Renderer.cpp 54 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 "CoreEvents.h"
  25. #include "DebugRenderer.h"
  26. #include "Geometry.h"
  27. #include "Graphics.h"
  28. #include "GraphicsEvents.h"
  29. #include "GraphicsImpl.h"
  30. #include "IndexBuffer.h"
  31. #include "Log.h"
  32. #include "Material.h"
  33. #include "OcclusionBuffer.h"
  34. #include "Octree.h"
  35. #include "Profiler.h"
  36. #include "Renderer.h"
  37. #include "RenderPath.h"
  38. #include "ResourceCache.h"
  39. #include "Scene.h"
  40. #include "Shader.h"
  41. #include "ShaderVariation.h"
  42. #include "Technique.h"
  43. #include "Texture2D.h"
  44. #include "TextureCube.h"
  45. #include "VertexBuffer.h"
  46. #include "View.h"
  47. #include "XMLFile.h"
  48. #include "Zone.h"
  49. #include "DebugNew.h"
  50. namespace Urho3D
  51. {
  52. static const float dirLightVertexData[] =
  53. {
  54. -1, 1, 0,
  55. 1, 1, 0,
  56. 1, -1, 0,
  57. -1, -1, 0,
  58. };
  59. static const unsigned short dirLightIndexData[] =
  60. {
  61. 0, 1, 2,
  62. 2, 3, 0,
  63. };
  64. static const float pointLightVertexData[] =
  65. {
  66. -0.423169f, -1.000000f, 0.423169f,
  67. -0.423169f, -1.000000f, -0.423169f,
  68. 0.423169f, -1.000000f, -0.423169f,
  69. 0.423169f, -1.000000f, 0.423169f,
  70. 0.423169f, 1.000000f, -0.423169f,
  71. -0.423169f, 1.000000f, -0.423169f,
  72. -0.423169f, 1.000000f, 0.423169f,
  73. 0.423169f, 1.000000f, 0.423169f,
  74. -1.000000f, 0.423169f, -0.423169f,
  75. -1.000000f, -0.423169f, -0.423169f,
  76. -1.000000f, -0.423169f, 0.423169f,
  77. -1.000000f, 0.423169f, 0.423169f,
  78. 0.423169f, 0.423169f, -1.000000f,
  79. 0.423169f, -0.423169f, -1.000000f,
  80. -0.423169f, -0.423169f, -1.000000f,
  81. -0.423169f, 0.423169f, -1.000000f,
  82. 1.000000f, 0.423169f, 0.423169f,
  83. 1.000000f, -0.423169f, 0.423169f,
  84. 1.000000f, -0.423169f, -0.423169f,
  85. 1.000000f, 0.423169f, -0.423169f,
  86. 0.423169f, -0.423169f, 1.000000f,
  87. 0.423169f, 0.423169f, 1.000000f,
  88. -0.423169f, 0.423169f, 1.000000f,
  89. -0.423169f, -0.423169f, 1.000000f
  90. };
  91. static const unsigned short pointLightIndexData[] =
  92. {
  93. 0, 1, 2,
  94. 0, 2, 3,
  95. 4, 5, 6,
  96. 4, 6, 7,
  97. 8, 9, 10,
  98. 8, 10, 11,
  99. 12, 13, 14,
  100. 12, 14, 15,
  101. 16, 17, 18,
  102. 16, 18, 19,
  103. 20, 21, 22,
  104. 20, 22, 23,
  105. 0, 10, 9,
  106. 0, 9, 1,
  107. 13, 2, 1,
  108. 13, 1, 14,
  109. 23, 0, 3,
  110. 23, 3, 20,
  111. 17, 3, 2,
  112. 17, 2, 18,
  113. 21, 7, 6,
  114. 21, 6, 22,
  115. 7, 16, 19,
  116. 7, 19, 4,
  117. 5, 8, 11,
  118. 5, 11, 6,
  119. 4, 12, 15,
  120. 4, 15, 5,
  121. 22, 11, 10,
  122. 22, 10, 23,
  123. 8, 15, 14,
  124. 8, 14, 9,
  125. 12, 19, 18,
  126. 12, 18, 13,
  127. 16, 21, 20,
  128. 16, 20, 17,
  129. 0, 23, 10,
  130. 1, 9, 14,
  131. 2, 13, 18,
  132. 3, 17, 20,
  133. 6, 11, 22,
  134. 5, 15, 8,
  135. 4, 19, 12,
  136. 7, 21, 16
  137. };
  138. static const float spotLightVertexData[] =
  139. {
  140. 0.00001f, 0.00001f, 0.00001f,
  141. 0.00001f, -0.00001f, 0.00001f,
  142. -0.00001f, -0.00001f, 0.00001f,
  143. -0.00001f, 0.00001f, 0.00001f,
  144. 1.00000f, 1.00000f, 0.99999f,
  145. 1.00000f, -1.00000f, 0.99999f,
  146. -1.00000f, -1.00000f, 0.99999f,
  147. -1.00000f, 1.00000f, 0.99999f,
  148. };
  149. static const unsigned short spotLightIndexData[] =
  150. {
  151. 3, 0, 1,
  152. 3, 1, 2,
  153. 0, 4, 5,
  154. 0, 5, 1,
  155. 3, 7, 4,
  156. 3, 4, 0,
  157. 7, 3, 2,
  158. 7, 2, 6,
  159. 6, 2, 1,
  160. 6, 1, 5,
  161. 7, 5, 4,
  162. 7, 6, 5
  163. };
  164. static const String shadowVariations[] =
  165. {
  166. // No specific hardware shadow compare variation on OpenGL, it is always supported
  167. #ifdef USE_OPENGL
  168. "LQ",
  169. "LQ",
  170. "",
  171. ""
  172. #else
  173. "",
  174. "LQHW",
  175. "",
  176. "HW"
  177. #endif
  178. };
  179. static const String geometryVSVariations[] =
  180. {
  181. "",
  182. "Skinned",
  183. "Instanced",
  184. "Billboard"
  185. };
  186. static const String lightVSVariations[] =
  187. {
  188. "Dir",
  189. "Spot",
  190. "Point",
  191. "DirSpec",
  192. "SpotSpec",
  193. "PointSpec",
  194. "DirShadow",
  195. "SpotShadow",
  196. "PointShadow",
  197. "DirSpecShadow",
  198. "SpotSpecShadow",
  199. "PointSpecShadow"
  200. };
  201. static const String vertexLightVSVariations[] =
  202. {
  203. "",
  204. "1VL",
  205. "2VL",
  206. "3VL",
  207. "4VL",
  208. "5VL",
  209. "6VL"
  210. };
  211. static const String deferredLightVSVariations[] =
  212. {
  213. "",
  214. "Dir",
  215. "Ortho",
  216. "OrthoDir"
  217. };
  218. static const String lightPSVariations[] =
  219. {
  220. "Dir",
  221. "Spot",
  222. "Point",
  223. "PointMask",
  224. "DirSpec",
  225. "SpotSpec",
  226. "PointSpec",
  227. "PointMaskSpec",
  228. "DirShadow",
  229. "SpotShadow",
  230. "PointShadow",
  231. "PointMaskShadow",
  232. "DirSpecShadow",
  233. "SpotSpecShadow",
  234. "PointSpecShadow",
  235. "PointMaskSpecShadow"
  236. };
  237. static const unsigned INSTANCING_BUFFER_MASK = MASK_INSTANCEMATRIX1 | MASK_INSTANCEMATRIX2 | MASK_INSTANCEMATRIX3;
  238. static const unsigned MAX_BUFFER_AGE = 2000;
  239. OBJECTTYPESTATIC(Renderer);
  240. Renderer::Renderer(Context* context) :
  241. Object(context),
  242. defaultZone_(new Zone(context)),
  243. quadDirLight_(new Light(context)),
  244. textureAnisotropy_(4),
  245. textureFilterMode_(FILTER_TRILINEAR),
  246. textureQuality_(QUALITY_HIGH),
  247. materialQuality_(QUALITY_HIGH),
  248. shadowMapSize_(1024),
  249. shadowQuality_(SHADOWQUALITY_HIGH_16BIT),
  250. maxShadowMaps_(1),
  251. maxShadowCascades_(MAX_CASCADE_SPLITS),
  252. maxInstanceTriangles_(500),
  253. maxSortedInstances_(1000),
  254. maxOccluderTriangles_(5000),
  255. occlusionBufferSize_(256),
  256. occluderSizeThreshold_(0.025f),
  257. numViews_(0),
  258. numOcclusionBuffers_(0),
  259. numShadowCameras_(0),
  260. shadersChangedFrameNumber_(M_MAX_UNSIGNED),
  261. specularLighting_(true),
  262. drawShadows_(true),
  263. reuseShadowMaps_(true),
  264. dynamicInstancing_(true),
  265. shadersDirty_(true),
  266. initialized_(false)
  267. {
  268. SubscribeToEvent(E_SCREENMODE, HANDLER(Renderer, HandleScreenMode));
  269. SubscribeToEvent(E_GRAPHICSFEATURES, HANDLER(Renderer, HandleGraphicsFeatures));
  270. // Delay SubscribeToEvent(E_RENDERUPDATE, HANDLER(Renderer, HandleRenderUpdate)) until renderer is initialized
  271. quadDirLight_->SetLightType(LIGHT_DIRECTIONAL);
  272. // Try to initialize right now, but skip if screen mode is not yet set
  273. Initialize();
  274. SetNumViewports(1);
  275. }
  276. Renderer::~Renderer()
  277. {
  278. }
  279. void Renderer::SetNumViewports(unsigned num)
  280. {
  281. viewports_.Resize(num);
  282. for (unsigned i = 0; i < viewports_.Size(); ++i)
  283. {
  284. if (!viewports_[i])
  285. viewports_[i] = new Viewport(context_);
  286. }
  287. }
  288. bool Renderer::SetViewport(unsigned index, Viewport* viewport)
  289. {
  290. if (index >= viewports_.Size())
  291. {
  292. LOGERROR("Viewport index out of bounds");
  293. return false;
  294. }
  295. if (!viewport)
  296. {
  297. LOGERROR("Null viewport");
  298. return false;
  299. }
  300. viewports_[index] = viewport;
  301. return true;
