View.cpp 112 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "DebugRenderer.h"
  25. #include "FileSystem.h"
  26. #include "Geometry.h"
  27. #include "Graphics.h"
  28. #include "GraphicsImpl.h"
  29. #include "Log.h"
  30. #include "Material.h"
  31. #include "OcclusionBuffer.h"
  32. #include "Octree.h"
  33. #include "Renderer.h"
  34. #include "RenderPath.h"
  35. #include "ResourceCache.h"
  36. #include "Profiler.h"
  37. #include "Scene.h"
  38. #include "ShaderVariation.h"
  39. #include "Skybox.h"
  40. #include "Technique.h"
  41. #include "Texture2D.h"
  42. #include "Texture3D.h"
  43. #include "TextureCube.h"
  44. #include "VertexBuffer.h"
  45. #include "View.h"
  46. #include "WorkQueue.h"
  47. #include "DebugNew.h"
  48. namespace Urho3D
  49. {
  50. static const Vector3* directions[] =
  51. {
  52. &Vector3::RIGHT,
  53. &Vector3::LEFT,
  54. &Vector3::UP,
  55. &Vector3::DOWN,
  56. &Vector3::FORWARD,
  57. &Vector3::BACK
  58. };
  59. /// %Frustum octree query for shadowcasters.
  60. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  61. {
  62. public:
  63. /// Construct with frustum and query parameters.
  64. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  65. unsigned viewMask = DEFAULT_VIEWMASK) :
  66. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  67. {
  68. }
  69. /// Intersection test for drawables.
  70. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  71. {
  72. while (start != end)
  73. {
  74. Drawable* drawable = *start++;
  75. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  76. (drawable->GetViewMask() & viewMask_))
  77. {
  78. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  79. result_.Push(drawable);
  80. }
  81. }
  82. }
  83. };
  84. /// %Frustum octree query for zones and occluders.
  85. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  86. {
  87. public:
  88. /// Construct with frustum and query parameters.
  89. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  90. unsigned viewMask = DEFAULT_VIEWMASK) :
  91. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  92. {
  93. }
  94. /// Intersection test for drawables.
  95. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  96. {
  97. while (start != end)
  98. {
  99. Drawable* drawable = *start++;
  100. unsigned char flags = drawable->GetDrawableFlags();
  101. if ((flags == DRAWABLE_ZONE || (flags == DRAWABLE_GEOMETRY && drawable->IsOccluder())) && (drawable->GetViewMask() &
  102. viewMask_))
  103. {
  104. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  105. result_.Push(drawable);
  106. }
  107. }
  108. }
  109. };
  110. /// %Frustum octree query with occlusion.
  111. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  112. {
  113. public:
  114. /// Construct with frustum, occlusion buffer and query parameters.
  115. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer, unsigned char
  116. drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  117. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  118. buffer_(buffer)
  119. {
  120. }
  121. /// Intersection test for an octant.
  122. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  123. {
  124. if (inside)
  125. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  126. else
  127. {
  128. Intersection result = frustum_.IsInside(box);
  129. if (result != OUTSIDE && !buffer_->IsVisible(box))
  130. result = OUTSIDE;
  131. return result;
  132. }
  133. }
  134. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  135. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  136. {
  137. while (start != end)
  138. {
  139. Drawable* drawable = *start++;
  140. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  141. {
  142. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  143. result_.Push(drawable);
  144. }
  145. }
  146. }
  147. /// Occlusion buffer.
  148. OcclusionBuffer* buffer_;
  149. };
  150. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  151. {
  152. View* view = reinterpret_cast<View*>(item->aux_);
  153. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  154. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  155. OcclusionBuffer* buffer = view->occlusionBuffer_;
  156. const Matrix3x4& viewMatrix = view->camera_->GetView();
  157. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  158. Vector3 absViewZ = viewZ.Abs();
  159. unsigned cameraViewMask = view->camera_->GetViewMask();
  160. bool cameraZoneOverride = view->cameraZoneOverride_;
  161. PerThreadSceneResult& result = view->sceneResults_[threadIndex];
  162. while (start != end)
  163. {
  164. Drawable* drawable = *start++;
  165. bool batchesUpdated = false;
  166. // If draw distance non-zero, update and check it
  167. float maxDistance = drawable->GetDrawDistance();
  168. if (maxDistance > 0.0f)
  169. {
  170. drawable->UpdateBatches(view->frame_);
  171. batchesUpdated = true;
  172. if (drawable->GetDistance() > maxDistance)
  173. continue;
  174. }
  175. if (!buffer || !drawable->IsOccludee() || buffer->IsVisible(drawable->GetWorldBoundingBox()))
  176. {
  177. if (!batchesUpdated)
  178. drawable->UpdateBatches(view->frame_);
  179. drawable->MarkInView(view->frame_);
  180. // For geometries, find zone, clear lights and calculate view space Z range
  181. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  182. {
  183. Zone* drawableZone = drawable->GetZone();
  184. if (!cameraZoneOverride && (drawable->IsZoneDirty() || !drawableZone || (drawableZone->GetViewMask() &
  185. cameraViewMask) == 0))
  186. view->FindZone(drawable);
  187. const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
  188. Vector3 center = geomBox.Center();
  189. float viewCenterZ = viewZ.DotProduct(center) + viewMatrix.m23_;
  190. Vector3 edge = geomBox.Size() * 0.5f;
  191. float viewEdgeZ = absViewZ.DotProduct(edge);
  192. float minZ = viewCenterZ - viewEdgeZ;
  193. float maxZ = viewCenterZ + viewEdgeZ;
  194. drawable->SetMinMaxZ(viewCenterZ - viewEdgeZ, viewCenterZ + viewEdgeZ);
  195. drawable->ClearLights();
  196. // Expand the scene bounding box and Z range (skybox not included because of infinite size) and store the drawawble
  197. if (drawable->GetType() != Skybox::GetTypeStatic())
  198. {
  199. result.minZ_ = Min(result.minZ_, minZ);
  200. result.maxZ_ = Max(result.maxZ_, maxZ);
  201. }
  202. result.geometries_.Push(drawable);
  203. }
  204. else if (drawable->GetDrawableFlags() & DRAWABLE_LIGHT)
  205. {
  206. Light* light = static_cast<Light*>(drawable);
  207. // Skip lights with zero brightness or black color
  208. if (!light->GetEffectiveColor().Equals(Color::BLACK))
  209. result.lights_.Push(light);
  210. }
  211. }
  212. }
  213. }
  214. void ProcessLightWork(const WorkItem* item, unsigned threadIndex)
  215. {
  216. View* view = reinterpret_cast<View*>(item->aux_);
  217. LightQueryResult* query = reinterpret_cast<LightQueryResult*>(item->start_);
  218. view->ProcessLight(*query, threadIndex);
  219. }
  220. void UpdateDrawableGeometriesWork(const WorkItem* item, unsigned threadIndex)
  221. {
  222. const FrameInfo& frame = *(reinterpret_cast<FrameInfo*>(item->aux_));
  223. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  224. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  225. while (start != end)
  226. {
  227. Drawable* drawable = *start++;
  228. drawable->UpdateGeometry(frame);
  229. }
  230. }
  231. void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
  232. {
  233. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  234. queue->SortFrontToBack();
  235. }
  236. void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
  237. {
  238. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  239. queue->SortBackToFront();
  240. }
  241. void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
  242. {
  243. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  244. start->litBaseBatches_.SortFrontToBack();
  245. start->litBatches_.SortFrontToBack();
  246. }
  247. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  248. {
  249. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  250. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  251. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  252. }
  253. View::View(Context* context) :
  254. Object(context),
  255. graphics_(GetSubsystem<Graphics>()),
  256. renderer_(GetSubsystem<Renderer>()),
  257. scene_(0),
  258. octree_(0),
  259. camera_(0),
  260. cameraZone_(0),
  261. farClipZone_(0),
  262. renderTarget_(0),
  263. substituteRenderTarget_(0)
  264. {
  265. // Create octree query and scene results vector for each thread
  266. unsigned numThreads = GetSubsystem<WorkQueue>()->GetNumThreads() + 1; // Worker threads + main thread
  267. tempDrawables_.Resize(numThreads);
  268. sceneResults_.Resize(numThreads);
  269. frame_.camera_ = 0;
  270. }
  271. View::~View()
  272. {
  273. }
  274. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  275. {
  276. renderPath_ = viewport->GetRenderPath();
  277. if (!renderPath_)
  278. return false;
  279. hasScenePasses_ = false;
  280. // Make sure that all necessary batch queues exist
  281. scenePasses_.Clear();
  282. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  283. {
  284. const RenderPathCommand& command = renderPath_->commands_[i];
  285. if (!command.enabled_)
  286. continue;
  287. if (command.type_ == CMD_SCENEPASS)
  288. {
  289. hasScenePasses_ = true;
  290. ScenePassInfo info;
  291. info.pass_ = command.pass_;
  292. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  293. info.markToStencil_ = command.markToStencil_;
  294. info.vertexLights_ = command.vertexLights_;
  295. // Check scenepass metadata for defining custom passes which interact with lighting
  296. if (!command.metadata_.Empty())
  297. {
  298. if (command.metadata_ == "gbuffer")
  299. gBufferPassName_ = command.pass_;
  300. else if (command.metadata_ == "base" && command.pass_ != "base")
  301. {
  302. basePassName_ = command.pass_;
  303. litBasePassName_ = "lit" + command.pass_;
  304. }
  305. else if (command.metadata_ == "alpha" && command.pass_ != "alpha")
  306. {
  307. alphaPassName_ = command.pass_;
  308. litAlphaPassName_ = "lit" + command.pass_;
  309. }
  310. }
  311. HashMap<StringHash, BatchQueue>::Iterator j = batchQueues_.Find(command.pass_);
  312. if (j == batchQueues_.End())
  313. j = batchQueues_.Insert(Pair<StringHash, BatchQueue>(command.pass_, BatchQueue()));
  314. info.batchQueue_ = &j->second_;
  315. scenePasses_.Push(info);
  316. }
  317. // Allow a custom forward light pass
  318. else if (command.type_ == CMD_FORWARDLIGHTS && !command.pass_.Empty())
  319. lightPassName_ = command.pass_;
  320. }
  321. scene_ = viewport->GetScene();
  322. camera_ = viewport->GetCamera();
  323. octree_ = 0;
  324. // Get default zone first in case we do not have zones defined
  325. cameraZone_ = farClipZone_ = renderer_->GetDefaultZone();
  326. if (hasScenePasses_)
  327. {
  328. if (!scene_ || !camera_ || !camera_->IsEnabledEffective())
  329. return false;
  330. // If scene is loading asynchronously, it is incomplete and should not be rendered
  331. if (scene_->IsAsyncLoading())
  332. return false;
  333. octree_ = scene_->GetComponent<Octree>();
  334. if (!octree_)
  335. return false;
  336. // Do not accept view if camera projection is illegal
  337. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  338. if (!camera_->IsProjectionValid())
  339. return false;
  340. }
  341. cameraNode_ = camera_ ? camera_->GetNode() : (Node*)0;
  342. renderTarget_ = renderTarget;
  343. gBufferPassName_ = StringHash();
  344. basePassName_ = PASS_BASE;
  345. alphaPassName_ = PASS_ALPHA;
  346. lightPassName_ = PASS_LIGHT;
  347. litBasePassName_ = PASS_LITBASE;
  348. litAlphaPassName_ = PASS_LITALPHA;
  349. // Go through commands to check for deferred rendering and other flags
  350. deferred_ = false;
  351. deferredAmbient_ = false;
  352. useLitBase_ = false;
  353. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  354. {
  355. const RenderPathCommand& command = renderPath_->commands_[i];
  356. if (!command.enabled_)
  357. continue;
  358. // Check if ambient pass and G-buffer rendering happens at the same time
  359. if (command.type_ == CMD_SCENEPASS && command.outputNames_.Size() > 1)
  360. {
  361. if (CheckViewportWrite(command))
  362. deferredAmbient_ = true;
  363. }
  364. else if (command.type_ == CMD_LIGHTVOLUMES)
  365. {
  366. lightVolumeVSName_ = command.vertexShaderName_;
