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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "DebugRenderer.h"
- #include "Geometry.h"
- #include "IndexBuffer.h"
- #include "InstancedModel.h"
- #include "Light.h"
- #include "Log.h"
- #include "Material.h"
- #include "OcclusionBuffer.h"
- #include "Octree.h"
- #include "OctreeQuery.h"
- #include "Pipeline.h"
- #include "PixelShader.h"
- #include "Profiler.h"
- #include "Renderer.h"
- #include "RendererEvents.h"
- #include "RendererImpl.h"
- #include "ResourceCache.h"
- #include "StringUtils.h"
- #include "Texture2D.h"
- #include "TextureCube.h"
- #include "VertexBuffer.h"
- #include "VertexShader.h"
- #include "View.h"
- #include "XMLFile.h"
- #include "DebugNew.h"
- static const float dirLightVertexData[] =
- {
- -1, 1, 0,
- 1, 1, 0,
- 1, -1, 0,
- -1, -1, 0,
- };
- static const unsigned short dirLightIndexData[] =
- {
- 0, 1, 2,
- 2, 3, 0,
- };
- static const float pointLightVertexData[] =
- {
- -0.423169f, -1.000000f, 0.423169f,
- -0.423169f, -1.000000f, -0.423169f,
- 0.423169f, -1.000000f, -0.423169f,
- 0.423169f, -1.000000f, 0.423169f,
- 0.423169f, 1.000000f, -0.423169f,
- -0.423169f, 1.000000f, -0.423169f,
- -0.423169f, 1.000000f, 0.423169f,
- 0.423169f, 1.000000f, 0.423169f,
- -1.000000f, 0.423169f, -0.423169f,
- -1.000000f, -0.423169f, -0.423169f,
- -1.000000f, -0.423169f, 0.423169f,
- -1.000000f, 0.423169f, 0.423169f,
- 0.423169f, 0.423169f, -1.000000f,
- 0.423169f, -0.423169f, -1.000000f,
- -0.423169f, -0.423169f, -1.000000f,
- -0.423169f, 0.423169f, -1.000000f,
- 1.000000f, 0.423169f, 0.423169f,
- 1.000000f, -0.423169f, 0.423169f,
- 1.000000f, -0.423169f, -0.423169f,
- 1.000000f, 0.423169f, -0.423169f,
- 0.423169f, -0.423169f, 1.000000f,
- 0.423169f, 0.423169f, 1.000000f,
- -0.423169f, 0.423169f, 1.000000f,
- -0.423169f, -0.423169f, 1.000000f
- };
- static const unsigned short pointLightIndexData[] =
- {
- 0, 1, 2,
- 0, 2, 3,
- 4, 5, 6,
- 4, 6, 7,
- 8, 9, 10,
- 8, 10, 11,
- 12, 13, 14,
- 12, 14, 15,
- 16, 17, 18,
- 16, 18, 19,
- 20, 21, 22,
- 20, 22, 23,
- 0, 10, 9,
- 0, 9, 1,
- 13, 2, 1,
- 13, 1, 14,
- 23, 0, 3,
- 23, 3, 20,
- 17, 3, 2,
- 17, 2, 18,
- 21, 7, 6,
- 21, 6, 22,
- 7, 16, 19,
- 7, 19, 4,
- 5, 8, 11,
- 5, 11, 6,
- 4, 12, 15,
- 4, 15, 5,
- 22, 11, 10,
- 22, 10, 23,
- 8, 15, 14,
- 8, 14, 9,
- 12, 19, 18,
- 12, 18, 13,
- 16, 21, 20,
- 16, 20, 17,
- 0, 23, 10,
- 1, 9, 14,
- 2, 13, 18,
- 3, 17, 20,
- 6, 11, 22,
- 5, 15, 8,
- 4, 19, 12,
- 7, 21, 16
- };
- static const float spotLightVertexData[] =
- {
- // Use slightly clamped Z-range so that shadowed point light splits line up nicely
- 0.00001f, 0.00001f, 0.00001f,
- 0.00001f, -0.00001f, 0.00001f,
- -0.00001f, -0.00001f, 0.00001f,
- -0.00001f, 0.00001f, 0.00001f,
- 1.00000f, 1.00000f, 0.99999f,
- 1.00000f, -1.00000f, 0.99999f,
- -1.00000f, -1.00000f, 0.99999f,
- -1.00000f, 1.00000f, 0.99999f,
- };
- static const unsigned short spotLightIndexData[] =
- {
- 3, 0, 1,
- 3, 1, 2,
- 0, 4, 5,
- 0, 5, 1,
- 3, 7, 4,
- 3, 4, 0,
- 7, 3, 2,
- 7, 2, 6,
- 6, 2, 1,
- 6, 1, 5,
- 7, 5, 4,
- 7, 6, 5
- };
- static const std::string geometryVSVariations[] =
- {
- "",
- "Skinned",
- "Instanced"
- };
- static const std::string gBufferPSVariations[] =
- {
- "",
- "HW"
- };
- static const std::string lightVSVariations[] =
- {
- "",
- "Spot",
- "Shadow",
- "SpotShadow"
- };
- static const std::string deferredLightVSVariations[] =
- {
- "",
- "Dir",
- "Ortho",
- "OrthoDir"
- };
- static const std::string deferredLightPSVariations[] =
- {
- "Dir",
- "DirSpec",
- "DirShadow",
- "DirShadowSpec",
- "DirNegative",
- "Point",
- "PointSpec",
- "PointShadow",
- "PointShadowSpec",
- "PointNegative",
- "Spot",
- "SpotSpec",
- "SpotShadow",
- "SpotShadowSpec",
- "SpotNegative",
- "OrthoDir",
- "OrthoDirSpec",
- "OrthoDirShadow",
- "OrthoDirShadowSpec",
- "OrthoDirNegative",
- "OrthoPoint",
- "OrthoPointSpec",
- "OrthoPointShadow",
- "OrthoPointShadowSpec",
- "OrthoPointNegative",
- "OrthoSpot",
- "OrthoSpotSpec",
- "OrthoSpotShadow",
- "OrthoSpotShadowSpec",
- "OrthoSpotNegative",
- "LinearDir",
- "LinearDirSpec",
- "LinearDirShadow",
- "LinearDirShadowSpec",
- "LinearDirNegative",
- "LinearPoint",
- "LinearPointSpec",
- "LinearPointShadow",
- "LinearPointShadowSpec",
- "LinearPointNegative",
- "LinearSpot",
- "LinearSpotSpec",
- "LinearSpotShadow",
- "LinearSpotShadowSpec",
- "LinearSpotNegative"
- };
- static const std::string shadowPSVariations[] =
- {
- "",
- "HW"
- };
- void EdgeFilterParameters::validate()
- {
- mThreshold = max(mThreshold, 0.0f);
- mFilterStep = clamp(mFilterStep, 0.0f, 1.0f);
- mMaxFilter = clamp(mMaxFilter, 0.0f, 1.0f);
- mMaxScale = max(mMaxScale, 0.0f);
- }
- Pipeline::Pipeline(Renderer* renderer, ResourceCache* cache) :
- mRenderer(renderer),
- mCache(cache),
- mFrameNumber(M_MAX_UNSIGNED),
- mNumViews(0),
- mNumSplitLights(0),
- mElapsedTime(0.0f),
- mSpecularLighting(true),
- mDrawShadows(true),
- mTextureAnisotropy(4),
