flags = drawable->GetDrawableFlags();
  102. if ((flags == DRAWABLE_ZONE || (flags == DRAWABLE_GEOMETRY && drawable->IsOccluder())) && (drawable->GetViewMask() &
  103. viewMask_))
  104. {
  105. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  106. result_.Push(drawable);
  107. }
  108. }
  109. }
  110. };
  111. /// %Frustum octree query with occlusion.
  112. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  113. {
  114. public:
  115. /// Construct with frustum, occlusion buffer and query parameters.
  116. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer, unsigned char
  117. drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  118. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  119. buffer_(buffer)
  120. {
  121. }
  122. /// Intersection test for an octant.
  123. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  124. {
  125. if (inside)
  126. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  127. else
  128. {
  129. Intersection result = frustum_.IsInside(box);
  130. if (result != OUTSIDE && !buffer_->IsVisible(box))
  131. result = OUTSIDE;
  132. return result;
  133. }
  134. }
  135. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  136. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  137. {
  138. while (start != end)
  139. {
  140. Drawable* drawable = *start++;
  141. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  142. {
  143. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  144. result_.Push(drawable);
  145. }
  146. }
  147. }
  148. /// Occlusion buffer.
  149. OcclusionBuffer* buffer_;
  150. };
  151. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  152. {
  153. View* view = reinterpret_cast<View*>(item->aux_);
  154. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  155. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  156. OcclusionBuffer* buffer = view->occlusionBuffer_;
  157. const Matrix3x4& viewMatrix = view->camera_->GetInverseWorldTransform();
  158. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  159. Vector3 absViewZ = viewZ.Abs();
  160. while (start != end)
  161. {
  162. Drawable* drawable = *start++;
  163. drawable->UpdateBatches(view->frame_);
  164. // If draw distance non-zero, check it
  165. float maxDistance = drawable->GetDrawDistance();
  166. if ((maxDistance <= 0.0f || drawable->GetDistance() <= maxDistance) && (!buffer || !drawable->IsOccludee() ||
  167. buffer->IsVisible(drawable->GetWorldBoundingBox())))
  168. {
  169. drawable->MarkInView(view->frame_);
  170. // For geometries, clear lights and calculate view space Z range
  171. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  172. {
  173. const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
  174. Vector3 center = geomBox.Center();
  175. float viewCenterZ = viewZ.DotProduct(center) + viewMatrix.m23_;
  176. Vector3 edge = geomBox.Size() * 0.5f;
  177. float viewEdgeZ = absViewZ.DotProduct(edge);
  178. drawable->SetMinMaxZ(viewCenterZ - viewEdgeZ, viewCenterZ + viewEdgeZ);
  179. drawable->ClearLights();
  180. }
  181. }
  182. }
  183. }
  184. void ProcessLightWork(const WorkItem* item, unsigned threadIndex)
  185. {
  186. View* view = reinterpret_cast<View*>(item->aux_);
  187. LightQueryResult* query = reinterpret_cast<LightQueryResult*>(item->start_);
  188. view->ProcessLight(*query, threadIndex);
  189. }
  190. void UpdateDrawableGeometriesWork(const WorkItem* item, unsigned threadIndex)
  191. {
  192. const FrameInfo& frame = *(reinterpret_cast<FrameInfo*>(item->aux_));
  193. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  194. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  195. while (start != end)
  196. {
  197. Drawable* drawable = *start++;
  198. drawable->UpdateGeometry(frame);
  199. }
  200. }
  201. void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
  202. {
  203. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  204. queue->SortFrontToBack();
  205. }
  206. void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
  207. {
  208. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  209. queue->SortBackToFront();
  210. }
  211. void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
  212. {
  213. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  214. start->litBatches_.SortFrontToBack();
  215. }
  216. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  217. {
  218. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  219. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  220. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  221. }
  222. OBJECTTYPESTATIC(View);
  223. View::View(Context* context) :
  224. Object(context),
  225. graphics_(GetSubsystem<Graphics>()),
  226. renderer_(GetSubsystem<Renderer>()),
  227. scene_(0),
  228. octree_(0),
  229. camera_(0),
  230. cameraZone_(0),
  231. farClipZone_(0),
  232. renderTarget_(0),
  233. tempDrawables_(GetSubsystem<WorkQueue>()->GetNumThreads() + 1) // Create octree query vector for each thread
  234. {
  235. frame_.camera_ = 0;
  236. }
  237. View::~View()
  238. {
  239. }
  240. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  241. {
  242. Scene* scene = viewport->GetScene();
  243. Camera* camera = viewport->GetCamera();
  244. if (!scene || !camera || !camera->IsEnabledEffective())
  245. return false;
  246. // If scene is loading asynchronously, it is incomplete and should not be rendered
  247. if (scene->IsAsyncLoading())
  248. return false;
  249. Octree* octree = scene->GetComponent<Octree>();
  250. if (!octree)
  251. return false;
  252. // Do not accept view if camera projection is illegal
  253. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  254. if (!camera->IsProjectionValid())
  255. return false;
  256. scene_ = scene;
  257. octree_ = octree;
  258. camera_ = camera;
  259. cameraNode_ = camera->GetNode();
  260. renderTarget_ = renderTarget;
  261. renderPath_ = viewport->GetRenderPath();
  262. gBufferPassName_ = StringHash();
  263. basePassName_ = PASS_BASE;
  264. alphaPassName_ = PASS_ALPHA;
  265. lightPassName_ = PASS_LIGHT;
  266. litBasePassName_ = PASS_LITBASE;
  267. litAlphaPassName_ = PASS_LITALPHA;
  268. // Make sure that all necessary batch queues exist
  269. scenePasses_.Clear();
  270. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  271. {
  272. const RenderPathCommand& command = renderPath_->commands_[i];
  273. if (!command.enabled_)
  274. continue;
  275. if (command.type_ == CMD_SCENEPASS)
  276. {
  277. ScenePassInfo info;
  278. info.pass_ = command.pass_;
  279. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  280. info.markToStencil_ = command.markToStencil_;
  281. info.useScissor_ = command.useScissor_;
  282. info.vertexLights_ = command.vertexLights_;
  283. // Check scenepass metadata for defining custom passes which interact with lighting
  284. if (command.metadata_.Length())
  285. {
  286. if (!command.metadata_.Compare("gbuffer", false))
  287. gBufferPassName_ = command.pass_;
  288. if (!command.metadata_.Compare("base", false))
  289. {
  290. basePassName_ = command.pass_;
  291. litBasePassName_ = "lit" + command.pass_;
  292. }
  293. if (!command.metadata_.Compare("alpha", false))
  294. {
  295. alphaPassName_ = command.pass_;
  296. litAlphaPassName_ = "lit" + command.pass_;
  297. }
  298. }
  299. HashMap<StringHash, BatchQueue>::Iterator j = batchQueues_.Find(command.pass_);
  300. if (j == batchQueues_.End())
  301. j = batchQueues_.Insert(Pair<StringHash, BatchQueue>(command.pass_, BatchQueue()));
  302. info.batchQueue_ = &j->second_;
  303. scenePasses_.Push(info);
  304. }
  305. else if (command.type_ == CMD_FORWARDLIGHTS)
  306. {
  307. if (!command.pass_.Trimmed().Empty())
  308. lightPassName_ = command.pass_;
  309. }
  310. }
  311. // Get light volume shaders according to the renderpath, if it needs them
  312. deferred_ = false;
  313. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  314. {
  315. const RenderPathCommand& command = renderPath_->commands_[i];
  316. if (!command.enabled_)
  317. continue;
  318. if (command.type_ == CMD_LIGHTVOLUMES)
  319. {
  320. renderer_->GetLightVolumeShaders(lightVS_, lightPS_, command.vertexShaderName_, command.pixelShaderName_);
  321. deferred_ = true;
  322. }
  323. }
  324. if (!deferred_)
  325. {
  326. lightVS_.Clear();
  327. lightPS_.Clear();
  328. }
  329. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  330. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  331. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  332. const IntRect& rect = viewport->GetRect();
  333. if (rect != IntRect::ZERO)
  334. {
  335. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  336. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  337. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  338. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  339. }
  340. else
  341. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  342. viewSize_ = viewRect_.Size();
  343. rtSize_ = IntVector2(rtWidth, rtHeight);
  344. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  345. #ifdef USE_OPENGL
  346. if (renderTarget_)
  347. {
  348. viewRect_.bottom_ = rtSize_.y_ - viewRect_.top_;
  349. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  350. }
  351. #endif
  352. drawShadows_ = renderer_->GetDrawShadows();
  353. materialQuality_ = renderer_->GetMaterialQuality();
  354. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  355. // Set possible quality overrides from the camera
  356. unsigned viewOverrideFlags = camera_->GetViewOverrideFlags();
  357. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  358. materialQuality_ = QUALITY_LOW;
  359. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  360. drawShadows_ = false;
  361. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  362. maxOccluderTriangles_ = 0;