  367. lightVolumePSName_ = command.pixelShaderName_;
  368. deferred_ = true;
  369. }
  370. else if (command.type_ == CMD_FORWARDLIGHTS)
  371. useLitBase_ = command.useLitBase_;
  372. }
  373. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  374. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  375. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  376. const IntRect& rect = viewport->GetRect();
  377. if (rect != IntRect::ZERO)
  378. {
  379. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  380. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  381. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  382. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  383. }
  384. else
  385. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  386. viewSize_ = viewRect_.Size();
  387. rtSize_ = IntVector2(rtWidth, rtHeight);
  388. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  389. #ifdef URHO3D_OPENGL
  390. if (renderTarget_)
  391. {
  392. viewRect_.bottom_ = rtHeight - viewRect_.top_;
  393. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  394. }
  395. #endif
  396. drawShadows_ = renderer_->GetDrawShadows();
  397. materialQuality_ = renderer_->GetMaterialQuality();
  398. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  399. minInstances_ = renderer_->GetMinInstances();
  400. // Set possible quality overrides from the camera
  401. unsigned viewOverrideFlags = camera_ ? camera_->GetViewOverrideFlags() : VO_NONE;
  402. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  403. materialQuality_ = QUALITY_LOW;
  404. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  405. drawShadows_ = false;
  406. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  407. maxOccluderTriangles_ = 0;
  408. // Occlusion buffer has constant width. If resulting height would be too large due to aspect ratio, disable occlusion
  409. if (viewSize_.y_ > viewSize_.x_ * 4)
  410. maxOccluderTriangles_ = 0;
  411. return true;
  412. }
  413. void View::Update(const FrameInfo& frame)
  414. {
  415. frame_.camera_ = camera_;
  416. frame_.timeStep_ = frame.timeStep_;
  417. frame_.frameNumber_ = frame.frameNumber_;
  418. frame_.viewSize_ = viewSize_;
  419. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  420. // Clear buffers, geometry, light, occluder & batch list
  421. renderTargets_.Clear();
  422. geometries_.Clear();
  423. shadowGeometries_.Clear();
  424. lights_.Clear();
  425. zones_.Clear();
  426. occluders_.Clear();
  427. vertexLightQueues_.Clear();
  428. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  429. i->second_.Clear(maxSortedInstances);
  430. if (hasScenePasses_ && (!camera_ || !octree_))
  431. return;
  432. // Set automatic aspect ratio if required
  433. if (camera_->GetAutoAspectRatio())
  434. camera_->SetAspectRatioInternal((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  435. GetDrawables();
  436. GetBatches();
  437. }
  438. void View::Render()
  439. {
  440. if (hasScenePasses_ && (!octree_ || !camera_))
  441. return;
  442. // Actually update geometry data now
  443. UpdateGeometries();
  444. // Allocate screen buffers as necessary
  445. AllocateScreenBuffers();
  446. // Forget parameter sources from the previous view
  447. graphics_->ClearParameterSources();
  448. // If stream offset is supported, write all instance transforms to a single large buffer
  449. // Else we must lock the instance buffer for each batch group
  450. if (renderer_->GetDynamicInstancing() && graphics_->GetStreamOffsetSupport())
  451. PrepareInstancingBuffer();
  452. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  453. // again to ensure correct projection will be used
  454. if (camera_)
  455. {
  456. if (camera_->GetAutoAspectRatio())
  457. camera_->SetAspectRatioInternal((float)(viewSize_.x_) / (float)(viewSize_.y_));
  458. }
  459. // Bind the face selection and indirection cube maps for point light shadows
  460. #ifndef GL_ES_VERSION_2_0
  461. if (renderer_->GetDrawShadows())
  462. {
  463. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  464. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  465. }
  466. #endif
  467. if (renderTarget_)
  468. {
  469. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  470. // as a render texture produced on Direct3D9
  471. #ifdef URHO3D_OPENGL
  472. if (camera_)
  473. camera_->SetFlipVertical(true);
  474. #endif
  475. }
  476. // Render
  477. ExecuteRenderPathCommands();
  478. #ifdef URHO3D_OPENGL
  479. if (camera_)
  480. camera_->SetFlipVertical(false);
  481. #endif
  482. graphics_->SetDepthBias(0.0f, 0.0f);
  483. graphics_->SetScissorTest(false);
  484. graphics_->SetStencilTest(false);
  485. graphics_->ResetStreamFrequencies();
  486. // Run framebuffer blitting if necessary
  487. if (currentRenderTarget_ != renderTarget_)
  488. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()), renderTarget_, true);
  489. // If this is a main view, draw the associated debug geometry now
  490. if (!renderTarget_ && octree_ && camera_)
  491. {
  492. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  493. if (debug && debug->IsEnabledEffective())
  494. {
  495. debug->SetView(camera_);
  496. debug->Render();
  497. }
  498. }
  499. // "Forget" the scene, camera, octree and zone after rendering
  500. scene_ = 0;
  501. camera_ = 0;
  502. octree_ = 0;
  503. cameraZone_ = 0;
  504. farClipZone_ = 0;
  505. occlusionBuffer_ = 0;
  506. frame_.camera_ = 0;
  507. }
  508. Graphics* View::GetGraphics() const
  509. {
  510. return graphics_;
  511. }
  512. Renderer* View::GetRenderer() const
  513. {
  514. return renderer_;
  515. }
  516. void View::SetGlobalShaderParameters()
  517. {
  518. graphics_->SetShaderParameter(VSP_DELTATIME, frame_.timeStep_);
  519. graphics_->SetShaderParameter(PSP_DELTATIME, frame_.timeStep_);
  520. if (scene_)
  521. {
  522. float elapsedTime = scene_->GetElapsedTime();
  523. graphics_->SetShaderParameter(VSP_ELAPSEDTIME, elapsedTime);
  524. graphics_->SetShaderParameter(PSP_ELAPSEDTIME, elapsedTime);
  525. }
  526. }
  527. void View::SetCameraShaderParameters(Camera* camera, bool setProjection, bool overrideView)
  528. {
  529. if (!camera)
  530. return;
  531. Matrix3x4 cameraEffectiveTransform = camera->GetEffectiveWorldTransform();
  532. graphics_->SetShaderParameter(VSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  533. graphics_->SetShaderParameter(VSP_CAMERAROT, cameraEffectiveTransform.RotationMatrix());
  534. graphics_->SetShaderParameter(PSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  535. float nearClip = camera->GetNearClip();
  536. float farClip = camera->GetFarClip();
  537. graphics_->SetShaderParameter(VSP_NEARCLIP, nearClip);
  538. graphics_->SetShaderParameter(VSP_FARCLIP, farClip);
  539. graphics_->SetShaderParameter(PSP_NEARCLIP, nearClip);
  540. graphics_->SetShaderParameter(PSP_FARCLIP, farClip);
  541. Vector4 depthMode = Vector4::ZERO;
  542. if (camera->IsOrthographic())
  543. {
  544. depthMode.x_ = 1.0f;
  545. #ifdef URHO3D_OPENGL
  546. depthMode.z_ = 0.5f;
  547. depthMode.w_ = 0.5f;
  548. #else
  549. depthMode.z_ = 1.0f;
  550. #endif
  551. }
  552. else
  553. depthMode.w_ = 1.0f / camera->GetFarClip();
  554. graphics_->SetShaderParameter(VSP_DEPTHMODE, depthMode);
  555. Vector3 nearVector, farVector;
  556. camera->GetFrustumSize(nearVector, farVector);
  557. graphics_->SetShaderParameter(VSP_FRUSTUMSIZE, farVector);
  558. if (setProjection)
  559. {
  560. Matrix4 projection = camera->GetProjection();
  561. #ifdef URHO3D_OPENGL
  562. // Add constant depth bias manually to the projection matrix due to glPolygonOffset() inconsistency
  563. float constantBias = 2.0f * graphics_->GetDepthConstantBias();
  564. projection.m22_ += projection.m32_ * constantBias;
  565. projection.m23_ += projection.m33_ * constantBias;
  566. #endif
  567. if (overrideView)
  568. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  569. else
  570. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection * camera->GetView());
  571. }
  572. }
  573. void View::SetGBufferShaderParameters(const IntVector2& texSize, const IntRect& viewRect)
  574. {
  575. float texWidth = (float)texSize.x_;
  576. float texHeight = (float)texSize.y_;
  577. float widthRange = 0.5f * viewRect.Width() / texWidth;
  578. float heightRange = 0.5f * viewRect.Height() / texHeight;
  579. #ifdef URHO3D_OPENGL
  580. Vector4 bufferUVOffset(((float)viewRect.left_) / texWidth + widthRange,
  581. 1.0f - (((float)viewRect.top_) / texHeight + heightRange), widthRange, heightRange);
  582. #else
  583. Vector4 bufferUVOffset((0.5f + (float)viewRect.left_) / texWidth + widthRange,
  584. (0.5f + (float)viewRect.top_) / texHeight + heightRange, widthRange, heightRange);
  585. #endif
  586. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  587. float invSizeX = 1.0f / texWidth;
  588. float invSizeY = 1.0f / texHeight;
  589. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(invSizeX, invSizeY, 0.0f, 0.0f));
  590. }
  591. void View::GetDrawables()
  592. {
  593. PROFILE(GetDrawables);
  594. WorkQueue* queue = GetSubsystem<WorkQueue>();
  595. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  596. // Get zones and occluders first
  597. {
  598. ZoneOccluderOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, camera_->GetViewMask());
  599. octree_->GetDrawables(query);
  600. }
  601. highestZonePriority_ = M_MIN_INT;
  602. int bestPriority = M_MIN_INT;
  603. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  604. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  605. {
  606. Drawable* drawable = *i;
  607. unsigned char flags = drawable->GetDrawableFlags();
  608. if (flags & DRAWABLE_ZONE)
  609. {
  610. Zone* zone = static_cast<Zone*>(drawable);
  611. zones_.Push(zone);
  612. int priority = zone->GetPriority();
  613. if (priority > highestZonePriority_)
  614. highestZonePriority_ = priority;
  615. if (priority > bestPriority && zone->IsInside(cameraPos))
  616. {
  617. cameraZone_ = zone;
  618. bestPriority = priority;
  619. }
  620. }
  621. else
  622. occluders_.Push(drawable);
  623. }
  624. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  625. cameraZoneOverride_ = cameraZone_->GetOverride();
  626. if (!cameraZoneOverride_)
  627. {
  628. Vector3 farClipPos = cameraPos + cameraNode_->GetWorldDirection() * Vector3(0.0f, 0.0f, camera_->GetFarClip());
  629. bestPriority = M_MIN_INT;
  630. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  631. {
  632. int priority = (*i)->GetPriority();
  633. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  634. {
  635. farClipZone_ = *i;
  636. bestPriority = priority;
  637. }
  638. }
  639. }
  640. if (farClipZone_ == renderer_->GetDefaultZone())
  641. farClipZone_ = cameraZone_;
  642. // If occlusion in use, get & render the occluders
  643. occlusionBuffer_ = 0;
  644. if (maxOccluderTriangles_ > 0)
  645. {
  646. UpdateOccluders(occluders_, camera_);
  647. if (occluders_.Size())
  648. {
  649. PROFILE(DrawOcclusion);
  650. occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
  651. DrawOccluders(occlusionBuffer_, occluders_);
  652. }
  653. }
  654. // Get lights and geometries. Coarse occlusion for octants is used at this point
  655. if (occlusionBuffer_)
  656. {
  657. OccludedFrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY |
  658. DRAWABLE_LIGHT, camera_->GetViewMask());
  659. octree_->GetDrawables(query);
  660. }
  661. else
  662. {
  663. FrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_LIGHT,
  664. camera_->GetViewMask());
  665. octree_->GetDrawables(query);
  666. }
  667. // Check drawable occlusion, find zones for moved drawables and collect geometries & lights in worker threads
  668. {
  669. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  670. {
  671. PerThreadSceneResult& result = sceneResults_[i];
  672. result.geometries_.Clear();
  673. result.lights_.Clear();
  674. result.minZ_ = M_INFINITY;
  675. result.maxZ_ = 0.0f;
  676. }
  677. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  678. int drawablesPerItem = tempDrawables.Size() / numWorkItems;
  679. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  680. // Create a work item for each thread
  681. for (int i = 0; i < numWorkItems; ++i)
  682. {
  683. SharedPtr<WorkItem> item = queue->GetFreeItem();
  684. item->priority_ = M_MAX_UNSIGNED;
  685. item->workFunction_ = CheckVisibilityWork;
  686. item->aux_ = this;
