View.cpp 107 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "DebugRenderer.h"
  25. #include "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. static const float LIGHT_INTENSITY_THRESHOLD = 0.003f;
  60. /// %Frustum octree query for shadowcasters.
  61. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  62. {
  63. public:
  64. /// Construct with frustum and query parameters.
  65. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  66. unsigned viewMask = DEFAULT_VIEWMASK) :
  67. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  68. {
  69. }
  70. /// Intersection test for drawables.
  71. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  72. {
  73. while (start != end)
  74. {
  75. Drawable* drawable = *start++;
  76. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  77. (drawable->GetViewMask() & viewMask_))
  78. {
  79. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  80. result_.Push(drawable);
  81. }
  82. }
  83. }
  84. };
  85. /// %Frustum octree query for zones and occluders.
  86. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  87. {
  88. public:
  89. /// Construct with frustum and query parameters.
  90. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  91. unsigned viewMask = DEFAULT_VIEWMASK) :
  92. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  93. {
  94. }
  95. /// Intersection test for drawables.
  96. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  97. {
  98. while (start != end)
  99. {
  100. Drawable* drawable = *start++;
  101. unsigned char flags = drawable->GetDrawableFlags();
  102. if ((flags == DRAWABLE_ZONE || (flags == DRAWABLE_GEOMETRY && drawable->IsOccluder())) && (drawable->GetViewMask() &
  103. viewMask_))
  104. {
  105. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  106. result_.Push(drawable);
  107. }
  108. }
  109. }
  110. };
  111. /// %Frustum octree query with occlusion.
  112. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  113. {
  114. public:
  115. /// Construct with frustum, occlusion buffer and query parameters.
  116. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer, unsigned char
  117. drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  118. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  119. buffer_(buffer)
  120. {
  121. }
  122. /// Intersection test for an octant.
  123. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  124. {
  125. if (inside)
  126. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  127. else
  128. {
  129. Intersection result = frustum_.IsInside(box);
  130. if (result != OUTSIDE && !buffer_->IsVisible(box))
  131. result = OUTSIDE;
  132. return result;
  133. }
  134. }
  135. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  136. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  137. {
  138. while (start != end)
  139. {
  140. Drawable* drawable = *start++;
  141. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  142. {
  143. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  144. result_.Push(drawable);
  145. }
  146. }
  147. }
  148. /// Occlusion buffer.
  149. OcclusionBuffer* buffer_;
  150. };
  151. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  152. {
  153. View* view = reinterpret_cast<View*>(item->aux_);
  154. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  155. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  156. OcclusionBuffer* buffer = view->occlusionBuffer_;
  157. const Matrix3x4& viewMatrix = view->camera_->GetView();
  158. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  159. Vector3 absViewZ = viewZ.Abs();
  160. unsigned cameraViewMask = view->camera_->GetViewMask();
  161. bool cameraZoneOverride = view->cameraZoneOverride_;
  162. PerThreadSceneResult& result = view->sceneResults_[threadIndex];
  163. while (start != end)
  164. {
  165. Drawable* drawable = *start++;
  166. bool batchesUpdated = false;
  167. // If draw distance non-zero, update and check it
  168. float maxDistance = drawable->GetDrawDistance();
  169. if (maxDistance > 0.0f)
  170. {
  171. drawable->UpdateBatches(view->frame_);
  172. batchesUpdated = true;
  173. if (drawable->GetDistance() > maxDistance)
  174. continue;
  175. }
  176. if (!buffer || !drawable->IsOccludee() || buffer->IsVisible(drawable->GetWorldBoundingBox()))
  177. {
  178. if (!batchesUpdated)
  179. drawable->UpdateBatches(view->frame_);
  180. drawable->MarkInView(view->frame_);
  181. // For geometries, find zone, clear lights and calculate view space Z range
  182. if (drawable->GetDrawableFlags() & DRAWABLE_GEOMETRY)
  183. {
  184. Zone* drawableZone = drawable->GetZone();
  185. if ((!drawableZone || (drawableZone->GetViewMask() & cameraViewMask) == 0) && !cameraZoneOverride)
  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 which are so dim that they can not contribute to a rendertarget
  208. if (light->GetColor().SumRGB() > LIGHT_INTENSITY_THRESHOLD)
  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->litBatches_.SortFrontToBack();
  245. }
  246. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  247. {
  248. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  249. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  250. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  251. }
  252. View::View(Context* context) :
  253. Object(context),
  254. graphics_(GetSubsystem<Graphics>()),
  255. renderer_(GetSubsystem<Renderer>()),
  256. scene_(0),
  257. octree_(0),
  258. camera_(0),
  259. cameraZone_(0),
  260. farClipZone_(0),
  261. renderTarget_(0),
  262. substituteRenderTarget_(0)
  263. {
  264. // Create octree query and scene results vector for each thread
  265. unsigned numThreads = GetSubsystem<WorkQueue>()->GetNumThreads() + 1; // Worker threads + main thread
  266. tempDrawables_.Resize(numThreads);
  267. sceneResults_.Resize(numThreads);
  268. frame_.camera_ = 0;
  269. }
  270. View::~View()
  271. {
  272. }
  273. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  274. {
  275. Scene* scene = viewport->GetScene();
  276. Camera* camera = viewport->GetCamera();
  277. if (!scene || !camera || !camera->IsEnabledEffective())
  278. return false;
  279. // If scene is loading asynchronously, it is incomplete and should not be rendered
  280. if (scene->IsAsyncLoading())
  281. return false;
  282. Octree* octree = scene->GetComponent<Octree>();
  283. if (!octree)
  284. return false;
  285. // Do not accept view if camera projection is illegal
  286. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  287. if (!camera->IsProjectionValid())
  288. return false;
  289. scene_ = scene;
  290. octree_ = octree;
  291. camera_ = camera;
  292. cameraNode_ = camera->GetNode();
  293. renderTarget_ = renderTarget;
  294. renderPath_ = viewport->GetRenderPath();
  295. gBufferPassName_ = StringHash();
  296. basePassName_ = PASS_BASE;
  297. alphaPassName_ = PASS_ALPHA;
  298. lightPassName_ = PASS_LIGHT;
  299. litBasePassName_ = PASS_LITBASE;
  300. litAlphaPassName_ = PASS_LITALPHA;
  301. // Make sure that all necessary batch queues exist
  302. scenePasses_.Clear();
  303. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  304. {
  305. const RenderPathCommand& command = renderPath_->commands_[i];
  306. if (!command.enabled_)
  307. continue;
  308. if (command.type_ == CMD_SCENEPASS)
  309. {
  310. ScenePassInfo info;
  311. info.pass_ = command.pass_;
  312. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  313. info.markToStencil_ = command.markToStencil_;
  314. info.useScissor_ = command.useScissor_;
  315. info.vertexLights_ = command.vertexLights_;
  316. // Check scenepass metadata for defining custom passes which interact with lighting
  317. String metadata = command.metadata_.Trimmed().ToLower();
  318. if (!metadata.Empty())
  319. {
  320. if (metadata == "gbuffer")
  321. gBufferPassName_ = command.pass_;
  322. else if (metadata == "base")
  323. {
  324. basePassName_ = command.pass_;
  325. litBasePassName_ = "lit" + command.pass_;
  326. }
  327. else if (metadata == "alpha")
  328. {
  329. alphaPassName_ = command.pass_;
  330. litAlphaPassName_ = "lit" + command.pass_;
  331. }
  332. }
  333. HashMap<StringHash, BatchQueue>::Iterator j = batchQueues_.Find(command.pass_);
  334. if (j == batchQueues_.End())
  335. j = batchQueues_.Insert(Pair<StringHash, BatchQueue>(command.pass_, BatchQueue()));
  336. info.batchQueue_ = &j->second_;
  337. scenePasses_.Push(info);
  338. }
  339. else if (command.type_ == CMD_FORWARDLIGHTS)
  340. {
  341. if (!command.pass_.Trimmed().Empty())
  342. lightPassName_ = command.pass_;
  343. }
  344. }
  345. // Get light volume shaders according to the renderpath, if it needs them
  346. deferred_ = false;
  347. deferredAmbient_ = false;
  348. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  349. {
  350. const RenderPathCommand& command = renderPath_->commands_[i];
  351. if (!command.enabled_)
  352. continue;
  353. // Check if ambient pass and G-buffer rendering happens at the same time
  354. if (command.type_ == CMD_SCENEPASS && command.outputNames_.Size() > 1)
  355. {
  356. if (CheckViewportWrite(command))
  357. deferredAmbient_ = true;
  358. }
  359. if (command.type_ == CMD_LIGHTVOLUMES)
  360. {
  361. renderer_->GetLightVolumeShaders(lightVS_, lightPS_, command.vertexShaderName_, command.pixelShaderName_);
  362. deferred_ = true;
  363. }
  364. }
  365. if (!deferred_)
  366. {
  367. lightVS_.Clear();
  368. lightPS_.Clear();
  369. }
  370. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  371. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  372. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  373. const IntRect& rect = viewport->GetRect();
  374. if (rect != IntRect::ZERO)
  375. {
  376. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  377. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  378. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  379. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  380. }
  381. else
  382. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  383. viewSize_ = viewRect_.Size();
  384. rtSize_ = IntVector2(rtWidth, rtHeight);
  385. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  386. #ifdef USE_OPENGL