- mTextureFilterMode(FILTER_TRILINEAR),
- mTextureQuality(QUALITY_HIGH),
- mMaterialQuality(QUALITY_HIGH),
- mLightDetailLevel(QUALITY_HIGH),
- mShadowMapSize(1024),
- mShadowMapHiresDepth(false),
- mMaxOccluderTriangles(5000),
- mOcclusionBufferSize(256),
- mOccluderSizeThreshold(0.1f),
- mEdgeFilter(EdgeFilterParameters(0.25f, 0.25f, 0.50f, 10.0f)),
- mShadersChangedFrameNumber(M_MAX_UNSIGNED),
- mShadersDirty(true)
- {
- if (!mRenderer)
- EXCEPTION("Null renderer for Pipeline");
-
- LOGINFO("Rendering pipeline created");
-
- subscribeToEvent(EVENT_WINDOWRESIZED, EVENT_HANDLER(Pipeline, handleWindowResized));
-
- // Check shader model support
- if (mRenderer->getSM3Support())
- {
- mShaderPath = "Shaders/SM3/";
- mVSFormat = ".vs3";
- mPSFormat = ".ps3";
- InstancedModel::setInstancingMode(HARDWARE_INSTANCING);
- }
- else
- {
- mShaderPath = "Shaders/SM2/";
- mVSFormat = ".vs2";
- mPSFormat = ".ps2";
- InstancedModel::setInstancingMode(SHADER_INSTANCING);
- }
-
- mDefaultLightRamp = mCache->getResource<Texture2D>("Textures/Ramp.png");
- mDefaultLightSpot = mCache->getResource<Texture2D>("Textures/Spot.png");
- mDefaultMaterial = mCache->getResource<Material>("Materials/Default.xml");
-
- createGeometries();
-
- if (!createShadowMaps())
- mDrawShadows = false;
-
- resetViews();
- }
- Pipeline::~Pipeline()
- {
- LOGINFO("Rendering pipeline shut down");
- }
- void Pipeline::setSpecularLighting(bool enable)
- {
- mSpecularLighting = enable;
- }
- void Pipeline::setDrawShadows(bool enable)
- {
- mDrawShadows = enable;
-
- if (!createShadowMaps())
- mDrawShadows = false;
- }
- void Pipeline::setTextureAnisotropy(int level)
- {
- mTextureAnisotropy = max(level, 1);
- }
- void Pipeline::setTextureFilterMode(TextureFilterMode mode)
- {
- mTextureFilterMode = mode;
- }
- void Pipeline::setTextureQuality(int quality)
- {
- quality = clamp(quality, QUALITY_LOW, QUALITY_HIGH);
-
- if (quality != mTextureQuality)
- {
- mTextureQuality = quality;
- Texture::setQuality(mTextureQuality);
- reloadTextures();
- }
- }
- void Pipeline::setMaterialQuality(int quality)
- {
- mMaterialQuality = clamp(quality, QUALITY_LOW, QUALITY_MAX);
- mShadersDirty = true;
- resetViews();
- }
- void Pipeline::setLightDetailLevel(int detailLevel)
- {
- mLightDetailLevel = clamp(detailLevel, QUALITY_LOW, QUALITY_MAX);
- }
- void Pipeline::setShadowMapSize(int size)
- {
- mShadowMapSize = max(size, SHADOW_MIN_PIXELS);
-
- if (!createShadowMaps())
- {
- mShadowMapSize = 1024;
- if (!createShadowMaps())
- mDrawShadows = false;
- }
- }
- void Pipeline::setShadowMapHiresDepth(bool enable)
- {
- if (!mRenderer->getHiresShadowSupport())
- enable = false;
-
- mShadowMapHiresDepth = enable;
- if (!createShadowMaps())
- mDrawShadows = false;
- }
- void Pipeline::setMaxOccluderTriangles(int triangles)
- {
- mMaxOccluderTriangles = max(triangles, 0);
- }
- void Pipeline::setOcclusionBufferSize(int size)
- {
- mOcclusionBufferSize = max(size, 1);
- mOcclusionBuffers.clear();
- }
- void Pipeline::setOccluderSizeThreshold(float screenSize)
- {
- mOccluderSizeThreshold = max(screenSize, 0.0f);
- }
- void Pipeline::setEdgeFilter(const EdgeFilterParameters& parameters)
- {
- mEdgeFilter = parameters;
- }
- bool Pipeline::update(float timeStep, Octree* octree, Camera* camera)
- {
- PROFILE(Pipeline_Update);
-
- // If device lost, do not perform update. This is because any dynamic vertex/index buffer updates happen already here,
- // and if the device is lost, the updates queue up, causing memory use to rise constantly
- if ((mRenderer->isDeviceLost()) || (!camera) || (!octree))
- {
- mNumViews = 0;
- return false;
- }
-
- // Advance frame number & time, set up the frameinfo structure, and reset stats
- beginFrame(timeStep);
-
- // Reload shaders if needed
- if (mShadersDirty)
- loadShaders();
-
- // Update octree. Perform early update for nodes which need that, and reinsert moved nodes
- mFrame.mCamera = camera;
- octree->updateOctree(mFrame);
-
- // Add the main view
- addView(octree, camera, 0);
-
- // Get light and geometry nodes for the main view
- mViews[0]->update(mFrame);
-
- // Process any auxiliary views that were found during the main view processing
- for (unsigned i = 1; i < mNumViews; ++i)
- mViews[i]->update(mFrame);
-
- return true;
- }
- bool Pipeline::render()
- {
- PROFILE(Pipeline_Render);
-
- mRenderer->setDefaultTextureFilterMode(mTextureFilterMode);
- mRenderer->setTextureAnisotropy(mTextureAnisotropy);
-
- // If no views, just clear the screen
- if (!mNumViews)
- {
- mRenderer->setAlphaTest(false);
- mRenderer->setBlendMode(BLEND_REPLACE);
- mRenderer->setColorWrite(true);
- mRenderer->setDepthWrite(true);
- mRenderer->setFillMode(FILL_SOLID);
- mRenderer->setScissorTest(false);
- mRenderer->setStencilTest(false);
- mRenderer->clear(CLEAR_COLOR | CLEAR_DEPTH | CLEAR_STENCIL);
- return false;
- }
-
- // Render views from last to first (main view is rendered last)