  687. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  688. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  689. end = start + drawablesPerItem;
  690. item->start_ = &(*start);
  691. item->end_ = &(*end);
  692. queue->AddWorkItem(item);
  693. start = end;
  694. }
  695. queue->Complete(M_MAX_UNSIGNED);
  696. }
  697. // Combine lights, geometries & scene Z range from the threads
  698. geometries_.Clear();
  699. lights_.Clear();
  700. minZ_ = M_INFINITY;
  701. maxZ_ = 0.0f;
  702. if (sceneResults_.Size() > 1)
  703. {
  704. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  705. {
  706. PerThreadSceneResult& result = sceneResults_[i];
  707. geometries_.Push(result.geometries_);
  708. lights_.Push(result.lights_);
  709. minZ_ = Min(minZ_, result.minZ_);
  710. maxZ_ = Max(maxZ_, result.maxZ_);
  711. }
  712. }
  713. else
  714. {
  715. // If just 1 thread, copy the results directly
  716. PerThreadSceneResult& result = sceneResults_[0];
  717. minZ_ = result.minZ_;
  718. maxZ_ = result.maxZ_;
  719. Swap(geometries_, result.geometries_);
  720. Swap(lights_, result.lights_);
  721. }
  722. if (minZ_ == M_INFINITY)
  723. minZ_ = 0.0f;
  724. // Sort the lights to brightest/closest first, and per-vertex lights first so that per-vertex base pass can be evaluated first
  725. for (unsigned i = 0; i < lights_.Size(); ++i)
  726. {
  727. Light* light = lights_[i];
  728. light->SetIntensitySortValue(camera_->GetDistance(light->GetNode()->GetWorldPosition()));
  729. light->SetLightQueue(0);
  730. }
  731. Sort(lights_.Begin(), lights_.End(), CompareLights);
  732. }
  733. void View::GetBatches()
  734. {
  735. WorkQueue* queue = GetSubsystem<WorkQueue>();
  736. PODVector<Light*> vertexLights;
  737. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassName_) ? &batchQueues_[alphaPassName_] : (BatchQueue*)0;
  738. // Process lit geometries and shadow casters for each light
  739. {
  740. PROFILE(ProcessLights);
  741. lightQueryResults_.Resize(lights_.Size());
  742. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  743. {
  744. SharedPtr<WorkItem> item = queue->GetFreeItem();
  745. item->priority_ = M_MAX_UNSIGNED;
  746. item->workFunction_ = ProcessLightWork;
  747. item->aux_ = this;
  748. LightQueryResult& query = lightQueryResults_[i];
  749. query.light_ = lights_[i];
  750. item->start_ = &query;
  751. queue->AddWorkItem(item);
  752. }
  753. // Ensure all lights have been processed before proceeding
  754. queue->Complete(M_MAX_UNSIGNED);
  755. }
  756. // Build light queues and lit batches
  757. {
  758. PROFILE(GetLightBatches);
  759. // Preallocate light queues: per-pixel lights which have lit geometries
  760. unsigned numLightQueues = 0;
  761. unsigned usedLightQueues = 0;
  762. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  763. {
  764. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  765. ++numLightQueues;
  766. }
  767. lightQueues_.Resize(numLightQueues);
  768. maxLightsDrawables_.Clear();
  769. unsigned maxSortedInstances = renderer_->GetMaxSortedInstances();
  770. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  771. {
  772. LightQueryResult& query = *i;
  773. // If light has no affected geometries, no need to process further
  774. if (query.litGeometries_.Empty())
  775. continue;
  776. Light* light = query.light_;
  777. // Per-pixel light
  778. if (!light->GetPerVertex())
  779. {
  780. unsigned shadowSplits = query.numSplits_;
  781. // Initialize light queue and store it to the light so that it can be found later
  782. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  783. light->SetLightQueue(&lightQueue);
  784. lightQueue.light_ = light;
  785. lightQueue.shadowMap_ = 0;
  786. lightQueue.litBaseBatches_.Clear(maxSortedInstances);
  787. lightQueue.litBatches_.Clear(maxSortedInstances);
  788. lightQueue.volumeBatches_.Clear();
  789. // Allocate shadow map now
  790. if (shadowSplits > 0)
  791. {
  792. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
  793. // If did not manage to get a shadow map, convert the light to unshadowed
  794. if (!lightQueue.shadowMap_)
  795. shadowSplits = 0;
  796. }
  797. // Setup shadow batch queues
  798. lightQueue.shadowSplits_.Resize(shadowSplits);
  799. for (unsigned j = 0; j < shadowSplits; ++j)
  800. {
  801. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  802. Camera* shadowCamera = query.shadowCameras_[j];
  803. shadowQueue.shadowCamera_ = shadowCamera;
  804. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  805. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  806. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  807. // Setup the shadow split viewport and finalize shadow camera parameters
  808. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  809. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  810. // Loop through shadow casters
  811. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  812. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  813. {
  814. Drawable* drawable = *k;
  815. if (!drawable->IsInView(frame_, true))
  816. {
  817. drawable->MarkInView(frame_.frameNumber_, 0);
  818. shadowGeometries_.Push(drawable);
  819. }
  820. Zone* zone = GetZone(drawable);
  821. const Vector<SourceBatch>& batches = drawable->GetBatches();
  822. for (unsigned l = 0; l < batches.Size(); ++l)
  823. {
  824. const SourceBatch& srcBatch = batches[l];
  825. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  826. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  827. continue;
  828. Pass* pass = tech->GetSupportedPass(PASS_SHADOW);
  829. // Skip if material has no shadow pass
  830. if (!pass)
  831. continue;
  832. Batch destBatch(srcBatch);
  833. destBatch.pass_ = pass;
  834. destBatch.camera_ = shadowCamera;
  835. destBatch.zone_ = zone;
  836. destBatch.lightQueue_ = &lightQueue;
  837. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  838. }
  839. }
  840. }
  841. // Process lit geometries
  842. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  843. {
  844. Drawable* drawable = *j;
  845. drawable->AddLight(light);
  846. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  847. if (!drawable->GetMaxLights())
  848. GetLitBatches(drawable, lightQueue, alphaQueue);
  849. else
  850. maxLightsDrawables_.Insert(drawable);
  851. }
  852. // In deferred modes, store the light volume batch now
  853. if (deferred_)
  854. {
  855. Batch volumeBatch;
  856. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  857. volumeBatch.geometryType_ = GEOM_STATIC;
  858. volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
  859. volumeBatch.numWorldTransforms_ = 1;
  860. volumeBatch.overrideView_ = light->GetLightType() == LIGHT_DIRECTIONAL;
  861. volumeBatch.camera_ = camera_;
  862. volumeBatch.lightQueue_ = &lightQueue;
  863. volumeBatch.distance_ = light->GetDistance();
  864. volumeBatch.material_ = 0;
  865. volumeBatch.pass_ = 0;
  866. volumeBatch.zone_ = 0;
  867. renderer_->SetLightVolumeBatchShaders(volumeBatch, lightVolumeVSName_, lightVolumePSName_);
  868. lightQueue.volumeBatches_.Push(volumeBatch);
  869. }
  870. }
  871. // Per-vertex light
  872. else
  873. {
  874. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  875. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  876. {
  877. Drawable* drawable = *j;
  878. drawable->AddVertexLight(light);
  879. }
  880. }
  881. }
  882. }
  883. // Process drawables with limited per-pixel light count
  884. if (maxLightsDrawables_.Size())
  885. {
  886. PROFILE(GetMaxLightsBatches);
  887. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  888. {
  889. Drawable* drawable = *i;
  890. drawable->LimitLights();
  891. const PODVector<Light*>& lights = drawable->GetLights();
  892. for (unsigned i = 0; i < lights.Size(); ++i)
  893. {
  894. Light* light = lights[i];
  895. // Find the correct light queue again
  896. LightBatchQueue* queue = light->GetLightQueue();
  897. if (queue)
  898. GetLitBatches(drawable, *queue, alphaQueue);
  899. }
  900. }
  901. }
  902. // Build base pass batches
  903. {
  904. PROFILE(GetBaseBatches);
  905. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  906. {
  907. Drawable* drawable = *i;
  908. Zone* zone = GetZone(drawable);
  909. const Vector<SourceBatch>& batches = drawable->GetBatches();
  910. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  911. if (!drawableVertexLights.Empty())
  912. drawable->LimitVertexLights();
  913. for (unsigned j = 0; j < batches.Size(); ++j)
  914. {
  915. const SourceBatch& srcBatch = batches[j];
  916. // Check here if the material refers to a rendertarget texture with camera(s) attached
  917. // Only check this for backbuffer views (null rendertarget)
  918. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  919. CheckMaterialForAuxView(srcBatch.material_);
  920. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  921. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  922. continue;
  923. Batch destBatch(srcBatch);
  924. destBatch.camera_ = camera_;
  925. destBatch.zone_ = zone;
  926. destBatch.isBase_ = true;
  927. destBatch.pass_ = 0;
  928. destBatch.lightMask_ = GetLightMask(drawable);
  929. // Check each of the scene passes
  930. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  931. {
  932. ScenePassInfo& info = scenePasses_[k];
  933. destBatch.pass_ = tech->GetSupportedPass(info.pass_);
  934. if (!destBatch.pass_)
  935. continue;
  936. // Skip forward base pass if the corresponding litbase pass already exists
  937. if (info.pass_ == basePassName_ && j < 32 && drawable->HasBasePass(j))
  938. continue;
  939. if (info.vertexLights_ && !drawableVertexLights.Empty())
  940. {
  941. // For a deferred opaque batch, check if the vertex lights include converted per-pixel lights, and remove
  942. // them to prevent double-lighting
  943. if (deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE)
  944. {
  945. vertexLights.Clear();
  946. for (unsigned i = 0; i < drawableVertexLights.Size(); ++i)
  947. {
  948. if (drawableVertexLights[i]->GetPerVertex())
  949. vertexLights.Push(drawableVertexLights[i]);
  950. }
  951. }
  952. else
  953. vertexLights = drawableVertexLights;
  954. if (!vertexLights.Empty())
  955. {
  956. // Find a vertex light queue. If not found, create new
  957. unsigned long long hash = GetVertexLightQueueHash(vertexLights);
  958. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  959. if (i == vertexLightQueues_.End())
  960. {
  961. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  962. i->second_.light_ = 0;
  963. i->second_.shadowMap_ = 0;
  964. i->second_.vertexLights_ = vertexLights;
  965. }
  966. destBatch.lightQueue_ = &(i->second_);
  967. }
  968. }
  969. else
  970. destBatch.lightQueue_ = 0;
  971. bool allowInstancing = info.allowInstancing_;
  972. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (zone->GetLightMask() & 0xff))
  973. allowInstancing = false;
  974. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  975. }
  976. }
  977. }
  978. }
  979. }
  980. void View::UpdateGeometries()
  981. {
  982. PROFILE(SortAndUpdateGeometry);
  983. WorkQueue* queue = GetSubsystem<WorkQueue>();
  984. // Sort batches
  985. {
  986. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  987. {
  988. const RenderPathCommand& command = renderPath_->commands_[i];
  989. if (!IsNecessary(command))
  990. continue;
  991. if (command.type_ == CMD_SCENEPASS)
  992. {
  993. BatchQueue* passQueue = &batchQueues_[command.pass_];
  994. SharedPtr<WorkItem> item = queue->GetFreeItem();
  995. item->priority_ = M_MAX_UNSIGNED;
  996. item->workFunction_ = command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork : SortBatchQueueBackToFrontWork;
  997. item->start_ = &batchQueues_[command.pass_];
  998. queue->AddWorkItem(item);
  999. }
  1000. }
  1001. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1002. {
  1003. SharedPtr<WorkItem> lightItem = queue->GetFreeItem();
  1004. lightItem->priority_ = M_MAX_UNSIGNED;
  1005. lightItem->workFunction_ = SortLightQueueWork;
  1006. lightItem->start_ = &(*i);
  1007. queue->AddWorkItem(lightItem);
  1008. if (i->shadowSplits_.Size())
  1009. {
  1010. SharedPtr<WorkItem> shadowItem = queue->GetFreeItem();
  1011. shadowItem->priority_ = M_MAX_UNSIGNED;
  1012. shadowItem->workFunction_ = SortShadowQueueWork;
  1013. shadowItem->start_ = &(*i);
  1014. queue->AddWorkItem(shadowItem);
  1015. }
  1016. }
  1017. }
  1018. // Update geometries. Split into threaded and non-threaded updates.