  387. if (renderTarget_)
  388. {
  389. viewRect_.bottom_ = rtSize_.y_ - viewRect_.top_;
  390. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  391. }
  392. #endif
  393. drawShadows_ = renderer_->GetDrawShadows();
  394. materialQuality_ = renderer_->GetMaterialQuality();
  395. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  396. minInstances_ = renderer_->GetMinInstances();
  397. // Set possible quality overrides from the camera
  398. unsigned viewOverrideFlags = camera_->GetViewOverrideFlags();
  399. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  400. materialQuality_ = QUALITY_LOW;
  401. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  402. drawShadows_ = false;
  403. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  404. maxOccluderTriangles_ = 0;
  405. // Occlusion buffer has constant width. If resulting height would be too large due to aspect ratio, disable occlusion
  406. if (viewSize_.y_ > viewSize_.x_ * 4)
  407. maxOccluderTriangles_ = 0;
  408. return true;
  409. }
  410. void View::Update(const FrameInfo& frame)
  411. {
  412. if (!camera_ || !octree_)
  413. return;
  414. frame_.camera_ = camera_;
  415. frame_.timeStep_ = frame.timeStep_;
  416. frame_.frameNumber_ = frame.frameNumber_;
  417. frame_.viewSize_ = viewSize_;
  418. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  419. // Clear buffers, geometry, light, occluder & batch list
  420. renderTargets_.Clear();
  421. geometries_.Clear();
  422. shadowGeometries_.Clear();
  423. lights_.Clear();
  424. zones_.Clear();
  425. occluders_.Clear();
  426. vertexLightQueues_.Clear();
  427. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  428. i->second_.Clear(maxSortedInstances);
  429. // Set automatic aspect ratio if required
  430. if (camera_->GetAutoAspectRatio())
  431. camera_->SetAspectRatio((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  432. GetDrawables();
  433. GetBatches();
  434. }
  435. void View::Render()
  436. {
  437. if (!octree_ || !camera_)
  438. return;
  439. // Actually update geometry data now
  440. UpdateGeometries();
  441. // Allocate screen buffers as necessary
  442. AllocateScreenBuffers();
  443. // Forget parameter sources from the previous view
  444. graphics_->ClearParameterSources();
  445. // If stream offset is supported, write all instance transforms to a single large buffer
  446. // Else we must lock the instance buffer for each batch group
  447. if (renderer_->GetDynamicInstancing() && graphics_->GetStreamOffsetSupport())
  448. PrepareInstancingBuffer();
  449. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  450. // again to ensure correct projection will be used
  451. if (camera_->GetAutoAspectRatio())
  452. camera_->SetAspectRatio((float)(viewSize_.x_) / (float)(viewSize_.y_));
  453. // Bind the face selection and indirection cube maps for point light shadows
  454. if (renderer_->GetDrawShadows())
  455. {
  456. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  457. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  458. }
  459. // Set "view texture" to prevent destination texture sampling during all renderpasses
  460. if (renderTarget_)
  461. {
  462. graphics_->SetViewTexture(renderTarget_->GetParentTexture());
  463. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  464. // as a render texture produced on Direct3D9
  465. #ifdef USE_OPENGL
  466. camera_->SetFlipVertical(true);
  467. #endif
  468. }
  469. // Render
  470. ExecuteRenderPathCommands();
  471. #ifdef USE_OPENGL
  472. camera_->SetFlipVertical(false);
  473. #endif
  474. graphics_->SetDepthBias(0.0f, 0.0f);
  475. graphics_->SetScissorTest(false);
  476. graphics_->SetStencilTest(false);
  477. graphics_->SetViewTexture(0);
  478. graphics_->ResetStreamFrequencies();
  479. // Run framebuffer blitting if necessary
  480. if (currentRenderTarget_ != renderTarget_)
  481. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()), renderTarget_, true);
  482. // If this is a main view, draw the associated debug geometry now
  483. if (!renderTarget_)
  484. {
  485. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  486. if (debug)
  487. {
  488. debug->SetView(camera_);
  489. debug->Render();
  490. }
  491. }
  492. // "Forget" the scene, camera, octree and zone after rendering
  493. scene_ = 0;
  494. camera_ = 0;
  495. octree_ = 0;
  496. cameraZone_ = 0;
  497. farClipZone_ = 0;
  498. occlusionBuffer_ = 0;
  499. frame_.camera_ = 0;
  500. }
  501. Graphics* View::GetGraphics() const
  502. {
  503. return graphics_;
  504. }
  505. Renderer* View::GetRenderer() const
  506. {
  507. return renderer_;
  508. }
  509. void View::GetDrawables()
  510. {
  511. PROFILE(GetDrawables);
  512. WorkQueue* queue = GetSubsystem<WorkQueue>();
  513. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  514. // Get zones and occluders first
  515. {
  516. ZoneOccluderOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, camera_->GetViewMask());
  517. octree_->GetDrawables(query);
  518. }
  519. highestZonePriority_ = M_MIN_INT;
  520. int bestPriority = M_MIN_INT;
  521. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  522. // Get default zone first in case we do not have zones defined
  523. Zone* defaultZone = renderer_->GetDefaultZone();
  524. cameraZone_ = farClipZone_ = defaultZone;
  525. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  526. {
  527. Drawable* drawable = *i;
  528. unsigned char flags = drawable->GetDrawableFlags();
  529. if (flags & DRAWABLE_ZONE)
  530. {
  531. Zone* zone = static_cast<Zone*>(drawable);
  532. zones_.Push(zone);
  533. int priority = zone->GetPriority();
  534. if (priority > highestZonePriority_)
  535. highestZonePriority_ = priority;
  536. if (priority > bestPriority && zone->IsInside(cameraPos))
  537. {
  538. cameraZone_ = zone;
  539. bestPriority = priority;
  540. }
  541. }
  542. else
  543. occluders_.Push(drawable);
  544. }
  545. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  546. cameraZoneOverride_ = cameraZone_->GetOverride();
  547. if (!cameraZoneOverride_)
  548. {
  549. Vector3 farClipPos = cameraPos + cameraNode_->GetWorldDirection() * Vector3(0.0f, 0.0f, camera_->GetFarClip());
  550. bestPriority = M_MIN_INT;
  551. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  552. {
  553. int priority = (*i)->GetPriority();
  554. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  555. {
  556. farClipZone_ = *i;
  557. bestPriority = priority;
  558. }
  559. }
  560. }
  561. if (farClipZone_ == defaultZone)
  562. farClipZone_ = cameraZone_;
  563. // If occlusion in use, get & render the occluders
  564. occlusionBuffer_ = 0;
  565. if (maxOccluderTriangles_ > 0)
  566. {
  567. UpdateOccluders(occluders_, camera_);
  568. if (occluders_.Size())
  569. {
  570. PROFILE(DrawOcclusion);
  571. occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
  572. DrawOccluders(occlusionBuffer_, occluders_);
  573. }
  574. }
  575. // Get lights and geometries. Coarse occlusion for octants is used at this point
  576. if (occlusionBuffer_)
  577. {
  578. OccludedFrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY |
  579. DRAWABLE_LIGHT, camera_->GetViewMask());
  580. octree_->GetDrawables(query);
  581. }
  582. else
  583. {
  584. FrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_LIGHT,
  585. camera_->GetViewMask());
  586. octree_->GetDrawables(query);
  587. }
  588. // Check drawable occlusion, find zones for moved drawables and collect geometries & lights in worker threads
  589. {
  590. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  591. {
  592. PerThreadSceneResult& result = sceneResults_[i];
  593. result.geometries_.Clear();
  594. result.lights_.Clear();
  595. result.minZ_ = M_INFINITY;
  596. result.maxZ_ = 0.0f;
  597. }
  598. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  599. int drawablesPerItem = tempDrawables.Size() / numWorkItems;
  600. WorkItem item;
  601. item.workFunction_ = CheckVisibilityWork;
  602. item.aux_ = this;
  603. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  604. // Create a work item for each thread
  605. for (int i = 0; i < numWorkItems; ++i)
  606. {
  607. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  608. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  609. end = start + drawablesPerItem;
  610. item.start_ = &(*start);
  611. item.end_ = &(*end);
  612. queue->AddWorkItem(item);
  613. start = end;
  614. }
  615. queue->Complete(M_MAX_UNSIGNED);
  616. }
  617. // Combine lights, geometries & scene Z range from the threads
  618. geometries_.Clear();
  619. lights_.Clear();
  620. minZ_ = M_INFINITY;
  621. maxZ_ = 0.0f;
  622. if (sceneResults_.Size() > 1)
  623. {
  624. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  625. {
  626. PerThreadSceneResult& result = sceneResults_[i];
  627. geometries_.Push(result.geometries_);
  628. lights_.Push(result.lights_);
  629. minZ_ = Min(minZ_, result.minZ_);
  630. maxZ_ = Max(maxZ_, result.maxZ_);
  631. }
  632. }
  633. else
  634. {
  635. // If just 1 thread, copy the results directly
  636. PerThreadSceneResult& result = sceneResults_[0];
  637. minZ_ = result.minZ_;
  638. maxZ_ = result.maxZ_;
  639. Swap(geometries_, result.geometries_);
  640. Swap(lights_, result.lights_);
  641. }
  642. if (minZ_ == M_INFINITY)
  643. minZ_ = 0.0f;
  644. // Sort the lights to brightest/closest first
  645. for (unsigned i = 0; i < lights_.Size(); ++i)
  646. {
  647. Light* light = lights_[i];
  648. light->SetIntensitySortValue(camera_->GetDistance(light->GetNode()->GetWorldPosition()));
  649. light->SetLightQueue(0);
  650. }
  651. Sort(lights_.Begin(), lights_.End(), CompareDrawables);
  652. }
  653. void View::GetBatches()
  654. {
  655. WorkQueue* queue = GetSubsystem<WorkQueue>();
  656. PODVector<Light*> vertexLights;
  657. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassName_) ? &batchQueues_[alphaPassName_] : (BatchQueue*)0;
  658. // Check whether to use the lit base pass optimization
  659. bool useLitBase = true;
  660. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  661. {
  662. const RenderPathCommand& command = renderPath_->commands_[i];
  663. if (command.type_ == CMD_FORWARDLIGHTS)