- for (unsigned i = mNumViews - 1; i < mNumViews; --i)
- mViews[i]->render();
-
- // Disable scissor/stencil tests if left on by lights, and reset stream frequencies
- mRenderer->setScissorTest(false);
- mRenderer->setStencilTest(false);
- mRenderer->resetStreamFrequencies();
-
- return true;
- }
- void Pipeline::drawDebugGeometry(DebugRenderer* debug)
- {
- PROFILE(Pipeline_DrawDebugGeometry);
-
- if (!mNumViews)
- return;
-
- // Only use the main view
- const std::vector<GeometryNode*>& geometries = mViews[0]->getGeometries();
- const std::vector<Light*>& lights = mViews[0]->getLights();
-
- for (unsigned i = 0; i < geometries.size(); ++i)
- geometries[i]->drawDebugGeometry(debug);
-
- for (unsigned i = 0; i < lights.size(); ++i)
- lights[i]->drawDebugGeometry(debug);
- }
- VertexShader* Pipeline::getVertexShader(const std::string& name, bool checkExists) const
- {
- // Check for extra underscore with no variations and remove
- std::string fullName = replace(mShaderPath + name + mVSFormat, "_.", ".");
- if (checkExists)
- {
- if (!mCache->exists(fullName))
- return 0;
- }
- return mCache->getResource<VertexShader>(fullName);
- }
- PixelShader* Pipeline::getPixelShader(const std::string& name, bool checkExists) const
- {
- // Check for extra underscore with no variations and remove
- std::string fullName = replace(mShaderPath + name + mPSFormat, "_.", ".");
- if (checkExists)
- {
- if (!mCache->exists(fullName))
- return 0;
- }
- return mCache->getResource<PixelShader>(fullName);
- }
- unsigned Pipeline::getNumGeometries(bool allViews) const
- {
- unsigned numGeometries = 0;
- unsigned lastView = allViews ? mNumViews : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- numGeometries += mViews[i]->getGeometries().size();
-
- return numGeometries;
- }
- unsigned Pipeline::getNumLights(bool allViews) const
- {
- unsigned numLights = 0;
- unsigned lastView = allViews ? mNumViews : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- numLights += mViews[i]->getLights().size();
-
- return numLights;
- }
- unsigned Pipeline::getNumShadowMaps(bool allViews) const
- {
- unsigned numShadowMaps = 0;
- unsigned lastView = allViews ? mNumViews : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- {
- const std::vector<LightBatchQueue>& lightQueues = mViews[i]->getLightQueues();
-
- for (unsigned j = 0; j < lightQueues.size(); ++j)
- {
- Light* light = lightQueues[j].mLight;
- if ((light) && (light->getShadowMap()))
- ++numShadowMaps;
- }
- }
-
- return numShadowMaps;
- }
- unsigned Pipeline::getNumOccluders(bool allViews) const
- {
- unsigned numOccluders = 0;
- unsigned lastView = allViews ? mNumViews : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- numOccluders += mViews[i]->getOccluders().size();
-
- return numOccluders;
- }
- unsigned Pipeline::getNumShadowOccluders(bool allViews) const
- {
- unsigned numShadowOccluders = 0;
- unsigned lastView = allViews ? mNumViews : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- numShadowOccluders += mViews[i]->getShadowOccluders().size();
-
- return numShadowOccluders;
- }
- const OcclusionBuffer* Pipeline::getOcclusionBuffer(float aspectRatio, bool halfResolution)
- {
- // Return an occlusion buffer for debug output purposes. Do not allocate new
- int width = mOcclusionBufferSize;
- int height = (int)(mOcclusionBufferSize / aspectRatio);
- if (halfResolution)
- {
- width >>= 1;
- height >>= 1;
- }
- int searchKey = (width << 12) | height;
-
- std::map<int, SharedPtr<OcclusionBuffer> >::iterator i = mOcclusionBuffers.find(searchKey);
- if (i != mOcclusionBuffers.end())
- return i->second;
- else
- return 0;
- }
- void Pipeline::beginFrame(float timeStep)
- {
- mElapsedTime += timeStep;
- if (mElapsedTime >= MAX_ELAPSED_TIME)
- mElapsedTime -= MAX_ELAPSED_TIME;
-
- ++mFrameNumber;
- mFrameNumber &= M_MAX_INT;
-
- mFrame.mFrameNumber = mFrameNumber;
- mFrame.mTimeStep = timeStep;
- mFrame.mCamera = 0;
-
- mNumViews = 0;
- mNumSplitLights = 0;
- }
- void Pipeline::resetViews()
- {
- mViews.clear();
- mNumViews = 0;
- }
- void Pipeline::addView(Octree* octree, Camera* camera, RenderSurface* renderTarget)
- {
- if (mViews.size() <= mNumViews)
- mViews.resize(mNumViews + 1);
- if (!mViews[mNumViews])
- mViews[mNumViews] = new View(this);
-
- mViews[mNumViews]->define(octree, camera, renderTarget);
- ++mNumViews;
- }
- OcclusionBuffer* Pipeline::getOrCreateOcclusionBuffer(Camera& camera, int maxOccluderTriangles, bool halfResolution)
- {
- // Get an occlusion buffer matching the aspect ratio. If not found, allocate new
- int width = mOcclusionBufferSize;
- int height = (int)(mOcclusionBufferSize / camera.getAspectRatio());
- if (halfResolution)
- {
- width >>= 1;
- height >>= 1;
- }
- int searchKey = (width << 12) | height;
-
- SharedPtr<OcclusionBuffer> buffer;
- std::map<int, SharedPtr<OcclusionBuffer> >::iterator i = mOcclusionBuffers.find(searchKey);
- if (i != mOcclusionBuffers.end())
- buffer = i->second;