  1019. {
  1020. nonThreadedGeometries_.Clear();
  1021. threadedGeometries_.Clear();
  1022. for (PODVector<Drawable*>::Iterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  1023. {
  1024. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  1025. if (type == UPDATE_MAIN_THREAD)
  1026. nonThreadedGeometries_.Push(*i);
  1027. else if (type == UPDATE_WORKER_THREAD)
  1028. threadedGeometries_.Push(*i);
  1029. }
  1030. for (PODVector<Drawable*>::Iterator i = shadowGeometries_.Begin(); i != shadowGeometries_.End(); ++i)
  1031. {
  1032. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  1033. if (type == UPDATE_MAIN_THREAD)
  1034. nonThreadedGeometries_.Push(*i);
  1035. else if (type == UPDATE_WORKER_THREAD)
  1036. threadedGeometries_.Push(*i);
  1037. }
  1038. if (threadedGeometries_.Size())
  1039. {
  1040. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  1041. int drawablesPerItem = threadedGeometries_.Size() / numWorkItems;
  1042. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  1043. for (int i = 0; i < numWorkItems; ++i)
  1044. {
  1045. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  1046. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  1047. end = start + drawablesPerItem;
  1048. SharedPtr<WorkItem> item = queue->GetFreeItem();
  1049. item->priority_ = M_MAX_UNSIGNED;
  1050. item->workFunction_ = UpdateDrawableGeometriesWork;
  1051. item->aux_ = const_cast<FrameInfo*>(&frame_);
  1052. item->start_ = &(*start);
  1053. item->end_ = &(*end);
  1054. queue->AddWorkItem(item);
  1055. start = end;
  1056. }
  1057. }
  1058. // While the work queue is processed, update non-threaded geometries
  1059. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  1060. (*i)->UpdateGeometry(frame_);
  1061. }
  1062. // Finally ensure all threaded work has completed
  1063. queue->Complete(M_MAX_UNSIGNED);
  1064. }
  1065. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue)
  1066. {
  1067. Light* light = lightQueue.light_;
  1068. Zone* zone = GetZone(drawable);
  1069. const Vector<SourceBatch>& batches = drawable->GetBatches();
  1070. bool hasAmbientGradient = zone->GetAmbientGradient() && zone->GetAmbientStartColor() != zone->GetAmbientEndColor();
  1071. // Shadows on transparencies can only be rendered if shadow maps are not reused
  1072. bool allowTransparentShadows = !renderer_->GetReuseShadowMaps();
  1073. bool allowLitBase = useLitBase_ && !light->IsNegative() && light == drawable->GetFirstLight() &&
  1074. drawable->GetVertexLights().Empty() && !hasAmbientGradient;
  1075. for (unsigned i = 0; i < batches.Size(); ++i)
  1076. {
  1077. const SourceBatch& srcBatch = batches[i];
  1078. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  1079. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  1080. continue;
  1081. // Do not create pixel lit forward passes for materials that render into the G-buffer
  1082. if (gBufferPassName_.Value() && tech->HasPass(gBufferPassName_))
  1083. continue;
  1084. Batch destBatch(srcBatch);
  1085. bool isLitAlpha = false;
  1086. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  1087. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  1088. if (i < 32 && allowLitBase)
  1089. {
  1090. destBatch.pass_ = tech->GetSupportedPass(litBasePassName_);
  1091. if (destBatch.pass_)
  1092. {
  1093. destBatch.isBase_ = true;
  1094. drawable->SetBasePass(i);
  1095. }
  1096. else
  1097. destBatch.pass_ = tech->GetSupportedPass(lightPassName_);
  1098. }
  1099. else
  1100. destBatch.pass_ = tech->GetSupportedPass(lightPassName_);
  1101. // If no lit pass, check for lit alpha
  1102. if (!destBatch.pass_)
  1103. {
  1104. destBatch.pass_ = tech->GetSupportedPass(litAlphaPassName_);
  1105. isLitAlpha = true;
  1106. }
  1107. // Skip if material does not receive light at all
  1108. if (!destBatch.pass_)
  1109. continue;
  1110. destBatch.camera_ = camera_;
  1111. destBatch.lightQueue_ = &lightQueue;
  1112. destBatch.zone_ = zone;
  1113. if (!isLitAlpha)
  1114. {
  1115. if (destBatch.isBase_)
  1116. AddBatchToQueue(lightQueue.litBaseBatches_, destBatch, tech);
  1117. else
  1118. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  1119. }
  1120. else if (alphaQueue)
  1121. {
  1122. // Transparent batches can not be instanced
  1123. AddBatchToQueue(*alphaQueue, destBatch, tech, false, allowTransparentShadows);
  1124. }
  1125. }
  1126. }
  1127. void View::ExecuteRenderPathCommands()
  1128. {
  1129. // If not reusing shadowmaps, render all of them first
  1130. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
  1131. {
  1132. PROFILE(RenderShadowMaps);
  1133. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1134. {
  1135. if (i->shadowMap_)
  1136. RenderShadowMap(*i);
  1137. }
  1138. }
  1139. {
  1140. PROFILE(ExecuteRenderPath);
  1141. // Set for safety in case of empty renderpath
  1142. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1143. currentViewportTexture_ = 0;
  1144. bool viewportModified = false;
  1145. bool isPingponging = false;
  1146. unsigned lastCommandIndex = 0;
  1147. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1148. {
  1149. RenderPathCommand& command = renderPath_->commands_[i];
  1150. if (IsNecessary(command))
  1151. lastCommandIndex = i;
  1152. }
  1153. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1154. {
  1155. RenderPathCommand& command = renderPath_->commands_[i];
  1156. if (!IsNecessary(command))
  1157. continue;
  1158. bool viewportRead = CheckViewportRead(command);
  1159. bool viewportWrite = CheckViewportWrite(command);
  1160. bool beginPingpong = CheckPingpong(i);
  1161. // Has the viewport been modified and will be read as a texture by the current command?
