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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Camera.h"
- #include "CoreEvents.h"
- #include "DebugRenderer.h"
- #include "Geometry.h"
- #include "Graphics.h"
- #include "GraphicsEvents.h"
- #include "GraphicsImpl.h"
- #include "IndexBuffer.h"
- #include "Light.h"
- #include "Log.h"
- #include "Material.h"
- #include "OcclusionBuffer.h"
- #include "Octree.h"
- #include "Profiler.h"
- #include "Renderer.h"
- #include "ResourceCache.h"
- #include "Scene.h"
- #include "Shader.h"
- #include "ShaderVariation.h"
- #include "Technique.h"
- #include "Texture2D.h"
- #include "TextureCube.h"
- #include "VertexBuffer.h"
- #include "View.h"
- #include "XMLFile.h"
- #include "Zone.h"
- #include "DebugNew.h"
- static const float dirLightVertexData[] =
- {
- -1, 1, 0,
- 1, 1, 0,
- 1, -1, 0,
- -1, -1, 0,
- };
- static const unsigned short dirLightIndexData[] =
- {
- 0, 1, 2,
- 2, 3, 0,
- };
- static const float pointLightVertexData[] =
- {
- -0.423169f, -1.000000f, 0.423169f,
- -0.423169f, -1.000000f, -0.423169f,
- 0.423169f, -1.000000f, -0.423169f,
- 0.423169f, -1.000000f, 0.423169f,
- 0.423169f, 1.000000f, -0.423169f,
- -0.423169f, 1.000000f, -0.423169f,
- -0.423169f, 1.000000f, 0.423169f,
- 0.423169f, 1.000000f, 0.423169f,
- -1.000000f, 0.423169f, -0.423169f,
- -1.000000f, -0.423169f, -0.423169f,
- -1.000000f, -0.423169f, 0.423169f,
- -1.000000f, 0.423169f, 0.423169f,
- 0.423169f, 0.423169f, -1.000000f,
- 0.423169f, -0.423169f, -1.000000f,
- -0.423169f, -0.423169f, -1.000000f,
- -0.423169f, 0.423169f, -1.000000f,
- 1.000000f, 0.423169f, 0.423169f,
- 1.000000f, -0.423169f, 0.423169f,
- 1.000000f, -0.423169f, -0.423169f,
- 1.000000f, 0.423169f, -0.423169f,
- 0.423169f, -0.423169f, 1.000000f,
- 0.423169f, 0.423169f, 1.000000f,
- -0.423169f, 0.423169f, 1.000000f,
- -0.423169f, -0.423169f, 1.000000f
- };
- static const unsigned short pointLightIndexData[] =
- {
- 0, 1, 2,
- 0, 2, 3,
- 4, 5, 6,
- 4, 6, 7,
- 8, 9, 10,
- 8, 10, 11,
- 12, 13, 14,
- 12, 14, 15,
- 16, 17, 18,
- 16, 18, 19,
- 20, 21, 22,
- 20, 22, 23,
- 0, 10, 9,
- 0, 9, 1,
- 13, 2, 1,
- 13, 1, 14,
- 23, 0, 3,
- 23, 3, 20,
- 17, 3, 2,
- 17, 2, 18,
- 21, 7, 6,
- 21, 6, 22,
- 7, 16, 19,
- 7, 19, 4,
- 5, 8, 11,
- 5, 11, 6,
- 4, 12, 15,
- 4, 15, 5,
- 22, 11, 10,
- 22, 10, 23,
- 8, 15, 14,
- 8, 14, 9,
- 12, 19, 18,
- 12, 18, 13,
- 16, 21, 20,
- 16, 20, 17,
- 0, 23, 10,
- 1, 9, 14,
- 2, 13, 18,
- 3, 17, 20,
- 6, 11, 22,
- 5, 15, 8,
- 4, 19, 12,
- 7, 21, 16
- };
- static const float spotLightVertexData[] =
- {
- 0.00001f, 0.00001f, 0.00001f,
- 0.00001f, -0.00001f, 0.00001f,
- -0.00001f, -0.00001f, 0.00001f,
- -0.00001f, 0.00001f, 0.00001f,
- 1.00000f, 1.00000f, 0.99999f,
- 1.00000f, -1.00000f, 0.99999f,
- -1.00000f, -1.00000f, 0.99999f,
- -1.00000f, 1.00000f, 0.99999f,
- };
- static const unsigned short spotLightIndexData[] =
- {
- 3, 0, 1,
- 3, 1, 2,
- 0, 4, 5,
- 0, 5, 1,
- 3, 7, 4,
- 3, 4, 0,
- 7, 3, 2,
- 7, 2, 6,
- 6, 2, 1,
- 6, 1, 5,
- 7, 5, 4,
- 7, 6, 5
- };
- static const String shadowVariations[] =
- {
- // No specific hardware shadow compare variation on OpenGL, it is always supported
- #ifdef USE_OPENGL
- "LQ",
- "LQ",
- "",
- ""
- #else
- "",
- "LQHW",
- "",
- "HW"
- #endif
- };
- static const String fallbackVariations[] =
- {
- "",
- "FB"
- };
- static const String hwVariations[] =
- {
- "",
- "HW"
- };
- static const String geometryVSVariations[] =
- {
- "",
- "Skinned",
- "Instanced",
- "Billboard"
- };
- static const String lightVSVariations[] =
- {
- "Dir",
- "Spot",
- "Point",
- "DirSpec",
- "SpotSpec",
- "PointSpec",
- "DirShadow",
- "SpotShadow",
- "PointShadow",
- "DirSpecShadow",
- "SpotSpecShadow",
- "PointSpecShadow"
- };
- static const String vertexLightVSVariations[] =
- {
- "",
- "1VL",
- "2VL",
- "3VL",
- "4VL",
- "5VL",
- "6VL"
- };
- static const String deferredLightVSVariations[] =
- {