  664. useLitBase = command.useLitBase_;
  665. }
  666. // Process lit geometries and shadow casters for each light
  667. {
  668. PROFILE(ProcessLights);
  669. lightQueryResults_.Resize(lights_.Size());
  670. WorkItem item;
  671. item.workFunction_ = ProcessLightWork;
  672. item.aux_ = this;
  673. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  674. {
  675. LightQueryResult& query = lightQueryResults_[i];
  676. query.light_ = lights_[i];
  677. item.start_ = &query;
  678. queue->AddWorkItem(item);
  679. }
  680. // Ensure all lights have been processed before proceeding
  681. queue->Complete(M_MAX_UNSIGNED);
  682. }
  683. // Build light queues and lit batches
  684. {
  685. PROFILE(GetLightBatches);
  686. // Preallocate light queues: per-pixel lights which have lit geometries
  687. unsigned numLightQueues = 0;
  688. unsigned usedLightQueues = 0;
  689. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  690. {
  691. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  692. ++numLightQueues;
  693. }
  694. lightQueues_.Resize(numLightQueues);
  695. maxLightsDrawables_.Clear();
  696. unsigned maxSortedInstances = renderer_->GetMaxSortedInstances();
  697. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  698. {
  699. LightQueryResult& query = *i;
  700. // If light has no affected geometries, no need to process further
  701. if (query.litGeometries_.Empty())
  702. continue;
  703. Light* light = query.light_;
  704. // Per-pixel light
  705. if (!light->GetPerVertex())
  706. {
  707. unsigned shadowSplits = query.numSplits_;
  708. // Initialize light queue and store it to the light so that it can be found later
  709. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  710. light->SetLightQueue(&lightQueue);
  711. lightQueue.light_ = light;
  712. lightQueue.shadowMap_ = 0;
  713. lightQueue.litBatches_.Clear(maxSortedInstances);
  714. lightQueue.volumeBatches_.Clear();
  715. // Allocate shadow map now
  716. if (shadowSplits > 0)
  717. {
  718. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
  719. // If did not manage to get a shadow map, convert the light to unshadowed
  720. if (!lightQueue.shadowMap_)
  721. shadowSplits = 0;
  722. }
  723. // Setup shadow batch queues
  724. lightQueue.shadowSplits_.Resize(shadowSplits);
  725. for (unsigned j = 0; j < shadowSplits; ++j)
  726. {
  727. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  728. Camera* shadowCamera = query.shadowCameras_[j];
  729. shadowQueue.shadowCamera_ = shadowCamera;
  730. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  731. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  732. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  733. // Setup the shadow split viewport and finalize shadow camera parameters
  734. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  735. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  736. // Loop through shadow casters
  737. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  738. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  739. {
  740. Drawable* drawable = *k;
  741. if (!drawable->IsInView(frame_, false))
  742. {
  743. drawable->MarkInView(frame_, false);
  744. shadowGeometries_.Push(drawable);
  745. }
  746. Zone* zone = GetZone(drawable);
  747. const Vector<SourceBatch>& batches = drawable->GetBatches();
  748. for (unsigned l = 0; l < batches.Size(); ++l)
  749. {
  750. const SourceBatch& srcBatch = batches[l];
  751. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  752. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  753. continue;
  754. Pass* pass = tech->GetPass(PASS_SHADOW);
  755. // Skip if material has no shadow pass
  756. if (!pass)
  757. continue;
  758. Batch destBatch(srcBatch);
  759. destBatch.pass_ = pass;
  760. destBatch.camera_ = shadowCamera;
  761. destBatch.zone_ = zone;
  762. destBatch.lightQueue_ = &lightQueue;
  763. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  764. }
  765. }
  766. }
  767. // Process lit geometries
  768. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  769. {
  770. Drawable* drawable = *j;
  771. drawable->AddLight(light);
  772. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  773. if (!drawable->GetMaxLights())
  774. GetLitBatches(drawable, lightQueue, alphaQueue, useLitBase);
  775. else
  776. maxLightsDrawables_.Insert(drawable);
  777. }
  778. // In deferred modes, store the light volume batch now
  779. if (deferred_)
  780. {
  781. Batch volumeBatch;
  782. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  783. volumeBatch.geometryType_ = GEOM_STATIC;
  784. volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
  785. volumeBatch.numWorldTransforms_ = 1;
  786. volumeBatch.overrideView_ = light->GetLightType() == LIGHT_DIRECTIONAL;
  787. volumeBatch.camera_ = camera_;
  788. volumeBatch.lightQueue_ = &lightQueue;
  789. volumeBatch.distance_ = light->GetDistance();
  790. volumeBatch.material_ = 0;
  791. volumeBatch.pass_ = 0;
  792. volumeBatch.zone_ = 0;
  793. renderer_->SetLightVolumeBatchShaders(volumeBatch, lightVS_, lightPS_);
  794. lightQueue.volumeBatches_.Push(volumeBatch);
  795. }
  796. }
  797. // Per-vertex light
  798. else
  799. {
  800. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  801. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  802. {
  803. Drawable* drawable = *j;
  804. drawable->AddVertexLight(light);
  805. }
  806. }
  807. }
  808. }
  809. // Process drawables with limited per-pixel light count
  810. if (maxLightsDrawables_.Size())
  811. {
  812. PROFILE(GetMaxLightsBatches);
  813. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  814. {
  815. Drawable* drawable = *i;
  816. drawable->LimitLights();
  817. const PODVector<Light*>& lights = drawable->GetLights();
  818. for (unsigned i = 0; i < lights.Size(); ++i)
  819. {
  820. Light* light = lights[i];
  821. // Find the correct light queue again
  822. LightBatchQueue* queue = light->GetLightQueue();
  823. if (queue)
  824. GetLitBatches(drawable, *queue, alphaQueue, useLitBase);
  825. }
  826. }
  827. }
  828. // Build base pass batches
  829. {
  830. PROFILE(GetBaseBatches);
  831. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  832. {
  833. Drawable* drawable = *i;
  834. Zone* zone = GetZone(drawable);
  835. const Vector<SourceBatch>& batches = drawable->GetBatches();
  836. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  837. if (!drawableVertexLights.Empty())
  838. drawable->LimitVertexLights();
  839. for (unsigned j = 0; j < batches.Size(); ++j)
  840. {
  841. const SourceBatch& srcBatch = batches[j];
  842. // Check here if the material refers to a rendertarget texture with camera(s) attached
  843. // Only check this for backbuffer views (null rendertarget)
  844. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  845. CheckMaterialForAuxView(srcBatch.material_);
  846. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  847. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  848. continue;
  849. Batch destBatch(srcBatch);
  850. destBatch.camera_ = camera_;
  851. destBatch.zone_ = zone;
  852. destBatch.isBase_ = true;
  853. destBatch.pass_ = 0;
  854. destBatch.lightMask_ = GetLightMask(drawable);
  855. // Check each of the scene passes
  856. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  857. {
  858. ScenePassInfo& info = scenePasses_[k];
  859. destBatch.pass_ = tech->GetPass(info.pass_);
  860. if (!destBatch.pass_)
  861. continue;
  862. // Skip forward base pass if the corresponding litbase pass already exists
  863. if (info.pass_ == basePassName_ && j < 32 && drawable->HasBasePass(j))
  864. continue;
  865. if (info.vertexLights_ && !drawableVertexLights.Empty())
  866. {
  867. // For a deferred opaque batch, check if the vertex lights include converted per-pixel lights, and remove
  868. // them to prevent double-lighting
  869. if (deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE)
  870. {
  871. vertexLights.Clear();
  872. for (unsigned i = 0; i < drawableVertexLights.Size(); ++i)
  873. {
  874. if (drawableVertexLights[i]->GetPerVertex())
  875. vertexLights.Push(drawableVertexLights[i]);
  876. }
  877. }
  878. else
  879. vertexLights = drawableVertexLights;
  880. if (!vertexLights.Empty())
  881. {
  882. // Find a vertex light queue. If not found, create new
  883. unsigned long long hash = GetVertexLightQueueHash(vertexLights);
  884. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  885. if (i == vertexLightQueues_.End())
  886. {
  887. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  888. i->second_.light_ = 0;
  889. i->second_.shadowMap_ = 0;
  890. i->second_.vertexLights_ = vertexLights;
  891. }
  892. destBatch.lightQueue_ = &(i->second_);
  893. }
  894. }
  895. else
  896. destBatch.lightQueue_ = 0;
  897. bool allowInstancing = info.allowInstancing_;
  898. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (zone->GetLightMask() & 0xff))
  899. allowInstancing = false;
  900. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  901. }
  902. }
  903. }
  904. }
  905. }
  906. void View::UpdateGeometries()
  907. {
  908. PROFILE(SortAndUpdateGeometry);
  909. WorkQueue* queue = GetSubsystem<WorkQueue>();
  910. // Sort batches
  911. {
  912. WorkItem item;
  913. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  914. {
  915. const RenderPathCommand& command = renderPath_->commands_[i];
  916. if (!IsNecessary(command))
  917. continue;
  918. if (command.type_ == CMD_SCENEPASS)
  919. {
  920. BatchQueue* passQueue = &batchQueues_[command.pass_];
  921. item.workFunction_ = command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork :
  922. SortBatchQueueBackToFrontWork;
  923. item.start_ = &batchQueues_[command.pass_];
  924. queue->AddWorkItem(item);
  925. }
  926. }
  927. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  928. {
  929. item.workFunction_ = SortLightQueueWork;
  930. item.start_ = &(*i);
  931. queue->AddWorkItem(item);
  932. if (i->shadowSplits_.Size())
  933. {
  934. item.workFunction_ = SortShadowQueueWork;
  935. queue->AddWorkItem(item);
  936. }
  937. }
  938. }
  939. // Update geometries. Split into threaded and non-threaded updates.