  363. return true;
  364. }
  365. void View::Update(const FrameInfo& frame)
  366. {
  367. if (!camera_ || !octree_)
  368. return;
  369. frame_.camera_ = camera_;
  370. frame_.timeStep_ = frame.timeStep_;
  371. frame_.frameNumber_ = frame.frameNumber_;
  372. frame_.viewSize_ = viewSize_;
  373. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  374. // Clear screen buffers, geometry, light, occluder & batch lists
  375. screenBuffers_.Clear();
  376. renderTargets_.Clear();
  377. geometries_.Clear();
  378. shadowGeometries_.Clear();
  379. lights_.Clear();
  380. zones_.Clear();
  381. occluders_.Clear();
  382. vertexLightQueues_.Clear();
  383. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  384. i->second_.Clear(maxSortedInstances);
  385. // Set automatic aspect ratio if required
  386. if (camera_->GetAutoAspectRatio())
  387. camera_->SetAspectRatio((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  388. GetDrawables();
  389. GetBatches();
  390. }
  391. void View::Render()
  392. {
  393. if (!octree_ || !camera_)
  394. return;
  395. // Actually update geometry data now
  396. UpdateGeometries();
  397. // Allocate screen buffers as necessary
  398. AllocateScreenBuffers();
  399. // Initialize screenbuffer indices to use for read and write (pingponging)
  400. writeBuffer_ = 0;
  401. readBuffer_ = 0;
  402. // Forget parameter sources from the previous view
  403. graphics_->ClearParameterSources();
  404. // If stream offset is supported, write all instance transforms to a single large buffer
  405. // Else we must lock the instance buffer for each batch group
  406. if (renderer_->GetDynamicInstancing() && graphics_->GetStreamOffsetSupport())
  407. PrepareInstancingBuffer();
  408. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  409. // again to ensure correct projection will be used
  410. if (camera_->GetAutoAspectRatio())
  411. camera_->SetAspectRatio((float)(viewSize_.x_) / (float)(viewSize_.y_));
  412. // Bind the face selection and indirection cube maps for point light shadows
  413. if (renderer_->GetDrawShadows())
  414. {
  415. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  416. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  417. }
  418. // Set "view texture" to prevent destination texture sampling during all renderpasses
  419. if (renderTarget_)
  420. {
  421. graphics_->SetViewTexture(renderTarget_->GetParentTexture());
  422. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  423. // as a render texture produced on Direct3D9
  424. #ifdef USE_OPENGL
  425. camera_->SetFlipVertical(true);
  426. #endif
  427. }
  428. // Render
  429. ExecuteRenderPathCommands();
  430. #ifdef USE_OPENGL
  431. camera_->SetFlipVertical(false);
  432. #endif
  433. graphics_->SetDepthBias(0.0f, 0.0f);
  434. graphics_->SetScissorTest(false);
  435. graphics_->SetStencilTest(false);
  436. graphics_->SetViewTexture(0);
  437. graphics_->ResetStreamFrequencies();
  438. // Run framebuffer blitting if necessary
  439. if (screenBuffers_.Size() && currentRenderTarget_ != renderTarget_)
  440. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()), renderTarget_, true);
  441. // If this is a main view, draw the associated debug geometry now
  442. if (!renderTarget_)
  443. {
  444. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  445. if (debug)
  446. {
  447. debug->SetView(camera_);
  448. debug->Render();
  449. }
  450. }
  451. // "Forget" the scene, camera, octree and zone after rendering
  452. scene_ = 0;
  453. camera_ = 0;
  454. octree_ = 0;
  455. cameraZone_ = 0;
  456. farClipZone_ = 0;
  457. occlusionBuffer_ = 0;
  458. frame_.camera_ = 0;
  459. }
  460. Graphics* View::GetGraphics() const
  461. {
  462. return graphics_;
  463. }
  464. Renderer* View::GetRenderer() const
  465. {
  466. return renderer_;
  467. }
  468. void View::GetDrawables()
  469. {
  470. PROFILE(GetDrawables);
  471. WorkQueue* queue = GetSubsystem<WorkQueue>();
  472. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  473. // Get zones and occluders first
  474. {
  475. ZoneOccluderOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, camera_->GetViewMask());
  476. octree_->GetDrawables(query);
  477. }
  478. highestZonePriority_ = M_MIN_INT;
  479. int bestPriority = M_MIN_INT;
  480. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  481. // Get default zone first in case we do not have zones defined
  482. Zone* defaultZone = renderer_->GetDefaultZone();
  483. cameraZone_ = farClipZone_ = defaultZone;
  484. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  485. {
  486. Drawable* drawable = *i;
  487. unsigned char flags = drawable->GetDrawableFlags();
  488. if (flags & DRAWABLE_ZONE)
  489. {
  490. Zone* zone = static_cast<Zone*>(drawable);
  491. zones_.Push(zone);
  492. int priority = zone->GetPriority();
  493. if (priority > highestZonePriority_)
  494. highestZonePriority_ = priority;
  495. if (priority > bestPriority && zone->IsInside(cameraPos))
  496. {
  497. cameraZone_ = zone;
  498. bestPriority = priority;
  499. }
  500. }
  501. else
  502. occluders_.Push(drawable);
  503. }
  504. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  505. cameraZoneOverride_ = cameraZone_->GetOverride();
  506. if (!cameraZoneOverride_)
  507. {
  508. Vector3 farClipPos = cameraPos + cameraNode_->GetWorldDirection() * Vector3(0.0f, 0.0f, camera_->GetFarClip());
  509. bestPriority = M_MIN_INT;
  510. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  511. {
  512. int priority = (*i)->GetPriority();
  513. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  514. {
  515. farClipZone_ = *i;
  516. bestPriority = priority;
  517. }
  518. }
  519. }
  520. if (farClipZone_ == defaultZone)
  521. farClipZone_ = cameraZone_;
  522. // If occlusion in use, get & render the occluders
  523. occlusionBuffer_ = 0;
  524. if (maxOccluderTriangles_ > 0)
  525. {
  526. UpdateOccluders(occluders_, camera_);
  527. if (occluders_.Size())
  528. {
  529. PROFILE(DrawOcclusion);
  530. occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
  531. DrawOccluders(occlusionBuffer_, occluders_);
  532. }
  533. }
  534. // Get lights and geometries. Coarse occlusion for octants is used at this point
  535. if (occlusionBuffer_)
  536. {
  537. OccludedFrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY |
  538. DRAWABLE_LIGHT, camera_->GetViewMask());
  539. octree_->GetDrawables(query);
  540. }
  541. else
  542. {
  543. FrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_LIGHT,
  544. camera_->GetViewMask());
  545. octree_->GetDrawables(query);
  546. }
  547. // Check drawable occlusion and find zones for moved drawables in worker threads
  548. {
  549. WorkItem item;
  550. item.workFunction_ = CheckVisibilityWork;
  551. item.aux_ = this;
  552. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  553. while (start != tempDrawables.End())
  554. {
  555. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  556. if (end - start > CHECK_DRAWABLES_PER_WORK_ITEM)
  557. end = start + CHECK_DRAWABLES_PER_WORK_ITEM;
  558. item.start_ = &(*start);
  559. item.end_ = &(*end);
  560. queue->AddWorkItem(item);
  561. start = end;
  562. }
  563. queue->Complete(M_MAX_UNSIGNED);
  564. }
  565. // Sort into geometries & lights, and build visible scene bounding boxes in world and view space
  566. sceneBox_.min_ = sceneBox_.max_ = Vector3::ZERO;
  567. sceneBox_.defined_ = false;
  568. minZ_ = M_INFINITY;
  569. maxZ_ = 0.0f;
  570. unsigned cameraViewMask = camera_->GetViewMask();
  571. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  572. {
  573. Drawable* drawable = tempDrawables[i];
  574. if (!drawable->IsInView(frame_))
  575. continue;
  576. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  577. {
  578. // Find zone for the drawable if necessary
  579. Zone* drawableZone = drawable->GetZone();
  580. if ((drawable->IsZoneDirty() || !drawableZone || (drawableZone->GetViewMask() & cameraViewMask) == 0) && !cameraZoneOverride_)
  581. FindZone(drawable);
  582. // Expand the scene bounding box and Z range (skybox not included because of infinite size) and store the drawawble
  583. if (drawable->GetType() != Skybox::GetTypeStatic())
  584. {
  585. sceneBox_.Merge(drawable->GetWorldBoundingBox());
  586. minZ_ = Min(minZ_, drawable->GetMinZ());
  587. maxZ_ = Max(maxZ_, drawable->GetMaxZ());
  588. }
  589. geometries_.Push(drawable);
  590. }
  591. else
  592. {
  593. Light* light = static_cast<Light*>(drawable);
  594. // Skip lights which are so dim that they can not contribute to a rendertarget
  595. if (light->GetColor().Intensity() > LIGHT_INTENSITY_THRESHOLD)
  596. lights_.Push(light);
  597. }
  598. }
  599. if (minZ_ == M_INFINITY)
  600. minZ_ = 0.0f;
  601. // Sort the lights to brightest/closest first
  602. for (unsigned i = 0; i < lights_.Size(); ++i)
  603. {
  604. Light* light = lights_[i];
  605. light->SetIntensitySortValue(camera_->GetDistance(light->GetNode()->GetWorldPosition()));
  606. light->SetLightQueue(0);
  607. }
  608. Sort(lights_.Begin(), lights_.End(), CompareDrawables);
  609. }
  610. void View::GetBatches()
  611. {
  612. WorkQueue* queue = GetSubsystem<WorkQueue>();
  613. PODVector<Light*> vertexLights;
  614. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassName_) ? &batchQueues_[alphaPassName_] : (BatchQueue*)0;
  615. // Check whether to use the lit base pass optimization
  616. bool useLitBase = true;
  617. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  618. {
  619. const RenderPathCommand& command = renderPath_->commands_[i];
  620. if (command.type_ == CMD_FORWARDLIGHTS)
  621. useLitBase = command.useLitBase_;
  622. }
  623. // Process lit geometries and shadow casters for each light
  624. {
  625. PROFILE(ProcessLights);
  626. lightQueryResults_.Resize(lights_.Size());