  302. }
  303. void Renderer::SetDefaultRenderPath(RenderPath* renderPath)
  304. {
  305. if (renderPath)
  306. defaultRenderPath_ = renderPath;
  307. }
  308. void Renderer::SetDefaultRenderPath(XMLFile* xmlFile)
  309. {
  310. SharedPtr<RenderPath> newRenderPath(new RenderPath());
  311. if (newRenderPath->LoadParameters(xmlFile))
  312. defaultRenderPath_ = newRenderPath;
  313. }
  314. void Renderer::SetSpecularLighting(bool enable)
  315. {
  316. specularLighting_ = enable;
  317. }
  318. void Renderer::SetTextureAnisotropy(int level)
  319. {
  320. textureAnisotropy_ = Max(level, 1);
  321. }
  322. void Renderer::SetTextureFilterMode(TextureFilterMode mode)
  323. {
  324. textureFilterMode_ = mode;
  325. }
  326. void Renderer::SetTextureQuality(int quality)
  327. {
  328. quality = Clamp(quality, QUALITY_LOW, QUALITY_HIGH);
  329. if (quality != textureQuality_)
  330. {
  331. textureQuality_ = quality;
  332. ReloadTextures();
  333. }
  334. }
  335. void Renderer::SetMaterialQuality(int quality)
  336. {
  337. materialQuality_ = Clamp(quality, QUALITY_LOW, QUALITY_MAX);
  338. shadersDirty_ = true;
  339. ResetViews();
  340. }
  341. void Renderer::SetDrawShadows(bool enable)
  342. {
  343. if (!graphics_ || !graphics_->GetShadowMapFormat())
  344. return;
  345. drawShadows_ = enable;
  346. if (!drawShadows_)
  347. ResetShadowMaps();
  348. }
  349. void Renderer::SetShadowMapSize(int size)
  350. {
  351. if (!graphics_)
  352. return;
  353. size = NextPowerOfTwo(Max(size, SHADOW_MIN_PIXELS));
  354. if (size != shadowMapSize_)
  355. {
  356. shadowMapSize_ = size;
  357. ResetShadowMaps();
  358. }
  359. }
  360. void Renderer::SetShadowQuality(int quality)
  361. {
  362. if (!graphics_)
  363. return;
  364. quality &= SHADOWQUALITY_HIGH_24BIT;
  365. // If no hardware PCF, do not allow to select one-sample quality
  366. if (!graphics_->GetHardwareShadowSupport())
  367. quality |= SHADOWQUALITY_HIGH_16BIT;
  368. if (!graphics_->GetHiresShadowMapFormat())
  369. quality &= SHADOWQUALITY_HIGH_16BIT;
  370. if (quality != shadowQuality_)
  371. {
  372. shadowQuality_ = quality;
  373. shadersDirty_ = true;
  374. ResetShadowMaps();
  375. }
  376. }
  377. void Renderer::SetReuseShadowMaps(bool enable)
  378. {
  379. if (enable == reuseShadowMaps_)
  380. return;
  381. reuseShadowMaps_ = enable;
  382. }
  383. void Renderer::SetMaxShadowMaps(int shadowMaps)
  384. {
  385. if (shadowMaps < 1)
  386. return;
  387. maxShadowMaps_ = shadowMaps;
  388. for (HashMap<int, Vector<SharedPtr<Texture2D> > >::Iterator i = shadowMaps_.Begin(); i != shadowMaps_.End(); ++i)
  389. {
  390. if ((int)i->second_.Size() > maxShadowMaps_)
  391. i->second_.Resize(maxShadowMaps_);
  392. }
  393. }
  394. void Renderer::SetMaxShadowCascades(int cascades)
  395. {
  396. cascades = Clamp(cascades, 1, MAX_CASCADE_SPLITS);
  397. if (cascades != maxShadowCascades_)
  398. {
  399. maxShadowCascades_ = cascades;
  400. ResetShadowMaps();
  401. }
  402. }
  403. void Renderer::SetDynamicInstancing(bool enable)
  404. {
  405. if (!instancingBuffer_)
  406. enable = false;
  407. dynamicInstancing_ = enable;
  408. }
  409. void Renderer::SetMaxInstanceTriangles(int triangles)
  410. {
  411. maxInstanceTriangles_ = Max(triangles, 0);
  412. }
  413. void Renderer::SetMaxSortedInstances(int instances)
  414. {
  415. maxSortedInstances_ = Max(instances, 0);
  416. }
  417. void Renderer::SetMaxOccluderTriangles(int triangles)
  418. {
  419. maxOccluderTriangles_ = Max(triangles, 0);
  420. }
  421. void Renderer::SetOcclusionBufferSize(int size)
  422. {
  423. occlusionBufferSize_ = Max(size, 1);
  424. occlusionBuffers_.Clear();
  425. }
  426. void Renderer::SetOccluderSizeThreshold(float screenSize)
  427. {
  428. occluderSizeThreshold_ = Max(screenSize, 0.0f);
  429. }
  430. void Renderer::ReloadShaders()
  431. {
  432. shadersDirty_ = true;
  433. }
  434. Viewport* Renderer::GetViewport(unsigned index) const
  435. {
  436. return index < viewports_.Size() ? viewports_[index] : (Viewport*)0;
  437. }
  438. RenderPath* Renderer::GetDefaultRenderPath() const
  439. {
  440. return defaultRenderPath_;
  441. }
  442. ShaderVariation* Renderer::GetVertexShader(const String& name, bool checkExists) const
  443. {
  444. return GetShader(VS, name, checkExists);
  445. }
  446. ShaderVariation* Renderer::GetPixelShader(const String& name, bool checkExists) const
  447. {
  448. return GetShader(PS, name, checkExists);
  449. }
  450. unsigned Renderer::GetNumGeometries(bool allViews) const
  451. {
  452. unsigned numGeometries = 0;
  453. unsigned lastView = allViews ? numViews_ : 1;
  454. for (unsigned i = 0; i < lastView; ++i)
  455. numGeometries += views_[i]->GetGeometries().Size();
  456. return numGeometries;
  457. }
  458. unsigned Renderer::GetNumLights(bool allViews) const
  459. {
  460. unsigned numLights = 0;
  461. unsigned lastView = allViews ? numViews_ : 1;
  462. for (unsigned i = 0; i < lastView; ++i)
  463. numLights += views_[i]->GetLights().Size();
  464. return numLights;
  465. }
  466. unsigned Renderer::GetNumShadowMaps(bool allViews) const
  467. {
  468. unsigned numShadowMaps = 0;
  469. unsigned lastView = allViews ? numViews_ : 1;
  470. for (unsigned i = 0; i < lastView; ++i)
  471. {
  472. const Vector<LightBatchQueue>& lightQueues = views_[i]->GetLightQueues();
  473. for (Vector<LightBatchQueue>::ConstIterator i = lightQueues.Begin(); i != lightQueues.End(); ++i)
  474. {
  475. if (i->shadowMap_)
  476. ++numShadowMaps;
  477. }
  478. }
  479. return numShadowMaps;
  480. }
  481. unsigned Renderer::GetNumOccluders(bool allViews) const
  482. {
  483. unsigned numOccluders = 0;
  484. unsigned lastView = allViews ? numViews_ : 1;
  485. for (unsigned i = 0; i < lastView; ++i)
  486. numOccluders += views_[i]->GetOccluders().Size();
  487. return numOccluders;
  488. }
  489. void Renderer::Update(float timeStep)
  490. {
  491. PROFILE(UpdateViews);
  492. numViews_ = 0;
  493. // If device lost, do not perform update. This is because any dynamic vertex/index buffer updates happen already here,
  494. // and if the device is lost, the updates queue up, causing memory use to rise constantly
  495. if (!graphics_ || !graphics_->IsInitialized() || graphics_->IsDeviceLost())
  496. return;
  497. // Set up the frameinfo structure for this frame
  498. frame_.frameNumber_ = GetSubsystem<Time>()->GetFrameNumber();
  499. frame_.timeStep_ = timeStep;
  500. frame_.camera_ = 0;
  501. numShadowCameras_ = 0;
  502. numOcclusionBuffers_ = 0;
  503. updatedOctrees_.Clear();
  504. // Reload shaders now if needed
  505. if (shadersDirty_)
  506. LoadShaders();
  507. // Process all viewports. Use reverse order, because during rendering the order will be reversed again
  508. // to handle auxiliary view dependencies correctly
  509. for (unsigned i = viewports_.Size() - 1; i < viewports_.Size(); --i)
  510. {
  511. unsigned mainView = numViews_;
  512. Viewport* viewport = viewports_[i];
  513. if (!viewport || !AddView(0, viewport))
  514. continue;
  515. const IntRect& viewRect = viewport->GetRect();
  516. Scene* scene = viewport->GetScene();
  517. // Update octree (perform early update for drawables which need that, and reinsert moved drawables.)