  940. {
  941. nonThreadedGeometries_.Clear();
  942. threadedGeometries_.Clear();
  943. for (PODVector<Drawable*>::Iterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  944. {
  945. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  946. if (type == UPDATE_MAIN_THREAD)
  947. nonThreadedGeometries_.Push(*i);
  948. else if (type == UPDATE_WORKER_THREAD)
  949. threadedGeometries_.Push(*i);
  950. }
  951. for (PODVector<Drawable*>::Iterator i = shadowGeometries_.Begin(); i != shadowGeometries_.End(); ++i)
  952. {
  953. UpdateGeometryType type = (*i)->GetUpdateGeometryType();
  954. if (type == UPDATE_MAIN_THREAD)
  955. nonThreadedGeometries_.Push(*i);
  956. else if (type == UPDATE_WORKER_THREAD)
  957. threadedGeometries_.Push(*i);
  958. }
  959. if (threadedGeometries_.Size())
  960. {
  961. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  962. int drawablesPerItem = threadedGeometries_.Size() / numWorkItems;
  963. WorkItem item;
  964. item.workFunction_ = UpdateDrawableGeometriesWork;
  965. item.aux_ = const_cast<FrameInfo*>(&frame_);
  966. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  967. for (int i = 0; i < numWorkItems; ++i)
  968. {
  969. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  970. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  971. end = start + drawablesPerItem;
  972. item.start_ = &(*start);
  973. item.end_ = &(*end);
  974. queue->AddWorkItem(item);
  975. start = end;
  976. }
  977. }
  978. // While the work queue is processed, update non-threaded geometries
  979. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  980. (*i)->UpdateGeometry(frame_);
  981. }
  982. // Finally ensure all threaded work has completed
  983. queue->Complete(M_MAX_UNSIGNED);
  984. }
  985. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue, bool useLitBase)
  986. {
  987. Light* light = lightQueue.light_;
  988. Zone* zone = GetZone(drawable);
  989. const Vector<SourceBatch>& batches = drawable->GetBatches();
  990. bool hasAmbientGradient = zone->GetAmbientGradient() && zone->GetAmbientStartColor() != zone->GetAmbientEndColor();
  991. // Shadows on transparencies can only be rendered if shadow maps are not reused
  992. bool allowTransparentShadows = !renderer_->GetReuseShadowMaps();
  993. bool allowLitBase = useLitBase && light == drawable->GetFirstLight() && drawable->GetVertexLights().Empty() && !hasAmbientGradient;
  994. for (unsigned i = 0; i < batches.Size(); ++i)
  995. {
  996. const SourceBatch& srcBatch = batches[i];
  997. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  998. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  999. continue;
  1000. // Do not create pixel lit forward passes for materials that render into the G-buffer
  1001. if (gBufferPassName_.Value() && tech->HasPass(gBufferPassName_))
  1002. continue;
  1003. Batch destBatch(srcBatch);
  1004. bool isLitAlpha = false;
  1005. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  1006. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  1007. if (i < 32 && allowLitBase)
  1008. {
  1009. destBatch.pass_ = tech->GetPass(litBasePassName_);
  1010. if (destBatch.pass_)
  1011. {
  1012. destBatch.isBase_ = true;
  1013. drawable->SetBasePass(i);
  1014. }
  1015. else
  1016. destBatch.pass_ = tech->GetPass(lightPassName_);
  1017. }
  1018. else
  1019. destBatch.pass_ = tech->GetPass(lightPassName_);
  1020. // If no lit pass, check for lit alpha
  1021. if (!destBatch.pass_)
  1022. {
  1023. destBatch.pass_ = tech->GetPass(litAlphaPassName_);
  1024. isLitAlpha = true;
  1025. }
  1026. // Skip if material does not receive light at all
  1027. if (!destBatch.pass_)
  1028. continue;
  1029. destBatch.camera_ = camera_;
  1030. destBatch.lightQueue_ = &lightQueue;
  1031. destBatch.zone_ = zone;
  1032. if (!isLitAlpha)
  1033. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  1034. else if (alphaQueue)
  1035. {
  1036. // Transparent batches can not be instanced
  1037. AddBatchToQueue(*alphaQueue, destBatch, tech, false, allowTransparentShadows);
  1038. }
  1039. }
  1040. }
  1041. void View::ExecuteRenderPathCommands()
  1042. {
  1043. // If not reusing shadowmaps, render all of them first
  1044. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
  1045. {
  1046. PROFILE(RenderShadowMaps);
  1047. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1048. {
  1049. if (i->shadowMap_)
  1050. RenderShadowMap(*i);
  1051. }
  1052. }
  1053. {
  1054. PROFILE(ExecuteRenderPath);
  1055. // Set for safety in case of empty renderpath
  1056. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1057. currentViewportTexture_ = 0;
  1058. bool viewportModified = false;
  1059. bool isPingponging = false;
  1060. unsigned lastCommandIndex = 0;
  1061. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1062. {
  1063. RenderPathCommand& command = renderPath_->commands_[i];
  1064. if (IsNecessary(command))
  1065. lastCommandIndex = i;
  1066. }
  1067. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1068. {
  1069. RenderPathCommand& command = renderPath_->commands_[i];
  1070. if (!IsNecessary(command))
  1071. continue;
  1072. bool viewportRead = CheckViewportRead(command);
  1073. bool viewportWrite = CheckViewportWrite(command);
  1074. bool beginPingpong = CheckPingpong(i);
  1075. // Has the viewport been modified and will be read as a texture by the current command?
  1076. if (viewportRead && viewportModified)
  1077. {
  1078. // Start pingponging without a blit if already rendering to the substitute render target
  1079. if (currentRenderTarget_ && currentRenderTarget_ == substituteRenderTarget_ && beginPingpong)
  1080. isPingponging = true;
  1081. // If not using pingponging, simply resolve/copy to the first viewport texture
  1082. if (!isPingponging)
  1083. {
  1084. if (!currentRenderTarget_)
  1085. {
  1086. graphics_->ResolveToTexture(viewportTextures_[0], viewRect_);
  1087. currentViewportTexture_ = viewportTextures_[0];
  1088. viewportModified = false;
  1089. }
  1090. else
  1091. {
  1092. if (viewportWrite)
  1093. {
  1094. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()),
  1095. viewportTextures_[0]->GetRenderSurface(), false);
  1096. currentViewportTexture_ = viewportTextures_[0];
  1097. viewportModified = false;
  1098. }
  1099. else
  1100. {
  1101. // If the current render target is already a texture, and we are not writing to it, can read that
  1102. // texture directly instead of blitting. However keep the viewport dirty flag in case a later command
  1103. // will do both read and write, and then we need to blit / resolve
  1104. currentViewportTexture_ = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1105. }
  1106. }
  1107. }
  1108. else
  1109. {
  1110. // Swap the pingpong double buffer sides. Texture 0 will be read next
  1111. viewportTextures_[1] = viewportTextures_[0];
  1112. viewportTextures_[0] = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1113. currentViewportTexture_ = viewportTextures_[0];
  1114. viewportModified = false;
  1115. }
  1116. }
  1117. if (beginPingpong)
  1118. isPingponging = true;
  1119. // Determine viewport write target
  1120. if (viewportWrite)
  1121. {
  1122. if (isPingponging)
  1123. {
  1124. currentRenderTarget_ = viewportTextures_[1]->GetRenderSurface();
  1125. // If the render path ends into a quad, it can be redirected to the final render target
  1126. if (i == lastCommandIndex && command.type_ == CMD_QUAD)
  1127. currentRenderTarget_ = renderTarget_;
  1128. }
  1129. else
  1130. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1131. }
  1132. switch (command.type_)
  1133. {
  1134. case CMD_CLEAR:
  1135. {
  1136. PROFILE(ClearRenderTarget);
  1137. Color clearColor = command.clearColor_;
  1138. if (command.useFogColor_)
  1139. clearColor = farClipZone_->GetFogColor();
  1140. SetRenderTargets(command);
  1141. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1142. }
  1143. break;
  1144. case CMD_SCENEPASS:
  1145. if (!batchQueues_[command.pass_].IsEmpty())
  1146. {
  1147. PROFILE(RenderScenePass);
  1148. SetRenderTargets(command);
  1149. SetTextures(command);
  1150. graphics_->SetFillMode(camera_->GetFillMode());
  1151. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1152. batchQueues_[command.pass_].Draw(this, command.useScissor_, command.markToStencil_);
  1153. }
  1154. break;
  1155. case CMD_QUAD:
  1156. {
  1157. PROFILE(RenderQuad);
  1158. SetRenderTargets(command);
  1159. SetTextures(command);
  1160. RenderQuad(command);
  1161. }
  1162. break;
  1163. case CMD_FORWARDLIGHTS:
  1164. // Render shadow maps + opaque objects' additive lighting
  1165. if (!lightQueues_.Empty())
  1166. {
  1167. PROFILE(RenderLights);
  1168. SetRenderTargets(command);
  1169. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1170. {
  1171. // If reusing shadowmaps, render each of them before the lit batches
  1172. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1173. {
  1174. RenderShadowMap(*i);
  1175. SetRenderTargets(command);
  1176. }
  1177. SetTextures(command);
  1178. graphics_->SetFillMode(camera_->GetFillMode());
  1179. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1180. i->litBatches_.Draw(i->light_, this);
  1181. }
  1182. graphics_->SetScissorTest(false);
  1183. graphics_->SetStencilTest(false);
  1184. }
  1185. break;
  1186. case CMD_LIGHTVOLUMES:
  1187. // Render shadow maps + light volumes
  1188. if (!lightQueues_.Empty())
  1189. {
  1190. PROFILE(RenderLightVolumes);
  1191. SetRenderTargets(command);
  1192. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1193. {
  1194. // If reusing shadowmaps, render each of them before the lit batches
  1195. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1196. {
  1197. RenderShadowMap(*i);
  1198. SetRenderTargets(command);
  1199. }
  1200. SetTextures(command);
  1201. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1202. {
  1203. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1204. i->volumeBatches_[j].Draw(this);
  1205. }
  1206. }
  1207. graphics_->SetScissorTest(false);
  1208. graphics_->SetStencilTest(false);
  1209. }
  1210. break;
  1211. default:
  1212. break;
  1213. }
  1214. // If current command output to the viewport, mark it modified
  1215. if (viewportWrite)
  1216. viewportModified = true;
  1217. }
  1218. }
  1219. // After executing all commands, reset rendertarget for debug geometry rendering
  1220. graphics_->SetRenderTarget(0, renderTarget_);
  1221. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1222. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1223. graphics_->SetDepthStencil(GetDepthStencil(renderTarget_));
  1224. graphics_->SetViewport(viewRect_);
  1225. graphics_->SetFillMode(FILL_SOLID);
  1226. graphics_->SetClipPlane(false);
  1227. }
  1228. void View::SetRenderTargets(RenderPathCommand& command)
  1229. {
  1230. unsigned index = 0;
  1231. IntRect viewPort = viewRect_;
  1232. while (index < command.outputNames_.Size())
  1233. {
  1234. if (!command.outputNames_[index].Compare("viewport", false))