- else
- {
- buffer = new OcclusionBuffer();
- buffer->setSize(width, height);
- mOcclusionBuffers[searchKey] = buffer;
- }
-
- buffer->setView(camera);
- buffer->setMaxTriangles(maxOccluderTriangles);
- buffer->clear();
-
- return buffer;
- }
- Geometry* Pipeline::getLightGeometry(Light* light)
- {
- switch (light->getLightType())
- {
- case LIGHT_POINT:
- return mPointLightGeometry;
-
- case LIGHT_SPOT:
- case LIGHT_SPLITPOINT:
- return mSpotLightGeometry;
-
- default:
- return mDirLightGeometry;
- }
- }
- Texture2D* Pipeline::getShadowMap(float resolution)
- {
- if (resolution >= 0.75f)
- return mFullShadowMap;
- else if (resolution >= 0.375f)
- return mHalfShadowMap;
- else
- return mQuarterShadowMap;
- }
- void Pipeline::setBatchShaders(Batch& batch, MaterialTechnique* technique, MaterialPass* pass, bool allowShadows)
- {
- static std::set<Material*> errorDisplayed;
-
- batch.mTechnique = technique;
- batch.mPass = pass;
-
- // Check if shaders are unloaded or need reloading
- std::vector<SharedPtr<VertexShader> >& vertexShaders = pass->getVertexShaders();
- std::vector<SharedPtr<PixelShader> >& pixelShaders = pass->getPixelShaders();
- if ((!vertexShaders.size()) || (!pixelShaders.size()) || (technique->getShadersLoadedFrameNumber() !=
- mShadersChangedFrameNumber))
- {
- // First release all previous shaders, then load
- technique->releaseShaders();
- loadMaterialShaders(technique);
- }
-
- // Make sure shaders are loaded now
- if ((vertexShaders.size()) && (pixelShaders.size()))
- {
- // Recognize light pass from the amount of shaders
- if (pixelShaders.size() == 1)
- {
- unsigned vsi = 0;
- if (batch.mNode->getNodeFlags() & NODE_GEOMETRY)
- vsi = static_cast<GeometryNode*>(batch.mNode)->getGeometryType();
-
- batch.mVertexShader = vertexShaders[vsi];
- batch.mPixelShader = pixelShaders[0];
- }
- else
- {
- Light* light = batch.mForwardLight;
- if (!light)
- {
- // Do not log error, as it would result in a lot of spam
- batch.mVertexShader = 0;
- batch.mPixelShader = 0;
- return;
- }
-
- unsigned vsi = 0;
- unsigned psi = 0;
- if (batch.mNode->getNodeFlags() & NODE_GEOMETRY)
- vsi = static_cast<GeometryNode*>(batch.mNode)->getGeometryType() * MAX_LIGHT_VS_VARIATIONS;
-
- // Negative lights have no specular or shadows
- if (!light->isNegative())
- {
- if ((mSpecularLighting) && (light->getSpecularIntensity() > 0.0f))
- psi += LPS_SPEC;
- if ((allowShadows) && (light->getShadowMap()))
- {
- vsi += LVS_SHADOW;
- psi += LPS_SHADOW;
- }
- }
- else
- psi += LPS_NEGATIVE;
-
- switch (light->getLightType())
- {
- case LIGHT_POINT:
- case LIGHT_SPLITPOINT:
- psi += LPS_POINT;
- break;
-
- case LIGHT_SPOT:
- psi += LPS_SPOT;
- vsi += LVS_SPOT;
- break;
- }
-
- batch.mVertexShader = vertexShaders[vsi];
- batch.mPixelShader = pixelShaders[psi];
- }
- }
-
- // Log error if shaders could not be assigned, but only once per material
- if ((!batch.mVertexShader) || (!batch.mPixelShader))
- {
- Material* parentMat = technique->getParent();
- if (errorDisplayed.find(parentMat) == errorDisplayed.end())
- {
- errorDisplayed.insert(parentMat);
- LOGERROR("Material " + parentMat->getName() + " has missing shaders");
- }
- }
- }
- void Pipeline::setLightVolumeShaders(Batch& batch)
- {
- unsigned vsi = DLVS_NONE;
- unsigned psi = DLPS_NONE;
-
- Light* light = static_cast<Light*>(batch.mNode);
- switch(light->getLightType())
- {
- case LIGHT_DIRECTIONAL:
- vsi += DLVS_DIR;
- break;
-
- case LIGHT_POINT:
- case LIGHT_SPLITPOINT:
- psi += DLPS_POINT;
- break;
-
- case LIGHT_SPOT:
- psi += DLPS_SPOT;
- break;
- }
-
- if (!light->isNegative())
- {
- if (light->getShadowMap())
- psi += DLPS_SHADOW;
-
- if ((mSpecularLighting) && (light->getSpecularIntensity() > 0.0))
- psi += DLPS_SPEC;
- }
- else
- psi += DLPS_NEGATIVE;
-
- // Non-hardware depth & orthographic modes use linear depth, else reconstruct from z/w
- if (batch.mCamera->isOrthographic())
- {
- vsi += DLVS_ORTHO;
- psi += DLPS_ORTHO;
- }
- else if (!mRenderer->getHardwareDepthSupport())
- psi += DLPS_LINEAR;
-
- unsigned hwShadows = mRenderer->getHardwareShadowSupport() ? 1 : 0;
-
- if (!mLightVS[vsi])
- mLightVS[vsi] = getVertexShader(mLightShaderName + deferredLightVSVariations[vsi]);
-
- if (!mLightPS[psi])
- {
- unsigned variation = psi % 5;
- if ((variation == LPS_SHADOW) || (variation == LPS_SHADOWSPEC))
- mLightPS[psi] = getPixelShader(mLightShaderName + deferredLightPSVariations[psi] + shadowPSVariations[hwShadows]);
- else
- mLightPS[psi] = getPixelShader(mLightShaderName + deferredLightPSVariations[psi]);
- }
-
- batch.mVertexShader = mLightVS[vsi];
- batch.mPixelShader = mLightPS[psi];
- }
- void Pipeline::loadShaders()
- {
- PROFILE(Pipeline_LoadShaders);
-
- LOGINFO("Reloading shaders");
-
- // Release old material shaders, mark them for reload
- releaseMaterialShaders();
- mShadersChangedFrameNumber = mFrameNumber;
-
- // Load inbuilt shaders
- mStencilVS = getVertexShader("Stencil");