  518. // However, if the same scene is viewed from multiple cameras, update the octree only once
  519. Octree* octree = scene->GetComponent<Octree>();
  520. if (!updatedOctrees_.Contains(octree))
  521. {
  522. frame_.camera_ = viewport->GetCamera();
  523. frame_.viewSize_ = viewRect.Size();
  524. if (frame_.viewSize_ == IntVector2::ZERO)
  525. frame_.viewSize_ = IntVector2(graphics_->GetWidth(), graphics_->GetHeight());
  526. octree->Update(frame_);
  527. updatedOctrees_.Insert(octree);
  528. // Set also the view for the debug graphics already here, so that it can use culling
  529. /// \todo May result in incorrect debug geometry culling if the same scene is drawn from multiple viewports
  530. DebugRenderer* debug = scene->GetComponent<DebugRenderer>();
  531. if (debug)
  532. debug->SetView(viewport->GetCamera());
  533. }
  534. // Update the viewport's main view and any auxiliary views it has created
  535. for (unsigned i = mainView; i < numViews_; ++i)
  536. {
  537. // Reset shadow map allocations; they can be reused between views as each is rendered completely at a time
  538. ResetShadowMapAllocations();
  539. views_[i]->Update(frame_);
  540. }
  541. }
  542. }
  543. void Renderer::Render()
  544. {
  545. // Engine does not render when window is closed or device is lost
  546. assert(graphics_ && graphics_->IsInitialized() && !graphics_->IsDeviceLost());
  547. PROFILE(RenderViews);
  548. // If the indirection textures have lost content (OpenGL mode only), restore them now
  549. if (faceSelectCubeMap_ && faceSelectCubeMap_->IsDataLost())
  550. SetIndirectionTextureData();
  551. graphics_->SetDefaultTextureFilterMode(textureFilterMode_);
  552. graphics_->SetTextureAnisotropy(textureAnisotropy_);
  553. graphics_->ClearParameterSources();
  554. // If no views, just clear the screen
  555. if (!numViews_)
  556. {
  557. graphics_->SetBlendMode(BLEND_REPLACE);
  558. graphics_->SetColorWrite(true);
  559. graphics_->SetDepthWrite(true);
  560. graphics_->SetScissorTest(false);
  561. graphics_->SetStencilTest(false);
  562. graphics_->ResetRenderTargets();
  563. graphics_->Clear(CLEAR_COLOR | CLEAR_DEPTH | CLEAR_STENCIL);
  564. numPrimitives_ = 0;
  565. numBatches_ = 0;
  566. }
  567. else
  568. {
  569. // Render views from last to first (each main view is rendered after the auxiliary views it depends on)
  570. for (unsigned i = numViews_ - 1; i < numViews_; --i)
  571. {
  572. // Screen buffers can be reused between views, as each is rendered completely
  573. PrepareViewRender();
  574. views_[i]->Render();
  575. }
  576. // Copy the number of batches & primitives from Graphics so that we can account for 3D geometry only
  577. numPrimitives_ = graphics_->GetNumPrimitives();
  578. numBatches_ = graphics_->GetNumBatches();
  579. }
  580. // Remove unused occlusion buffers and renderbuffers
  581. RemoveUnusedBuffers();
  582. }
  583. void Renderer::DrawDebugGeometry(bool depthTest)
  584. {
  585. PROFILE(RendererDrawDebug);
  586. /// \todo Because debug geometry is per-scene, if two cameras show views of the same area, occlusion is not shown correctly
  587. HashSet<Drawable*> processedGeometries;
  588. HashSet<Light*> processedLights;
  589. for (unsigned i = 0; i < numViews_; ++i)
  590. {
  591. // Make sure it's a main view, and process each node only once
  592. View* view = views_[i];
  593. if (view->GetRenderTarget())
  594. continue;
  595. Octree* octree = view->GetOctree();
  596. if (!octree)
  597. continue;
  598. DebugRenderer* debug = octree->GetComponent<DebugRenderer>();
  599. if (!debug)
  600. continue;
  601. const PODVector<Drawable*>& geometries = view->GetGeometries();
  602. const PODVector<Light*>& lights = view->GetLights();
  603. for (unsigned i = 0; i < geometries.Size(); ++i)
  604. {
  605. if (!processedGeometries.Contains(geometries[i]))
  606. {
  607. geometries[i]->DrawDebugGeometry(debug, depthTest);
  608. processedGeometries.Insert(geometries[i]);
  609. }
  610. }
  611. for (unsigned i = 0; i < lights.Size(); ++i)
  612. {
  613. if (!processedLights.Contains(lights[i]))
  614. {
  615. lights[i]->DrawDebugGeometry(debug, depthTest);
  616. processedLights.Insert(lights[i]);
  617. }
  618. }
  619. }
  620. }
  621. bool Renderer::AddView(RenderSurface* renderTarget, Viewport* viewport)
  622. {
  623. // If using a rendertarget texture, make sure it will not be rendered to multiple times
  624. if (renderTarget)
  625. {
  626. for (unsigned i = 0; i < numViews_; ++i)
  627. {
  628. if (views_[i]->GetRenderTarget() == renderTarget)
  629. return false;
  630. }
  631. }
  632. assert(numViews_ <= views_.Size());
  633. if (numViews_ == views_.Size())
  634. views_.Push(SharedPtr<View>(new View(context_)));
  635. if (views_[numViews_]->Define(renderTarget, viewport))
  636. {
  637. ++numViews_;
  638. return true;
  639. }
  640. else
  641. return false;
  642. }
  643. void Renderer::GetLightVolumeShaders(PODVector<ShaderVariation*>& lightVS, PODVector<ShaderVariation*>& lightPS, const String& vsName, const String& psName)
  644. {
  645. lightVS.Resize(MAX_DEFERRED_LIGHT_VS_VARIATIONS);
  646. lightPS.Resize(MAX_DEFERRED_LIGHT_PS_VARIATIONS);
  647. unsigned shadows = (graphics_->GetHardwareShadowSupport() ? 1 : 0) | (shadowQuality_ & SHADOWQUALITY_HIGH_16BIT);
  648. for (unsigned i = 0; i < MAX_DEFERRED_LIGHT_VS_VARIATIONS; ++i)
  649. lightVS[i] = GetVertexShader(vsName + "_" + deferredLightVSVariations[i]);
  650. for (unsigned i = 0; i < lightPS.Size(); ++i)
  651. {
  652. String ortho;
  653. if (i >= DLPS_ORTHO)
  654. ortho = "Ortho";
  655. if (i & DLPS_SHADOW)
  656. {
  657. lightPS[i] = GetPixelShader(psName + "_" + ortho + lightPSVariations[i % DLPS_ORTHO] +
  658. shadowVariations[shadows]);
  659. }
  660. else
  661. lightPS[i] = GetPixelShader(psName + "_" + ortho + lightPSVariations[i % DLPS_ORTHO]);
  662. }
  663. }
  664. Geometry* Renderer::GetLightGeometry(Light* light)
  665. {
  666. switch (light->GetLightType())
  667. {
  668. case LIGHT_DIRECTIONAL:
  669. return dirLightGeometry_;
  670. case LIGHT_SPOT:
  671. return spotLightGeometry_;
  672. case LIGHT_POINT:
  673. return pointLightGeometry_;
  674. }
  675. return 0;
  676. }
  677. Texture2D* Renderer::GetShadowMap(Light* light, Camera* camera, unsigned viewWidth, unsigned viewHeight)
  678. {
  679. LightType type = light->GetLightType();