  627. WorkItem item;
  628. item.workFunction_ = ProcessLightWork;
  629. item.aux_ = this;
  630. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  631. {
  632. LightQueryResult& query = lightQueryResults_[i];
  633. query.light_ = lights_[i];
  634. item.start_ = &query;
  635. queue->AddWorkItem(item);
  636. }
  637. // Ensure all lights have been processed before proceeding
  638. queue->Complete(M_MAX_UNSIGNED);
  639. }
  640. // Build light queues and lit batches
  641. {
  642. PROFILE(GetLightBatches);
  643. // Preallocate light queues: per-pixel lights which have lit geometries
  644. unsigned numLightQueues = 0;
  645. unsigned usedLightQueues = 0;
  646. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  647. {
  648. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  649. ++numLightQueues;
  650. }
  651. lightQueues_.Resize(numLightQueues);
  652. maxLightsDrawables_.Clear();
  653. unsigned maxSortedInstances = renderer_->GetMaxSortedInstances();
  654. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  655. {
  656. LightQueryResult& query = *i;
  657. // If light has no affected geometries, no need to process further
  658. if (query.litGeometries_.Empty())
  659. continue;
  660. Light* light = query.light_;
  661. // Per-pixel light
  662. if (!light->GetPerVertex())
  663. {
  664. unsigned shadowSplits = query.numSplits_;
  665. // Initialize light queue and store it to the light so that it can be found later
  666. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  667. light->SetLightQueue(&lightQueue);
  668. lightQueue.light_ = light;
  669. lightQueue.shadowMap_ = 0;
  670. lightQueue.litBatches_.Clear(maxSortedInstances);
  671. lightQueue.volumeBatches_.Clear();
  672. // Allocate shadow map now
  673. if (shadowSplits > 0)
  674. {
  675. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
  676. // If did not manage to get a shadow map, convert the light to unshadowed
  677. if (!lightQueue.shadowMap_)
  678. shadowSplits = 0;
  679. }
  680. // Setup shadow batch queues
  681. lightQueue.shadowSplits_.Resize(shadowSplits);
  682. for (unsigned j = 0; j < shadowSplits; ++j)
  683. {
  684. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  685. Camera* shadowCamera = query.shadowCameras_[j];
  686. shadowQueue.shadowCamera_ = shadowCamera;
  687. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  688. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  689. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  690. // Setup the shadow split viewport and finalize shadow camera parameters
  691. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  692. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  693. // Loop through shadow casters
  694. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  695. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  696. {
  697. Drawable* drawable = *k;
  698. if (!drawable->IsInView(frame_, false))
  699. {
  700. drawable->MarkInView(frame_, false);
  701. shadowGeometries_.Push(drawable);
  702. }
  703. Zone* zone = GetZone(drawable);
  704. const Vector<SourceBatch>& batches = drawable->GetBatches();
  705. for (unsigned l = 0; l < batches.Size(); ++l)
  706. {
  707. const SourceBatch& srcBatch = batches[l];
  708. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  709. if (!srcBatch.geometry_ || !tech)
  710. continue;
  711. Pass* pass = tech->GetPass(PASS_SHADOW);
  712. // Skip if material has no shadow pass
  713. if (!pass)
  714. continue;
  715. Batch destBatch(srcBatch);
  716. destBatch.pass_ = pass;
  717. destBatch.camera_ = shadowCamera;
  718. destBatch.zone_ = zone;
  719. destBatch.lightQueue_ = &lightQueue;
  720. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  721. }
  722. }
  723. }
  724. // Process lit geometries
  725. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  726. {
  727. Drawable* drawable = *j;
  728. drawable->AddLight(light);
  729. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  730. if (!drawable->GetMaxLights())
  731. GetLitBatches(drawable, lightQueue, alphaQueue, useLitBase);
  732. else
  733. maxLightsDrawables_.Insert(drawable);
  734. }
  735. // In deferred modes, store the light volume batch now
  736. if (deferred_)
  737. {
  738. Batch volumeBatch;
  739. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  740. volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
  741. volumeBatch.overrideView_ = light->GetLightType() == LIGHT_DIRECTIONAL;
  742. volumeBatch.camera_ = camera_;
  743. volumeBatch.lightQueue_ = &lightQueue;
  744. volumeBatch.distance_ = light->GetDistance();
  745. volumeBatch.material_ = 0;
  746. volumeBatch.pass_ = 0;
  747. volumeBatch.zone_ = 0;
  748. renderer_->SetLightVolumeBatchShaders(volumeBatch, lightVS_, lightPS_);
  749. lightQueue.volumeBatches_.Push(volumeBatch);
  750. }
  751. }
  752. // Per-vertex light
  753. else
  754. {
  755. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  756. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  757. {
  758. Drawable* drawable = *j;
  759. drawable->AddVertexLight(light);
  760. }
  761. }
  762. }
  763. }
  764. // Process drawables with limited per-pixel light count
  765. if (maxLightsDrawables_.Size())
  766. {
  767. PROFILE(GetMaxLightsBatches);
  768. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  769. {
  770. Drawable* drawable = *i;
  771. drawable->LimitLights();
  772. const PODVector<Light*>& lights = drawable->GetLights();
  773. for (unsigned i = 0; i < lights.Size(); ++i)
  774. {
  775. Light* light = lights[i];
  776. // Find the correct light queue again
  777. LightBatchQueue* queue = light->GetLightQueue();
  778. if (queue)
  779. GetLitBatches(drawable, *queue, alphaQueue, useLitBase);
  780. }
  781. }
  782. }
  783. // Build base pass batches
  784. {
  785. PROFILE(GetBaseBatches);
  786. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  787. {
  788. Drawable* drawable = *i;
  789. Zone* zone = GetZone(drawable);
  790. const Vector<SourceBatch>& batches = drawable->GetBatches();
  791. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  792. if (!drawableVertexLights.Empty())
  793. drawable->LimitVertexLights();
  794. for (unsigned j = 0; j < batches.Size(); ++j)
  795. {
  796. const SourceBatch& srcBatch = batches[j];
  797. // Check here if the material refers to a rendertarget texture with camera(s) attached
  798. // Only check this for backbuffer views (null rendertarget)
  799. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  800. CheckMaterialForAuxView(srcBatch.material_);
  801. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  802. if (!srcBatch.geometry_ || !tech)
  803. continue;
  804. Batch destBatch(srcBatch);
  805. destBatch.camera_ = camera_;
  806. destBatch.zone_ = zone;
  807. destBatch.isBase_ = true;
  808. destBatch.pass_ = 0;
  809. destBatch.lightMask_ = GetLightMask(drawable);
  810. // Check each of the scene passes
  811. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  812. {
  813. ScenePassInfo& info = scenePasses_[k];
  814. destBatch.pass_ = tech->GetPass(info.pass_);
  815. if (!destBatch.pass_)
  816. continue;
  817. // Skip forward base pass if the corresponding litbase pass already exists
  818. if (info.pass_ == basePassName_ && j < 32 && drawable->HasBasePass(j))
  819. continue;
  820. if (info.vertexLights_ && !drawableVertexLights.Empty())
  821. {
  822. // For a deferred opaque batch, check if the vertex lights include converted per-pixel lights, and remove
  823. // them to prevent double-lighting
  824. if (deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE)
  825. {
  826. vertexLights.Clear();
  827. for (unsigned i = 0; i < drawableVertexLights.Size(); ++i)
  828. {
  829. if (drawableVertexLights[i]->GetPerVertex())
  830. vertexLights.Push(drawableVertexLights[i]);
  831. }
  832. }
  833. else
  834. vertexLights = drawableVertexLights;
  835. if (!vertexLights.Empty())
  836. {
  837. // Find a vertex light queue. If not found, create new
  838. unsigned long long hash = GetVertexLightQueueHash(vertexLights);
  839. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  840. if (i == vertexLightQueues_.End())
  841. {
  842. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  843. i->second_.light_ = 0;
  844. i->second_.shadowMap_ = 0;
  845. i->second_.vertexLights_ = vertexLights;
  846. }
  847. destBatch.lightQueue_ = &(i->second_);
  848. }
  849. }
  850. else
  851. destBatch.lightQueue_ = 0;
  852. bool allowInstancing = info.allowInstancing_;
  853. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (zone->GetLightMask() & 0xff))
  854. allowInstancing = false;
  855. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  856. }
  857. }
  858. }
  859. }
  860. }
  861. void View::UpdateGeometries()
  862. {
  863. PROFILE(SortAndUpdateGeometry);
  864. WorkQueue* queue = GetSubsystem<WorkQueue>();
  865. // Sort batches
  866. {
  867. WorkItem item;
  868. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  869. {
  870. const RenderPathCommand& command = renderPath_->commands_[i];
  871. if (!command.enabled_)
  872. continue;
  873. if (command.type_ == CMD_SCENEPASS)
  874. {
  875. item.workFunction_ = command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork :
  876. SortBatchQueueBackToFrontWork;
  877. item.start_ = &batchQueues_[command.pass_];
  878. queue->AddWorkItem(item);
  879. }
  880. }
  881. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  882. {
  883. item.workFunction_ = SortLightQueueWork;
  884. item.start_ = &(*i);
  885. queue->AddWorkItem(item);
  886. if (i->shadowSplits_.Size())
  887. {
  888. item.workFunction_ = SortShadowQueueWork;
  889. queue->AddWorkItem(item);
  890. }
  891. }
  892. }
  893. // Update geometries. Split into threaded and non-threaded updates.