  1235. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1236. else
  1237. {
  1238. StringHash nameHash(command.outputNames_[index]);
  1239. if (renderTargets_.Contains(nameHash))
  1240. {
  1241. Texture2D* texture = renderTargets_[nameHash];
  1242. graphics_->SetRenderTarget(index, texture);
  1243. if (!index)
  1244. {
  1245. // Determine viewport size from rendertarget info
  1246. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1247. {
  1248. const RenderTargetInfo& info = renderPath_->renderTargets_[i];
  1249. if (!info.name_.Compare(command.outputNames_[index], false))
  1250. {
  1251. switch (info.sizeMode_)
  1252. {
  1253. // If absolute or a divided viewport size, use the full texture
  1254. case SIZE_ABSOLUTE:
  1255. case SIZE_VIEWPORTDIVISOR:
  1256. viewPort = IntRect(0, 0, texture->GetWidth(), texture->GetHeight());
  1257. break;
  1258. // If a divided rendertarget size, retain the same viewport, but scaled
  1259. case SIZE_RENDERTARGETDIVISOR:
  1260. if (info.size_.x_ && info.size_.y_)
  1261. {
  1262. viewPort = IntRect(viewRect_.left_ / info.size_.x_, viewRect_.top_ / info.size_.y_,
  1263. viewRect_.right_ / info.size_.x_, viewRect_.bottom_ / info.size_.y_);
  1264. }
  1265. break;
  1266. }
  1267. break;
  1268. }
  1269. }
  1270. }
  1271. }
  1272. else
  1273. graphics_->SetRenderTarget(0, (RenderSurface*)0);
  1274. }
  1275. ++index;
  1276. }
  1277. while (index < MAX_RENDERTARGETS)
  1278. {
  1279. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1280. ++index;
  1281. }
  1282. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1283. graphics_->SetViewport(viewPort);
  1284. graphics_->SetColorWrite(true);
  1285. }
  1286. void View::SetTextures(RenderPathCommand& command)
  1287. {
  1288. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1289. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1290. {
  1291. if (command.textureNames_[i].Empty())
  1292. continue;
  1293. // Bind the rendered output
  1294. if (!command.textureNames_[i].Compare("viewport", false))
  1295. {
  1296. graphics_->SetTexture(i, currentViewportTexture_);
  1297. continue;
  1298. }
  1299. // Bind a rendertarget
  1300. HashMap<StringHash, Texture2D*>::ConstIterator j = renderTargets_.Find(command.textureNames_[i]);
  1301. if (j != renderTargets_.End())
  1302. {
  1303. graphics_->SetTexture(i, j->second_);
  1304. continue;
  1305. }
  1306. // Bind a texture from the resource system
  1307. Texture* texture;
  1308. // Detect cube/3D textures by file extension: they are defined by an XML file
  1309. if (GetExtension(command.textureNames_[i]) == ".xml")
  1310. {
  1311. // Assume 3D textures are only bound to the volume map unit, otherwise it's a cube texture
  1312. if (i == TU_VOLUMEMAP)
  1313. texture = cache->GetResource<Texture3D>(command.textureNames_[i]);
  1314. else
  1315. texture = cache->GetResource<TextureCube>(command.textureNames_[i]);
  1316. }
  1317. else
  1318. texture = cache->GetResource<Texture2D>(command.textureNames_[i]);
  1319. if (texture)
  1320. graphics_->SetTexture(i, texture);
  1321. else
  1322. {
  1323. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1324. command.textureNames_[i] = String::EMPTY;
  1325. }
  1326. }
  1327. }
  1328. void View::RenderQuad(RenderPathCommand& command)
  1329. {
  1330. // If shader can not be found, clear it from the command to prevent redundant attempts
  1331. ShaderVariation* vs = renderer_->GetVertexShader(command.vertexShaderName_);
  1332. if (!vs)
  1333. command.vertexShaderName_ = String::EMPTY;
  1334. ShaderVariation* ps = renderer_->GetPixelShader(command.pixelShaderName_);
  1335. if (!ps)
  1336. command.pixelShaderName_ = String::EMPTY;
  1337. // Set shaders & shader parameters and textures
  1338. graphics_->SetShaders(vs, ps);
  1339. const HashMap<StringHash, Variant>& parameters = command.shaderParameters_;
  1340. for (HashMap<StringHash, Variant>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1341. graphics_->SetShaderParameter(k->first_, k->second_);
  1342. graphics_->SetShaderParameter(VSP_DELTATIME, frame_.timeStep_);
  1343. graphics_->SetShaderParameter(PSP_DELTATIME, frame_.timeStep_);
  1344. float nearClip = camera_->GetNearClip();
  1345. float farClip = camera_->GetFarClip();
  1346. graphics_->SetShaderParameter(VSP_NEARCLIP, nearClip);
  1347. graphics_->SetShaderParameter(VSP_FARCLIP, farClip);
  1348. graphics_->SetShaderParameter(PSP_NEARCLIP, nearClip);
  1349. graphics_->SetShaderParameter(PSP_FARCLIP, farClip);
  1350. float rtWidth = (float)rtSize_.x_;
  1351. float rtHeight = (float)rtSize_.y_;
  1352. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1353. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1354. #ifdef USE_OPENGL
  1355. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1356. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1357. #else
  1358. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1359. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1360. #endif
  1361. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1362. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(1.0f / rtWidth, 1.0f / rtHeight, 0.0f, 0.0f));
  1363. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1364. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1365. {
  1366. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1367. if (!rtInfo.enabled_)
  1368. continue;
  1369. StringHash nameHash(rtInfo.name_);
  1370. if (!renderTargets_.Contains(nameHash))
  1371. continue;
  1372. String invSizeName = rtInfo.name_ + "InvSize";
  1373. String offsetsName = rtInfo.name_ + "Offsets";
  1374. float width = (float)renderTargets_[nameHash]->GetWidth();
  1375. float height = (float)renderTargets_[nameHash]->GetHeight();
  1376. graphics_->SetShaderParameter(invSizeName, Vector4(1.0f / width, 1.0f / height, 0.0f, 0.0f));
  1377. #ifdef USE_OPENGL
  1378. graphics_->SetShaderParameter(offsetsName, Vector4::ZERO);
  1379. #else
  1380. graphics_->SetShaderParameter(offsetsName, Vector4(0.5f / width, 0.5f / height, 0.0f, 0.0f));
  1381. #endif
  1382. }
  1383. graphics_->SetBlendMode(BLEND_REPLACE);
  1384. graphics_->SetDepthTest(CMP_ALWAYS);
  1385. graphics_->SetDepthWrite(false);
  1386. graphics_->SetFillMode(FILL_SOLID);
  1387. graphics_->SetClipPlane(false);
  1388. graphics_->SetScissorTest(false);
  1389. graphics_->SetStencilTest(false);
  1390. DrawFullscreenQuad(false);
  1391. }
  1392. bool View::IsNecessary(const RenderPathCommand& command)
  1393. {
  1394. return command.enabled_ && command.outputNames_.Size() && (command.type_ != CMD_SCENEPASS ||
  1395. !batchQueues_[command.pass_].IsEmpty());
  1396. }
  1397. bool View::CheckViewportRead(const RenderPathCommand& command)
  1398. {
  1399. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1400. {
  1401. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1402. return true;
  1403. }
  1404. return false;
  1405. }
  1406. bool View::CheckViewportWrite(const RenderPathCommand& command)
  1407. {
  1408. for (unsigned i = 0; i < command.outputNames_.Size(); ++i)
  1409. {
  1410. if (!command.outputNames_[i].Compare("viewport", false))
  1411. return true;
  1412. }
  1413. return false;
  1414. }
  1415. bool View::CheckPingpong(unsigned index)
  1416. {
  1417. // Current command must be a viewport-writing quad to begin the pingpong chain
  1418. RenderPathCommand& current = renderPath_->commands_[index];
  1419. if (current.type_ != CMD_QUAD || !CheckViewportWrite(current))
  1420. return false;
  1421. // If there are commands other than quads that target the viewport, we must keep rendering to the final target and resolving
  1422. // to a viewport texture when necessary instead of pingponging, as a scene pass is not guaranteed to fill the entire viewport
  1423. for (unsigned i = index + 1; i < renderPath_->commands_.Size(); ++i)
  1424. {
  1425. RenderPathCommand& command = renderPath_->commands_[i];
  1426. if (!IsNecessary(command))
  1427. continue;
  1428. if (CheckViewportWrite(command))
  1429. {
  1430. if (command.type_ != CMD_QUAD)
  1431. return false;
  1432. }
  1433. }
  1434. return true;
  1435. }
  1436. void View::AllocateScreenBuffers()
  1437. {
  1438. bool needSubstitute = false;
  1439. unsigned numViewportTextures = 0;
  1440. #ifdef USE_OPENGL
  1441. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1442. // Also, if rendering to a texture with full deferred rendering, it must be RGBA to comply with the rest of the buffers.
  1443. if ((deferred_ && !renderTarget_) || (deferredAmbient_ && renderTarget_ && renderTarget_->GetParentTexture()->GetFormat() !=
  1444. Graphics::GetRGBAFormat()))
  1445. needSubstitute = true;
  1446. #endif
  1447. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1448. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1449. needSubstitute = true;
  1450. // Follow final rendertarget format, or use RGB to match the backbuffer format
  1451. unsigned format = renderTarget_ ? renderTarget_->GetParentTexture()->GetFormat() : Graphics::GetRGBFormat();
  1452. // If HDR rendering is enabled use RGBA16f and reserve a buffer
  1453. bool hdrRendering = renderer_->GetHDRRendering();
  1454. if (renderer_->GetHDRRendering())
  1455. {
  1456. format = Graphics::GetRGBAFloat16Format();
  1457. needSubstitute = true;
  1458. }
  1459. #ifdef USE_OPENGL
  1460. if (deferred_ && !hdrRendering)
  1461. format = Graphics::GetRGBAFormat();
  1462. #endif
  1463. // Check for commands which read the viewport, or pingpong between viewport textures
  1464. bool hasViewportRead = false;
  1465. bool hasPingpong = false;
  1466. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1467. {
  1468. const RenderPathCommand& command = renderPath_->commands_[i];
  1469. if (!IsNecessary(command))
  1470. continue;
  1471. if (CheckViewportRead(command))
  1472. hasViewportRead = true;
  1473. if (!hasPingpong && CheckPingpong(i))
  1474. hasPingpong = true;
  1475. }
  1476. if (hasViewportRead)
  1477. {
  1478. ++numViewportTextures;
  1479. // If OpenGL ES, use substitute target to avoid resolve from the backbuffer, which may be slow. However if multisampling
  1480. // is specified, there is no choice
  1481. #ifdef GL_ES_VERSION_2_0
  1482. if (!renderTarget_ && graphics_->GetMultiSample() < 2)
  1483. needSubstitute = true;
  1484. #endif
  1485. // If we have viewport read and target is a cube map, must allocate a substitute target instead as BlitFramebuffer()
  1486. // does not support reading a cube map
  1487. if (renderTarget_ && renderTarget_->GetParentTexture()->GetType() == TextureCube::GetTypeStatic())
  1488. needSubstitute = true;
  1489. if (hasPingpong && !needSubstitute)
  1490. ++numViewportTextures;
  1491. }
  1492. // Allocate screen buffers with filtering active in case the quad commands need that
  1493. // Follow the sRGB mode of the destination render target
  1494. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1495. if (needSubstitute)
  1496. {
  1497. substituteRenderTarget_ = needSubstitute ?