  680. const FocusParameters& parameters = light->GetShadowFocus();
  681. float size = (float)shadowMapSize_ * light->GetShadowResolution();
  682. // Automatically reduce shadow map size when far away
  683. if (parameters.autoSize_ && type != LIGHT_DIRECTIONAL)
  684. {
  685. const Matrix3x4& view = camera->GetInverseWorldTransform();
  686. const Matrix4& projection = camera->GetProjection();
  687. BoundingBox lightBox;
  688. float lightPixels;
  689. if (type == LIGHT_POINT)
  690. {
  691. // Calculate point light pixel size from the projection of its diagonal
  692. Vector3 center = view * light->GetNode()->GetWorldPosition();
  693. float extent = 0.58f * light->GetRange();
  694. lightBox.Define(center + Vector3(extent, extent, extent), center - Vector3(extent, extent, extent));
  695. }
  696. else
  697. {
  698. // Calculate spot light pixel size from the projection of its frustum far vertices
  699. Frustum lightFrustum = light->GetFrustum().Transformed(view);
  700. lightBox.Define(&lightFrustum.vertices_[4], 4);
  701. }
  702. Vector2 projectionSize = lightBox.Projected(projection).Size();
  703. lightPixels = Max(0.5f * (float)viewWidth * projectionSize.x_, 0.5f * (float)viewHeight * projectionSize.y_);
  704. // Clamp pixel amount to a sufficient minimum to avoid self-shadowing artifacts due to loss of precision
  705. if (lightPixels < SHADOW_MIN_PIXELS)
  706. lightPixels = SHADOW_MIN_PIXELS;
  707. size = Min(size, lightPixels);
  708. }
  709. /// \todo Allow to specify maximum shadow maps per resolution, as smaller shadow maps take less memory
  710. int width = NextPowerOfTwo((unsigned)size);
  711. int height = width;
  712. // Adjust the size for directional or point light shadow map atlases
  713. if (type == LIGHT_DIRECTIONAL)
  714. {
  715. if (maxShadowCascades_ > 1)
  716. width *= 2;
  717. if (maxShadowCascades_ > 2)
  718. height *= 2;
  719. }
  720. else if (type == LIGHT_POINT)
  721. {
  722. width *= 2;
  723. height *= 3;
  724. }
  725. int searchKey = (width << 16) | height;
  726. if (shadowMaps_.Contains(searchKey))
  727. {
  728. // If shadow maps are reused, always return the first
  729. if (reuseShadowMaps_)
  730. return shadowMaps_[searchKey][0];
  731. else
  732. {
  733. // If not reused, check allocation count and return existing shadow map if possible
  734. unsigned allocated = shadowMapAllocations_[searchKey].Size();
  735. if (allocated < shadowMaps_[searchKey].Size())
  736. {
  737. shadowMapAllocations_[searchKey].Push(light);
  738. return shadowMaps_[searchKey][allocated];
  739. }
  740. else if ((int)allocated >= maxShadowMaps_)
  741. return 0;
  742. }
  743. }
  744. unsigned shadowMapFormat = (shadowQuality_ & SHADOWQUALITY_LOW_24BIT) ? graphics_->GetHiresShadowMapFormat() :
  745. graphics_->GetShadowMapFormat();
  746. if (!shadowMapFormat)
  747. return 0;
  748. SharedPtr<Texture2D> newShadowMap(new Texture2D(context_));
  749. int retries = 3;
  750. // OpenGL: create shadow map only. Color rendertarget is not needed
  751. #ifdef USE_OPENGL
  752. while (retries)
  753. {
  754. if (!newShadowMap->SetSize(width, height, shadowMapFormat, TEXTURE_DEPTHSTENCIL))
  755. {
  756. width >>= 1;
  757. height >>= 1;
  758. --retries;
  759. }
  760. else
  761. {
  762. #ifndef GL_ES_VERSION_2_0
  763. newShadowMap->SetFilterMode(FILTER_BILINEAR);
  764. newShadowMap->SetShadowCompare(true);
  765. #endif
  766. break;
  767. }
  768. }
  769. #else
  770. // Direct3D9: create shadow map and dummy color rendertarget
  771. unsigned dummyColorFormat = graphics_->GetDummyColorFormat();
  772. while (retries)
  773. {
  774. if (!newShadowMap->SetSize(width, height, shadowMapFormat, TEXTURE_DEPTHSTENCIL))
  775. {
  776. width >>= 1;
  777. height >>= 1;
  778. --retries;
  779. }
  780. else
  781. {
  782. newShadowMap->SetFilterMode(FILTER_BILINEAR);
  783. // If no dummy color rendertarget for this size exists yet, create one now
  784. if (!colorShadowMaps_.Contains(searchKey))
  785. {
  786. colorShadowMaps_[searchKey] = new Texture2D(context_);
  787. colorShadowMaps_[searchKey]->SetSize(width, height, dummyColorFormat, TEXTURE_RENDERTARGET);
  788. }
  789. // Link the color rendertarget to the shadow map
  790. newShadowMap->GetRenderSurface()->SetLinkedRenderTarget(colorShadowMaps_[searchKey]->GetRenderSurface());
  791. break;
  792. }
  793. }
  794. #endif
  795. // If failed to set size, store a null pointer so that we will not retry
  796. if (!retries)
  797. newShadowMap.Reset();
  798. shadowMaps_[searchKey].Push(newShadowMap);
  799. if (!reuseShadowMaps_)
  800. shadowMapAllocations_[searchKey].Push(light);
  801. return newShadowMap;
  802. }
  803. Texture2D* Renderer::GetScreenBuffer(int width, int height, unsigned format, bool filtered)
  804. {
  805. bool depthStencil = (format == Graphics::GetDepthStencilFormat());
  806. if (depthStencil)
  807. filtered = false;
  808. long long searchKey = ((long long)format << 32) | (width << 16) | height;
  809. if (filtered)
  810. searchKey |= 0x8000000000000000LL;
  811. // If new size or format, initialize the allocation stats
  812. if (screenBuffers_.Find(searchKey) == screenBuffers_.End())
  813. screenBufferAllocations_[searchKey] = 0;
  814. unsigned allocations = screenBufferAllocations_[searchKey]++;
  815. if (allocations >= screenBuffers_[searchKey].Size())
  816. {
  817. SharedPtr<Texture2D> newBuffer(new Texture2D(context_));
  818. newBuffer->SetSize(width, height, format, depthStencil ? TEXTURE_DEPTHSTENCIL : TEXTURE_RENDERTARGET);
  819. if (filtered)
  820. newBuffer->SetFilterMode(FILTER_BILINEAR);
  821. newBuffer->ResetUseTimer();
  822. screenBuffers_[searchKey].Push(newBuffer);
  823. LOGDEBUG("Allocated new screen buffer size " + String(width) + "x" + String(height) + " format " + String(format));
  824. return newBuffer;
  825. }
  826. else
  827. {
  828. Texture2D* buffer = screenBuffers_[searchKey][allocations];
  829. buffer->ResetUseTimer();
  830. return buffer;
  831. }
  832. }
  833. RenderSurface* Renderer::GetDepthStencil(int width, int height)
  834. {
  835. // Return the default depth-stencil surface if applicable
  836. // (when using OpenGL Graphics will allocate right size surfaces on demand to emulate Direct3D9)
  837. if (width <= graphics_->GetWidth() && height <= graphics_->GetHeight() && graphics_->GetMultiSample() <= 1)
  838. return 0;
  839. else