  894. {
  895. nonThreadedGeometries_.Clear();
  896. threadedGeometries_.Clear();
  897. for (PODVector<Drawable*>::Iterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  898. {
  899. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  900. if (type == UPDATE_MAIN_THREAD)
  901. nonThreadedGeometries_.Push(*i);
  902. else if (type == UPDATE_WORKER_THREAD)
  903. threadedGeometries_.Push(*i);
  904. }
  905. for (PODVector<Drawable*>::Iterator i = shadowGeometries_.Begin(); i != shadowGeometries_.End(); ++i)
  906. {
  907. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  908. if (type == UPDATE_MAIN_THREAD)
  909. nonThreadedGeometries_.Push(*i);
  910. else if (type == UPDATE_WORKER_THREAD)
  911. threadedGeometries_.Push(*i);
  912. }
  913. if (threadedGeometries_.Size())
  914. {
  915. WorkItem item;
  916. item.workFunction_ = UpdateDrawableGeometriesWork;
  917. item.aux_ = const_cast<FrameInfo*>(&frame_);
  918. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  919. while (start != threadedGeometries_.End())
  920. {
  921. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  922. if (end - start > DRAWABLES_PER_WORK_ITEM)
  923. end = start + DRAWABLES_PER_WORK_ITEM;
  924. item.start_ = &(*start);
  925. item.end_ = &(*end);
  926. queue->AddWorkItem(item);
  927. start = end;
  928. }
  929. }
  930. // While the work queue is processed, update non-threaded geometries
  931. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  932. (*i)->UpdateGeometry(frame_);
  933. }
  934. // Finally ensure all threaded work has completed
  935. queue->Complete(M_MAX_UNSIGNED);
  936. }
  937. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue, bool useLitBase)
  938. {
  939. Light* light = lightQueue.light_;
  940. Zone* zone = GetZone(drawable);
  941. const Vector<SourceBatch>& batches = drawable->GetBatches();
  942. bool hasAmbientGradient = zone->GetAmbientGradient() && zone->GetAmbientStartColor() != zone->GetAmbientEndColor();
  943. // Shadows on transparencies can only be rendered if shadow maps are not reused
  944. bool allowTransparentShadows = !renderer_->GetReuseShadowMaps();
  945. bool allowLitBase = useLitBase && light == drawable->GetFirstLight() && drawable->GetVertexLights().Empty() && !hasAmbientGradient;
  946. for (unsigned i = 0; i < batches.Size(); ++i)
  947. {
  948. const SourceBatch& srcBatch = batches[i];
  949. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  950. if (!srcBatch.geometry_ || !tech)
  951. continue;
  952. // Do not create pixel lit forward passes for materials that render into the G-buffer
  953. if (gBufferPassName_.Value() && tech->HasPass(gBufferPassName_))
  954. continue;
  955. Batch destBatch(srcBatch);
  956. bool isLitAlpha = false;
  957. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  958. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  959. if (i < 32 && allowLitBase)
  960. {
  961. destBatch.pass_ = tech->GetPass(litBasePassName_);
  962. if (destBatch.pass_)
  963. {
  964. destBatch.isBase_ = true;
  965. drawable->SetBasePass(i);
  966. }
  967. else
  968. destBatch.pass_ = tech->GetPass(lightPassName_);
  969. }
  970. else
  971. destBatch.pass_ = tech->GetPass(lightPassName_);
  972. // If no lit pass, check for lit alpha
  973. if (!destBatch.pass_)
  974. {
  975. destBatch.pass_ = tech->GetPass(litAlphaPassName_);
  976. isLitAlpha = true;
  977. }
  978. // Skip if material does not receive light at all
  979. if (!destBatch.pass_)
  980. continue;
  981. destBatch.camera_ = camera_;
  982. destBatch.lightQueue_ = &lightQueue;
  983. destBatch.zone_ = zone;
  984. if (!isLitAlpha)
  985. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  986. else if (alphaQueue)
  987. {
  988. // Transparent batches can not be instanced
  989. AddBatchToQueue(*alphaQueue, destBatch, tech, false, allowTransparentShadows);
  990. }
  991. }
  992. }
  993. void View::ExecuteRenderPathCommands()
  994. {
  995. // If not reusing shadowmaps, render all of them first
  996. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
  997. {
  998. PROFILE(RenderShadowMaps);
  999. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1000. {
  1001. if (i->shadowMap_)
  1002. RenderShadowMap(*i);
  1003. }
  1004. }
  1005. // Check if forward rendering needs to resolve the multisampled backbuffer to a texture
  1006. bool needResolve = !deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1 && screenBuffers_.Size();
  1007. {
  1008. PROFILE(RenderCommands);
  1009. unsigned lastCommandIndex = 0;
  1010. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1011. {
  1012. if (!renderPath_->commands_[i].enabled_)
  1013. continue;
  1014. lastCommandIndex = i;
  1015. }
  1016. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1017. {
  1018. RenderPathCommand& command = renderPath_->commands_[i];
  1019. if (!command.enabled_)
  1020. continue;
  1021. // If command writes and reads the target at same time, pingpong automatically
  1022. if (CheckViewportRead(command))
  1023. {
  1024. readBuffer_ = writeBuffer_;
  1025. if (!command.outputNames_[0].Compare("viewport", false))
  1026. {
  1027. ++writeBuffer_;
  1028. if (writeBuffer_ >= screenBuffers_.Size())
  1029. writeBuffer_ = 0;
  1030. // If this is a scene render pass, must copy the previous viewport contents now
  1031. if (command.type_ == CMD_SCENEPASS && !needResolve)
  1032. {
  1033. BlitFramebuffer(screenBuffers_[readBuffer_], screenBuffers_[writeBuffer_]->GetRenderSurface(), false);
  1034. }
  1035. }
  1036. // Resolve multisampled framebuffer now if necessary
  1037. /// \todo Does not copy the depth buffer
  1038. if (needResolve)
  1039. {
  1040. graphics_->ResolveToTexture(screenBuffers_[readBuffer_], viewRect_);
  1041. needResolve = false;
  1042. }
  1043. }
  1044. // Check which rendertarget will be used on this pass
  1045. if (screenBuffers_.Size() && !needResolve)
  1046. currentRenderTarget_ = screenBuffers_[writeBuffer_]->GetRenderSurface();
  1047. else
  1048. currentRenderTarget_ = renderTarget_;
  1049. // Optimization: if the last command is a quad with output to the viewport, do not use the screenbuffers,
  1050. // but the viewport directly. This saves the extra copy
  1051. if (screenBuffers_.Size() && i == lastCommandIndex && command.type_ == CMD_QUAD && command.outputNames_.Size() == 1 &&
  1052. !command.outputNames_[0].Compare("viewport", false))
  1053. currentRenderTarget_ = renderTarget_;
  1054. switch (command.type_)
  1055. {
  1056. case CMD_CLEAR:
  1057. {
  1058. PROFILE(ClearRenderTarget);
  1059. Color clearColor = command.clearColor_;
  1060. if (command.useFogColor_)
  1061. clearColor = farClipZone_->GetFogColor();
  1062. SetRenderTargets(command);
  1063. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1064. }
  1065. break;
  1066. case CMD_SCENEPASS:
  1067. if (!batchQueues_[command.pass_].IsEmpty())
  1068. {
  1069. PROFILE(RenderScenePass);
  1070. SetRenderTargets(command);
  1071. SetTextures(command);
  1072. graphics_->SetFillMode(camera_->GetFillMode());
  1073. batchQueues_[command.pass_].Draw(this, command.useScissor_, command.markToStencil_);
  1074. }
  1075. break;
  1076. case CMD_QUAD:
  1077. {
  1078. PROFILE(RenderQuad);
  1079. SetRenderTargets(command);
  1080. SetTextures(command);
  1081. RenderQuad(command);
  1082. }
  1083. break;
  1084. case CMD_FORWARDLIGHTS:
  1085. // Render shadow maps + opaque objects' additive lighting
  1086. if (!lightQueues_.Empty())
  1087. {
  1088. PROFILE(RenderLights);
  1089. SetRenderTargets(command);
  1090. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1091. {
  1092. // If reusing shadowmaps, render each of them before the lit batches
  1093. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1094. {
  1095. RenderShadowMap(*i);
  1096. SetRenderTargets(command);