  1498. renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true, sRGB)->GetRenderSurface() : (RenderSurface*)0;
  1499. }
  1500. for (unsigned i = 0; i < MAX_VIEWPORT_TEXTURES; ++i)
  1501. {
  1502. viewportTextures_[i] = i < numViewportTextures ? renderer_->GetScreenBuffer(rtSize_.x_, rtSize_.y_, format, true, sRGB) :
  1503. (Texture2D*)0;
  1504. }
  1505. // If using a substitute render target and pingponging, the substitute can act as the second viewport texture
  1506. if (numViewportTextures == 1 && substituteRenderTarget_)
  1507. viewportTextures_[1] = static_cast<Texture2D*>(substituteRenderTarget_->GetParentTexture());
  1508. // Allocate extra render targets defined by the rendering path
  1509. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1510. {
  1511. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1512. if (!rtInfo.enabled_)
  1513. continue;
  1514. unsigned width = rtInfo.size_.x_;
  1515. unsigned height = rtInfo.size_.y_;
  1516. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1517. {
  1518. width = viewSize_.x_ / (width ? width : 1);
  1519. height = viewSize_.y_ / (height ? height : 1);
  1520. }
  1521. if (rtInfo.sizeMode_ == SIZE_RENDERTARGETDIVISOR)
  1522. {
  1523. width = rtSize_.x_ / (width ? width : 1);
  1524. height = rtSize_.y_ / (height ? height : 1);
  1525. }
  1526. renderTargets_[rtInfo.name_] = renderer_->GetScreenBuffer(width, height, rtInfo.format_, rtInfo.filtered_, rtInfo.sRGB_);
  1527. }
  1528. }
  1529. void View::BlitFramebuffer(Texture2D* source, RenderSurface* destination, bool depthWrite)
  1530. {
  1531. if (!source)
  1532. return;
  1533. PROFILE(BlitFramebuffer);
  1534. graphics_->SetBlendMode(BLEND_REPLACE);
  1535. graphics_->SetDepthTest(CMP_ALWAYS);
  1536. graphics_->SetDepthWrite(depthWrite);
  1537. graphics_->SetFillMode(FILL_SOLID);
  1538. graphics_->SetClipPlane(false);
  1539. graphics_->SetScissorTest(false);
  1540. graphics_->SetStencilTest(false);
  1541. graphics_->SetRenderTarget(0, destination);
  1542. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1543. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1544. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1545. graphics_->SetViewport(viewRect_);
  1546. String shaderName = "CopyFramebuffer";
  1547. graphics_->SetShaders(renderer_->GetVertexShader(shaderName), renderer_->GetPixelShader(shaderName));
  1548. float rtWidth = (float)rtSize_.x_;
  1549. float rtHeight = (float)rtSize_.y_;
  1550. float widthRange = 0.5f * viewSize_.x_ / rtWidth;
  1551. float heightRange = 0.5f * viewSize_.y_ / rtHeight;
  1552. #ifdef USE_OPENGL
  1553. Vector4 bufferUVOffset(((float)viewRect_.left_) / rtWidth + widthRange,
  1554. 1.0f - (((float)viewRect_.top_) / rtHeight + heightRange), widthRange, heightRange);
  1555. #else
  1556. Vector4 bufferUVOffset((0.5f + (float)viewRect_.left_) / rtWidth + widthRange,
  1557. (0.5f + (float)viewRect_.top_) / rtHeight + heightRange, widthRange, heightRange);
  1558. #endif
  1559. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  1560. graphics_->SetTexture(TU_DIFFUSE, source);
  1561. DrawFullscreenQuad(false);
  1562. }
  1563. void View::DrawFullscreenQuad(bool nearQuad)
  1564. {
  1565. Light* quadDirLight = renderer_->GetQuadDirLight();
  1566. Geometry* geometry = renderer_->GetLightGeometry(quadDirLight);
  1567. Matrix3x4 model = Matrix3x4::IDENTITY;
  1568. Matrix4 projection = Matrix4::IDENTITY;
  1569. #ifdef USE_OPENGL
  1570. if (camera_->GetFlipVertical())
  1571. projection.m11_ = -1.0f;
  1572. model.m23_ = nearQuad ? -1.0f : 1.0f;
  1573. #else
  1574. model.m23_ = nearQuad ? 0.0f : 1.0f;
  1575. #endif
  1576. graphics_->SetCullMode(CULL_NONE);
  1577. graphics_->SetShaderParameter(VSP_MODEL, model);
  1578. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1579. graphics_->ClearTransformSources();
  1580. geometry->Draw(graphics_);
  1581. }
  1582. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1583. {
  1584. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1585. float halfViewSize = camera->GetHalfViewSize();
  1586. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1587. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1588. {
  1589. Drawable* occluder = *i;
  1590. bool erase = false;
  1591. if (!occluder->IsInView(frame_, false))
  1592. occluder->UpdateBatches(frame_);
  1593. // Check occluder's draw distance (in main camera view)
  1594. float maxDistance = occluder->GetDrawDistance();
  1595. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1596. {
  1597. // Check that occluder is big enough on the screen
  1598. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1599. float diagonal = box.Size().Length();
  1600. float compare;
  1601. if (!camera->IsOrthographic())
  1602. compare = diagonal * halfViewSize / occluder->GetDistance();
  1603. else
  1604. compare = diagonal * invOrthoSize;
  1605. if (compare < occluderSizeThreshold_)
  1606. erase = true;
  1607. else
  1608. {
  1609. // Store amount of triangles divided by screen size as a sorting key
  1610. // (best occluders are big and have few triangles)
  1611. occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
  1612. }
  1613. }
  1614. else
  1615. erase = true;
  1616. if (erase)
  1617. i = occluders.Erase(i);
  1618. else
  1619. ++i;
  1620. }
  1621. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1622. if (occluders.Size())
  1623. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1624. }
  1625. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1626. {
  1627. buffer->SetMaxTriangles(maxOccluderTriangles_);
  1628. buffer->Clear();
  1629. for (unsigned i = 0; i < occluders.Size(); ++i)
  1630. {
  1631. Drawable* occluder = occluders[i];
  1632. if (i > 0)
  1633. {
  1634. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1635. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1636. continue;
  1637. }
  1638. // Check for running out of triangles
  1639. if (!occluder->DrawOcclusion(buffer))
  1640. break;
  1641. }
  1642. buffer->BuildDepthHierarchy();
  1643. }
  1644. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1645. {
  1646. Light* light = query.light_;
  1647. LightType type = light->GetLightType();
  1648. const Frustum& frustum = camera_->GetFrustum();
  1649. // Check if light should be shadowed
  1650. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1651. // If shadow distance non-zero, check it
  1652. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1653. isShadowed = false;
  1654. // OpenGL ES can not support point light shadows
  1655. #ifdef GL_ES_VERSION_2_0
  1656. if (isShadowed && type == LIGHT_POINT)
  1657. isShadowed = false;
  1658. #endif
  1659. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1660. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1661. query.litGeometries_.Clear();
  1662. switch (type)
  1663. {
  1664. case LIGHT_DIRECTIONAL:
  1665. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1666. {
  1667. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1668. query.litGeometries_.Push(geometries_[i]);
  1669. }
  1670. break;
  1671. case LIGHT_SPOT:
  1672. {
  1673. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1674. octree_->GetDrawables(octreeQuery);
  1675. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1676. {
  1677. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1678. query.litGeometries_.Push(tempDrawables[i]);
  1679. }
  1680. }
  1681. break;
  1682. case LIGHT_POINT:
  1683. {
  1684. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1685. DRAWABLE_GEOMETRY, camera_->GetViewMask());
  1686. octree_->GetDrawables(octreeQuery);
  1687. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1688. {
  1689. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1690. query.litGeometries_.Push(tempDrawables[i]);
  1691. }
  1692. }
  1693. break;
  1694. }
  1695. // If no lit geometries or not shadowed, no need to process shadow cameras
  1696. if (query.litGeometries_.Empty() || !isShadowed)
  1697. {
  1698. query.numSplits_ = 0;
  1699. return;
  1700. }
  1701. // Determine number of shadow cameras and setup their initial positions
  1702. SetupShadowCameras(query);
  1703. // Process each split for shadow casters
  1704. query.shadowCasters_.Clear();
  1705. for (unsigned i = 0; i < query.numSplits_; ++i)
  1706. {
  1707. Camera* shadowCamera = query.shadowCameras_[i];
  1708. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1709. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1710. // For point light check that the face is visible: if not, can skip the split
  1711. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1712. continue;
  1713. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1714. if (type == LIGHT_DIRECTIONAL)
  1715. {
  1716. if (minZ_ > query.shadowFarSplits_[i])
  1717. continue;
  1718. if (maxZ_ < query.shadowNearSplits_[i])
  1719. continue;
  1720. // Reuse lit geometry query for all except directional lights
  1721. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY,
  1722. camera_->GetViewMask());
  1723. octree_->GetDrawables(query);
  1724. }
  1725. // Check which shadow casters actually contribute to the shadowing
  1726. ProcessShadowCasters(query, tempDrawables, i);
  1727. }
  1728. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1729. // only cost has been the shadow camera setup & queries
  1730. if (query.shadowCasters_.Empty())
  1731. query.numSplits_ = 0;
  1732. }
  1733. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1734. {
  1735. Light* light = query.light_;
  1736. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1737. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1738. const Matrix3x4& lightView = shadowCamera->GetView();
  1739. const Matrix4& lightProj = shadowCamera->GetProjection();
  1740. LightType type = light->GetLightType();
  1741. query.shadowCasterBox_[splitIndex].defined_ = false;
  1742. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  1743. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  1744. // frustum, so that shadow casters do not get rendered into unnecessary splits
  1745. Frustum lightViewFrustum;
  1746. if (type != LIGHT_DIRECTIONAL)
  1747. lightViewFrustum = camera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  1748. else
  1749. lightViewFrustum = camera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  1750. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  1751. BoundingBox lightViewFrustumBox(lightViewFrustum);
  1752. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  1753. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  1754. return;
  1755. BoundingBox lightViewBox;
  1756. BoundingBox lightProjBox;
  1757. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  1758. {
  1759. Drawable* drawable = *i;
  1760. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  1761. // Check for that first
  1762. if (!drawable->GetCastShadows())
  1763. continue;
  1764. // Check shadow mask
  1765. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  1766. continue;
  1767. // For point light, check that this drawable is inside the split shadow camera frustum
  1768. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  1769. continue;
  1770. // Check shadow distance
  1771. float maxShadowDistance = drawable->GetShadowDistance();
  1772. float drawDistance = drawable->GetDrawDistance();
  1773. bool batchesUpdated = drawable->IsInView(frame_, false);
  1774. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  1775. maxShadowDistance = drawDistance;
  1776. if (maxShadowDistance > 0.0f)
  1777. {
  1778. if (!batchesUpdated)
  1779. {
  1780. drawable->UpdateBatches(frame_);
  1781. batchesUpdated = true;
  1782. }
  1783. if (drawable->GetDistance() > maxShadowDistance)
  1784. continue;
  1785. }
  1786. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  1787. // times. However, this should not cause problems as no scene modification happens at this point.