  840. return GetScreenBuffer(width, height, Graphics::GetDepthStencilFormat())->GetRenderSurface();
  841. }
  842. OcclusionBuffer* Renderer::GetOcclusionBuffer(Camera* camera)
  843. {
  844. assert(numOcclusionBuffers_ <= occlusionBuffers_.Size());
  845. if (numOcclusionBuffers_ == occlusionBuffers_.Size())
  846. {
  847. SharedPtr<OcclusionBuffer> newBuffer(new OcclusionBuffer(context_));
  848. occlusionBuffers_.Push(newBuffer);
  849. }
  850. int width = occlusionBufferSize_;
  851. int height = (int)((float)occlusionBufferSize_ / camera->GetAspectRatio() + 0.5f);
  852. OcclusionBuffer* buffer = occlusionBuffers_[numOcclusionBuffers_++];
  853. buffer->SetSize(width, height);
  854. buffer->SetView(camera);
  855. buffer->ResetUseTimer();
  856. return buffer;
  857. }
  858. Camera* Renderer::GetShadowCamera()
  859. {
  860. MutexLock lock(rendererMutex_);
  861. assert(numShadowCameras_ <= shadowCameraNodes_.Size());
  862. if (numShadowCameras_ == shadowCameraNodes_.Size())
  863. {
  864. SharedPtr<Node> newNode(new Node(context_));
  865. newNode->CreateComponent<Camera>();
  866. shadowCameraNodes_.Push(newNode);
  867. }
  868. Camera* camera = shadowCameraNodes_[numShadowCameras_++]->GetComponent<Camera>();
  869. camera->SetOrthographic(false);
  870. camera->SetZoom(1.0f);
  871. return camera;
  872. }
  873. ShaderVariation* Renderer::GetShader(ShaderType type, const String& name, bool checkExists) const
  874. {
  875. String shaderName = shaderPath_;
  876. String variationName;
  877. unsigned split = name.Find('_');
  878. if (split != String::NPOS)
  879. {
  880. shaderName += name.Substring(0, split) + ".xml";
  881. variationName = name.Substring(split + 1);
  882. }
  883. else
  884. shaderName += name + ".xml";
  885. if (checkExists)
  886. {
  887. if (!cache_->Exists(shaderName))
  888. return 0;
  889. }
  890. Shader* shader = cache_->GetResource<Shader>(shaderName);
  891. if (shader)
  892. return shader->GetVariation(type, variationName);
  893. else
  894. return 0;
  895. }
  896. void Renderer::SetBatchShaders(Batch& batch, Technique* tech, bool allowShadows)
  897. {
  898. // Check if shaders are unloaded or need reloading
  899. Vector<SharedPtr<ShaderVariation> >& vertexShaders = batch.pass_->GetVertexShaders();
  900. Vector<SharedPtr<ShaderVariation> >& pixelShaders = batch.pass_->GetPixelShaders();
  901. if (!vertexShaders.Size() || !pixelShaders.Size() || tech->GetShadersLoadedFrameNumber() !=
  902. shadersChangedFrameNumber_)
  903. {
  904. // First release all previous shaders, then load
  905. tech->ReleaseShaders();
  906. LoadMaterialShaders(tech);
  907. }
  908. // Make sure shaders are loaded now
  909. if (vertexShaders.Size() && pixelShaders.Size())
  910. {
  911. GeometryType geomType = batch.geometryType_;
  912. // If instancing is not supported, but was requested, or the object is too large to be instanced,
  913. // choose static geometry vertex shader instead
  914. if (geomType == GEOM_INSTANCED && (!GetDynamicInstancing() || batch.geometry_->GetIndexCount() >
  915. (unsigned)maxInstanceTriangles_ * 3))
  916. geomType = GEOM_STATIC;
  917. if (geomType == GEOM_STATIC_NOINSTANCING)
  918. geomType = GEOM_STATIC;
  919. // Check whether is a pixel lit forward pass. If not, there is only one pixel shader
  920. if (batch.pass_->GetLightingMode() == LIGHTING_PERPIXEL)
  921. {
  922. LightBatchQueue* lightQueue = batch.lightQueue_;
  923. if (!lightQueue)
  924. {
  925. // Do not log error, as it would result in a lot of spam
  926. batch.vertexShader_ = 0;
  927. batch.pixelShader_ = 0;
  928. return;
  929. }
  930. Light* light = lightQueue->light_;
  931. unsigned vsi = 0;
  932. unsigned psi = 0;
  933. vsi = geomType * MAX_LIGHT_VS_VARIATIONS;
  934. bool materialHasSpecular = batch.material_ ? batch.material_->GetSpecular() : true;
  935. if (specularLighting_ && light->GetSpecularIntensity() > 0.0f && materialHasSpecular)
  936. {
  937. vsi += LVS_SPEC;
  938. psi += LPS_SPEC;
  939. }
  940. if (allowShadows && lightQueue->shadowMap_)
  941. {
  942. vsi += LVS_SHADOW;
  943. psi += LPS_SHADOW;
  944. }
  945. switch (light->GetLightType())
  946. {
  947. case LIGHT_DIRECTIONAL:
  948. vsi += LVS_DIR;
  949. break;
  950. case LIGHT_SPOT:
  951. psi += LPS_SPOT;
  952. vsi += LVS_SPOT;
  953. break;
  954. case LIGHT_POINT:
  955. if (light->GetShapeTexture())
  956. psi += LPS_POINTMASK;
  957. else
  958. psi += LPS_POINT;
  959. vsi += LVS_POINT;
  960. break;
  961. }
  962. batch.vertexShader_ = vertexShaders[vsi];
  963. batch.pixelShader_ = pixelShaders[psi];
  964. // If shadow or specular variations do not exist, try without them
  965. if ((!batch.vertexShader_ || !batch.pixelShader_) && (vsi >= LVS_SHADOW))
  966. {
  967. vsi -= LVS_SHADOW;
  968. psi -= LPS_SHADOW;
  969. batch.vertexShader_ = vertexShaders[vsi];
  970. batch.pixelShader_ = pixelShaders[psi];
  971. }
  972. if ((!batch.vertexShader_ || !batch.pixelShader_) && (vsi >= LVS_SPEC))
  973. {
  974. vsi -= LVS_SPEC;
  975. psi -= LPS_SPEC;
  976. batch.vertexShader_ = vertexShaders[vsi];
  977. batch.pixelShader_ = pixelShaders[psi];
  978. }
  979. }
  980. else
  981. {
  982. // Check if pass has vertex lighting support
  983. if (batch.pass_->GetLightingMode() == LIGHTING_PERVERTEX)
  984. {
  985. unsigned numVertexLights = 0;
  986. if (batch.lightQueue_)
  987. numVertexLights = batch.lightQueue_->vertexLights_.Size();
  988. unsigned vsi = geomType * MAX_VERTEXLIGHT_VS_VARIATIONS + numVertexLights;
  989. batch.vertexShader_ = vertexShaders[vsi];
  990. // If vertex lights variations do not exist, try without them
  991. if (!batch.vertexShader_)
  992. {
  993. unsigned vsi = geomType * MAX_VERTEXLIGHT_VS_VARIATIONS;
  994. batch.vertexShader_ = vertexShaders[vsi];
  995. }
  996. }
  997. else
  998. {
  999. unsigned vsi = geomType;
  1000. batch.vertexShader_ = vertexShaders[vsi];
  1001. }
  1002. batch.pixelShader_ = pixelShaders[0];
  1003. }
  1004. }
  1005. // Log error if shaders could not be assigned, but only once per technique
  1006. if (!batch.vertexShader_ || !batch.pixelShader_)
  1007. {
  1008. if (!shaderErrorDisplayed_.Contains(tech))
  1009. {
  1010. shaderErrorDisplayed_.Insert(tech);
  1011. LOGERROR("Technique " + tech->GetName() + " has missing shaders");
  1012. }
  1013. }
  1014. }