  1097. }
  1098. SetTextures(command);
  1099. graphics_->SetFillMode(camera_->GetFillMode());
  1100. i->litBatches_.Draw(i->light_, this);
  1101. }
  1102. graphics_->SetScissorTest(false);
  1103. graphics_->SetStencilTest(false);
  1104. }
  1105. break;
  1106. case CMD_LIGHTVOLUMES:
  1107. // Render shadow maps + light volumes
  1108. if (!lightQueues_.Empty())
  1109. {
  1110. PROFILE(RenderLightVolumes);
  1111. SetRenderTargets(command);
  1112. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1113. {
  1114. // If reusing shadowmaps, render each of them before the lit batches
  1115. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1116. {
  1117. RenderShadowMap(*i);
  1118. SetRenderTargets(command);
  1119. }
  1120. SetTextures(command);
  1121. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1122. {
  1123. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1124. i->volumeBatches_[j].Draw(this);
  1125. }
  1126. }
  1127. graphics_->SetScissorTest(false);
  1128. graphics_->SetStencilTest(false);
  1129. }
  1130. break;
  1131. default:
  1132. break;
  1133. }
  1134. }
  1135. }
  1136. // After executing all commands, reset rendertarget for debug geometry rendering
  1137. graphics_->SetRenderTarget(0, renderTarget_);
  1138. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1139. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1140. graphics_->SetDepthStencil(GetDepthStencil(renderTarget_));
  1141. graphics_->SetViewport(viewRect_);
  1142. graphics_->SetFillMode(FILL_SOLID);
  1143. }
  1144. void View::SetRenderTargets(RenderPathCommand& command)
  1145. {
  1146. unsigned index = 0;
  1147. IntRect viewPort = viewRect_;
  1148. while (index < command.outputNames_.Size())
  1149. {
  1150. if (!command.outputNames_[index].Compare("viewport", false))
  1151. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1152. else
  1153. {
  1154. StringHash nameHash(command.outputNames_[index]);
  1155. if (renderTargets_.Contains(nameHash))
  1156. {
  1157. Texture2D* texture = renderTargets_[nameHash];
  1158. graphics_->SetRenderTarget(index, texture);
  1159. if (!index)
  1160. {
  1161. // Determine viewport size from rendertarget info
  1162. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1163. {
  1164. const RenderTargetInfo& info = renderPath_->renderTargets_[i];
  1165. if (!info.name_.Compare(command.outputNames_[index], false))
  1166. {
  1167. switch (info.sizeMode_)
  1168. {
  1169. // If absolute or a divided viewport size, use the full texture
  1170. case SIZE_ABSOLUTE:
  1171. case SIZE_VIEWPORTDIVISOR:
  1172. viewPort = IntRect(0, 0, texture->GetWidth(), texture->GetHeight());
  1173. break;
  1174. // If a divided rendertarget size, retain the same viewport, but scaled
  1175. case SIZE_RENDERTARGETDIVISOR:
  1176. if (info.size_.x_ && info.size_.y_)
  1177. {
  1178. viewPort = IntRect(viewRect_.left_ / info.size_.x_, viewRect_.top_ / info.size_.y_,
  1179. viewRect_.right_ / info.size_.x_, viewRect_.bottom_ / info.size_.y_);
  1180. }
  1181. break;
  1182. }
  1183. break;
  1184. }
  1185. }
  1186. }
  1187. }
  1188. else
  1189. graphics_->SetRenderTarget(0, (RenderSurface*)0);
  1190. }
  1191. ++index;
  1192. }
  1193. while (index < MAX_RENDERTARGETS)
  1194. {
  1195. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1196. ++index;
  1197. }
  1198. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1199. graphics_->SetViewport(viewPort);
  1200. graphics_->SetColorWrite(true);
  1201. }
  1202. void View::SetTextures(RenderPathCommand& command)
  1203. {
  1204. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1205. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1206. {
  1207. if (command.textureNames_[i].Empty())
  1208. continue;
  1209. // Bind the rendered output
  1210. if (!command.textureNames_[i].Compare("viewport", false))
  1211. {
  1212. graphics_->SetTexture(i, screenBuffers_[readBuffer_]);
  1213. continue;
  1214. }
  1215. // Bind a rendertarget
  1216. HashMap<StringHash, Texture2D*>::ConstIterator j = renderTargets_.Find(command.textureNames_[i]);
  1217. if (j != renderTargets_.End())
  1218. {
  1219. graphics_->SetTexture(i, j->second_);
  1220. continue;
  1221. }
  1222. // Bind a texture from the resource system
  1223. Texture2D* texture = cache->GetResource<Texture2D>(command.textureNames_[i]);
  1224. if (texture)
  1225. graphics_->SetTexture(i, texture);
  1226. else
  1227. {
  1228. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1229. command.textureNames_[i] = String::EMPTY;
  1230. }
  1231. }
  1232. }
  1233. void View::RenderQuad(RenderPathCommand& command)
  1234. {
  1235. // If shader can not be found, clear it from the command to prevent redundant attempts
  1236. ShaderVariation* vs = renderer_->GetVertexShader(command.vertexShaderName_);
  1237. if (!vs)
  1238. command.vertexShaderName_ = String::EMPTY;
  1239. ShaderVariation* ps = renderer_->GetPixelShader(command.pixelShaderName_);
  1240. if (!ps)
  1241. command.pixelShaderName_ = String::EMPTY;
  1242. // Set shaders & shader parameters and textures
  1243. graphics_->SetShaders(vs, ps);
  1244. const HashMap<StringHash, Vector4>& parameters = command.shaderParameters_;
  1245. for (HashMap<StringHash, Vector4>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1246. graphics_->SetShaderParameter(k->first_, k->second_);
  1247. float rtWidth = (float)rtSize_.x_;
  1248. float rtHeight = (float)rtSize_.y_;
  1249. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1250. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1251. #ifdef USE_OPENGL
  1252. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1253. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1254. #else
  1255. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1256. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1257. #endif
  1258. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1259. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(1.0f / rtWidth, 1.0f / rtHeight, 0.0f, 0.0f));
  1260. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1261. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1262. {
  1263. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1264. if (!rtInfo.enabled_)
  1265. continue;
  1266. StringHash nameHash(rtInfo.name_);
  1267. if (!renderTargets_.Contains(nameHash))
  1268. continue;
  1269. String invSizeName = rtInfo.name_ + "InvSize";
  1270. String offsetsName = rtInfo.name_ + "Offsets";
  1271. float width = (float)renderTargets_[nameHash]->GetWidth();
  1272. float height = (float)renderTargets_[nameHash]->GetHeight();
  1273. graphics_->SetShaderParameter(invSizeName, Vector4(1.0f / width, 1.0f / height, 0.0f, 0.0f));
  1274. #ifdef USE_OPENGL
  1275. graphics_->SetShaderParameter(offsetsName, Vector4::ZERO);
  1276. #else
  1277. graphics_->SetShaderParameter(offsetsName, Vector4(0.5f / width, 0.5f / height, 0.0f, 0.0f));
  1278. #endif
  1279. }
  1280. graphics_->SetBlendMode(BLEND_REPLACE);
  1281. graphics_->SetDepthTest(CMP_ALWAYS);
  1282. graphics_->SetDepthWrite(false);
  1283. graphics_->SetFillMode(FILL_SOLID);
  1284. graphics_->SetScissorTest(false);
  1285. graphics_->SetStencilTest(false);
  1286. DrawFullscreenQuad(false);
  1287. }
  1288. bool View::CheckViewportRead(const RenderPathCommand& command)
  1289. {
  1290. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1291. {
  1292. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1293. return true;
  1294. }
  1295. return false;
  1296. }
  1297. void View::AllocateScreenBuffers()
  1298. {
  1299. unsigned neededBuffers = 0;
  1300. #ifdef USE_OPENGL
  1301. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1302. // Also, if rendering to a texture with deferred rendering, it must be RGBA to comply with the rest of the buffers.