- mStencilPS = getPixelShader("Stencil");
- mLightVS.clear();
- mLightPS.clear();
- RenderMode renderMode = mRenderer->getRenderMode();
- if (renderMode != RENDER_FORWARD)
- {
- // There are rather many light volume shader variations, so load them later on-demand
- mLightVS.resize(MAX_DEFERRED_LIGHT_VS_VARIATIONS);
- mLightPS.resize(MAX_DEFERRED_LIGHT_PS_VARIATIONS);
- if (renderMode == RENDER_DEFERRED)
- mLightShaderName = "Deferred/Light_";
- else
- mLightShaderName = "Prepass/Light_";
- }
-
- // Remove shaders that are no longer referenced from the cache
- mCache->releaseResources(VertexShader::getTypeStatic());
- mCache->releaseResources(PixelShader::getTypeStatic());
-
- mShadersDirty = false;
- }
- void Pipeline::loadMaterialShaders(MaterialTechnique* technique)
- {
- loadMaterialPassShaders(technique, PASS_SHADOW);
- loadMaterialPassShaders(technique, PASS_POSTOPAQUE);
-
- if (mRenderer->getRenderMode() == RENDER_FORWARD)
- {
- loadMaterialPassShaders(technique, PASS_AMBIENT);
- loadMaterialPassShaders(technique, PASS_LIGHT);
- loadMaterialPassShaders(technique, PASS_NEGATIVE, false);
- }
- else
- {
- // G-Buffer pass types depend on whether deferred shading or light prepass is in use
- PassType gBufferPass, additionalPass;
- if (mRenderer->getRenderMode() == RENDER_DEFERRED)
- {
- gBufferPass = PASS_DEFERRED;
- additionalPass = PASS_EMISSIVE;
- }
- else
- {
- gBufferPass = PASS_PREPASS;
- additionalPass = PASS_MATERIAL;
- }
-
- if (technique->hasPass(gBufferPass))
- {
- loadMaterialPassShaders(technique, gBufferPass);
- loadMaterialPassShaders(technique, additionalPass);
- }
- else
- {
- loadMaterialPassShaders(technique, PASS_AMBIENT);
- // No shadows used in forward lighting, so do not load the shadowing shaders
- loadMaterialPassShaders(technique, PASS_LIGHT, false);
- loadMaterialPassShaders(technique, PASS_NEGATIVE, false);
- }
- }
- }
- void Pipeline::loadMaterialPassShaders(MaterialTechnique* technique, PassType pass, bool allowShadows)
- {
- std::map<PassType, MaterialPass>::iterator i = technique->mPasses.find(pass);
- if (i == technique->mPasses.end())
- return;
-
- std::string vertexShaderName = i->second.getVertexShaderName();
- std::string pixelShaderName = i->second.getPixelShaderName();
-
- // Check if the shader name is already a variation in itself
- if (vertexShaderName.find('_') == std::string::npos)
- vertexShaderName += "_";
- if (pixelShaderName.find('_') == std::string::npos)
- pixelShaderName += "_";
-
- // If INTZ depth is used, do not write depth into the third RT in GBuffer pass
- if ((pass == PASS_DEFERRED) || (pass == PASS_PREPASS))
- {
- unsigned hwDepth = mRenderer->getHardwareDepthSupport() ? 1 : 0;
- pixelShaderName += gBufferPSVariations[hwDepth];
- }
-
- // If ambient pass is not using REPLACE as the blend mode, do not load shadow shaders for the light pass
- if (pass == PASS_LIGHT)
- {
- if ((!technique->hasPass(PASS_AMBIENT)) || (technique->getPass(PASS_AMBIENT)->getBlendMode() != BLEND_REPLACE))
- allowShadows = false;
- }
-
- if (pass == PASS_NEGATIVE)
- allowShadows = false;
-
- unsigned hwShadows = mRenderer->getHardwareShadowSupport() ? 1 : 0;
-
- std::vector<SharedPtr<VertexShader> >& vertexShaders = i->second.getVertexShaders();
- std::vector<SharedPtr<PixelShader> >& pixelShaders = i->second.getPixelShaders();
-
- // Forget all the old shaders
- vertexShaders.clear();
- pixelShaders.clear();
-
- try
- {
- switch (i->first)
- {
- default:
- vertexShaders.resize(MAX_GEOMETRYTYPES);
- pixelShaders.resize(1);
- for (unsigned j = 0; j < MAX_GEOMETRYTYPES; ++j)
- vertexShaders[j] = getVertexShader(vertexShaderName + geometryVSVariations[j], j != 0);
- pixelShaders[0] = getPixelShader(pixelShaderName);
- break;
-
- case PASS_LIGHT:
- case PASS_NEGATIVE:
- vertexShaders.resize(MAX_GEOMETRYTYPES * MAX_LIGHT_VS_VARIATIONS);
- pixelShaders.resize(MAX_LIGHT_PS_VARIATIONS);
-
- for (unsigned j = 0; j < MAX_GEOMETRYTYPES * MAX_LIGHT_VS_VARIATIONS; ++j)
- {
- unsigned g = j / MAX_LIGHT_VS_VARIATIONS;
- unsigned l = j % MAX_LIGHT_VS_VARIATIONS;
- if ((!(l & LVS_SHADOW)) || (allowShadows))
- vertexShaders[j] = getVertexShader(vertexShaderName + lightVSVariations[l] + geometryVSVariations[g], g != 0);
- else
- vertexShaders[j].reset();
- }
- for (unsigned j = 0; j < MAX_LIGHT_PS_VARIATIONS; ++j)
- {
- unsigned variation = j % 5;
- if ((variation == LPS_SHADOW) || (variation == LPS_SHADOWSPEC))
- {
- if (allowShadows)
- pixelShaders[j] = getPixelShader(pixelShaderName + deferredLightPSVariations[j] +
- shadowPSVariations[hwShadows]);
- else
- pixelShaders[j].reset();
- }
- else
- {
- // For the negative pass, load only the negative version of the shader
- bool needed = (pass == PASS_LIGHT) ? (variation != LPS_NEGATIVE) : (variation == LPS_NEGATIVE);
- if (needed)
- pixelShaders[j] = getPixelShader(pixelShaderName + deferredLightPSVariations[j]);
- else
- pixelShaders[j].reset();
- }
- }
- break;
- }
- }
- catch (...)