  1015. void Renderer::SetLightVolumeBatchShaders(Batch& batch, PODVector<ShaderVariation*>& lightVS, PODVector<ShaderVariation*>& lightPS)
  1016. {
  1017. unsigned vsi = DLVS_NONE;
  1018. unsigned psi = DLPS_NONE;
  1019. Light* light = batch.lightQueue_->light_;
  1020. switch (light->GetLightType())
  1021. {
  1022. case LIGHT_DIRECTIONAL:
  1023. vsi += DLVS_DIR;
  1024. break;
  1025. case LIGHT_SPOT:
  1026. psi += DLPS_SPOT;
  1027. break;
  1028. case LIGHT_POINT:
  1029. if (light->GetShapeTexture())
  1030. psi += DLPS_POINTMASK;
  1031. else
  1032. psi += DLPS_POINT;
  1033. break;
  1034. }
  1035. if (batch.lightQueue_->shadowMap_)
  1036. psi += DLPS_SHADOW;
  1037. if (specularLighting_ && light->GetSpecularIntensity() > 0.0f)
  1038. psi += DLPS_SPEC;
  1039. if (batch.camera_->IsOrthographic())
  1040. {
  1041. vsi += DLVS_ORTHO;
  1042. psi += DLPS_ORTHO;
  1043. }
  1044. batch.vertexShader_ = lightVS[vsi];
  1045. batch.pixelShader_ = lightPS[psi];
  1046. }
  1047. void Renderer::SetCullMode(CullMode mode, Camera* camera)
  1048. {
  1049. // If a camera is specified, check for vertical flipping and reverse culling in that case
  1050. if (camera && camera->GetFlipVertical())
  1051. {
  1052. if (mode == CULL_CW)
  1053. mode = CULL_CCW;
  1054. else if (mode == CULL_CCW)
  1055. mode = CULL_CW;
  1056. }
  1057. graphics_->SetCullMode(mode);
  1058. }
  1059. bool Renderer::ResizeInstancingBuffer(unsigned numInstances)
  1060. {
  1061. if (!instancingBuffer_ || !dynamicInstancing_)
  1062. return false;
  1063. unsigned oldSize = instancingBuffer_->GetVertexCount();
  1064. if (numInstances <= oldSize)
  1065. return true;
  1066. unsigned newSize = INSTANCING_BUFFER_DEFAULT_SIZE;
  1067. while (newSize < numInstances)
  1068. newSize <<= 1;
  1069. if (!instancingBuffer_->SetSize(newSize, INSTANCING_BUFFER_MASK, true))
  1070. {
  1071. LOGERROR("Failed to resize instancing buffer to " + String(newSize));
  1072. // If failed, try to restore the old size
  1073. instancingBuffer_->SetSize(oldSize, INSTANCING_BUFFER_MASK, true);
  1074. return false;
  1075. }
  1076. LOGDEBUG("Resized instancing buffer to " + String(newSize));
  1077. return true;
  1078. }
  1079. void Renderer::SaveScreenBufferAllocations()
  1080. {
  1081. savedScreenBufferAllocations_ = screenBufferAllocations_;
  1082. }
  1083. void Renderer::RestoreScreenBufferAllocations()
  1084. {
  1085. screenBufferAllocations_ = savedScreenBufferAllocations_;
  1086. }
  1087. void Renderer::OptimizeLightByScissor(Light* light, Camera* camera)
  1088. {
  1089. if (light && light->GetLightType() != LIGHT_DIRECTIONAL)
  1090. graphics_->SetScissorTest(true, GetLightScissor(light, camera));
  1091. else
  1092. graphics_->SetScissorTest(false);
  1093. }
  1094. void Renderer::OptimizeLightByStencil(Light* light, Camera* camera)
  1095. {
  1096. #ifndef GL_ES_VERSION_2_0
  1097. if (light)
  1098. {
  1099. LightType type = light->GetLightType();
  1100. if (type == LIGHT_DIRECTIONAL)
  1101. {
  1102. graphics_->SetStencilTest(false);
  1103. return;
  1104. }
  1105. Geometry* geometry = GetLightGeometry(light);
  1106. const Matrix3x4& view = camera->GetInverseWorldTransform();
  1107. const Matrix4& projection = camera->GetProjection();
  1108. Vector3 cameraPos = camera->GetNode()->GetWorldPosition();
  1109. float lightDist;
  1110. if (type == LIGHT_POINT)
  1111. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  1112. else
  1113. lightDist = light->GetFrustum().Distance(cameraPos);
  1114. // If the camera is actually inside the light volume, do not draw to stencil as it would waste fillrate
  1115. if (lightDist < M_EPSILON)
  1116. {
  1117. graphics_->SetStencilTest(false);
  1118. return;
  1119. }
  1120. // If the stencil value has wrapped, clear the whole stencil first
  1121. if (!lightStencilValue_)
  1122. {
  1123. graphics_->Clear(CLEAR_STENCIL);
  1124. lightStencilValue_ = 1;
  1125. }
  1126. // If possible, render the stencil volume front faces. However, close to the near clip plane render back faces instead
  1127. // to avoid clipping.
  1128. if (lightDist < camera->GetNearClip() * 2.0f)
  1129. {
  1130. SetCullMode(CULL_CW, camera);
  1131. graphics_->SetDepthTest(CMP_GREATER);
  1132. }
  1133. else
  1134. {
  1135. SetCullMode(CULL_CCW, camera);
  1136. graphics_->SetDepthTest(CMP_LESSEQUAL);
  1137. }
  1138. graphics_->SetColorWrite(false);
  1139. graphics_->SetDepthWrite(false);
  1140. graphics_->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, lightStencilValue_);
  1141. graphics_->SetShaders(stencilVS_, stencilPS_);
  1142. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection * view);
  1143. graphics_->SetShaderParameter(VSP_MODEL, light->GetVolumeTransform(camera));
  1144. geometry->Draw(graphics_);
  1145. graphics_->ClearTransformSources();
  1146. graphics_->SetColorWrite(true);
  1147. graphics_->SetStencilTest(true, CMP_EQUAL, OP_KEEP, OP_KEEP, OP_KEEP, lightStencilValue_);
  1148. // Increase stencil value for next light
  1149. ++lightStencilValue_;
  1150. }
  1151. else
  1152. graphics_->SetStencilTest(false);
  1153. #endif
  1154. }
  1155. const Rect& Renderer::GetLightScissor(Light* light, Camera* camera)
  1156. {
  1157. Pair<Light*, Camera*> combination(light, camera);
  1158. HashMap<Pair<Light*, Camera*>, Rect>::Iterator i = lightScissorCache_.Find(combination);
  1159. if (i != lightScissorCache_.End())
  1160. return i->second_;
  1161. const Matrix3x4& view = camera->GetInverseWorldTransform();
  1162. const Matrix4& projection = camera->GetProjection();
  1163. assert(light->GetLightType() != LIGHT_DIRECTIONAL);
  1164. if (light->GetLightType() == LIGHT_SPOT)
  1165. {
  1166. Frustum viewFrustum(light->GetFrustum().Transformed(view));
  1167. return lightScissorCache_[combination] = viewFrustum.Projected(projection);
  1168. }
  1169. else // LIGHT_POINT
  1170. {
  1171. BoundingBox viewBox(light->GetWorldBoundingBox().Transformed(view));
  1172. return lightScissorCache_[combination] = viewBox.Projected(projection);
  1173. }
  1174. }
  1175. void Renderer::PrepareViewRender()
  1176. {
  1177. ResetScreenBufferAllocations();
  1178. lightScissorCache_.Clear();
  1179. lightStencilValue_ = 1;
  1180. }
  1181. void Renderer::RemoveUnusedBuffers()
  1182. {
  1183. for (unsigned i = occlusionBuffers_.Size() - 1; i < occlusionBuffers_.Size(); --i)
  1184. {
  1185. if (occlusionBuffers_[i]->GetUseTimer() > MAX_BUFFER_AGE)