  1162. if (viewportRead && viewportModified)
  1163. {
  1164. // Start pingponging without a blit if already rendering to the substitute render target
  1165. if (currentRenderTarget_ && currentRenderTarget_ == substituteRenderTarget_ && beginPingpong)
  1166. isPingponging = true;
  1167. // If not using pingponging, simply resolve/copy to the first viewport texture
  1168. if (!isPingponging)
  1169. {
  1170. if (!currentRenderTarget_)
  1171. {
  1172. graphics_->ResolveToTexture(viewportTextures_[0], viewRect_);
  1173. currentViewportTexture_ = viewportTextures_[0];
  1174. viewportModified = false;
  1175. }
  1176. else
  1177. {
  1178. if (viewportWrite)
  1179. {
  1180. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()),
  1181. viewportTextures_[0]->GetRenderSurface(), false);
  1182. currentViewportTexture_ = viewportTextures_[0];
  1183. viewportModified = false;
  1184. }
  1185. else
  1186. {
  1187. // If the current render target is already a texture, and we are not writing to it, can read that
  1188. // texture directly instead of blitting. However keep the viewport dirty flag in case a later command
  1189. // will do both read and write, and then we need to blit / resolve
  1190. currentViewportTexture_ = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1191. }
  1192. }
  1193. }
  1194. else
  1195. {
  1196. // Swap the pingpong double buffer sides. Texture 0 will be read next
  1197. viewportTextures_[1] = viewportTextures_[0];
  1198. viewportTextures_[0] = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1199. currentViewportTexture_ = viewportTextures_[0];
  1200. viewportModified = false;
  1201. }
  1202. }
  1203. if (beginPingpong)
  1204. isPingponging = true;
  1205. // Determine viewport write target
  1206. if (viewportWrite)
  1207. {
  1208. if (isPingponging)
  1209. {
  1210. currentRenderTarget_ = viewportTextures_[1]->GetRenderSurface();
  1211. // If the render path ends into a quad, it can be redirected to the final render target
  1212. if (i == lastCommandIndex && command.type_ == CMD_QUAD)
  1213. currentRenderTarget_ = renderTarget_;
  1214. }
  1215. else
  1216. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1217. }
  1218. switch (command.type_)
  1219. {
  1220. case CMD_CLEAR:
  1221. {
  1222. PROFILE(ClearRenderTarget);
  1223. Color clearColor = command.clearColor_;
  1224. if (command.useFogColor_)
  1225. clearColor = farClipZone_->GetFogColor();
  1226. SetRenderTargets(command);
  1227. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1228. }
  1229. break;
  1230. case CMD_SCENEPASS:
  1231. if (!batchQueues_[command.pass_].IsEmpty())
  1232. {
  1233. PROFILE(RenderScenePass);
  1234. SetRenderTargets(command);
  1235. SetTextures(command);
  1236. graphics_->SetFillMode(camera_->GetFillMode());
  1237. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1238. batchQueues_[command.pass_].Draw(this, command.markToStencil_, false);
  1239. }
  1240. break;
  1241. case CMD_QUAD:
  1242. {
  1243. PROFILE(RenderQuad);
  1244. SetRenderTargets(command);
  1245. SetTextures(command);
  1246. RenderQuad(command);
  1247. }
  1248. break;
  1249. case CMD_FORWARDLIGHTS:
  1250. // Render shadow maps + opaque objects' additive lighting
  1251. if (!lightQueues_.Empty())
  1252. {
  1253. PROFILE(RenderLights);
  1254. SetRenderTargets(command);
  1255. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1256. {
  1257. // If reusing shadowmaps, render each of them before the lit batches
  1258. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1259. {
  1260. RenderShadowMap(*i);
  1261. SetRenderTargets(command);
  1262. }
  1263. SetTextures(command);
  1264. graphics_->SetFillMode(camera_->GetFillMode());
  1265. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1266. // Draw base (replace blend) batches first
  1267. i->litBaseBatches_.Draw(this);
  1268. // Then, if there are additive passes, optimize the light and draw them
  1269. if (!i->litBatches_.IsEmpty())
  1270. {
  1271. renderer_->OptimizeLightByScissor(i->light_, camera_);
  1272. renderer_->OptimizeLightByStencil(i->light_, camera_);
  1273. i->litBatches_.Draw(this, false, true);
  1274. }
  1275. }
  1276. graphics_->SetScissorTest(false);
  1277. graphics_->SetStencilTest(false);
  1278. }
  1279. break;
  1280. case CMD_LIGHTVOLUMES:
  1281. // Render shadow maps + light volumes
  1282. if (!lightQueues_.Empty())
  1283. {
  1284. PROFILE(RenderLightVolumes);
  1285. SetRenderTargets(command);
  1286. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1287. {
  1288. // If reusing shadowmaps, render each of them before the lit batches
  1289. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1290. {
  1291. RenderShadowMap(*i);
  1292. SetRenderTargets(command);
  1293. }
  1294. SetTextures(command);
  1295. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1296. {
  1297. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1298. i->volumeBatches_[j].Draw(this);
  1299. }
  1300. }
  1301. graphics_->SetScissorTest(false);
  1302. graphics_->SetStencilTest(false);
  1303. }
  1304. break;
  1305. default:
  1306. break;
  1307. }
  1308. // If current command output to the viewport, mark it modified
  1309. if (viewportWrite)
  1310. viewportModified = true;
  1311. }
  1312. }
  1313. // After executing all commands, reset rendertarget for debug geometry rendering
  1314. graphics_->SetRenderTarget(0, renderTarget_);
  1315. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1316. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1317. graphics_->SetDepthStencil(GetDepthStencil(renderTarget_));
  1318. graphics_->SetViewport(viewRect_);
  1319. graphics_->SetFillMode(FILL_SOLID);
  1320. graphics_->SetClipPlane(false);
  1321. }
  1322. void View::SetRenderTargets(RenderPathCommand& command)
  1323. {
  1324. unsigned index = 0;
  1325. while (index < command.outputNames_.Size())
  1326. {
  1327. if (!command.outputNames_[index].Compare("viewport", false))
  1328. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1329. else
  1330. {
  1331. StringHash nameHash(command.outputNames_[index]);
  1332. if (renderTargets_.Contains(nameHash))
  1333. {
  1334. Texture2D* texture = renderTargets_[nameHash];
  1335. graphics_->SetRenderTarget(index, texture);
  1336. }
  1337. else
  1338. graphics_->SetRenderTarget(0, (RenderSurface*)0);
  1339. }
  1340. ++index;
  1341. }
  1342. while (index < MAX_RENDERTARGETS)
  1343. {
  1344. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1345. ++index;
  1346. }
  1347. // When rendering to the final destination rendertarget, use the actual viewport. Otherwise texture rendertargets will be
  1348. // viewport-sized, so they should use their full size as the viewport
  1349. IntVector2 rtSizeNow = graphics_->GetRenderTargetDimensions();
  1350. IntRect viewPort = (graphics_->GetRenderTarget(0) == renderTarget_) ? viewRect_ : IntRect(0, 0, rtSizeNow.x_,
  1351. rtSizeNow.y_);
  1352. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1353. graphics_->SetViewport(viewPort);
  1354. graphics_->SetColorWrite(true);
  1355. }
  1356. void View::SetTextures(RenderPathCommand& command)
  1357. {
  1358. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1359. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1360. {
  1361. if (command.textureNames_[i].Empty())
  1362. continue;
  1363. // Bind the rendered output
  1364. if (!command.textureNames_[i].Compare("viewport", false))
  1365. {
  1366. graphics_->SetTexture(i, currentViewportTexture_);
  1367. continue;
  1368. }
  1369. // Bind a rendertarget
  1370. HashMap<StringHash, Texture2D*>::ConstIterator j = renderTargets_.Find(command.textureNames_[i]);
  1371. if (j != renderTargets_.End())
  1372. {
  1373. graphics_->SetTexture(i, j->second_);
  1374. continue;
  1375. }
  1376. // Bind a texture from the resource system
  1377. Texture* texture;
  1378. // Detect cube/3D textures by file extension: they are defined by an XML file
  1379. if (GetExtension(command.textureNames_[i]) == ".xml")
  1380. {
  1381. // Assume 3D textures are only bound to the volume map unit, otherwise it's a cube texture
  1382. if (i == TU_VOLUMEMAP)
  1383. texture = cache->GetResource<Texture3D>(command.textureNames_[i]);
  1384. else
  1385. texture = cache->GetResource<TextureCube>(command.textureNames_[i]);
  1386. }
  1387. else
  1388. texture = cache->GetResource<Texture2D>(command.textureNames_[i]);
  1389. if (texture)
  1390. graphics_->SetTexture(i, texture);
  1391. else
  1392. {
  1393. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1394. command.textureNames_[i] = String::EMPTY;
  1395. }
  1396. }
  1397. }
  1398. void View::RenderQuad(RenderPathCommand& command)
  1399. {
  1400. if (command.vertexShaderName_.Empty() || command.pixelShaderName_.Empty())
  1401. return;
  1402. // If shader can not be found, clear it from the command to prevent redundant attempts
  1403. ShaderVariation* vs = graphics_->GetShader(VS, command.vertexShaderName_, command.vertexShaderDefines_);
  1404. if (!vs)
  1405. command.vertexShaderName_ = String::EMPTY;
  1406. ShaderVariation* ps = graphics_->GetShader(PS, command.pixelShaderName_, command.pixelShaderDefines_);
  1407. if (!ps)
  1408. command.pixelShaderName_ = String::EMPTY;
  1409. // Set shaders & shader parameters and textures
  1410. graphics_->SetShaders(vs, ps);
  1411. const HashMap<StringHash, Variant>& parameters = command.shaderParameters_;
  1412. for (HashMap<StringHash, Variant>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1413. graphics_->SetShaderParameter(k->first_, k->second_);
  1414. SetGlobalShaderParameters();
  1415. SetCameraShaderParameters(camera_, false, false);
  1416. // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized
  1417. IntRect viewport = graphics_->GetViewport();
  1418. IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
  1419. SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_));
  1420. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1421. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1422. {
  1423. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1424. if (!rtInfo.enabled_)
  1425. continue;
  1426. StringHash nameHash(rtInfo.name_);
  1427. if (!renderTargets_.Contains(nameHash))
  1428. continue;
  1429. String invSizeName = rtInfo.name_ + "InvSize";
  1430. String offsetsName = rtInfo.name_ + "Offsets";
  1431. float width = (float)renderTargets_[nameHash]->GetWidth();
  1432. float height = (float)renderTargets_[nameHash]->GetHeight();
  1433. graphics_->SetShaderParameter(invSizeName, Vector2(1.0f / width, 1.0f / height));
  1434. #ifdef URHO3D_OPENGL
  1435. graphics_->SetShaderParameter(offsetsName, Vector2::ZERO);
  1436. #else
  1437. graphics_->SetShaderParameter(offsetsName, Vector2(0.5f / width, 0.5f / height));
  1438. #endif
  1439. }
  1440. graphics_->SetBlendMode(BLEND_REPLACE);
  1441. graphics_->SetDepthTest(CMP_ALWAYS);
  1442. graphics_->SetDepthWrite(false);
  1443. graphics_->SetFillMode(FILL_SOLID);
  1444. graphics_->SetClipPlane(false);
  1445. graphics_->SetScissorTest(false);
  1446. graphics_->SetStencilTest(false);
  1447. DrawFullscreenQuad(false);
  1448. }
  1449. bool View::IsNecessary(const RenderPathCommand& command)
  1450. {
  1451. return command.enabled_ && command.outputNames_.Size() && (command.type_ != CMD_SCENEPASS ||
  1452. !batchQueues_[command.pass_].IsEmpty());
  1453. }
  1454. bool View::CheckViewportRead(const RenderPathCommand& command)
  1455. {
  1456. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1457. {
  1458. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1459. return true;
  1460. }
  1461. return false;
  1462. }
  1463. bool View::CheckViewportWrite(const RenderPathCommand& command)
  1464. {
  1465. for (unsigned i = 0; i < command.outputNames_.Size(); ++i)
  1466. {
  1467. if (!command.outputNames_[i].Compare("viewport", false))
  1468. return true;
  1469. }
  1470. return false;
  1471. }
  1472. bool View::CheckPingpong(unsigned index)
  1473. {
  1474. // Current command must be a viewport-reading & writing quad to begin the pingpong chain
  1475. RenderPathCommand& current = renderPath_->commands_[index];
  1476. if (current.type_ != CMD_QUAD || !CheckViewportRead(current) || !CheckViewportWrite(current))
  1477. return false;
  1478. // If there are commands other than quads that target the viewport, we must keep rendering to the final target and resolving
  1479. // to a viewport texture when necessary instead of pingponging, as a scene pass is not guaranteed to fill the entire viewport
  1480. for (unsigned i = index + 1; i < renderPath_->commands_.Size(); ++i)
  1481. {
  1482. RenderPathCommand& command = renderPath_->commands_[i];
  1483. if (!IsNecessary(command))
  1484. continue;
  1485. if (CheckViewportWrite(command))
  1486. {
  1487. if (command.type_ != CMD_QUAD)
  1488. return false;
  1489. }
  1490. }
  1491. return true;
  1492. }
  1493. void View::AllocateScreenBuffers()
  1494. {
  1495. bool needSubstitute = false;
  1496. unsigned numViewportTextures = 0;
  1497. #ifdef URHO3D_OPENGL
  1498. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1499. // Also, if rendering to a texture with full deferred rendering, it must be RGBA to comply with the rest of the buffers.