  1303. if (deferred_ && (!renderTarget_ || (deferred_ && renderTarget_->GetParentTexture()->GetFormat() !=
  1304. Graphics::GetRGBAFormat())))
  1305. neededBuffers = 1;
  1306. #endif
  1307. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1308. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1309. neededBuffers = 1;
  1310. unsigned format = Graphics::GetRGBFormat();
  1311. #ifdef USE_OPENGL
  1312. if (deferred_)
  1313. format = Graphics::GetRGBAFormat();
  1314. #endif
  1315. // Check for commands which read the rendered scene and allocate a buffer for each, up to 2 maximum for pingpong
  1316. /// \todo If the last copy is optimized away, this allocates an extra buffer unnecessarily
  1317. bool hasViewportRead = false;
  1318. bool hasViewportReadWrite = false;
  1319. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1320. {
  1321. const RenderPathCommand& command = renderPath_->commands_[i];
  1322. if (!command.enabled_)
  1323. continue;
  1324. if (CheckViewportRead(command))
  1325. {
  1326. hasViewportRead = true;
  1327. if (!command.outputNames_[0].Compare("viewport", false))
  1328. hasViewportReadWrite = true;
  1329. }
  1330. }
  1331. if (hasViewportRead && !neededBuffers)
  1332. neededBuffers = 1;
  1333. if (hasViewportReadWrite)
  1334. neededBuffers = 2;
  1335. // Allocate screen buffers with filtering active in case the quad commands need that
  1336. // Follow the sRGB mode of the destination rendertarget
  1337. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1338. for (unsigned i = 0; i < neededBuffers; ++i)
  1339. screenBuffers_.Push(renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true, sRGB));
  1340. // Allocate extra render targets defined by the rendering path
  1341. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1342. {
  1343. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1344. if (!rtInfo.enabled_)
  1345. continue;
  1346. unsigned width = rtInfo.size_.x_;
  1347. unsigned height = rtInfo.size_.y_;
  1348. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1349. {
  1350. width = viewSize_.x_ / (width ? width : 1);
  1351. height = viewSize_.y_ / (height ? height : 1);
  1352. }
  1353. if (rtInfo.sizeMode_ == SIZE_RENDERTARGETDIVISOR)
  1354. {
  1355. width = rtSize_.x_ / (width ? width : 1);
  1356. height = rtSize_.y_ / (height ? height : 1);
  1357. }
  1358. renderTargets_[rtInfo.name_] = renderer_->GetScreenBuffer(width, height, rtInfo.format_, rtInfo.filtered_, rtInfo.sRGB_);
  1359. }
  1360. }
  1361. void View::BlitFramebuffer(Texture2D* source, RenderSurface* destination, bool depthWrite)
  1362. {
  1363. PROFILE(BlitFramebuffer);
  1364. graphics_->SetBlendMode(BLEND_REPLACE);
  1365. graphics_->SetDepthTest(CMP_ALWAYS);
  1366. graphics_->SetDepthWrite(true);
  1367. graphics_->SetFillMode(FILL_SOLID);
  1368. graphics_->SetScissorTest(false);
  1369. graphics_->SetStencilTest(false);
  1370. graphics_->SetRenderTarget(0, destination);
  1371. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1372. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1373. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1374. graphics_->SetViewport(viewRect_);
  1375. String shaderName = "CopyFramebuffer";
  1376. graphics_->SetShaders(renderer_->GetVertexShader(shaderName), renderer_->GetPixelShader(shaderName));
  1377. float rtWidth = (float)rtSize_.x_;
  1378. float rtHeight = (float)rtSize_.y_;
  1379. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1380. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1381. #ifdef USE_OPENGL
  1382. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1383. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1384. #else
  1385. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1386. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1387. #endif
  1388. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1389. graphics_->SetTexture(TU_DIFFUSE, source);
  1390. DrawFullscreenQuad(false);
  1391. }
  1392. void View::DrawFullscreenQuad(bool nearQuad)
  1393. {
  1394. Light* quadDirLight = renderer_->GetQuadDirLight();
  1395. Geometry* geometry = renderer_->GetLightGeometry(quadDirLight);
  1396. Matrix3x4 model = Matrix3x4::IDENTITY;
  1397. Matrix4 projection = Matrix4::IDENTITY;
  1398. #ifdef USE_OPENGL
  1399. model.m23_ = nearQuad ? -1.0f : 1.0f;
  1400. #else
  1401. model.m23_ = nearQuad ? 0.0f : 1.0f;
  1402. #endif
  1403. graphics_->SetCullMode(CULL_NONE);
  1404. graphics_->SetShaderParameter(VSP_MODEL, model);
  1405. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1406. graphics_->ClearTransformSources();
  1407. geometry->Draw(graphics_);
  1408. }
  1409. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1410. {
  1411. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1412. float halfViewSize = camera->GetHalfViewSize();
  1413. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1414. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1415. {
  1416. Drawable* occluder = *i;
  1417. bool erase = false;
  1418. if (!occluder->IsInView(frame_, false))
  1419. occluder->UpdateBatches(frame_);
  1420. // Check occluder's draw distance (in main camera view)
  1421. float maxDistance = occluder->GetDrawDistance();
  1422. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1423. {
  1424. // Check that occluder is big enough on the screen
  1425. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1426. float diagonal = box.Size().Length();
  1427. float compare;
  1428. if (!camera->IsOrthographic())
  1429. compare = diagonal * halfViewSize / occluder->GetDistance();
  1430. else
  1431. compare = diagonal * invOrthoSize;
  1432. if (compare < occluderSizeThreshold_)
  1433. erase = true;
  1434. else
  1435. {
  1436. // Store amount of triangles divided by screen size as a sorting key
  1437. // (best occluders are big and have few triangles)
  1438. occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
  1439. }
  1440. }
  1441. else
  1442. erase = true;
  1443. if (erase)
  1444. i = occluders.Erase(i);
  1445. else
  1446. ++i;
  1447. }
  1448. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1449. if (occluders.Size())
  1450. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1451. }
  1452. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1453. {
  1454. buffer->SetMaxTriangles(maxOccluderTriangles_);
  1455. buffer->Clear();
  1456. for (unsigned i = 0; i < occluders.Size(); ++i)
  1457. {
  1458. Drawable* occluder = occluders[i];
  1459. if (i > 0)
  1460. {
  1461. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1462. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1463. continue;
  1464. }
  1465. // Check for running out of triangles
  1466. if (!occluder->DrawOcclusion(buffer))
  1467. break;
  1468. }
  1469. buffer->BuildDepthHierarchy();
  1470. }
  1471. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1472. {
  1473. Light* light = query.light_;
  1474. LightType type = light->GetLightType();
  1475. const Frustum& frustum = camera_->GetFrustum();
  1476. // Check if light should be shadowed
  1477. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1478. // If shadow distance non-zero, check it
  1479. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1480. isShadowed = false;
  1481. // OpenGL ES can not support point light shadows
  1482. #ifdef GL_ES_VERSION_2_0
  1483. if (isShadowed && type == LIGHT_POINT)
  1484. isShadowed = false;
  1485. #endif
  1486. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1487. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1488. query.litGeometries_.Clear();
  1489. switch (type)
  1490. {
  1491. case LIGHT_DIRECTIONAL:
  1492. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1493. {
  1494. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1495. query.litGeometries_.Push(geometries_[i]);
  1496. }
  1497. break;
  1498. case LIGHT_SPOT:
  1499. {
  1500. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1501. octree_->GetDrawables(octreeQuery);
  1502. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1503. {
  1504. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1505. query.litGeometries_.Push(tempDrawables[i]);
  1506. }
  1507. }
  1508. break;
  1509. case LIGHT_POINT:
  1510. {
  1511. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1512. DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1513. octree_->GetDrawables(octreeQuery);
  1514. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1515. {
  1516. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1517. query.litGeometries_.Push(tempDrawables[i]);
  1518. }
  1519. }
  1520. break;
  1521. }
  1522. // If no lit geometries or not shadowed, no need to process shadow cameras
  1523. if (query.litGeometries_.Empty() || !isShadowed)
  1524. {
  1525. query.numSplits_ = 0;
  1526. return;
  1527. }
  1528. // Determine number of shadow cameras and setup their initial positions
  1529. SetupShadowCameras(query);
  1530. // Process each split for shadow casters
  1531. query.shadowCasters_.Clear();
  1532. for (unsigned i = 0; i < query.numSplits_; ++i)
  1533. {
  1534. Camera* shadowCamera = query.shadowCameras_[i];
  1535. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1536. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1537. // For point light check that the face is visible: if not, can skip the split
  1538. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1539. continue;
  1540. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1541. if (type == LIGHT_DIRECTIONAL)
  1542. {
  1543. if (minZ_ > query.shadowFarSplits_[i])
  1544. continue;
  1545. if (maxZ_ < query.shadowNearSplits_[i])
  1546. continue;
  1547. // Reuse lit geometry query for all except directional lights
  1548. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY,
  1549. camera_->GetViewMask());
  1550. octree_->GetDrawables(query);
  1551. }
  1552. // Check which shadow casters actually contribute to the shadowing
  1553. ProcessShadowCasters(query, tempDrawables, i);
  1554. }
  1555. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1556. // only cost has been the shadow camera setup & queries
  1557. if (query.shadowCasters_.Empty())
  1558. query.numSplits_ = 0;
  1559. }
  1560. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1561. {
  1562. Light* light = query.light_;
  1563. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1564. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1565. const Matrix3x4& lightView = shadowCamera->GetInverseWorldTransform();
  1566. const Matrix4& lightProj = shadowCamera->GetProjection();
  1567. LightType type = light->GetLightType();
  1568. query.shadowCasterBox_[splitIndex].defined_ = false;
  1569. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  1570. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  1571. // frustum, so that shadow casters do not get rendered into unnecessary splits
  1572. Frustum lightViewFrustum;
  1573. if (type != LIGHT_DIRECTIONAL)
  1574. lightViewFrustum = camera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  1575. else
  1576. lightViewFrustum = camera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  1577. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  1578. BoundingBox lightViewFrustumBox(lightViewFrustum);
  1579. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  1580. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  1581. return;
  1582. BoundingBox lightViewBox;
  1583. BoundingBox lightProjBox;
  1584. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  1585. {
  1586. Drawable* drawable = *i;
  1587. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  1588. // Check for that first
  1589. if (!drawable->GetCastShadows())
  1590. continue;
  1591. // Check shadow mask
  1592. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  1593. continue;
  1594. // For point light, check that this drawable is inside the split shadow camera frustum
  1595. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  1596. continue;
  1597. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  1598. // times. However, this should not cause problems as no scene modification happens at this point.