  1186. {
  1187. LOGDEBUG("Removed unused occlusion buffer");
  1188. occlusionBuffers_.Erase(i);
  1189. }
  1190. }
  1191. for (HashMap<long long, Vector<SharedPtr<Texture2D> > >::Iterator i = screenBuffers_.Begin(); i != screenBuffers_.End();)
  1192. {
  1193. HashMap<long long, Vector<SharedPtr<Texture2D> > >::Iterator current = i++;
  1194. Vector<SharedPtr<Texture2D> >& buffers = current->second_;
  1195. for (unsigned j = buffers.Size() - 1; j < buffers.Size(); --j)
  1196. {
  1197. Texture2D* buffer = buffers[j];
  1198. if (buffer->GetUseTimer() > MAX_BUFFER_AGE)
  1199. {
  1200. LOGDEBUG("Removed unused screen buffer size " + String(buffer->GetWidth()) + "x" + String(buffer->GetHeight()) + " format " + String(buffer->GetFormat()));
  1201. buffers.Erase(j);
  1202. }
  1203. }
  1204. if (buffers.Empty())
  1205. {
  1206. screenBufferAllocations_.Erase(current->first_);
  1207. screenBuffers_.Erase(current);
  1208. }
  1209. }
  1210. }
  1211. void Renderer::ResetShadowMapAllocations()
  1212. {
  1213. for (HashMap<int, PODVector<Light*> >::Iterator i = shadowMapAllocations_.Begin(); i != shadowMapAllocations_.End(); ++i)
  1214. i->second_.Clear();
  1215. }
  1216. void Renderer::ResetScreenBufferAllocations()
  1217. {
  1218. for (HashMap<long long, unsigned>::Iterator i = screenBufferAllocations_.Begin(); i != screenBufferAllocations_.End(); ++i)
  1219. i->second_ = 0;
  1220. }
  1221. void Renderer::Initialize()
  1222. {
  1223. Graphics* graphics = GetSubsystem<Graphics>();
  1224. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1225. if (!graphics || !graphics->IsInitialized() || !cache)
  1226. return;
  1227. PROFILE(InitRenderer);
  1228. graphics_ = graphics;
  1229. cache_ = cache;
  1230. #ifndef USE_OPENGL
  1231. shaderPath_ = "Shaders/HLSL/";
  1232. #else
  1233. shaderPath_ = "Shaders/GLSL/";
  1234. #endif
  1235. if (!graphics_->GetShadowMapFormat())
  1236. drawShadows_ = false;
  1237. defaultLightRamp_ = cache->GetResource<Texture2D>("Textures/Ramp.png");
  1238. defaultLightSpot_ = cache->GetResource<Texture2D>("Textures/Spot.png");
  1239. defaultMaterial_ = cache->GetResource<Material>("Materials/Default.xml");
  1240. // If default material not found, create one. This will actually not render properly, but prevents crashing
  1241. if (!defaultMaterial_)
  1242. defaultMaterial_ = new Material(context_);
  1243. defaultRenderPath_ = new RenderPath();
  1244. defaultRenderPath_->LoadParameters(cache->GetResource<XMLFile>("CoreData/RenderPaths/Forward.xml"));
  1245. CreateGeometries();
  1246. CreateInstancingBuffer();
  1247. viewports_.Resize(1);
  1248. ResetViews();
  1249. ResetShadowMaps();
  1250. ResetBuffers();
  1251. shadersDirty_ = true;
  1252. initialized_ = true;
  1253. SubscribeToEvent(E_RENDERUPDATE, HANDLER(Renderer, HandleRenderUpdate));
  1254. LOGINFO("Initialized renderer");
  1255. }
  1256. void Renderer::ResetViews()
  1257. {
  1258. views_.Clear();
  1259. numViews_ = 0;
  1260. }
  1261. void Renderer::LoadShaders()
  1262. {
  1263. LOGINFO("Reloading shaders");
  1264. // Release old material shaders, mark them for reload
  1265. ReleaseMaterialShaders();
  1266. shadersChangedFrameNumber_ = GetSubsystem<Time>()->GetFrameNumber();
  1267. // Load inbuilt shaders
  1268. stencilVS_ = GetVertexShader("Stencil");
  1269. stencilPS_ = GetPixelShader("Stencil");
  1270. shadersDirty_ = false;
  1271. }
  1272. void Renderer::LoadMaterialShaders(Technique* tech)
  1273. {
  1274. const HashMap<StringHash, SharedPtr<Pass> >& passes = tech->GetPasses();
  1275. for (HashMap<StringHash, SharedPtr<Pass> >::ConstIterator i = passes.Begin(); i != passes.End(); ++i)
  1276. LoadPassShaders(tech, i->first_);
  1277. }
  1278. void Renderer::LoadPassShaders(Technique* tech, StringHash type)
  1279. {
  1280. Pass* pass = tech->GetPass(type);
  1281. if (!pass)
  1282. return;
  1283. unsigned shadows = (graphics_->GetHardwareShadowSupport() ? 1 : 0) | (shadowQuality_ & SHADOWQUALITY_HIGH_16BIT);
  1284. String vertexShaderName = pass->GetVertexShader();
  1285. String pixelShaderName = pass->GetPixelShader();
  1286. // Check if the shader name is already a variation in itself
  1287. if (!vertexShaderName.Contains('_'))
  1288. vertexShaderName += "_";
  1289. if (!pixelShaderName.Contains('_'))
  1290. pixelShaderName += "_";
  1291. Vector<SharedPtr<ShaderVariation> >& vertexShaders = pass->GetVertexShaders();
  1292. Vector<SharedPtr<ShaderVariation> >& pixelShaders = pass->GetPixelShaders();
  1293. // Forget all the old shaders
  1294. vertexShaders.Clear();
  1295. pixelShaders.Clear();
  1296. if (pass->GetLightingMode() == LIGHTING_PERPIXEL)
  1297. {
  1298. // Load forward pixel lit variations
  1299. vertexShaders.Resize(MAX_GEOMETRYTYPES * MAX_LIGHT_VS_VARIATIONS);
  1300. pixelShaders.Resize(MAX_LIGHT_PS_VARIATIONS);
  1301. for (unsigned j = 0; j < MAX_GEOMETRYTYPES * MAX_LIGHT_VS_VARIATIONS; ++j)
  1302. {
  1303. unsigned g = j / MAX_LIGHT_VS_VARIATIONS;
  1304. unsigned l = j % MAX_LIGHT_VS_VARIATIONS;
  1305. vertexShaders[j] = GetVertexShader(vertexShaderName + lightVSVariations[l] + geometryVSVariations[g], g != 0);
  1306. }
  1307. for (unsigned j = 0; j < MAX_LIGHT_PS_VARIATIONS; ++j)
  1308. {
  1309. if (j & LPS_SHADOW)
  1310. pixelShaders[j] = GetPixelShader(pixelShaderName + lightPSVariations[j] + shadowVariations[shadows]);
  1311. else
  1312. pixelShaders[j] = GetPixelShader(pixelShaderName + lightPSVariations[j]);
  1313. }
  1314. }
  1315. else
  1316. {
  1317. // Load vertex light variations
  1318. if (pass->GetLightingMode() == LIGHTING_PERVERTEX)
  1319. {
  1320. vertexShaders.Resize(MAX_VERTEXLIGHT_VS_VARIATIONS * MAX_GEOMETRYTYPES);
  1321. for (unsigned j = 0; j < MAX_GEOMETRYTYPES * MAX_VERTEXLIGHT_VS_VARIATIONS; ++j)
  1322. {
  1323. unsigned g = j / MAX_VERTEXLIGHT_VS_VARIATIONS;
  1324. unsigned l = j % MAX_VERTEXLIGHT_VS_VARIATIONS;
  1325. vertexShaders[j] = GetVertexShader(vertexShaderName + vertexLightVSVariations[l] + geometryVSVariations[g],
  1326. g != 0 || l != 0);
  1327. }
  1328. }
  1329. else
  1330. {
  1331. vertexShaders.Resize(MAX_GEOMETRYTYPES);
  1332. for (unsigned j = 0; j < MAX_GEOMETRYTYPES; ++j)
  1333. vertexShaders[j] = GetVertexShader(vertexShaderName + geometryVSVariations[j], j != 0);
  1334. }
  1335. pixelShaders.Resize(1);