  1500. if ((deferred_ && !renderTarget_) || (deferredAmbient_ && renderTarget_ && renderTarget_->GetParentTexture()->GetFormat() !=
  1501. Graphics::GetRGBAFormat()))
  1502. needSubstitute = true;
  1503. #endif
  1504. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1505. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1506. needSubstitute = true;
  1507. // If viewport is smaller than whole texture/backbuffer in deferred rendering, need to reserve a buffer, as the G-buffer
  1508. // textures will be sized equal to the viewport
  1509. if (viewSize_.x_ < rtSize_.x_ || viewSize_.y_ < rtSize_.y_)
  1510. {
  1511. if (deferred_)
  1512. needSubstitute = true;
  1513. else
  1514. {
  1515. // Check also if using MRT without deferred rendering and rendering to the viewport and another texture
  1516. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1517. {
  1518. const RenderPathCommand& command = renderPath_->commands_[i];
  1519. if (!IsNecessary(command))
  1520. continue;
  1521. if (command.outputNames_.Size() > 1)
  1522. {
  1523. for (unsigned j = 0; j < command.outputNames_.Size(); ++j)
  1524. {
  1525. if (!command.outputNames_[j].Compare("viewport", false))
  1526. {
  1527. needSubstitute = true;
  1528. break;
  1529. }
  1530. }
  1531. }
  1532. if (needSubstitute)
  1533. break;
  1534. }
  1535. }
  1536. }
  1537. // Follow final rendertarget format, or use RGB to match the backbuffer format
  1538. unsigned format = renderTarget_ ? renderTarget_->GetParentTexture()->GetFormat() : Graphics::GetRGBFormat();
  1539. // If HDR rendering is enabled use RGBA16f and reserve a buffer
  1540. bool hdrRendering = renderer_->GetHDRRendering();
  1541. if (renderer_->GetHDRRendering())
  1542. {
  1543. format = Graphics::GetRGBAFloat16Format();
  1544. needSubstitute = true;
  1545. }
  1546. #ifdef URHO3D_OPENGL
  1547. if (deferred_ && !hdrRendering)
  1548. format = Graphics::GetRGBAFormat();
  1549. #endif
  1550. // Check for commands which read the viewport, or pingpong between viewport textures
  1551. bool hasViewportRead = false;
  1552. bool hasPingpong = false;
  1553. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1554. {
  1555. const RenderPathCommand& command = renderPath_->commands_[i];
  1556. if (!IsNecessary(command))
  1557. continue;
  1558. if (CheckViewportRead(command))
  1559. hasViewportRead = true;
  1560. if (!hasPingpong && CheckPingpong(i))
  1561. hasPingpong = true;
  1562. }
  1563. if (hasViewportRead)
  1564. {
  1565. ++numViewportTextures;
  1566. // If OpenGL ES, use substitute target to avoid resolve from the backbuffer, which may be slow. However if multisampling
  1567. // is specified, there is no choice
  1568. #ifdef GL_ES_VERSION_2_0
  1569. if (!renderTarget_ && graphics_->GetMultiSample() < 2)
  1570. needSubstitute = true;
  1571. #endif
  1572. // If we have viewport read and target is a cube map, must allocate a substitute target instead as BlitFramebuffer()
  1573. // does not support reading a cube map
  1574. if (renderTarget_ && renderTarget_->GetParentTexture()->GetType() == TextureCube::GetTypeStatic())
  1575. needSubstitute = true;
  1576. // If rendering to a texture, but the viewport is less than the whole texture, use a substitute to ensure
  1577. // postprocessing shaders will never read outside the viewport
  1578. if (renderTarget_ && (viewSize_.x_ < renderTarget_->GetWidth() || viewSize_.y_ < renderTarget_->GetHeight()))
  1579. needSubstitute = true;
  1580. if (hasPingpong && !needSubstitute)
  1581. ++numViewportTextures;
  1582. }
  1583. // Allocate screen buffers with filtering active in case the quad commands need that
  1584. // Follow the sRGB mode of the destination render target
  1585. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1586. substituteRenderTarget_ = needSubstitute ? renderer_->GetScreenBuffer(viewSize_.x_, viewSize_.y_, format, true,
  1587. sRGB)->GetRenderSurface() : (RenderSurface*)0;
  1588. for (unsigned i = 0; i < MAX_VIEWPORT_TEXTURES; ++i)
  1589. {
  1590. viewportTextures_[i] = i < numViewportTextures ? renderer_->GetScreenBuffer(viewSize_.x_, viewSize_.y_, format, true, sRGB) :
  1591. (Texture2D*)0;
  1592. }
  1593. // If using a substitute render target and pingponging, the substitute can act as the second viewport texture
  1594. if (numViewportTextures == 1 && substituteRenderTarget_)
  1595. viewportTextures_[1] = static_cast<Texture2D*>(substituteRenderTarget_->GetParentTexture());
  1596. // Allocate extra render targets defined by the rendering path
  1597. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1598. {
  1599. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1600. if (!rtInfo.enabled_)
  1601. continue;
  1602. float width = rtInfo.size_.x_;
  1603. float height = rtInfo.size_.y_;
  1604. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1605. {
  1606. width = (float)viewSize_.x_ / Max(width, M_EPSILON);
  1607. height = (float)viewSize_.y_ / Max(height, M_EPSILON);
  1608. }
  1609. else if (rtInfo.sizeMode_ == SIZE_VIEWPORTMULTIPLIER)
  1610. {
  1611. width = (float)viewSize_.x_ * width;
  1612. height = (float)viewSize_.y_ * height;
  1613. }
  1614. int intWidth = (int)(width + 0.5f);
  1615. int intHeight = (int)(height + 0.5f);
  1616. // If the rendertarget is persistent, key it with a hash derived from the RT name and the view's pointer
  1617. renderTargets_[rtInfo.name_] = renderer_->GetScreenBuffer(intWidth, intHeight, rtInfo.format_, rtInfo.filtered_,
  1618. rtInfo.sRGB_, rtInfo.persistent_ ? StringHash(rtInfo.name_).Value() + (unsigned)(size_t)this : 0);
  1619. }
  1620. }
  1621. void View::BlitFramebuffer(Texture2D* source, RenderSurface* destination, bool depthWrite)
  1622. {
  1623. if (!source)
  1624. return;
  1625. PROFILE(BlitFramebuffer);
  1626. // If blitting to the destination rendertarget, use the actual viewport. Intermediate textures on the other hand
  1627. // are always viewport-sized
  1628. IntVector2 srcSize(source->GetWidth(), source->GetHeight());
  1629. IntVector2 destSize = destination ? IntVector2(destination->GetWidth(), destination->GetHeight()) : IntVector2(
  1630. graphics_->GetWidth(), graphics_->GetHeight());
  1631. IntRect srcRect = (source->GetRenderSurface() == renderTarget_) ? viewRect_ : IntRect(0, 0, srcSize.x_, srcSize.y_);
  1632. IntRect destRect = (destination == renderTarget_) ? viewRect_ : IntRect(0, 0, destSize.x_, destSize.y_);
  1633. graphics_->SetBlendMode(BLEND_REPLACE);
  1634. graphics_->SetDepthTest(CMP_ALWAYS);
  1635. graphics_->SetDepthWrite(depthWrite);
  1636. graphics_->SetFillMode(FILL_SOLID);
  1637. graphics_->SetClipPlane(false);
  1638. graphics_->SetScissorTest(false);
  1639. graphics_->SetStencilTest(false);
  1640. graphics_->SetRenderTarget(0, destination);
  1641. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1642. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1643. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1644. graphics_->SetViewport(destRect);
  1645. static const String shaderName("CopyFramebuffer");
  1646. graphics_->SetShaders(graphics_->GetShader(VS, shaderName), graphics_->GetShader(PS, shaderName));
  1647. SetGBufferShaderParameters(srcSize, srcRect);
  1648. graphics_->SetTexture(TU_DIFFUSE, source);
  1649. DrawFullscreenQuad(false);
  1650. }
  1651. void View::DrawFullscreenQuad(bool nearQuad)
  1652. {
  1653. Geometry* geometry = renderer_->GetQuadGeometry();
  1654. Matrix3x4 model = Matrix3x4::IDENTITY;
  1655. Matrix4 projection = Matrix4::IDENTITY;
  1656. #ifdef URHO3D_OPENGL
  1657. if (camera_ && camera_->GetFlipVertical())
  1658. projection.m11_ = -1.0f;
  1659. model.m23_ = nearQuad ? -1.0f : 1.0f;
  1660. #else
  1661. model.m23_ = nearQuad ? 0.0f : 1.0f;
  1662. #endif
  1663. graphics_->SetCullMode(CULL_NONE);
  1664. graphics_->SetShaderParameter(VSP_MODEL, model);
  1665. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1666. graphics_->ClearTransformSources();
  1667. geometry->Draw(graphics_);
  1668. }
  1669. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1670. {
  1671. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1672. float halfViewSize = camera->GetHalfViewSize();
  1673. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1674. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1675. {
  1676. Drawable* occluder = *i;
  1677. bool erase = false;
  1678. if (!occluder->IsInView(frame_, true))
  1679. occluder->UpdateBatches(frame_);
  1680. // Check occluder's draw distance (in main camera view)
  1681. float maxDistance = occluder->GetDrawDistance();
  1682. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1683. {
  1684. // Check that occluder is big enough on the screen
  1685. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1686. float diagonal = box.Size().Length();
  1687. float compare;
  1688. if (!camera->IsOrthographic())
  1689. compare = diagonal * halfViewSize / occluder->GetDistance();
  1690. else
  1691. compare = diagonal * invOrthoSize;
  1692. if (compare < occluderSizeThreshold_)
  1693. erase = true;
  1694. else
  1695. {
  1696. // Store amount of triangles divided by screen size as a sorting key
  1697. // (best occluders are big and have few triangles)
  1698. occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
  1699. }
  1700. }
  1701. else
  1702. erase = true;
  1703. if (erase)
  1704. i = occluders.Erase(i);
  1705. else
  1706. ++i;
  1707. }
  1708. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1709. if (occluders.Size())
  1710. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1711. }
  1712. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1713. {
  1714. buffer->SetMaxTriangles(maxOccluderTriangles_);
  1715. buffer->Clear();
  1716. for (unsigned i = 0; i < occluders.Size(); ++i)
  1717. {
  1718. Drawable* occluder = occluders[i];
  1719. if (i > 0)
  1720. {
  1721. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1722. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1723. continue;
  1724. }
  1725. // Check for running out of triangles
  1726. if (!occluder->DrawOcclusion(buffer))
  1727. break;
  1728. }
  1729. buffer->BuildDepthHierarchy();
  1730. }
  1731. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1732. {
  1733. Light* light = query.light_;
  1734. LightType type = light->GetLightType();
  1735. const Frustum& frustum = camera_->GetFrustum();
  1736. // Check if light should be shadowed
  1737. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1738. // If shadow distance non-zero, check it
  1739. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1740. isShadowed = false;
  1741. // OpenGL ES can not support point light shadows
  1742. #ifdef GL_ES_VERSION_2_0
  1743. if (isShadowed && type == LIGHT_POINT)
  1744. isShadowed = false;
  1745. #endif
  1746. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1747. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1748. query.litGeometries_.Clear();
  1749. switch (type)
  1750. {
  1751. case LIGHT_DIRECTIONAL:
  1752. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1753. {
  1754. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1755. query.litGeometries_.Push(geometries_[i]);
  1756. }
  1757. break;
  1758. case LIGHT_SPOT:
  1759. {
  1760. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1761. octree_->GetDrawables(octreeQuery);
  1762. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1763. {
  1764. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1765. query.litGeometries_.Push(tempDrawables[i]);
  1766. }
  1767. }
  1768. break;
  1769. case LIGHT_POINT:
  1770. {
  1771. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1772. DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1773. octree_->GetDrawables(octreeQuery);
  1774. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1775. {
  1776. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1777. query.litGeometries_.Push(tempDrawables[i]);
  1778. }
  1779. }
  1780. break;
  1781. }
  1782. // If no lit geometries or not shadowed, no need to process shadow cameras
  1783. if (query.litGeometries_.Empty() || !isShadowed)
  1784. {
  1785. query.numSplits_ = 0;
  1786. return;
  1787. }
  1788. // Determine number of shadow cameras and setup their initial positions
  1789. SetupShadowCameras(query);
  1790. // Process each split for shadow casters
  1791. query.shadowCasters_.Clear();
  1792. for (unsigned i = 0; i < query.numSplits_; ++i)
  1793. {
  1794. Camera* shadowCamera = query.shadowCameras_[i];
  1795. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1796. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1797. // For point light check that the face is visible: if not, can skip the split
  1798. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1799. continue;
  1800. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1801. if (type == LIGHT_DIRECTIONAL)
  1802. {
  1803. if (minZ_ > query.shadowFarSplits_[i])
  1804. continue;
  1805. if (maxZ_ < query.shadowNearSplits_[i])
  1806. continue;
  1807. // Reuse lit geometry query for all except directional lights
  1808. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY,
  1809. camera_->GetViewMask());
  1810. octree_->GetDrawables(query);
  1811. }
  1812. // Check which shadow casters actually contribute to the shadowing
  1813. ProcessShadowCasters(query, tempDrawables, i);
  1814. }
  1815. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1816. // only cost has been the shadow camera setup & queries
  1817. if (query.shadowCasters_.Empty())
  1818. query.numSplits_ = 0;
  1819. }
  1820. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1821. {
  1822. Light* light = query.light_;
  1823. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1824. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1825. const Matrix3x4& lightView = shadowCamera->GetView();
  1826. const Matrix4& lightProj = shadowCamera->GetProjection();
  1827. LightType type = light->GetLightType();
  1828. query.shadowCasterBox_[splitIndex].defined_ = false;
  1829. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  1830. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  1831. // frustum, so that shadow casters do not get rendered into unnecessary splits
  1832. Frustum lightViewFrustum;
  1833. if (type != LIGHT_DIRECTIONAL)
  1834. lightViewFrustum = camera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  1835. else
  1836. lightViewFrustum = camera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  1837. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  1838. BoundingBox lightViewFrustumBox(lightViewFrustum);
  1839. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  1840. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  1841. return;
  1842. BoundingBox lightViewBox;
  1843. BoundingBox lightProjBox;
  1844. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  1845. {
  1846. Drawable* drawable = *i;
  1847. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  1848. // Check for that first
  1849. if (!drawable->GetCastShadows())
  1850. continue;
  1851. // Check shadow mask
  1852. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  1853. continue;
  1854. // For point light, check that this drawable is inside the split shadow camera frustum
  1855. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  1856. continue;
  1857. // Check shadow distance
  1858. float maxShadowDistance = drawable->GetShadowDistance();
  1859. float drawDistance = drawable->GetDrawDistance();
  1860. bool batchesUpdated = drawable->IsInView(frame_, true);
  1861. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  1862. maxShadowDistance = drawDistance;
  1863. if (maxShadowDistance > 0.0f)
  1864. {
  1865. if (!batchesUpdated)
  1866. {
  1867. drawable->UpdateBatches(frame_);
  1868. batchesUpdated = true;
  1869. }
  1870. if (drawable->GetDistance() > maxShadowDistance)
  1871. continue;
  1872. }
  1873. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  1874. // times. However, this should not cause problems as no scene modification happens at this point.
