| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671 |
- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Geometry.h"
- #include "GeometryNode.h"
- #include "Light.h"
- #include "Log.h"
- #include "Material.h"
- #include "Pipeline.h"
- #include "PixelShader.h"
- #include "Profiler.h"
- #include "Renderer.h"
- #include "RendererImpl.h"
- #include "Texture2D.h"
- #include "VertexShader.h"
- #include "View.h"
- #include "DebugNew.h"
- static const std::string hwDepthVariations[] =
- {
- "",
- "HW"
- };
- static const std::string linearVariations[] =
- {
- "",
- "Linear"
- };
- void View::getBatchesDeferred()
- {
- Renderer* renderer = mPipeline->getRenderer();
- bool deferred = renderer->getRenderMode() == RENDER_DEFERRED;
-
- // G-Buffer pass types depend on whether deferred shading or light prepass is in use
- PassType gBufferPass, additionalPass;
- if (deferred)
- {
- gBufferPass = PASS_DEFERRED;
- additionalPass = PASS_EMISSIVE;
- }
- else
- {
- gBufferPass = PASS_PREPASS;
- additionalPass = PASS_MATERIAL;
- }
-
- // Go through geometries for GBuffer and ambient batches
- {
- PROFILE(View_GetAmbientBatches);
- for (unsigned i = 0; i < mGeometries.size(); ++i)
- {
- GeometryNode* node = mGeometries[i];
- unsigned numBatches = node->getNumBatches();
-
- for (unsigned j = 0; j < numBatches; ++j)
- {
- Geometry* geom = node->getBatchGeometry(j);
- if (!geom)
- continue;
- MaterialTechnique* tech = getMaterialTechnique(node, j);
- if (!tech)
- continue;
-
- // Check here if the material technique refers to a render target texture with camera(s) attached
- // Only check this for the main view (null rendertarget)
- if ((!mRenderTarget) && (tech->getAuxViewFrameNumber() != mFrame.mFrameNumber))
- checkTechniqueForAuxView(tech);
-
- Batch newBatch;
- newBatch.mNode = node;
- newBatch.mCamera = mCamera;
- newBatch.mDistance = node->getDistance();
- newBatch.mGeometry = geom;
- newBatch.mBatchIndex = j;
-
- // GBuffer pass has priority over ambient pass
- MaterialPass* pass = tech->getPass(gBufferPass);
- if (pass)
- {
- // Render opaque objects without alpha masking first
- newBatch.mHasPriority = !(pass->getAlphaMask() || pass->getAlphaTest());
- mPipeline->setBatchShaders(newBatch, tech, pass);
- newBatch.calculateSortKey(true, true);
- mGBufferQueue.push_back(newBatch);
-
- // Check for additional emissive pass with deferred rendering, and material pass with light prepass
- pass = tech->getPass(additionalPass);
- if (pass)
- {
- newBatch.mHasPriority = false;
- mPipeline->setBatchShaders(newBatch, tech, pass);
- newBatch.calculateSortKey(true, true);
- mForwardQueue.push_back(newBatch);
- }
- }
- else
- {
- pass = tech->getPass(PASS_AMBIENT);
-
- if (pass)
- {
- mPipeline->setBatchShaders(newBatch, tech, pass);
- if (pass->getBlendMode() == BLEND_REPLACE)
- {
- newBatch.mHasPriority = !(pass->getAlphaTest() || pass->getAlphaMask());
- newBatch.calculateSortKey(true, true);
- mAmbientQueue.push_back(newBatch);
- }
- else
- {
- newBatch.mHasPriority = true;
- newBatch.calculateSortKey(false, false);
- mTransparentQueue.push_back(newBatch);
- }
- }
- else
- {
- // If no other pass yet, check for post-opaque (custom) pass
- pass = tech->getPass(PASS_POSTOPAQUE);
- if (pass)
- {
- newBatch.mHasPriority = false;
- mPipeline->setBatchShaders(newBatch, tech, pass);