  1599. if (!drawable->IsInView(frame_, false))
  1600. drawable->UpdateBatches(frame_);
  1601. // Check shadow distance
  1602. float maxShadowDistance = drawable->GetShadowDistance();
  1603. float drawDistance = drawable->GetDrawDistance();
  1604. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  1605. maxShadowDistance = drawDistance;
  1606. if (maxShadowDistance > 0.0f && drawable->GetDistance() > maxShadowDistance)
  1607. continue;
  1608. // Project shadow caster bounding box to light view space for visibility check
  1609. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  1610. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  1611. {
  1612. // Merge to shadow caster bounding box and add to the list
  1613. if (type == LIGHT_DIRECTIONAL)
  1614. query.shadowCasterBox_[splitIndex].Merge(lightViewBox);
  1615. else
  1616. {
  1617. lightProjBox = lightViewBox.Projected(lightProj);
  1618. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  1619. }
  1620. query.shadowCasters_.Push(drawable);
  1621. }
  1622. }
  1623. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  1624. }
  1625. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  1626. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  1627. {
  1628. if (shadowCamera->IsOrthographic())
  1629. {
  1630. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  1631. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
  1632. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1633. }
  1634. else
  1635. {
  1636. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  1637. if (drawable->IsInView(frame_))
  1638. return true;
  1639. // For perspective lights, extrusion direction depends on the position of the shadow caster
  1640. Vector3 center = lightViewBox.Center();
  1641. Ray extrusionRay(center, center.Normalized());
  1642. float extrusionDistance = shadowCamera->GetFarClip();
  1643. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  1644. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  1645. float sizeFactor = extrusionDistance / originalDistance;
  1646. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  1647. // than necessary, so the test will be conservative
  1648. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  1649. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  1650. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  1651. lightViewBox.Merge(extrudedBox);
  1652. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1653. }
  1654. }
  1655. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  1656. {
  1657. unsigned width = shadowMap->GetWidth();
  1658. unsigned height = shadowMap->GetHeight();
  1659. int maxCascades = renderer_->GetMaxShadowCascades();
  1660. switch (light->GetLightType())
  1661. {
  1662. case LIGHT_DIRECTIONAL:
  1663. if (maxCascades == 1)
  1664. return IntRect(0, 0, width, height);
  1665. else if (maxCascades == 2)
  1666. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  1667. else
  1668. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  1669. (splitIndex / 2 + 1) * height / 2);
  1670. case LIGHT_SPOT:
  1671. return IntRect(0, 0, width, height);
  1672. case LIGHT_POINT:
  1673. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  1674. (splitIndex / 2 + 1) * height / 3);
  1675. }
  1676. return IntRect();
  1677. }
  1678. void View::SetupShadowCameras(LightQueryResult& query)
  1679. {
  1680. Light* light = query.light_;
  1681. int splits = 0;
  1682. switch (light->GetLightType())
  1683. {
  1684. case LIGHT_DIRECTIONAL:
  1685. {
  1686. const CascadeParameters& cascade = light->GetShadowCascade();
  1687. float nearSplit = camera_->GetNearClip();
  1688. float farSplit;
  1689. while (splits < renderer_->GetMaxShadowCascades())
  1690. {
  1691. // If split is completely beyond camera far clip, we are done
  1692. if (nearSplit > camera_->GetFarClip())
  1693. break;
  1694. farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
  1695. if (farSplit <= nearSplit)
  1696. break;
  1697. // Setup the shadow camera for the split
  1698. Camera* shadowCamera = renderer_->GetShadowCamera();
  1699. query.shadowCameras_[splits] = shadowCamera;
  1700. query.shadowNearSplits_[splits] = nearSplit;
  1701. query.shadowFarSplits_[splits] = farSplit;
  1702. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  1703. nearSplit = farSplit;
  1704. ++splits;
  1705. }
  1706. }
  1707. break;
  1708. case LIGHT_SPOT:
  1709. {
  1710. Camera* shadowCamera = renderer_->GetShadowCamera();
  1711. query.shadowCameras_[0] = shadowCamera;
  1712. Node* cameraNode = shadowCamera->GetNode();
  1713. Node* lightNode = light->GetNode();
  1714. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  1715. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1716. shadowCamera->SetFarClip(light->GetRange());
  1717. shadowCamera->SetFov(light->GetFov());
  1718. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  1719. splits = 1;
  1720. }
  1721. break;
  1722. case LIGHT_POINT:
  1723. {
  1724. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  1725. {
  1726. Camera* shadowCamera = renderer_->GetShadowCamera();
  1727. query.shadowCameras_[i] = shadowCamera;
  1728. Node* cameraNode = shadowCamera->GetNode();
  1729. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  1730. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  1731. cameraNode->SetDirection(*directions[i]);
  1732. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1733. shadowCamera->SetFarClip(light->GetRange());
  1734. shadowCamera->SetFov(90.0f);
  1735. shadowCamera->SetAspectRatio(1.0f);
  1736. }
  1737. splits = MAX_CUBEMAP_FACES;
  1738. }
  1739. break;
  1740. }
  1741. query.numSplits_ = splits;
  1742. }
  1743. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  1744. {
  1745. Node* shadowCameraNode = shadowCamera->GetNode();
  1746. Node* lightNode = light->GetNode();
  1747. float extrusionDistance = camera_->GetFarClip();
  1748. const FocusParameters& parameters = light->GetShadowFocus();
  1749. // Calculate initial position & rotation
  1750. Vector3 pos = cameraNode_->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  1751. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  1752. // Calculate main camera shadowed frustum in light's view space
  1753. farSplit = Min(farSplit, camera_->GetFarClip());
  1754. // Use the scene Z bounds to limit frustum size if applicable
  1755. if (parameters.focus_)
  1756. {
  1757. nearSplit = Max(minZ_, nearSplit);
  1758. farSplit = Min(maxZ_, farSplit);
  1759. }
  1760. Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
  1761. Polyhedron frustumVolume;
  1762. frustumVolume.Define(splitFrustum);
  1763. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  1764. if (parameters.focus_)
  1765. {
  1766. BoundingBox litGeometriesBox;
  1767. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1768. {
  1769. Drawable* drawable = geometries_[i];
  1770. // Skip skyboxes as they have undefinedly large bounding box size
  1771. if (drawable->GetType() == Skybox::GetTypeStatic())
  1772. continue;
  1773. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  1774. (GetLightMask(drawable) & light->GetLightMask()))
  1775. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  1776. }
  1777. if (litGeometriesBox.defined_)
  1778. {
  1779. frustumVolume.Clip(litGeometriesBox);
  1780. // If volume became empty, restore it to avoid zero size
  1781. if (frustumVolume.Empty())
  1782. frustumVolume.Define(splitFrustum);
  1783. }
  1784. }
  1785. // Transform frustum volume to light space
  1786. const Matrix3x4& lightView = shadowCamera->GetInverseWorldTransform();
  1787. frustumVolume.Transform(lightView);
  1788. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  1789. BoundingBox shadowBox;
  1790. if (!parameters.nonUniform_)
  1791. shadowBox.Define(Sphere(frustumVolume));
  1792. else
  1793. shadowBox.Define(frustumVolume);
  1794. shadowCamera->SetOrthographic(true);
  1795. shadowCamera->SetAspectRatio(1.0f);
  1796. shadowCamera->SetNearClip(0.0f);
  1797. shadowCamera->SetFarClip(shadowBox.max_.z_);
  1798. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  1799. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  1800. }
  1801. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  1802. const BoundingBox& shadowCasterBox)
  1803. {
  1804. const FocusParameters& parameters = light->GetShadowFocus();
  1805. float shadowMapWidth = (float)(shadowViewport.Width());
  1806. LightType type = light->GetLightType();
  1807. if (type == LIGHT_DIRECTIONAL)
  1808. {
  1809. BoundingBox shadowBox;
  1810. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  1811. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  1812. shadowBox.min_.y_ = -shadowBox.max_.y_;
  1813. shadowBox.min_.x_ = -shadowBox.max_.x_;
  1814. // Requantize and snap to shadow map texels
  1815. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  1816. }
  1817. if (type == LIGHT_SPOT)
  1818. {
  1819. if (parameters.focus_)
  1820. {
  1821. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  1822. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  1823. float viewSize = Max(viewSizeX, viewSizeY);
  1824. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  1825. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  1826. float quantize = parameters.quantize_ * invOrthoSize;
  1827. float minView = parameters.minView_ * invOrthoSize;
  1828. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  1829. if (viewSize < 1.0f)
  1830. shadowCamera->SetZoom(1.0f / viewSize);
  1831. }
  1832. }
  1833. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  1834. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  1835. if (shadowCamera->GetZoom() >= 1.0f)
  1836. {
  1837. if (light->GetLightType() != LIGHT_POINT)
  1838. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  1839. else
  1840. {
  1841. #ifdef USE_OPENGL
  1842. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  1843. #else
  1844. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  1845. #endif
  1846. }
  1847. }
  1848. }
  1849. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  1850. const BoundingBox& viewBox)
  1851. {
  1852. Node* shadowCameraNode = shadowCamera->GetNode();
  1853. const FocusParameters& parameters = light->GetShadowFocus();
  1854. float shadowMapWidth = (float)(shadowViewport.Width());
  1855. float minX = viewBox.min_.x_;
  1856. float minY = viewBox.min_.y_;
  1857. float maxX = viewBox.max_.x_;
  1858. float maxY = viewBox.max_.y_;
  1859. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  1860. Vector2 viewSize(maxX - minX, maxY - minY);
  1861. // Quantize size to reduce swimming
  1862. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  1863. if (parameters.nonUniform_)
  1864. {
  1865. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  1866. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  1867. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  1868. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  1869. }
  1870. else if (parameters.focus_)
  1871. {
  1872. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  1873. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  1874. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  1875. viewSize.y_ = viewSize.x_;
  1876. }
  1877. shadowCamera->SetOrthoSize(viewSize);
  1878. // Center shadow camera to the view space bounding box
  1879. Quaternion rot(shadowCameraNode->GetWorldRotation());
  1880. Vector3 adjust(center.x_, center.y_, 0.0f);
  1881. shadowCameraNode->Translate(rot * adjust);
  1882. // If the shadow map viewport is known, snap to whole texels
  1883. if (shadowMapWidth > 0.0f)
  1884. {
  1885. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  1886. // Take into account that shadow map border will not be used
  1887. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  1888. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  1889. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  1890. shadowCameraNode->Translate(rot * snap);
  1891. }
  1892. }
  1893. void View::FindZone(Drawable* drawable)
  1894. {
  1895. Vector3 center = drawable->GetWorldBoundingBox().Center();
  1896. int bestPriority = M_MIN_INT;
  1897. Zone* newZone = 0;
  1898. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  1899. // (possibly incorrect) and must be re-evaluated on the next frame
  1900. bool temporary = !camera_->GetFrustum().IsInside(center);
  1901. // First check if the last zone remains a conclusive result
  1902. Zone* lastZone = drawable->GetLastZone();
  1903. if (lastZone && (lastZone->GetViewMask() & camera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  1904. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  1905. newZone = lastZone;
  1906. else
  1907. {
  1908. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  1909. {
  1910. Zone* zone = *i;
  1911. int priority = zone->GetPriority();
  1912. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  1913. {
  1914. newZone = zone;
  1915. bestPriority = priority;
  1916. }
  1917. }
  1918. }
  1919. drawable->SetZone(newZone, temporary);
  1920. }
  1921. Zone* View::GetZone(Drawable* drawable)
  1922. {
  1923. if (cameraZoneOverride_)
  1924. return cameraZone_;
  1925. Zone* drawableZone = drawable->GetZone();
  1926. return drawableZone ? drawableZone : cameraZone_;
  1927. }
  1928. unsigned View::GetLightMask(Drawable* drawable)
  1929. {
  1930. return drawable->GetLightMask() & GetZone(drawable)->GetLightMask();
  1931. }
  1932. unsigned View::GetShadowMask(Drawable* drawable)
  1933. {
  1934. return drawable->GetShadowMask() & GetZone(drawable)->GetShadowMask();
  1935. }
  1936. unsigned long long View::GetVertexLightQueueHash(const PODVector<Light*>& vertexLights)
  1937. {
  1938. unsigned long long hash = 0;
  1939. for (PODVector<Light*>::ConstIterator i = vertexLights.Begin(); i != vertexLights.End(); ++i)
  1940. hash += (unsigned long long)(*i);
  1941. return hash;
  1942. }
  1943. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  1944. {
  1945. if (!material)
  1946. {
  1947. const Vector<TechniqueEntry>& techniques = renderer_->GetDefaultMaterial()->GetTechniques();
  1948. return techniques.Size() ? techniques[0].technique_ : (Technique*)0;
  1949. }
  1950. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  1951. // If only one technique, no choice
  1952. if (techniques.Size() == 1)
  1953. return techniques[0].technique_;
  1954. else
  1955. {
  1956. float lodDistance = drawable->GetLodDistance();
  1957. // Check for suitable technique. Techniques should be ordered like this:
  1958. // Most distant & highest quality
  1959. // Most distant & lowest quality
  1960. // Second most distant & highest quality
  1961. // ...