  1875. if (!batchesUpdated)
  1876. drawable->UpdateBatches(frame_);
  1877. // Project shadow caster bounding box to light view space for visibility check
  1878. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  1879. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  1880. {
  1881. // Merge to shadow caster bounding box and add to the list
  1882. if (type == LIGHT_DIRECTIONAL)
  1883. query.shadowCasterBox_[splitIndex].Merge(lightViewBox);
  1884. else
  1885. {
  1886. lightProjBox = lightViewBox.Projected(lightProj);
  1887. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  1888. }
  1889. query.shadowCasters_.Push(drawable);
  1890. }
  1891. }
  1892. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  1893. }
  1894. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  1895. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  1896. {
  1897. if (shadowCamera->IsOrthographic())
  1898. {
  1899. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  1900. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
  1901. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1902. }
  1903. else
  1904. {
  1905. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  1906. if (drawable->IsInView(frame_))
  1907. return true;
  1908. // For perspective lights, extrusion direction depends on the position of the shadow caster
  1909. Vector3 center = lightViewBox.Center();
  1910. Ray extrusionRay(center, center);
  1911. float extrusionDistance = shadowCamera->GetFarClip();
  1912. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  1913. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  1914. float sizeFactor = extrusionDistance / originalDistance;
  1915. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  1916. // than necessary, so the test will be conservative
  1917. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  1918. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  1919. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  1920. lightViewBox.Merge(extrudedBox);
  1921. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1922. }
  1923. }
  1924. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  1925. {
  1926. unsigned width = shadowMap->GetWidth();
  1927. unsigned height = shadowMap->GetHeight();
  1928. switch (light->GetLightType())
  1929. {
  1930. case LIGHT_DIRECTIONAL:
  1931. {
  1932. int numSplits = light->GetNumShadowSplits();
  1933. if (numSplits == 1)
  1934. return IntRect(0, 0, width, height);
  1935. else if (numSplits == 2)
  1936. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  1937. else
  1938. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  1939. (splitIndex / 2 + 1) * height / 2);
  1940. }
  1941. case LIGHT_SPOT:
  1942. return IntRect(0, 0, width, height);
  1943. case LIGHT_POINT:
  1944. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  1945. (splitIndex / 2 + 1) * height / 3);
  1946. }
  1947. return IntRect();
  1948. }
  1949. void View::SetupShadowCameras(LightQueryResult& query)
  1950. {
  1951. Light* light = query.light_;
  1952. int splits = 0;
  1953. switch (light->GetLightType())
  1954. {
  1955. case LIGHT_DIRECTIONAL:
  1956. {
  1957. const CascadeParameters& cascade = light->GetShadowCascade();
  1958. float nearSplit = camera_->GetNearClip();
  1959. float farSplit;
  1960. int numSplits = light->GetNumShadowSplits();
  1961. while (splits < numSplits)
  1962. {
  1963. // If split is completely beyond camera far clip, we are done
  1964. if (nearSplit > camera_->GetFarClip())
  1965. break;
  1966. farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
  1967. if (farSplit <= nearSplit)
  1968. break;
  1969. // Setup the shadow camera for the split
  1970. Camera* shadowCamera = renderer_->GetShadowCamera();
  1971. query.shadowCameras_[splits] = shadowCamera;
  1972. query.shadowNearSplits_[splits] = nearSplit;
  1973. query.shadowFarSplits_[splits] = farSplit;
  1974. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  1975. nearSplit = farSplit;
  1976. ++splits;
  1977. }
  1978. }
  1979. break;
  1980. case LIGHT_SPOT:
  1981. {
  1982. Camera* shadowCamera = renderer_->GetShadowCamera();
  1983. query.shadowCameras_[0] = shadowCamera;
  1984. Node* cameraNode = shadowCamera->GetNode();
  1985. Node* lightNode = light->GetNode();
  1986. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  1987. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1988. shadowCamera->SetFarClip(light->GetRange());
  1989. shadowCamera->SetFov(light->GetFov());
  1990. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  1991. splits = 1;
  1992. }
  1993. break;
  1994. case LIGHT_POINT:
  1995. {
  1996. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  1997. {
  1998. Camera* shadowCamera = renderer_->GetShadowCamera();
  1999. query.shadowCameras_[i] = shadowCamera;
  2000. Node* cameraNode = shadowCamera->GetNode();
  2001. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  2002. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  2003. cameraNode->SetDirection(*directions[i]);
  2004. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  2005. shadowCamera->SetFarClip(light->GetRange());
  2006. shadowCamera->SetFov(90.0f);
  2007. shadowCamera->SetAspectRatio(1.0f);
  2008. }
  2009. splits = MAX_CUBEMAP_FACES;
  2010. }
  2011. break;
  2012. }
  2013. query.numSplits_ = splits;
  2014. }
  2015. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  2016. {
  2017. Node* shadowCameraNode = shadowCamera->GetNode();
  2018. Node* lightNode = light->GetNode();
  2019. float extrusionDistance = camera_->GetFarClip();
  2020. const FocusParameters& parameters = light->GetShadowFocus();
  2021. // Calculate initial position & rotation
  2022. Vector3 pos = cameraNode_->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  2023. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  2024. // Calculate main camera shadowed frustum in light's view space
  2025. farSplit = Min(farSplit, camera_->GetFarClip());
  2026. // Use the scene Z bounds to limit frustum size if applicable
  2027. if (parameters.focus_)
  2028. {
  2029. nearSplit = Max(minZ_, nearSplit);
  2030. farSplit = Min(maxZ_, farSplit);
  2031. }
  2032. Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
  2033. Polyhedron frustumVolume;
  2034. frustumVolume.Define(splitFrustum);
  2035. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  2036. if (parameters.focus_)
  2037. {
  2038. BoundingBox litGeometriesBox;
  2039. for (unsigned i = 0; i < geometries_.Size(); ++i)
  2040. {
  2041. Drawable* drawable = geometries_[i];
  2042. // Skip skyboxes as they have undefinedly large bounding box size
  2043. if (drawable->GetType() == Skybox::GetTypeStatic())
  2044. continue;
  2045. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  2046. (GetLightMask(drawable) & light->GetLightMask()))
  2047. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  2048. }
  2049. if (litGeometriesBox.defined_)
  2050. {
  2051. frustumVolume.Clip(litGeometriesBox);
  2052. // If volume became empty, restore it to avoid zero size
  2053. if (frustumVolume.Empty())
  2054. frustumVolume.Define(splitFrustum);
  2055. }
  2056. }
  2057. // Transform frustum volume to light space
  2058. const Matrix3x4& lightView = shadowCamera->GetView();
  2059. frustumVolume.Transform(lightView);
  2060. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  2061. BoundingBox shadowBox;
  2062. if (!parameters.nonUniform_)
  2063. shadowBox.Define(Sphere(frustumVolume));
  2064. else
  2065. shadowBox.Define(frustumVolume);
  2066. shadowCamera->SetOrthographic(true);
  2067. shadowCamera->SetAspectRatio(1.0f);
  2068. shadowCamera->SetNearClip(0.0f);
  2069. shadowCamera->SetFarClip(shadowBox.max_.z_);
  2070. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  2071. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  2072. }
  2073. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2074. const BoundingBox& shadowCasterBox)
  2075. {
  2076. const FocusParameters& parameters = light->GetShadowFocus();
  2077. float shadowMapWidth = (float)(shadowViewport.Width());
  2078. LightType type = light->GetLightType();
  2079. if (type == LIGHT_DIRECTIONAL)
  2080. {
  2081. BoundingBox shadowBox;
  2082. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  2083. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  2084. shadowBox.min_.y_ = -shadowBox.max_.y_;
  2085. shadowBox.min_.x_ = -shadowBox.max_.x_;
  2086. // Requantize and snap to shadow map texels
  2087. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  2088. }
  2089. if (type == LIGHT_SPOT)
  2090. {
  2091. if (parameters.focus_)
  2092. {
  2093. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  2094. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  2095. float viewSize = Max(viewSizeX, viewSizeY);
  2096. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  2097. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  2098. float quantize = parameters.quantize_ * invOrthoSize;
  2099. float minView = parameters.minView_ * invOrthoSize;
  2100. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  2101. if (viewSize < 1.0f)
  2102. shadowCamera->SetZoom(1.0f / viewSize);
  2103. }
  2104. }
  2105. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  2106. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  2107. if (shadowCamera->GetZoom() >= 1.0f)
  2108. {
  2109. if (light->GetLightType() != LIGHT_POINT)
  2110. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  2111. else
  2112. {
  2113. #ifdef URHO3D_OPENGL
  2114. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  2115. #else
  2116. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  2117. #endif
  2118. }
  2119. }
  2120. }
  2121. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2122. const BoundingBox& viewBox)
  2123. {
  2124. Node* shadowCameraNode = shadowCamera->GetNode();
  2125. const FocusParameters& parameters = light->GetShadowFocus();
  2126. float shadowMapWidth = (float)(shadowViewport.Width());
  2127. float minX = viewBox.min_.x_;
  2128. float minY = viewBox.min_.y_;
  2129. float maxX = viewBox.max_.x_;
  2130. float maxY = viewBox.max_.y_;
  2131. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  2132. Vector2 viewSize(maxX - minX, maxY - minY);
  2133. // Quantize size to reduce swimming
  2134. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  2135. if (parameters.nonUniform_)
  2136. {
  2137. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2138. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  2139. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2140. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  2141. }
  2142. else if (parameters.focus_)
  2143. {
  2144. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  2145. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2146. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2147. viewSize.y_ = viewSize.x_;
  2148. }
  2149. shadowCamera->SetOrthoSize(viewSize);
  2150. // Center shadow camera to the view space bounding box
  2151. Quaternion rot(shadowCameraNode->GetWorldRotation());