- newBatch.calculateSortKey(true, true);
- mPostOpaqueQueue.push_back(newBatch);
- }
- }
- }
- }
- }
- }
-
- // Go through lights
- {
- PROFILE_MULTIPLE(View_GetLightBatches, mLights.size());
-
- unsigned lightQueueCount = 0;
- for (unsigned i = 0; i < mLights.size(); ++i)
- {
- Light* light = mLights[i];
- unsigned splits = processLight(light);
-
- if (!splits)
- continue;
-
- // For split point lights, check that a transparent object is not lit multiple times
- bool splitPointLight = sSplitLights[0]->getLightType() == LIGHT_SPLITPOINT;
- static std::set<GeometryNode*> litTransparencies;
- litTransparencies.clear();
-
- // Negative (darkening) lighting flag
- bool negative = mLights[i]->isNegative();
-
- // Prepare lit object + shadow caster queues for each split
- if (mLightQueues.size() < lightQueueCount + splits)
- mLightQueues.resize(lightQueueCount + splits);
- unsigned prevLightQueueCount = lightQueueCount;
-
- for (unsigned j = 0; j < splits; ++j)
- {
- LightBatchQueue& lightQueue = mLightQueues[lightQueueCount];
- lightQueue.mLight = sSplitLights[j];
- lightQueue.mShadowBatches.clear();
- lightQueue.mBatches.clear();
- lightQueue.mLastSplit = false;
-
- // Loop through shadow casters
- Camera& shadowCamera = sSplitLights[j]->getShadowCamera();
- for (unsigned k = 0; k < sShadowCasters[j].size(); ++k)
- {
- GeometryNode* node = sShadowCasters[j][k];
- unsigned numBatches = node->getNumBatches();
-
- for (unsigned l = 0; l < numBatches; ++l)
- {
- MaterialTechnique* tech = getMaterialTechnique(node, l);
- if (!tech)
- continue;
- MaterialPass* pass = tech->getPass(PASS_SHADOW);
- // Skip if material has no shadow pass
- if (!pass)
- continue;
- Geometry* geom = node->getBatchGeometry(l);
- if (!geom)
- continue;
-
- // Build the shadow batch
- // Note: shadow cameras are never parented, so can simply use getPosition()
- Batch shadowBatch;
- shadowBatch.mNode = node;
- shadowBatch.mCamera = &shadowCamera;
- shadowBatch.mDistance = (node->getWorldPosition() - shadowCamera.getPosition()).getLengthFast();
- shadowBatch.mGeometry = geom;
- shadowBatch.mBatchIndex = l;
- shadowBatch.mForwardLight = sSplitLights[j];
- shadowBatch.mHasPriority = !(pass->getAlphaTest() || pass->getAlphaMask());
-
- mPipeline->setBatchShaders(shadowBatch, tech, pass);
- shadowBatch.calculateSortKey(true, true);
- lightQueue.mShadowBatches.push_back(shadowBatch);
- }
- }
-
- // Loop through lit geometries to get forward lit objects
- for (unsigned k = 0; k < sLitGeometries[j].size(); ++k)
- {
- GeometryNode* node = sLitGeometries[j][k];
- unsigned numBatches = node->getNumBatches();
-
- for (unsigned l = 0; l < numBatches; ++l)
- {
- MaterialTechnique* tech = getMaterialTechnique(node, l);
- if (!tech)
- continue;
-
- // Skip if material uses deferred rendering
- if (tech->hasPass(gBufferPass))
- continue;
-
- MaterialPass* pass;
- if (!negative)
- pass = tech->getPass(PASS_LIGHT);
- else
- pass = tech->getPass(PASS_NEGATIVE);
- // Skip if material does not receive light
- if (!pass)
- continue;
-
- Geometry* geom = node->getBatchGeometry(l);
- if (!geom)
- continue;
-
- // Build the lit batch
- Batch newBatch;
- newBatch.mNode = node;
- newBatch.mCamera = mCamera;
- newBatch.mDistance = node->getDistance();
- newBatch.mGeometry = geom;
- newBatch.mBatchIndex = l;