- {
- }
-
- technique->markShadersLoaded(mShadersChangedFrameNumber);
- }
- void Pipeline::releaseMaterialShaders()
- {
- std::vector<Material*> materials = mCache->getResources<Material>();
-
- for (unsigned i = 0; i < materials.size(); ++i)
- {
- for (unsigned j = 0; j < materials[i]->getNumTechniques(); ++j)
- materials[i]->releaseShaders();
- }
- }
- void Pipeline::reloadTextures()
- {
- std::vector<Texture2D*> textures = mCache->getResources<Texture2D>();
- std::vector<TextureCube*> cubeTextures = mCache->getResources<TextureCube>();
-
- for (unsigned i = 0; i < textures.size(); ++i)
- mCache->reloadResource(textures[i]);
- for (unsigned i = 0; i < cubeTextures.size(); ++i)
- mCache->reloadResource(cubeTextures[i]);
- }
- void Pipeline::createGeometries()
- {
- PROFILE(Pipeline_CreateGeometries);
-
- SharedPtr<VertexBuffer> dlvb(new VertexBuffer(mRenderer));
- dlvb->setSize(4, MASK_POSITION);
- dlvb->setData(dirLightVertexData);
-
- SharedPtr<IndexBuffer> dlib(new IndexBuffer(mRenderer));
- dlib->setSize(6, false);
- dlib->setData(dirLightIndexData);
-
- mDirLightGeometry = new Geometry();
- mDirLightGeometry->setVertexBuffer(0, dlvb);
- mDirLightGeometry->setIndexBuffer(dlib);
- mDirLightGeometry->setDrawRange(TRIANGLE_LIST, 0, dlib->getIndexCount());
-
- SharedPtr<VertexBuffer> plvb(new VertexBuffer(mRenderer));
- plvb->setSize(24, MASK_POSITION);
- plvb->setData(pointLightVertexData);
-
- SharedPtr<IndexBuffer> plib(new IndexBuffer(mRenderer));
- plib->setSize(132, false);
- plib->setData(pointLightIndexData);
-
- mPointLightGeometry = new Geometry();
- mPointLightGeometry->setVertexBuffer(0, plvb);
- mPointLightGeometry->setIndexBuffer(plib);
- mPointLightGeometry->setDrawRange(TRIANGLE_LIST, 0, plib->getIndexCount());
-
- SharedPtr<VertexBuffer> slvb(new VertexBuffer(mRenderer));
- slvb->setSize(8, MASK_POSITION);
- slvb->setData(spotLightVertexData);
-
- SharedPtr<IndexBuffer> slib(new IndexBuffer(mRenderer));
- slib->setSize(36, false);
- slib->setData(spotLightIndexData);
-
- mSpotLightGeometry = new Geometry();
- mSpotLightGeometry->setVertexBuffer(0, slvb);
- mSpotLightGeometry->setIndexBuffer(slib);
- mSpotLightGeometry->setDrawRange(TRIANGLE_LIST, 0, slib->getIndexCount());
- }
- bool Pipeline::createShadowMaps()
- {
- PROFILE(Pipeline_CreateShadowMaps);
-
- unsigned shadowMapFormat = mShadowMapHiresDepth ? mRenderer->getHiresShadowMapFormat() : mRenderer->getShadowMapFormat();
- unsigned dummyColorFormat = mRenderer->getDummyColorFormat();
- bool hardwarePCF = mRenderer->getHardwareShadowSupport();
-
- if (shadowMapFormat == D3DFMT_UNKNOWN)
- return false;
-
- if (!mDrawShadows)
- {
- mFullShadowMap.reset();
- mHalfShadowMap.reset();
- mQuarterShadowMap.reset();
- mFullShadowMapColor.reset();
- mHalfShadowMapColor.reset();
- mQuarterShadowMapColor.reset();
- return true;
- }
-
- try
- {
- // Create shadow maps and dummy color rendertargets
- if (!mFullShadowMap)
- mFullShadowMap = new Texture2D(mRenderer, TEXTURE_DEPTHSTENCIL);
- mFullShadowMap->setSize(mShadowMapSize, mShadowMapSize, shadowMapFormat);
- mFullShadowMap->setFilterMode(hardwarePCF ? FILTER_BILINEAR : FILTER_NEAREST);
-
- if (!mHalfShadowMap)
- mHalfShadowMap = new Texture2D(mRenderer, TEXTURE_DEPTHSTENCIL);
- mHalfShadowMap->setSize(mShadowMapSize >> 1, mShadowMapSize >> 1, shadowMapFormat);
- mHalfShadowMap->setFilterMode(hardwarePCF ? FILTER_BILINEAR : FILTER_NEAREST);
-
- if (!mQuarterShadowMap)
- mQuarterShadowMap = new Texture2D(mRenderer, TEXTURE_DEPTHSTENCIL);
- mQuarterShadowMap->setSize(mShadowMapSize >> 2, mShadowMapSize >> 2, shadowMapFormat);
- mQuarterShadowMap->setFilterMode(hardwarePCF ? FILTER_BILINEAR : FILTER_NEAREST);
-
- if (!mFullShadowMapColor)
- mFullShadowMapColor = new Texture2D(mRenderer, TEXTURE_RENDERTARGET);
- mFullShadowMapColor->setSize(mShadowMapSize, mShadowMapSize, dummyColorFormat);
-
- if (!mHalfShadowMapColor)
- mHalfShadowMapColor = new Texture2D(mRenderer, TEXTURE_RENDERTARGET);
- mHalfShadowMapColor->setSize(mShadowMapSize >> 1, mShadowMapSize >> 1, dummyColorFormat);
-
- if (!mQuarterShadowMapColor)
- mQuarterShadowMapColor = new Texture2D(mRenderer, TEXTURE_RENDERTARGET);
- mQuarterShadowMapColor->setSize(mShadowMapSize >> 2, mShadowMapSize >> 2, dummyColorFormat);
-
- // Link the color rendertargets to depth rendertargets
- mFullShadowMap->getRenderSurface()->setLinkedRenderTarget(mFullShadowMapColor->getRenderSurface());
- mHalfShadowMap->getRenderSurface()->setLinkedRenderTarget(mHalfShadowMapColor->getRenderSurface());
- mQuarterShadowMap->getRenderSurface()->setLinkedRenderTarget(mQuarterShadowMapColor->getRenderSurface());
- }
- catch (...)