  2152. Vector3 adjust(center.x_, center.y_, 0.0f);
  2153. shadowCameraNode->Translate(rot * adjust, TS_WORLD);
  2154. // If the shadow map viewport is known, snap to whole texels
  2155. if (shadowMapWidth > 0.0f)
  2156. {
  2157. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  2158. // Take into account that shadow map border will not be used
  2159. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  2160. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  2161. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  2162. shadowCameraNode->Translate(rot * snap, TS_WORLD);
  2163. }
  2164. }
  2165. void View::FindZone(Drawable* drawable)
  2166. {
  2167. Vector3 center = drawable->GetWorldBoundingBox().Center();
  2168. int bestPriority = M_MIN_INT;
  2169. Zone* newZone = 0;
  2170. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  2171. // (possibly incorrect) and must be re-evaluated on the next frame
  2172. bool temporary = !camera_->GetFrustum().IsInside(center);
  2173. // First check if the current zone remains a conclusive result
  2174. Zone* lastZone = drawable->GetZone();
  2175. if (lastZone && (lastZone->GetViewMask() & camera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  2176. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  2177. newZone = lastZone;
  2178. else
  2179. {
  2180. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  2181. {
  2182. Zone* zone = *i;
  2183. int priority = zone->GetPriority();
  2184. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  2185. {
  2186. newZone = zone;
  2187. bestPriority = priority;
  2188. }
  2189. }
  2190. }
  2191. drawable->SetZone(newZone, temporary);
  2192. }
  2193. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  2194. {
  2195. if (!material)
  2196. {
  2197. const Vector<TechniqueEntry>& techniques = renderer_->GetDefaultMaterial()->GetTechniques();
  2198. return techniques.Size() ? techniques[0].technique_ : (Technique*)0;
  2199. }
  2200. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  2201. // If only one technique, no choice
  2202. if (techniques.Size() == 1)
  2203. return techniques[0].technique_;
  2204. else
  2205. {
  2206. float lodDistance = drawable->GetLodDistance();
  2207. // Check for suitable technique. Techniques should be ordered like this:
  2208. // Most distant & highest quality
  2209. // Most distant & lowest quality
  2210. // Second most distant & highest quality
  2211. // ...
  2212. for (unsigned i = 0; i < techniques.Size(); ++i)
  2213. {
  2214. const TechniqueEntry& entry = techniques[i];
  2215. Technique* tech = entry.technique_;
  2216. if (!tech || (tech->IsSM3() && !graphics_->GetSM3Support()) || materialQuality_ < entry.qualityLevel_)
  2217. continue;
  2218. if (lodDistance >= entry.lodDistance_)
  2219. return tech;
  2220. }
  2221. // If no suitable technique found, fallback to the last
  2222. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  2223. }
  2224. }
  2225. void View::CheckMaterialForAuxView(Material* material)
  2226. {
  2227. const SharedPtr<Texture>* textures = material->GetTextures();
  2228. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  2229. {
  2230. Texture* texture = textures[i];
  2231. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  2232. {
  2233. // Have to check cube & 2D textures separately
  2234. if (texture->GetType() == Texture2D::GetTypeStatic())
  2235. {
  2236. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  2237. RenderSurface* target = tex2D->GetRenderSurface();
  2238. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2239. target->QueueUpdate();
  2240. }
  2241. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2242. {
  2243. TextureCube* texCube = static_cast<TextureCube*>(texture);
  2244. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  2245. {
  2246. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  2247. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2248. target->QueueUpdate();
  2249. }
  2250. }
  2251. }
  2252. }
  2253. // Flag as processed so we can early-out next time we come across this material on the same frame
  2254. material->MarkForAuxView(frame_.frameNumber_);
  2255. }
  2256. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2257. {
  2258. if (!batch.material_)
  2259. batch.material_ = renderer_->GetDefaultMaterial();
  2260. // Convert to instanced if possible
  2261. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer() && !batch.overrideView_)
  2262. batch.geometryType_ = GEOM_INSTANCED;
  2263. if (batch.geometryType_ == GEOM_INSTANCED)
  2264. {
  2265. BatchGroupKey key(batch);
  2266. HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchQueue.batchGroups_.Find(key);
  2267. if (i == batchQueue.batchGroups_.End())
  2268. {
  2269. // Create a new group based on the batch
  2270. // In case the group remains below the instancing limit, do not enable instancing shaders yet
  2271. BatchGroup newGroup(batch);
  2272. newGroup.geometryType_ = GEOM_STATIC;
  2273. renderer_->SetBatchShaders(newGroup, tech, allowShadows);
  2274. newGroup.CalculateSortKey();
  2275. i = batchQueue.batchGroups_.Insert(MakePair(key, newGroup));
  2276. }
  2277. int oldSize = i->second_.instances_.Size();
  2278. i->second_.AddTransforms(batch);
  2279. // Convert to using instancing shaders when the instancing limit is reached
  2280. if (oldSize < minInstances_ && (int)i->second_.instances_.Size() >= minInstances_)
  2281. {
  2282. i->second_.geometryType_ = GEOM_INSTANCED;
  2283. renderer_->SetBatchShaders(i->second_, tech, allowShadows);
  2284. i->second_.CalculateSortKey();
  2285. }
  2286. }
  2287. else
  2288. {
  2289. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2290. batch.CalculateSortKey();
  2291. batchQueue.batches_.Push(batch);
  2292. }
  2293. }
  2294. void View::PrepareInstancingBuffer()
  2295. {
  2296. PROFILE(PrepareInstancingBuffer);
  2297. unsigned totalInstances = 0;
  2298. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2299. totalInstances += i->second_.GetNumInstances();
  2300. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2301. {
  2302. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2303. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2304. totalInstances += i->litBaseBatches_.GetNumInstances();
  2305. totalInstances += i->litBatches_.GetNumInstances();
  2306. }
  2307. // If fail to set buffer size, fall back to per-group locking
  2308. if (totalInstances && renderer_->ResizeInstancingBuffer(totalInstances))
  2309. {
  2310. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2311. unsigned freeIndex = 0;
  2312. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2313. if (!dest)
  2314. return;
  2315. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2316. i->second_.SetTransforms(dest, freeIndex);
  2317. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2318. {
  2319. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2320. i->shadowSplits_[j].shadowBatches_.SetTransforms(dest, freeIndex);
  2321. i->litBaseBatches_.SetTransforms(dest, freeIndex);
  2322. i->litBatches_.SetTransforms(dest, freeIndex);
  2323. }
  2324. instancingBuffer->Unlock();
  2325. }
  2326. }
  2327. void View::SetupLightVolumeBatch(Batch& batch)
  2328. {
  2329. Light* light = batch.lightQueue_->light_;
  2330. LightType type = light->GetLightType();
  2331. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  2332. float lightDist;
  2333. graphics_->SetBlendMode(light->IsNegative() ? BLEND_SUBTRACT : BLEND_ADD);
  2334. graphics_->SetDepthBias(0.0f, 0.0f);
  2335. graphics_->SetDepthWrite(false);
  2336. graphics_->SetFillMode(FILL_SOLID);
  2337. graphics_->SetClipPlane(false);
  2338. if (type != LIGHT_DIRECTIONAL)
  2339. {
  2340. if (type == LIGHT_POINT)
  2341. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2342. else
  2343. lightDist = light->GetFrustum().Distance(cameraPos);
  2344. // Draw front faces if not inside light volume
  2345. if (lightDist < camera_->GetNearClip() * 2.0f)
  2346. {
  2347. renderer_->SetCullMode(CULL_CW, camera_);
  2348. graphics_->SetDepthTest(CMP_GREATER);
  2349. }
  2350. else
  2351. {
  2352. renderer_->SetCullMode(CULL_CCW, camera_);
  2353. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2354. }
  2355. }
  2356. else
  2357. {
  2358. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2359. // refresh the directional light's model transform before rendering
  2360. light->GetVolumeTransform(camera_);
  2361. graphics_->SetCullMode(CULL_NONE);
  2362. graphics_->SetDepthTest(CMP_ALWAYS);
  2363. }
  2364. graphics_->SetScissorTest(false);
  2365. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2366. }
  2367. void View::RenderShadowMap(const LightBatchQueue& queue)
  2368. {
  2369. PROFILE(RenderShadowMap);
  2370. Texture2D* shadowMap = queue.shadowMap_;
  2371. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2372. graphics_->SetColorWrite(false);
  2373. graphics_->SetFillMode(FILL_SOLID);
  2374. graphics_->SetClipPlane(false);
  2375. graphics_->SetStencilTest(false);
  2376. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2377. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  2378. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  2379. graphics_->SetDepthStencil(shadowMap);
  2380. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2381. graphics_->Clear(CLEAR_DEPTH);
  2382. // Set shadow depth bias
  2383. const BiasParameters& parameters = queue.light_->GetShadowBias();
  2384. // Render each of the splits
  2385. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2386. {
  2387. float multiplier = 1.0f;
  2388. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2389. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2390. {
  2391. multiplier = Max(queue.shadowSplits_[i].shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2392. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2393. }
  2394. // Perform further modification of depth bias on OpenGL ES, as shadow calculations' precision is limited
  2395. float addition = 0.0f;
  2396. #ifdef GL_ES_VERSION_2_0
  2397. multiplier *= renderer_->GetMobileShadowBiasMul();
  2398. addition = renderer_->GetMobileShadowBiasAdd();
  2399. #endif
  2400. graphics_->SetDepthBias(multiplier * parameters.constantBias_ + addition, multiplier * parameters.slopeScaledBias_);
  2401. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2402. if (!shadowQueue.shadowBatches_.IsEmpty())
  2403. {
  2404. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2405. shadowQueue.shadowBatches_.Draw(this);
  2406. }
  2407. }
  2408. graphics_->SetColorWrite(true);
  2409. graphics_->SetDepthBias(0.0f, 0.0f);
  2410. }
  2411. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2412. {
  2413. // If using the backbuffer, return the backbuffer depth-stencil
  2414. if (!renderTarget)
  2415. return 0;
  2416. // Then check for linked depth-stencil
  2417. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2418. // Finally get one from Renderer
  2419. if (!depthStencil)
  2420. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2421. return depthStencil;
  2422. }
  2423. }