- newBatch.mForwardLight = sSplitLights[j];
-
- // No shadows in any forward lighting
- mPipeline->setBatchShaders(newBatch, tech, pass, false);
-
- // Check from the ambient pass whether the object is opaque
- MaterialPass* ambientPass = tech->getPass(PASS_AMBIENT);
- if ((!ambientPass) || (ambientPass->getBlendMode() == BLEND_REPLACE))
- {
- // Render negative lights first in the forward lighting queue
- newBatch.mHasPriority = negative;
- newBatch.calculateSortKey(true, true);
- mForwardQueue.push_back(newBatch);
- }
- else
- {
- // Prevent multi-lighting by a split point light
- // (transparent rendering can not handle the needed stencil masking)
- if (splitPointLight)
- {
- if (litTransparencies.find(node) != litTransparencies.end())
- continue;
- // Use the original light instead of the split one, to choose correct scissor
- newBatch.mForwardLight = mLights[i];
- }
-
- // If light is negative, bias the distance slightly to ensure it has priority
- if (negative)
- newBatch.mDistance -= 0.001f;
-
- newBatch.calculateSortKey(false, false);
- mTransparentQueue.push_back(newBatch);
- }
- }
-
- if (splitPointLight)
- litTransparencies.insert(node);
- }
-
- // Build the light volume batch
- // Check amount of lit geometries
- if (sLitGeometries[j].size())
- {
- Batch lightBatch;
- lightBatch.mNode = sSplitLights[j];
- lightBatch.mCamera = mCamera;
- lightBatch.mDistance = sSplitLights[j]->getDistance();
- lightBatch.mGeometry = mPipeline->getLightGeometry(sSplitLights[j]);
-
- mPipeline->setLightVolumeShaders(lightBatch);
- lightBatch.calculateSortKey(true, true);
-
- // If light is a split point light, it must be treated as shadowed in any case for correct stencil clearing
- if ((sSplitLights[j]->getShadowMap()) || (sSplitLights[j]->getLightType() == LIGHT_SPLITPOINT))
- {
- lightQueue.mBatches.push_back(lightBatch);
- lightQueueCount++;
- }
- else
- {
- if (!negative)
- mNoShadowLightQueue.push_back(lightBatch);
- else
- mNegativeLightQueue.push_back(lightBatch);
- }
- }
- }
-
- // Mark the last split
- if (lightQueueCount != prevLightQueueCount)
- mLightQueues[lightQueueCount - 1].mLastSplit = true;
- }
-
- // Resize the shadowed light queue vector now that final size is known
- mLightQueues.resize(lightQueueCount);
- }
-
- // Finally sort the batches
- {
- PROFILE(View_SortBatches);
-
- sortBatches(mGBufferQueue, mGBufferQueueSorted);
- sortBatches(mNegativeLightQueue, mNegativeLightQueueSorted);
- sortBatches(mNoShadowLightQueue, mNoShadowLightQueueSorted);
- sortBatches(mAmbientQueue, mAmbientQueueSorted);
- sortBatches(mForwardQueue, mForwardQueueSorted);
- sortBatches(mPostOpaqueQueue, mPostOpaqueQueueSorted);
- sortBatches(mTransparentQueue, mTransparentQueueSorted);
-
- for (unsigned i = 0; i < mLightQueues.size(); ++i)
- sortBatches(mLightQueues[i].mShadowBatches, mLightQueues[i].mSortedShadowBatches);
- }
- }
- void View::renderBatchesDeferred()
- {
- Renderer* renderer = mPipeline->getRenderer();
- bool deferred = renderer->getRenderMode() == RENDER_DEFERRED;
-
- Texture2D* diffBuffer = renderer->getDiffBuffer();
- Texture2D* normalBuffer = renderer->getNormalBuffer();
- Texture2D* depthBuffer = renderer->getDepthBuffer();
- bool hwDepth = renderer->getHardwareDepthSupport();
-
- // Check for edge filter. Only use it on the main view (null rendertarget)