- {
- return false;
- }
-
- return true;
- }
- Light* Pipeline::createSplitLight(Light* original)
- {
- if (mNumSplitLights >= mSplitLightStore.size())
- mSplitLightStore.push_back(SharedPtr<Light>(new Light()));
- Light* light = mSplitLightStore[mNumSplitLights];
- light->copyFrom(original);
-
- mNumSplitLights++;
- return light;
- }
- void Pipeline::setupLightBatch(Batch& batch)
- {
- Light* light = static_cast<Light*>(batch.mNode);
-
- const Matrix4x3* model = &light->getWorldTransform();
- const Matrix4x3* view = &batch.mCamera->getInverseWorldTransform();
- const Matrix4* projection = &batch.mCamera->getProjection();
-
- light->overrideTransforms(0, *batch.mCamera, &model, &view);
-
- float lightExtent = light->getVolumeExtent();
- float lightViewDist = (light->getWorldPosition() - batch.mCamera->getWorldPosition()).getLengthFast();
-
- mRenderer->setAlphaTest(false);
- mRenderer->setBlendMode(light->isNegative() ? BLEND_MULTIPLY : BLEND_ADD);
- mRenderer->setDepthWrite(false);
-
- if (light->getLightType() == LIGHT_DIRECTIONAL)
- {
- // If the light does not extend to the near plane, use a stencil test. Else just draw with depth fail
- if (light->getNearSplit() <= batch.mCamera->getNearClip())
- {
- mRenderer->setCullMode(CULL_NONE);
- mRenderer->setDepthTest(CMP_GREATER);
- mRenderer->setStencilTest(false);
- }
- else
- {
- Matrix4x3 nearTransform = light->getDirLightTransform(*batch.mCamera, true);
-
- // Set state for stencil rendering
- mRenderer->setColorWrite(false);
- mRenderer->setCullMode(CULL_NONE);
- mRenderer->setDepthTest(CMP_LESSEQUAL);
- mRenderer->setStencilTest(true, CMP_ALWAYS, OP_INCR, OP_KEEP, OP_KEEP, 1);
- mRenderer->setVertexShader(mStencilVS);
- mRenderer->setPixelShader(mStencilPS);
- mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), (*projection) * nearTransform);
-
- // Draw to stencil
- batch.mGeometry->draw(mRenderer);
-
- // Re-enable color write, set test for rendering the actual light
- mRenderer->setColorWrite(true);
- mRenderer->setDepthTest(CMP_GREATER);
- mRenderer->setStencilTest(true, CMP_EQUAL, OP_ZERO, OP_KEEP, OP_ZERO, 1);
- }
- }
- else
- {
- if (light->getLightType() == LIGHT_SPLITPOINT)
- {
- // Shadowed point light, split in 6 frustums: mask out overlapping pixels to prevent overlighting
- // Check whether we should draw front or back faces
- bool drawBackFaces = lightViewDist < (lightExtent + batch.mCamera->getNearClip());
- mRenderer->setColorWrite(false);
- mRenderer->setCullMode(drawBackFaces ? CULL_CCW : CULL_CW);
- mRenderer->setDepthTest(drawBackFaces ? CMP_GREATER : CMP_LESS);
- mRenderer->setStencilTest(true, CMP_EQUAL, OP_INCR, OP_KEEP, OP_KEEP, 0);
- mRenderer->setVertexShader(mStencilVS);
- mRenderer->setPixelShader(mStencilPS);
- mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), (*projection) * (*view) * (*model));
-
- // Draw the other faces to stencil to mark where we should not draw
- batch.mGeometry->draw(mRenderer);
-
- mRenderer->setColorWrite(true);
- mRenderer->setCullMode(drawBackFaces ? CULL_CW : CULL_CCW);
- mRenderer->setStencilTest(true, CMP_EQUAL, OP_DECR, OP_DECR, OP_KEEP, 0);
- }
- else
- {
- // If light is close to near clip plane, we might be inside light volume
- if (lightViewDist < (lightExtent + batch.mCamera->getNearClip()))
- {
- // In this case reverse cull mode & depth test and render back faces
- mRenderer->setCullMode(CULL_CW);
- mRenderer->setDepthTest(CMP_GREATER);
- mRenderer->setStencilTest(false);
- }
- else
- {
- // If not too close to far clip plane, write the back faces to stencil for optimization,
- // then render front faces. Else just render front faces.