  1788. if (!batchesUpdated)
  1789. drawable->UpdateBatches(frame_);
  1790. // Project shadow caster bounding box to light view space for visibility check
  1791. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  1792. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  1793. {
  1794. // Merge to shadow caster bounding box and add to the list
  1795. if (type == LIGHT_DIRECTIONAL)
  1796. query.shadowCasterBox_[splitIndex].Merge(lightViewBox);
  1797. else
  1798. {
  1799. lightProjBox = lightViewBox.Projected(lightProj);
  1800. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  1801. }
  1802. query.shadowCasters_.Push(drawable);
  1803. }
  1804. }
  1805. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  1806. }
  1807. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  1808. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  1809. {
  1810. if (shadowCamera->IsOrthographic())
  1811. {
  1812. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  1813. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
  1814. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1815. }
  1816. else
  1817. {
  1818. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  1819. if (drawable->IsInView(frame_))
  1820. return true;
  1821. // For perspective lights, extrusion direction depends on the position of the shadow caster
  1822. Vector3 center = lightViewBox.Center();
  1823. Ray extrusionRay(center, center);
  1824. float extrusionDistance = shadowCamera->GetFarClip();
  1825. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  1826. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  1827. float sizeFactor = extrusionDistance / originalDistance;
  1828. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  1829. // than necessary, so the test will be conservative
  1830. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  1831. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  1832. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  1833. lightViewBox.Merge(extrudedBox);
  1834. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1835. }
  1836. }
  1837. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  1838. {
  1839. unsigned width = shadowMap->GetWidth();
  1840. unsigned height = shadowMap->GetHeight();
  1841. int maxCascades = renderer_->GetMaxShadowCascades();
  1842. switch (light->GetLightType())
  1843. {
  1844. case LIGHT_DIRECTIONAL:
  1845. if (maxCascades == 1)
  1846. return IntRect(0, 0, width, height);
  1847. else if (maxCascades == 2)
  1848. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  1849. else
  1850. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  1851. (splitIndex / 2 + 1) * height / 2);
  1852. case LIGHT_SPOT:
  1853. return IntRect(0, 0, width, height);
  1854. case LIGHT_POINT:
  1855. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  1856. (splitIndex / 2 + 1) * height / 3);
  1857. }
  1858. return IntRect();
  1859. }
  1860. void View::SetupShadowCameras(LightQueryResult& query)
  1861. {
  1862. Light* light = query.light_;
  1863. int splits = 0;
  1864. switch (light->GetLightType())
  1865. {
  1866. case LIGHT_DIRECTIONAL:
  1867. {
  1868. const CascadeParameters& cascade = light->GetShadowCascade();
  1869. float nearSplit = camera_->GetNearClip();
  1870. float farSplit;
  1871. while (splits < renderer_->GetMaxShadowCascades())
  1872. {
  1873. // If split is completely beyond camera far clip, we are done
  1874. if (nearSplit > camera_->GetFarClip())
  1875. break;
  1876. farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
  1877. if (farSplit <= nearSplit)
  1878. break;
  1879. // Setup the shadow camera for the split
  1880. Camera* shadowCamera = renderer_->GetShadowCamera();
  1881. query.shadowCameras_[splits] = shadowCamera;
  1882. query.shadowNearSplits_[splits] = nearSplit;
  1883. query.shadowFarSplits_[splits] = farSplit;
  1884. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  1885. nearSplit = farSplit;
  1886. ++splits;
  1887. }
  1888. }
  1889. break;
  1890. case LIGHT_SPOT:
  1891. {
  1892. Camera* shadowCamera = renderer_->GetShadowCamera();
  1893. query.shadowCameras_[0] = shadowCamera;
  1894. Node* cameraNode = shadowCamera->GetNode();
  1895. Node* lightNode = light->GetNode();
  1896. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  1897. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1898. shadowCamera->SetFarClip(light->GetRange());
  1899. shadowCamera->SetFov(light->GetFov());
  1900. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  1901. splits = 1;
  1902. }
  1903. break;
  1904. case LIGHT_POINT:
  1905. {
  1906. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  1907. {
  1908. Camera* shadowCamera = renderer_->GetShadowCamera();
  1909. query.shadowCameras_[i] = shadowCamera;
  1910. Node* cameraNode = shadowCamera->GetNode();
  1911. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  1912. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  1913. cameraNode->SetDirection(*directions[i]);
  1914. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  1915. shadowCamera->SetFarClip(light->GetRange());
  1916. shadowCamera->SetFov(90.0f);
  1917. shadowCamera->SetAspectRatio(1.0f);
  1918. }
  1919. splits = MAX_CUBEMAP_FACES;
  1920. }
  1921. break;
  1922. }
  1923. query.numSplits_ = splits;
  1924. }
  1925. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  1926. {
  1927. Node* shadowCameraNode = shadowCamera->GetNode();
  1928. Node* lightNode = light->GetNode();
  1929. float extrusionDistance = camera_->GetFarClip();
  1930. const FocusParameters& parameters = light->GetShadowFocus();
  1931. // Calculate initial position & rotation
  1932. Vector3 pos = cameraNode_->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  1933. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  1934. // Calculate main camera shadowed frustum in light's view space
  1935. farSplit = Min(farSplit, camera_->GetFarClip());
  1936. // Use the scene Z bounds to limit frustum size if applicable
  1937. if (parameters.focus_)
  1938. {
  1939. nearSplit = Max(minZ_, nearSplit);
  1940. farSplit = Min(maxZ_, farSplit);
  1941. }
  1942. Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
  1943. Polyhedron frustumVolume;
  1944. frustumVolume.Define(splitFrustum);
  1945. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  1946. if (parameters.focus_)
  1947. {
  1948. BoundingBox litGeometriesBox;
  1949. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1950. {
  1951. Drawable* drawable = geometries_[i];
  1952. // Skip skyboxes as they have undefinedly large bounding box size
  1953. if (drawable->GetType() == Skybox::GetTypeStatic())
  1954. continue;
  1955. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  1956. (GetLightMask(drawable) & light->GetLightMask()))
  1957. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  1958. }
  1959. if (litGeometriesBox.defined_)
  1960. {
  1961. frustumVolume.Clip(litGeometriesBox);
  1962. // If volume became empty, restore it to avoid zero size
  1963. if (frustumVolume.Empty())
  1964. frustumVolume.Define(splitFrustum);
  1965. }
  1966. }
  1967. // Transform frustum volume to light space
  1968. const Matrix3x4& lightView = shadowCamera->GetView();
  1969. frustumVolume.Transform(lightView);
  1970. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  1971. BoundingBox shadowBox;
  1972. if (!parameters.nonUniform_)
  1973. shadowBox.Define(Sphere(frustumVolume));
  1974. else
  1975. shadowBox.Define(frustumVolume);
  1976. shadowCamera->SetOrthographic(true);
  1977. shadowCamera->SetAspectRatio(1.0f);
  1978. shadowCamera->SetNearClip(0.0f);
  1979. shadowCamera->SetFarClip(shadowBox.max_.z_);
  1980. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  1981. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  1982. }
  1983. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  1984. const BoundingBox& shadowCasterBox)
  1985. {
  1986. const FocusParameters& parameters = light->GetShadowFocus();
  1987. float shadowMapWidth = (float)(shadowViewport.Width());
  1988. LightType type = light->GetLightType();
  1989. if (type == LIGHT_DIRECTIONAL)
  1990. {
  1991. BoundingBox shadowBox;
  1992. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  1993. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  1994. shadowBox.min_.y_ = -shadowBox.max_.y_;
  1995. shadowBox.min_.x_ = -shadowBox.max_.x_;
  1996. // Requantize and snap to shadow map texels
  1997. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  1998. }
  1999. if (type == LIGHT_SPOT)
  2000. {
  2001. if (parameters.focus_)
  2002. {
  2003. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  2004. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  2005. float viewSize = Max(viewSizeX, viewSizeY);
  2006. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  2007. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  2008. float quantize = parameters.quantize_ * invOrthoSize;
  2009. float minView = parameters.minView_ * invOrthoSize;
  2010. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  2011. if (viewSize < 1.0f)
  2012. shadowCamera->SetZoom(1.0f / viewSize);
  2013. }
  2014. }
  2015. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  2016. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  2017. if (shadowCamera->GetZoom() >= 1.0f)
  2018. {
  2019. if (light->GetLightType() != LIGHT_POINT)
  2020. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  2021. else
  2022. {
  2023. #ifdef USE_OPENGL
  2024. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  2025. #else
  2026. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  2027. #endif
  2028. }
  2029. }
  2030. }
  2031. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2032. const BoundingBox& viewBox)
  2033. {
  2034. Node* shadowCameraNode = shadowCamera->GetNode();
  2035. const FocusParameters& parameters = light->GetShadowFocus();
  2036. float shadowMapWidth = (float)(shadowViewport.Width());
  2037. float minX = viewBox.min_.x_;
  2038. float minY = viewBox.min_.y_;
  2039. float maxX = viewBox.max_.x_;
  2040. float maxY = viewBox.max_.y_;
  2041. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  2042. Vector2 viewSize(maxX - minX, maxY - minY);
  2043. // Quantize size to reduce swimming
  2044. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  2045. if (parameters.nonUniform_)
  2046. {
  2047. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2048. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  2049. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2050. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  2051. }
  2052. else if (parameters.focus_)
  2053. {
  2054. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  2055. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2056. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2057. viewSize.y_ = viewSize.x_;
  2058. }
  2059. shadowCamera->SetOrthoSize(viewSize);
  2060. // Center shadow camera to the view space bounding box
  2061. Quaternion rot(shadowCameraNode->GetWorldRotation());
  2062. Vector3 adjust(center.x_, center.y_, 0.0f);
  2063. shadowCameraNode->Translate(rot * adjust);
  2064. // If the shadow map viewport is known, snap to whole texels
  2065. if (shadowMapWidth > 0.0f)
  2066. {
  2067. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  2068. // Take into account that shadow map border will not be used
  2069. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  2070. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  2071. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  2072. shadowCameraNode->Translate(rot * snap);
  2073. }
  2074. }
  2075. void View::FindZone(Drawable* drawable)
  2076. {
  2077. Vector3 center = drawable->GetWorldBoundingBox().Center();
  2078. int bestPriority = M_MIN_INT;
  2079. Zone* newZone = 0;
  2080. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  2081. // (possibly incorrect) and must be re-evaluated on the next frame
  2082. bool temporary = !camera_->GetFrustum().IsInside(center);
  2083. // First check if the last zone remains a conclusive result
  2084. Zone* lastZone = drawable->GetLastZone();
  2085. if (lastZone && (lastZone->GetViewMask() & camera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  2086. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  2087. newZone = lastZone;
  2088. else
  2089. {
  2090. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  2091. {
  2092. Zone* zone = *i;
  2093. int priority = zone->GetPriority();
  2094. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  2095. {
  2096. newZone = zone;
  2097. bestPriority = priority;
  2098. }
  2099. }
  2100. }
  2101. drawable->SetZone(newZone, temporary);
  2102. }
  2103. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  2104. {
  2105. if (!material)
  2106. {
  2107. const Vector<TechniqueEntry>& techniques = renderer_->GetDefaultMaterial()->GetTechniques();
  2108. return techniques.Size() ? techniques[0].technique_ : (Technique*)0;
  2109. }
  2110. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  2111. // If only one technique, no choice
  2112. if (techniques.Size() == 1)
  2113. return techniques[0].technique_;
  2114. else
  2115. {
  2116. float lodDistance = drawable->GetLodDistance();
  2117. // Check for suitable technique. Techniques should be ordered like this:
  2118. // Most distant & highest quality
  2119. // Most distant & lowest quality
  2120. // Second most distant & highest quality
  2121. // ...