- const EdgeFilterParameters& filterParams = mPipeline->getEdgeFilter();
- bool edgeFilter = (!mRenderTarget) && renderer->getMultiSample() && renderer->getScreenBuffer() &&
- (filterParams.mFilterStep > 0.0f) && (filterParams.mMaxFilter > 0.0f);
-
- // Use screen buffer only with edge filtering, else render direct to rendertarget or backbuffer
- RenderSurface* renderBuffer = edgeFilter ? renderer->getScreenBuffer()->getRenderSurface() : mRenderTarget;
-
- // Set the G-buffer UV coord adjustment here
- int gBufferWidth = diffBuffer->getWidth();
- int gBufferHeight = diffBuffer->getHeight();
- float widthRange = 0.5f * mWidth / gBufferWidth;
- float heightRange = 0.5f * mHeight / gBufferHeight;
- Vector4 bufferUVOffset((0.5f + (float)mScreenRect.mLeft) / gBufferWidth, (0.5f + (float)mScreenRect.mTop) / gBufferHeight,
- widthRange, heightRange);
- renderer->setVertexShaderConstant(getVSRegister(VSP_GBUFFEROFFSETS), bufferUVOffset);
-
- {
- // Render G-buffer
- PROFILE(View_RenderGBuffer);
-
- clearLastParameterSources();
-
- // Use always the default depth stencil, so that it matches the G-buffer size, and is in the expected format
- // Enable depth rendertarget only if hardware depth not supported
- renderer->setColorWrite(true);
- renderer->setFillMode(FILL_SOLID);
- renderer->setScissorTest(false);
- renderer->setStencilTest(false);
- renderer->resetDepthStencil();
- if (deferred)
- {
- renderer->setRenderTarget(0, diffBuffer);
- renderer->setRenderTarget(1, normalBuffer);
- if (!hwDepth)
- renderer->setRenderTarget(2, depthBuffer);
- }
- else
- {
- renderer->setRenderTarget(0, normalBuffer);
- if (!hwDepth)
- renderer->setRenderTarget(1, depthBuffer);
- }
- renderer->setViewport(mScreenRect);
-
- // Clear only depth and stencil at first, render the G-buffer batches
- renderer->clear(CLEAR_DEPTH | CLEAR_STENCIL);
- for (unsigned i = 0; i < mGBufferQueueSorted.size(); ++i)
- mGBufferQueueSorted[i]->draw(renderer);
-
- // Then fill the untouched parts of the G-buffer with defaults: black diffuse + specular (deferred only), far depth
- renderer->setAlphaTest(false);
- renderer->setBlendMode(BLEND_REPLACE);
- renderer->setDepthTest(CMP_LESSEQUAL);
- renderer->setDepthWrite(false);
- if (deferred)
- {
- renderer->resetRenderTarget(2);
- if (!hwDepth)
- renderer->setRenderTarget(1, depthBuffer);
- else
- renderer->resetRenderTarget(1);
-
- mPipeline->drawFullScreenQuad(*mCamera, mPipeline->getVertexShader("Deferred/GBufferFill"),
- mPipeline->getPixelShader("Deferred/GBufferFill_" + hwDepthVariations[hwDepth ? 1 : 0]), false);
- }
- else if (!hwDepth)
- {
- renderer->resetRenderTarget(1);
- renderer->setRenderTarget(0, depthBuffer);
- renderer->setViewport(mScreenRect);
-
- // The stencil shader writes color 1.0, which equals far depth
- mPipeline->drawFullScreenQuad(*mCamera, mPipeline->getVertexShader("Stencil"),
- mPipeline->getPixelShader("Stencil"), false);
- }
- }
-
- if (deferred)
- {
- // Render ambient color & fog
- clearLastParameterSources();
-
- renderer->setDepthTest(CMP_ALWAYS);
- renderer->setRenderTarget(0, renderBuffer);
- renderer->resetRenderTarget(1);
- renderer->resetRenderTarget(2);
- renderer->setTexture(TU_DIFFBUFFER, diffBuffer);
- renderer->setTexture(TU_DEPTHBUFFER, depthBuffer);
- renderer->setViewport(mScreenRect);
-