- if (lightViewDist < (batch.mCamera->getFarClip() - lightExtent))
- {
- // Set state for stencil rendering
- mRenderer->setColorWrite(false);
- mRenderer->setCullMode(CULL_CW);
- mRenderer->setDepthTest(CMP_GREATEREQUAL);
- mRenderer->setStencilTest(true, CMP_ALWAYS, OP_INCR, OP_KEEP, OP_KEEP, 1);
- mRenderer->setVertexShader(mStencilVS);
- mRenderer->setPixelShader(mStencilPS);
- mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), (*projection) * (*view) * (*model));
-
- // Draw to stencil
- batch.mGeometry->draw(mRenderer);
-
- // Re-enable color write, set test for rendering the actual light
- mRenderer->setColorWrite(true);
- mRenderer->setStencilTest(true, CMP_EQUAL, OP_ZERO, OP_KEEP, OP_ZERO, 1);
- mRenderer->setCullMode(CULL_CCW);
- mRenderer->setDepthTest(CMP_LESS);
- }
- else
- {
- mRenderer->setStencilTest(false);
- mRenderer->setCullMode(CULL_CCW);
- mRenderer->setDepthTest(CMP_LESS);
- }
- }
- }
- }
- }
- void Pipeline::drawFullScreenQuad(Camera& camera, VertexShader* vs, PixelShader* ps, bool nearQuad)
- {
- Light quadDirLight;
- Matrix4x3 model = quadDirLight.getDirLightTransform(camera, nearQuad);
-
- mRenderer->setCullMode(CULL_NONE);
- mRenderer->setVertexShader(vs);
- mRenderer->setPixelShader(ps);
- mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), camera.getProjection() * model);
-
- mDirLightGeometry->draw(mRenderer);
- }
- void Pipeline::drawSplitLightToStencil(Camera& camera, Light* light, bool clear)
- {
- switch (light->getLightType())
- {
- case LIGHT_SPLITPOINT:
- {
- const Matrix4x3* model = &light->getWorldTransform();
- const Matrix4x3* view = &camera.getInverseWorldTransform();
- const Matrix4* projection = &camera.getProjection();
-
- light->overrideTransforms(0, camera, &model, &view);
-
- float lightExtent = light->getVolumeExtent();
- float lightViewDist = (light->getWorldPosition() - camera.getWorldPosition()).getLengthFast();
- bool drawBackFaces = lightViewDist < (lightExtent + camera.getNearClip());
-
- mRenderer->setAlphaTest(false);
- mRenderer->setColorWrite(false);
- mRenderer->setDepthWrite(false);
- mRenderer->setCullMode(drawBackFaces ? CULL_CW : CULL_CCW);
- mRenderer->setDepthTest(drawBackFaces ? CMP_GREATER : CMP_LESS);
- mRenderer->setVertexShader(mStencilVS);
- mRenderer->setPixelShader(mStencilPS);
- mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), (*projection) * (*view) * (*model));
-
- if (!clear)
- {
- // Draw the faces to stencil which we should draw (where no light has not been rendered yet)
- mRenderer->setStencilTest(true, CMP_EQUAL, OP_INCR, OP_KEEP, OP_KEEP, 0);
- mSpotLightGeometry->draw(mRenderer);
-
- // Draw the other faces to stencil to mark where we should not draw ("frees up" the pixels for other faces)
- mRenderer->setCullMode(drawBackFaces ? CULL_CCW : CULL_CW);
- mRenderer->setStencilTest(true, CMP_EQUAL, OP_DECR, OP_KEEP, OP_KEEP, 1);
- mSpotLightGeometry->draw(mRenderer);
-
- // Now set stencil test for rendering the lit geometries (also marks the pixels so that they will not be used again)
- mRenderer->setStencilTest(true, CMP_EQUAL, OP_INCR, OP_KEEP, OP_KEEP, 1);
- mRenderer->setColorWrite(true);
- }
- else
- {
- // Clear the stencil by drawing the whole point light volume
- mRenderer->setStencilTest(true, CMP_ALWAYS, OP_ZERO, OP_KEEP, OP_ZERO, 0);
- mPointLightGeometry->draw(mRenderer);
- mRenderer->setColorWrite(true);
- mRenderer->setStencilTest(false);
- }
- }
- break;
-
- case LIGHT_DIRECTIONAL:
- // If light encompasses whole frustum, no drawing to frustum necessary
- if ((light->getNearSplit() <= camera.getNearClip()) && (light->getFarSplit() >= camera.getFarClip()))
- return;
- else
- {
- const Matrix4& projection = camera.getProjection();
- Matrix4x3 nearTransform = light->getDirLightTransform(camera, true);
- Matrix4x3 farTransform = light->getDirLightTransform(camera, false);
-
- mRenderer->setAlphaTest(false);
- mRenderer->setColorWrite(false);
- mRenderer->setDepthWrite(false);
- mRenderer->setCullMode(CULL_NONE);
-
- if (!clear)
- {
- // If the split begins at the near plane (first split), draw at split far plane
- if (light->getNearSplit() <= camera.getNearClip())
- {
- mRenderer->setDepthTest(CMP_GREATEREQUAL);
- mRenderer->setVertexShader(mStencilVS);
- mRenderer->setPixelShader(mStencilPS);
- mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), projection * farTransform);
- mRenderer->setStencilTest(true, CMP_ALWAYS, OP_REF, OP_ZERO, OP_ZERO, 1);
- }
- // Otherwise draw at split near plane
- else
- {
- mRenderer->setDepthTest(CMP_LESSEQUAL);
- mRenderer->setVertexShader(mStencilVS);
- mRenderer->setPixelShader(mStencilPS);
- mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), projection * nearTransform);
- mRenderer->setStencilTest(true, CMP_ALWAYS, OP_REF, OP_ZERO, OP_ZERO, 1);
- }
-
- mDirLightGeometry->draw(mRenderer);
- mRenderer->setColorWrite(true);
- mRenderer->setStencilTest(true, CMP_EQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 1);
- }
- else
- {
- // Clear the stencil by drawing at the far plane (assumed to be the last and most distant split)
- mRenderer->setDepthTest(CMP_GREATER);
- mRenderer->setVertexShader(mStencilVS);
- mRenderer->setPixelShader(mStencilPS);
- mRenderer->setVertexShaderConstant(getVSRegister(VSP_MODELVIEWPROJ), projection * farTransform);
- mRenderer->setStencilTest(true, CMP_ALWAYS, OP_ZERO, OP_KEEP, OP_ZERO, 0);
- mDirLightGeometry->draw(mRenderer);
- mRenderer->setColorWrite(true);
- mRenderer->setStencilTest(false);
- }
- }
- }
- }
- void Pipeline::handleWindowResized(StringHash eventType, VariantMap& eventData)
- {
- // When screen mode changes, reload shaders and purge old views and occlusion buffers
- mShadersDirty = true;
- mOcclusionBuffers.clear();
- resetViews();
- }
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