  2122. for (unsigned i = 0; i < techniques.Size(); ++i)
  2123. {
  2124. const TechniqueEntry& entry = techniques[i];
  2125. Technique* tech = entry.technique_;
  2126. #ifdef USE_OPENGL
  2127. if (!tech || materialQuality_ < entry.qualityLevel_)
  2128. continue;
  2129. #else
  2130. if (!tech || (tech->IsSM3() && !graphics_->GetSM3Support()) || materialQuality_ < entry.qualityLevel_)
  2131. continue;
  2132. #endif
  2133. if (lodDistance >= entry.lodDistance_)
  2134. return tech;
  2135. }
  2136. // If no suitable technique found, fallback to the last
  2137. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  2138. }
  2139. }
  2140. void View::CheckMaterialForAuxView(Material* material)
  2141. {
  2142. const SharedPtr<Texture>* textures = material->GetTextures();
  2143. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  2144. {
  2145. Texture* texture = textures[i];
  2146. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  2147. {
  2148. // Have to check cube & 2D textures separately
  2149. if (texture->GetType() == Texture2D::GetTypeStatic())
  2150. {
  2151. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  2152. RenderSurface* target = tex2D->GetRenderSurface();
  2153. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2154. target->QueueUpdate();
  2155. }
  2156. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2157. {
  2158. TextureCube* texCube = static_cast<TextureCube*>(texture);
  2159. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  2160. {
  2161. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  2162. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2163. target->QueueUpdate();
  2164. }
  2165. }
  2166. }
  2167. }
  2168. // Flag as processed so we can early-out next time we come across this material on the same frame
  2169. material->MarkForAuxView(frame_.frameNumber_);
  2170. }
  2171. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2172. {
  2173. if (!batch.material_)
  2174. batch.material_ = renderer_->GetDefaultMaterial();
  2175. // Convert to instanced if possible
  2176. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer() && !batch.overrideView_)
  2177. batch.geometryType_ = GEOM_INSTANCED;
  2178. if (batch.geometryType_ == GEOM_INSTANCED)
  2179. {
  2180. HashMap<BatchGroupKey, BatchGroup>* groups = batch.isBase_ ? &batchQueue.baseBatchGroups_ : &batchQueue.batchGroups_;
  2181. BatchGroupKey key(batch);
  2182. HashMap<BatchGroupKey, BatchGroup>::Iterator i = groups->Find(key);
  2183. if (i == groups->End())
  2184. {
  2185. // Create a new group based on the batch
  2186. // In case the group remains below the instancing limit, do not enable instancing shaders yet
  2187. BatchGroup newGroup(batch);
  2188. newGroup.geometryType_ = GEOM_STATIC;
  2189. renderer_->SetBatchShaders(newGroup, tech, allowShadows);
  2190. newGroup.CalculateSortKey();
  2191. i = groups->Insert(MakePair(key, newGroup));
  2192. }
  2193. int oldSize = i->second_.instances_.Size();
  2194. i->second_.AddTransforms(batch);
  2195. // Convert to using instancing shaders when the instancing limit is reached
  2196. if (oldSize < minInstances_ && (int)i->second_.instances_.Size() >= minInstances_)
  2197. {
  2198. i->second_.geometryType_ = GEOM_INSTANCED;
  2199. renderer_->SetBatchShaders(i->second_, tech, allowShadows);
  2200. i->second_.CalculateSortKey();
  2201. }
  2202. }
  2203. else
  2204. {
  2205. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2206. batch.CalculateSortKey();
  2207. batchQueue.batches_.Push(batch);
  2208. }
  2209. }
  2210. void View::PrepareInstancingBuffer()
  2211. {
  2212. PROFILE(PrepareInstancingBuffer);
  2213. unsigned totalInstances = 0;
  2214. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2215. totalInstances += i->second_.GetNumInstances();
  2216. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2217. {
  2218. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2219. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2220. totalInstances += i->litBatches_.GetNumInstances();
  2221. }
  2222. // If fail to set buffer size, fall back to per-group locking
  2223. if (totalInstances && renderer_->ResizeInstancingBuffer(totalInstances))
  2224. {
  2225. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2226. unsigned freeIndex = 0;
  2227. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2228. if (!dest)
  2229. return;
  2230. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2231. i->second_.SetTransforms(dest, freeIndex);
  2232. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2233. {
  2234. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2235. i->shadowSplits_[j].shadowBatches_.SetTransforms(dest, freeIndex);
  2236. i->litBatches_.SetTransforms(dest, freeIndex);
  2237. }
  2238. instancingBuffer->Unlock();
  2239. }
  2240. }
  2241. void View::SetupLightVolumeBatch(Batch& batch)
  2242. {
  2243. Light* light = batch.lightQueue_->light_;
  2244. LightType type = light->GetLightType();
  2245. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  2246. float lightDist;
  2247. graphics_->SetBlendMode(BLEND_ADD);
  2248. graphics_->SetDepthBias(0.0f, 0.0f);
  2249. graphics_->SetDepthWrite(false);
  2250. graphics_->SetFillMode(FILL_SOLID);
  2251. graphics_->SetClipPlane(false);
  2252. if (type != LIGHT_DIRECTIONAL)
  2253. {
  2254. if (type == LIGHT_POINT)
  2255. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2256. else
  2257. lightDist = light->GetFrustum().Distance(cameraPos);
  2258. // Draw front faces if not inside light volume
  2259. if (lightDist < camera_->GetNearClip() * 2.0f)
  2260. {
  2261. renderer_->SetCullMode(CULL_CW, camera_);
  2262. graphics_->SetDepthTest(CMP_GREATER);
  2263. }
  2264. else
  2265. {
  2266. renderer_->SetCullMode(CULL_CCW, camera_);
  2267. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2268. }
  2269. }
  2270. else
  2271. {
  2272. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2273. // refresh the directional light's model transform before rendering
  2274. light->GetVolumeTransform(camera_);
  2275. graphics_->SetCullMode(CULL_NONE);
  2276. graphics_->SetDepthTest(CMP_ALWAYS);
  2277. }
  2278. graphics_->SetScissorTest(false);
  2279. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2280. }
  2281. void View::RenderShadowMap(const LightBatchQueue& queue)
  2282. {
  2283. PROFILE(RenderShadowMap);
  2284. Texture2D* shadowMap = queue.shadowMap_;
  2285. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2286. graphics_->SetColorWrite(false);
  2287. graphics_->SetFillMode(FILL_SOLID);
  2288. graphics_->SetClipPlane(false);
  2289. graphics_->SetStencilTest(false);
  2290. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2291. graphics_->SetDepthStencil(shadowMap);
  2292. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2293. graphics_->Clear(CLEAR_DEPTH);
  2294. // Set shadow depth bias
  2295. const BiasParameters& parameters = queue.light_->GetShadowBias();
  2296. // Render each of the splits
  2297. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2298. {
  2299. float multiplier = 1.0f;
  2300. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2301. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2302. {
  2303. multiplier = Max(queue.shadowSplits_[i].shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2304. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2305. }
  2306. graphics_->SetDepthBias(multiplier * parameters.constantBias_, multiplier * parameters.slopeScaledBias_);
  2307. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2308. if (!shadowQueue.shadowBatches_.IsEmpty())
  2309. {
  2310. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2311. shadowQueue.shadowBatches_.Draw(this);
  2312. }
  2313. }
  2314. graphics_->SetColorWrite(true);
  2315. graphics_->SetDepthBias(0.0f, 0.0f);
  2316. }
  2317. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2318. {
  2319. // If using the backbuffer, return the backbuffer depth-stencil
  2320. if (!renderTarget)
  2321. return 0;
  2322. // Then check for linked depth-stencil
  2323. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2324. // Finally get one from Renderer
  2325. if (!depthStencil)
  2326. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2327. return depthStencil;
  2328. }
  2329. }