  1962. for (unsigned i = 0; i < techniques.Size(); ++i)
  1963. {
  1964. const TechniqueEntry& entry = techniques[i];
  1965. Technique* tech = entry.technique_;
  1966. if (!tech || (tech->IsSM3() && !graphics_->GetSM3Support()) || materialQuality_ < entry.qualityLevel_)
  1967. continue;
  1968. if (lodDistance >= entry.lodDistance_)
  1969. return tech;
  1970. }
  1971. // If no suitable technique found, fallback to the last
  1972. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  1973. }
  1974. }
  1975. void View::CheckMaterialForAuxView(Material* material)
  1976. {
  1977. const SharedPtr<Texture>* textures = material->GetTextures();
  1978. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  1979. {
  1980. Texture* texture = textures[i];
  1981. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  1982. {
  1983. // Have to check cube & 2D textures separately
  1984. if (texture->GetType() == Texture2D::GetTypeStatic())
  1985. {
  1986. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  1987. RenderSurface* target = tex2D->GetRenderSurface();
  1988. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  1989. target->QueueUpdate();
  1990. }
  1991. else if (texture->GetType() == TextureCube::GetTypeStatic())
  1992. {
  1993. TextureCube* texCube = static_cast<TextureCube*>(texture);
  1994. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  1995. {
  1996. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  1997. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  1998. target->QueueUpdate();
  1999. }
  2000. }
  2001. }
  2002. }
  2003. // Flag as processed so we can early-out next time we come across this material on the same frame
  2004. material->MarkForAuxView(frame_.frameNumber_);
  2005. }
  2006. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2007. {
  2008. if (!batch.material_)
  2009. batch.material_ = renderer_->GetDefaultMaterial();
  2010. // Convert to instanced if possible
  2011. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer() && !batch.shaderData_ &&
  2012. !batch.overrideView_)
  2013. batch.geometryType_ = GEOM_INSTANCED;
  2014. if (batch.geometryType_ == GEOM_INSTANCED)
  2015. {
  2016. HashMap<BatchGroupKey, BatchGroup>* groups = batch.isBase_ ? &batchQueue.baseBatchGroups_ : &batchQueue.batchGroups_;
  2017. BatchGroupKey key(batch);
  2018. HashMap<BatchGroupKey, BatchGroup>::Iterator i = groups->Find(key);
  2019. if (i == groups->End())
  2020. {
  2021. // Create a new group based on the batch
  2022. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2023. BatchGroup newGroup(batch);
  2024. newGroup.CalculateSortKey();
  2025. newGroup.instances_.Push(InstanceData(batch.worldTransform_, batch.distance_));
  2026. groups->Insert(MakePair(key, newGroup));
  2027. }
  2028. else
  2029. i->second_.instances_.Push(InstanceData(batch.worldTransform_, batch.distance_));
  2030. }
  2031. else
  2032. {
  2033. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2034. batch.CalculateSortKey();
  2035. batchQueue.batches_.Push(batch);
  2036. }
  2037. }
  2038. void View::PrepareInstancingBuffer()
  2039. {
  2040. PROFILE(PrepareInstancingBuffer);
  2041. unsigned totalInstances = 0;
  2042. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2043. totalInstances += i->second_.GetNumInstances();
  2044. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2045. {
  2046. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2047. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2048. totalInstances += i->litBatches_.GetNumInstances();
  2049. }
  2050. // If fail to set buffer size, fall back to per-group locking
  2051. if (totalInstances && renderer_->ResizeInstancingBuffer(totalInstances))
  2052. {
  2053. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2054. unsigned freeIndex = 0;
  2055. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2056. if (!dest)
  2057. return;
  2058. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2059. i->second_.SetTransforms(this, dest, freeIndex);
  2060. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2061. {
  2062. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2063. i->shadowSplits_[j].shadowBatches_.SetTransforms(this, dest, freeIndex);
  2064. i->litBatches_.SetTransforms(this, dest, freeIndex);
  2065. }
  2066. instancingBuffer->Unlock();
  2067. }
  2068. }
  2069. void View::SetupLightVolumeBatch(Batch& batch)
  2070. {
  2071. Light* light = batch.lightQueue_->light_;
  2072. LightType type = light->GetLightType();
  2073. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  2074. float lightDist;
  2075. graphics_->SetBlendMode(BLEND_ADD);
  2076. graphics_->SetDepthBias(0.0f, 0.0f);
  2077. graphics_->SetDepthWrite(false);
  2078. graphics_->SetFillMode(FILL_SOLID);
  2079. if (type != LIGHT_DIRECTIONAL)
  2080. {
  2081. if (type == LIGHT_POINT)
  2082. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2083. else
  2084. lightDist = light->GetFrustum().Distance(cameraPos);
  2085. // Draw front faces if not inside light volume
  2086. if (lightDist < camera_->GetNearClip() * 2.0f)
  2087. {
  2088. renderer_->SetCullMode(CULL_CW, camera_);
  2089. graphics_->SetDepthTest(CMP_GREATER);
  2090. }
  2091. else
  2092. {
  2093. renderer_->SetCullMode(CULL_CCW, camera_);
  2094. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2095. }
  2096. }
  2097. else
  2098. {
  2099. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2100. // refresh the directional light's model transform before rendering
  2101. light->GetVolumeTransform(camera_);
  2102. graphics_->SetCullMode(CULL_NONE);
  2103. graphics_->SetDepthTest(CMP_ALWAYS);
  2104. }
  2105. graphics_->SetScissorTest(false);
  2106. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2107. }
  2108. void View::RenderShadowMap(const LightBatchQueue& queue)
  2109. {
  2110. PROFILE(RenderShadowMap);
  2111. Texture2D* shadowMap = queue.shadowMap_;
  2112. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2113. graphics_->SetColorWrite(false);
  2114. graphics_->SetFillMode(FILL_SOLID);
  2115. graphics_->SetStencilTest(false);
  2116. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2117. graphics_->SetDepthStencil(shadowMap);
  2118. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2119. graphics_->Clear(CLEAR_DEPTH);
  2120. // Set shadow depth bias
  2121. const BiasParameters& parameters = queue.light_->GetShadowBias();
  2122. // Render each of the splits
  2123. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2124. {
  2125. float multiplier = 1.0f;
  2126. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2127. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2128. {
  2129. multiplier = Max(queue.shadowSplits_[i].shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2130. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2131. }
  2132. graphics_->SetDepthBias(multiplier * parameters.constantBias_, multiplier * parameters.slopeScaledBias_);
  2133. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2134. if (!shadowQueue.shadowBatches_.IsEmpty())
  2135. {
  2136. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2137. shadowQueue.shadowBatches_.Draw(this);
  2138. }
  2139. }
  2140. graphics_->SetColorWrite(true);
  2141. graphics_->SetDepthBias(0.0f, 0.0f);
  2142. }
  2143. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2144. {
  2145. // If using the backbuffer, return the backbuffer depth-stencil
  2146. if (!renderTarget)
  2147. return 0;
  2148. // Then check for linked depth-stencil
  2149. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2150. // Finally get one from Renderer
  2151. if (!depthStencil)
  2152. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2153. return depthStencil;
  2154. }
  2155. }