  1336. pixelShaders[0] = GetPixelShader(pixelShaderName);
  1337. }
  1338. tech->MarkShadersLoaded(shadersChangedFrameNumber_);
  1339. }
  1340. void Renderer::ReleaseMaterialShaders()
  1341. {
  1342. PODVector<Material*> materials;
  1343. cache_->GetResources<Material>(materials);
  1344. for (unsigned i = 0; i < materials.Size(); ++i)
  1345. materials[i]->ReleaseShaders();
  1346. }
  1347. void Renderer::ReloadTextures()
  1348. {
  1349. PODVector<Resource*> textures;
  1350. cache_->GetResources(textures, Texture2D::GetTypeStatic());
  1351. for (unsigned i = 0; i < textures.Size(); ++i)
  1352. cache_->ReloadResource(textures[i]);
  1353. cache_->GetResources(textures, TextureCube::GetTypeStatic());
  1354. for (unsigned i = 0; i < textures.Size(); ++i)
  1355. cache_->ReloadResource(textures[i]);
  1356. }
  1357. void Renderer::CreateGeometries()
  1358. {
  1359. SharedPtr<VertexBuffer> dlvb(new VertexBuffer(context_));
  1360. dlvb->SetShadowed(true);
  1361. dlvb->SetSize(4, MASK_POSITION);
  1362. dlvb->SetData(dirLightVertexData);
  1363. SharedPtr<IndexBuffer> dlib(new IndexBuffer(context_));
  1364. dlib->SetShadowed(true);
  1365. dlib->SetSize(6, false);
  1366. dlib->SetData(dirLightIndexData);
  1367. dirLightGeometry_ = new Geometry(context_);
  1368. dirLightGeometry_->SetVertexBuffer(0, dlvb);
  1369. dirLightGeometry_->SetIndexBuffer(dlib);
  1370. dirLightGeometry_->SetDrawRange(TRIANGLE_LIST, 0, dlib->GetIndexCount());
  1371. SharedPtr<VertexBuffer> slvb(new VertexBuffer(context_));
  1372. slvb->SetShadowed(true);
  1373. slvb->SetSize(8, MASK_POSITION);
  1374. slvb->SetData(spotLightVertexData);
  1375. SharedPtr<IndexBuffer> slib(new IndexBuffer(context_));
  1376. slib->SetShadowed(true);
  1377. slib->SetSize(36, false);
  1378. slib->SetData(spotLightIndexData);
  1379. spotLightGeometry_ = new Geometry(context_);
  1380. spotLightGeometry_->SetVertexBuffer(0, slvb);
  1381. spotLightGeometry_->SetIndexBuffer(slib);
  1382. spotLightGeometry_->SetDrawRange(TRIANGLE_LIST, 0, slib->GetIndexCount());
  1383. SharedPtr<VertexBuffer> plvb(new VertexBuffer(context_));
  1384. plvb->SetShadowed(true);
  1385. plvb->SetSize(24, MASK_POSITION);
  1386. plvb->SetData(pointLightVertexData);
  1387. SharedPtr<IndexBuffer> plib(new IndexBuffer(context_));
  1388. plib->SetShadowed(true);
  1389. plib->SetSize(132, false);
  1390. plib->SetData(pointLightIndexData);
  1391. pointLightGeometry_ = new Geometry(context_);
  1392. pointLightGeometry_->SetVertexBuffer(0, plvb);
  1393. pointLightGeometry_->SetIndexBuffer(plib);
  1394. pointLightGeometry_->SetDrawRange(TRIANGLE_LIST, 0, plib->GetIndexCount());
  1395. #if !defined(USE_OPENGL) || !defined(GL_ES_VERSION_2_0)
  1396. if (graphics_->GetShadowMapFormat())
  1397. {
  1398. faceSelectCubeMap_ = new TextureCube(context_);
  1399. faceSelectCubeMap_->SetNumLevels(1);
  1400. faceSelectCubeMap_->SetSize(1, graphics_->GetRGBAFormat());
  1401. faceSelectCubeMap_->SetFilterMode(FILTER_NEAREST);
  1402. indirectionCubeMap_ = new TextureCube(context_);
  1403. indirectionCubeMap_->SetNumLevels(1);
  1404. indirectionCubeMap_->SetSize(256, graphics_->GetRGBAFormat());
  1405. indirectionCubeMap_->SetFilterMode(FILTER_BILINEAR);
  1406. indirectionCubeMap_->SetAddressMode(COORD_U, ADDRESS_CLAMP);
  1407. indirectionCubeMap_->SetAddressMode(COORD_V, ADDRESS_CLAMP);
  1408. indirectionCubeMap_->SetAddressMode(COORD_W, ADDRESS_CLAMP);
  1409. SetIndirectionTextureData();
  1410. }
  1411. #endif
  1412. }
  1413. void Renderer::SetIndirectionTextureData()
  1414. {
  1415. unsigned char data[256 * 256 * 4];
  1416. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  1417. {
  1418. unsigned axis = i / 2;
  1419. data[0] = (axis == 0) ? 255 : 0;
  1420. data[1] = (axis == 1) ? 255 : 0;
  1421. data[2] = (axis == 2) ? 255 : 0;
  1422. data[3] = 0;
  1423. faceSelectCubeMap_->SetData((CubeMapFace)i, 0, 0, 0, 1, 1, data);
  1424. }
  1425. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  1426. {
  1427. unsigned char faceX = (i & 1) * 255;
  1428. unsigned char faceY = (i / 2) * 255 / 3;
  1429. unsigned char* dest = data;
  1430. for (unsigned y = 0; y < 256; ++y)
  1431. {
  1432. for (unsigned x = 0; x < 256; ++x)
  1433. {
  1434. #ifdef USE_OPENGL
  1435. *dest++ = x;
  1436. *dest++ = 255 - y;
  1437. *dest++ = faceX;
  1438. *dest++ = 255 * 2 / 3 - faceY;
  1439. #else
  1440. *dest++ = x;
  1441. *dest++ = y;
  1442. *dest++ = faceX;
  1443. *dest++ = faceY;
  1444. #endif
  1445. }
  1446. }
  1447. indirectionCubeMap_->SetData((CubeMapFace)i, 0, 0, 0, 256, 256, data);
  1448. }
  1449. faceSelectCubeMap_->ClearDataLost();
  1450. indirectionCubeMap_->ClearDataLost();
  1451. }
  1452. void Renderer::CreateInstancingBuffer()
  1453. {
  1454. // Do not create buffer if instancing not supported
  1455. if (!graphics_->GetSM3Support())
  1456. {
  1457. instancingBuffer_.Reset();
  1458. dynamicInstancing_ = false;
  1459. return;
  1460. }
  1461. // If must lock the buffer for each batch group, set a smaller size
  1462. unsigned defaultSize = graphics_->GetStreamOffsetSupport() ? INSTANCING_BUFFER_DEFAULT_SIZE : INSTANCING_BUFFER_DEFAULT_SIZE / 4;
  1463. instancingBuffer_ = new VertexBuffer(context_);
  1464. if (!instancingBuffer_->SetSize(defaultSize, INSTANCING_BUFFER_MASK, true))
  1465. {
  1466. instancingBuffer_.Reset();
  1467. dynamicInstancing_ = false;
  1468. }
  1469. }
  1470. void Renderer::ResetShadowMaps()
  1471. {
  1472. shadowMaps_.Clear();
  1473. shadowMapAllocations_.Clear();
  1474. colorShadowMaps_.Clear();
  1475. }
  1476. void Renderer::ResetBuffers()
  1477. {
  1478. occlusionBuffers_.Clear();
  1479. screenBuffers_.Clear();
  1480. screenBufferAllocations_.Clear();
  1481. }
  1482. void Renderer::HandleScreenMode(StringHash eventType, VariantMap& eventData)
  1483. {
  1484. if (!initialized_)
  1485. Initialize();
  1486. else
  1487. {
  1488. // When screen mode changes, purge old views
  1489. ResetViews();
  1490. }
  1491. }
  1492. void Renderer::HandleGraphicsFeatures(StringHash eventType, VariantMap& eventData)
  1493. {
  1494. // Reinitialize if already initialized
  1495. if (initialized_)
  1496. Initialize();
  1497. }
  1498. void Renderer::HandleRenderUpdate(StringHash eventType, VariantMap& eventData)
  1499. {
  1500. using namespace RenderUpdate;
  1501. Update(eventData[P_TIMESTEP].GetFloat());
  1502. }
  1503. }