- // Use depth reconstruction only if necessary
- bool linear = mCamera->isOrthographic() || (!hwDepth);
- mPipeline->drawFullScreenQuad(*mCamera, mPipeline->getVertexShader("Deferred/Ambient"),
- mPipeline->getPixelShader("Deferred/Ambient_" + linearVariations[linear ? 1 : 0]), false);
- }
- else
- {
- // Light prepass: reset the light accumulation buffer with ambient light (half intensity to allow 2x "overburn")
- renderer->setRenderTarget(0, diffBuffer);
- renderer->resetRenderTarget(1);
- renderer->setViewport(mScreenRect);
- renderer->clear(CLEAR_COLOR, mZone->getAmbientColor() * 0.5f);
- }
-
- {
- // Render lights
- PROFILE(View_RenderLights);
-
- // Negative lights
- if (mNegativeLightQueueSorted.size())
- {
- clearLastParameterSources();
-
- if (deferred)
- renderer->setTexture(TU_DIFFBUFFER, diffBuffer);
- renderer->setTexture(TU_NORMALBUFFER, normalBuffer);
- renderer->setTexture(TU_DEPTHBUFFER, depthBuffer);
-
- for (unsigned i = 0; i < mNegativeLightQueueSorted.size(); ++i)
- {
- mPipeline->setupLightBatch(*mNegativeLightQueueSorted[i]);
- mNegativeLightQueueSorted[i]->draw(renderer);
- }
- }
-
- // Shadowed lights
- for (unsigned i = 0; i < mLightQueues.size(); ++i)
- {
- LightBatchQueue& queue = mLightQueues[i];
-
- Texture2D* shadowMap = queue.mLight->getShadowMap();
- if (shadowMap)
- {
- PROFILE(View_RenderShadowMap);
-
- clearLastParameterSources();
-
- renderer->setColorWrite(false);
- renderer->setStencilTest(false);
- renderer->setTexture(TU_SHADOWMAP, 0);
- renderer->setRenderTarget(0, shadowMap->getRenderSurface()->getLinkedRenderTarget());
- renderer->setDepthStencil(shadowMap);
- renderer->clear(CLEAR_DEPTH);
-
- // Set shadow depth bias
- BiasParameters parameters = queue.mLight->getShadowBias();
- renderer->setDepthBias(parameters.mConstantBias, parameters.mSlopeScaledBias);
-
- // Set a scissor rectangle to match possible shadow map size reduction by out-zooming
- // However, do not do this for point lights
- if (queue.mLight->getLightType() != LIGHT_SPLITPOINT)
- {
- Texture2D* shadowMap = queue.mLight->getShadowMap();
- float zoom = min(queue.mLight->getShadowCamera().getZoom(),
- (float)(shadowMap->getWidth() - 2) / (float)shadowMap->getWidth());
- Rect zoomRect(Vector2(-1.0f, -1.0f) * zoom, Vector2(1.0f, 1.0f) * zoom);
- renderer->setScissorTest(true, zoomRect, false);
- }
- else
- renderer->setScissorTest(false);
-
- const std::vector<Batch*>& sortedBatches = queue.mSortedShadowBatches;
- if (sortedBatches.size())
- {
- for (unsigned j = 0; j < sortedBatches.size(); ++j)
- sortedBatches[j]->draw(renderer);
- }
-
- renderer->setColorWrite(true);
- renderer->setDepthBias(0.0f, 0.0f);
- }
-
- // Light volume batches are not sorted as there should be only one of them
- if (queue.mBatches.size())
- {
- clearLastParameterSources();
-
- if (deferred)
- {
- renderer->setRenderTarget(0, renderBuffer);
- renderer->setTexture(TU_DIFFBUFFER, diffBuffer);
- }
- else
- renderer->setRenderTarget(0, diffBuffer);
-
- renderer->setTexture(TU_NORMALBUFFER, normalBuffer);
- renderer->setTexture(TU_DEPTHBUFFER, depthBuffer);
- renderer->resetDepthStencil();
- renderer->setViewport(mScreenRect);
-
- for (unsigned j = 0; j < queue.mBatches.size(); ++j)
- {
- mPipeline->setupLightBatch(queue.mBatches[j]);
- queue.mBatches[j].draw(renderer);
- }
-
- // If was the last split of a split point light, clear the stencil by rendering the point light again
- if ((queue.mLastSplit) && (queue.mLight->getLightType() == LIGHT_SPLITPOINT))
- mPipeline->drawSplitLightToStencil(*mCamera, queue.mLight, true);
- }
- }
-
- // Non-shadowed lights
- if (mNoShadowLightQueueSorted.size())
- {
- clearLastParameterSources();
-
- if (deferred)
- {
- renderer->setRenderTarget(0, renderBuffer);
- renderer->setTexture(TU_DIFFBUFFER, diffBuffer);
- }
- else
- renderer->setRenderTarget(0, diffBuffer);
-
- renderer->setTexture(TU_NORMALBUFFER, normalBuffer);
- renderer->setTexture(TU_DEPTHBUFFER, depthBuffer);
- renderer->resetDepthStencil();
- renderer->setViewport(mScreenRect);
-
- for (unsigned i = 0; i < mNoShadowLightQueueSorted.size(); ++i)
- {
- mPipeline->setupLightBatch(*mNoShadowLightQueueSorted[i]);
- mNoShadowLightQueueSorted[i]->draw(renderer);
- }
- }
- }
-
- {
- // Render forward passes
- PROFILE(View_RenderForward);
-
- clearLastParameterSources();
- renderer->setStencilTest(false);
- renderer->setRenderTarget(0, renderBuffer);
- renderer->setTexture(TU_DIFFBUFFER, 0);
- renderer->setTexture(TU_NORMALBUFFER, 0);
- renderer->setTexture(TU_DEPTHBUFFER, 0);
- renderer->setViewport(mScreenRect);
-
- if (!deferred)
- renderer->clear(CLEAR_COLOR, mZone->getFogColor());
-
- for (unsigned i = 0; i < mAmbientQueueSorted.size(); ++i)
- mAmbientQueueSorted[i]->draw(renderer);
-
- for (unsigned i = 0; i < mForwardQueueSorted.size(); ++i)
- {
- if (mForwardQueueSorted[i]->mForwardLight)
- optimizeLightByScissor(mForwardQueueSorted[i]->mForwardLight);
- else
- {
- renderer->setScissorTest(false);
- // Bind the light accumulation buffer for material pass of prepass mode
- if (!deferred)
- renderer->setTexture(TU_LIGHTBUFFER, diffBuffer);
- }
-
- mForwardQueueSorted[i]->draw(renderer);
- }
-
- renderer->setScissorTest(false);
- for (unsigned i = 0; i < mPostOpaqueQueueSorted.size(); ++i)
- mPostOpaqueQueueSorted[i]->draw(renderer);
- }
-
- {
- // Render transparent objects last (both ambient & additive lighting)
- PROFILE(View_RenderTransparent);
-
- for (unsigned i = 0; i < mTransparentQueueSorted.size(); ++i)
- {
- optimizeLightByScissor(mTransparentQueueSorted[i]->mForwardLight);
- mTransparentQueueSorted[i]->draw(renderer);
- }
- }
-
- // Render edge filter now if enabled
- if (edgeFilter)
- {
- PROFILE(View_RenderEdgeFilter);
-
- float invWidth = 0.5f / gBufferWidth;
- float invHeight = 0.5f / gBufferHeight;
-
- renderer->setAlphaTest(false);
- renderer->setBlendMode(BLEND_REPLACE);
- renderer->setDepthTest(CMP_ALWAYS);
- renderer->setDepthWrite(false);
- renderer->setScissorTest(false);
- renderer->setStencilTest(false);
- renderer->setRenderTarget(0, mRenderTarget);
- renderer->setTexture(TU_DIFFBUFFER, renderer->getScreenBuffer());
- renderer->setPixelShaderConstant(getPSRegister(PSP_SAMPLEOFFSETS), Vector4(invWidth, -invWidth, invHeight, -invHeight));
- renderer->setPixelShaderConstant(getPSRegister(PSP_EDGEFILTERPARAMS), Vector4(filterParams.mThreshold,
- filterParams.mFilterStep, filterParams.mMaxFilter, filterParams.mMaxScale));
- renderer->setViewport(mScreenRect);
-
- mPipeline->drawFullScreenQuad(*mCamera, mPipeline->getVertexShader("EdgeFilter"),
- mPipeline->getPixelShader("EdgeFilter"), false);
- }
- }
|