- "",
- "Dir",
- "Ortho",
- "OrthoDir"
- };
- static const String lightPSVariations[] =
- {
- "Dir",
- "Spot",
- "Point",
- "PointMask",
- "DirSpec",
- "SpotSpec",
- "PointSpec",
- "PointMaskSpec",
- "DirShadow",
- "SpotShadow",
- "PointShadow",
- "PointMaskShadow",
- "DirSpecShadow",
- "SpotSpecShadow",
- "PointSpecShadow",
- "PointMaskSpecShadow"
- };
- static const unsigned INSTANCING_BUFFER_MASK = MASK_INSTANCEMATRIX1 | MASK_INSTANCEMATRIX2 | MASK_INSTANCEMATRIX3;
- static const Viewport noViewport;
- void EdgeFilterParameters::Validate()
- {
- radius_ = Max(radius_, 0.0f);
- threshold_ = Max(threshold_, 0.0f);
- strength_ = Max(strength_, 0.0f);
- }
- OBJECTTYPESTATIC(Renderer);
- Renderer::Renderer(Context* context) :
- Object(context),
- defaultZone_(new Zone(context)),
- edgeFilterParameters_(EdgeFilterParameters(0.4f, 0.5f, 0.9f)),
- numViews_(0),
- numShadowCameras_(0),
- numOcclusionBuffers_(0),
- textureAnisotropy_(4),
- textureFilterMode_(FILTER_TRILINEAR),
- textureQuality_(QUALITY_HIGH),
- materialQuality_(QUALITY_HIGH),
- shadowMapSize_(1024),
- shadowQuality_(SHADOWQUALITY_HIGH_16BIT),
- maxShadowMaps_(1),
- maxShadowCascades_(MAX_CASCADE_SPLITS),
- maxInstanceTriangles_(500),
- maxOccluderTriangles_(5000),
- occlusionBufferSize_(256),
- occluderSizeThreshold_(0.1f),
- shadersChangedFrameNumber_(M_MAX_UNSIGNED),
- lightPrepass_(false),
- specularLighting_(true),
- drawShadows_(true),
- reuseShadowMaps_(true),
- dynamicInstancing_(true),
- edgeFilter_(false),
- shadersDirty_(true),
- initialized_(false)
- {
- SubscribeToEvent(E_SCREENMODE, HANDLER(Renderer, HandleScreenMode));
- SubscribeToEvent(E_GRAPHICSFEATURES, HANDLER(Renderer, HandleGraphicsFeatures));
- SubscribeToEvent(E_RENDERUPDATE, HANDLER(Renderer, HandleRenderUpdate));
-
- // Try to initialize right now, but skip if screen mode is not yet set
- Initialize();
- }
- Renderer::~Renderer()
- {
- }
- void Renderer::SetNumViewports(unsigned num)
- {
- viewports_.Resize(num);
- }
- void Renderer::SetViewport(unsigned index, const Viewport& viewport)
- {
- if (index >= viewports_.Size())
- {
- LOGERROR("Viewport index out of bounds");
- return;
- }
-
- viewports_[index] = viewport;
- }
- void Renderer::SetLightPrepass(bool enable)
- {
- if (!initialized_)
- {
- LOGERROR("Can not switch light pre-pass rendering before setting initial screen mode");
- return;
- }
-
- if (!graphics_->GetLightPrepassSupport())
- enable = false;
-
- if (enable != lightPrepass_)
- {
- // Light prepass is incompatible with hardware multisampling, so set new screen mode with 1x sampling if in use
- if (graphics_->GetMultiSample() > 1)
- {
- graphics_->SetMode(graphics_->GetWidth(), graphics_->GetHeight(), graphics_->GetFullscreen(), graphics_->GetVSync(),
- graphics_->GetTripleBuffer(), 1);
- }
-
- // Create the G-buffer textures if necessary
- if (enable)
- {
- if (!normalBuffer_)
- {
- normalBuffer_ = new Texture2D(context_);
- normalBuffer_->SetSize(0, 0, Graphics::GetRGBAFormat(), TEXTURE_RENDERTARGET);
- }
-
- if (!depthBuffer_)
- {
- // If reading the hardware depth buffer is supported, create a depth stencil texture. Otherwise create an
- // ordinary render target for writing linear depth manually
- if (graphics_->GetHardwareDepthSupport())
- {
- #ifdef USE_OPENGL
- depthBuffer_ = new Texture2D(context_);
- depthBuffer_->SetSize(0, 0, Graphics::GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL);
- #else
- depthBuffer_ = graphics_->GetDepthTexture();
- #endif
- }
- else
- {
- depthBuffer_ = new Texture2D(context_);
- depthBuffer_->SetSize(0, 0, Graphics::GetLinearDepthFormat(), TEXTURE_RENDERTARGET);
- }
- }
-
- if (!lightBuffer_)
- {
- lightBuffer_ = new Texture2D(context_);
- lightBuffer_->SetSize(0, 0, Graphics::GetRGBAFormat(), TEXTURE_RENDERTARGET);
- }
- }
- else
- {
- normalBuffer_.Reset();
- depthBuffer_.Reset();
- lightBuffer_.Reset();
- }
-
- lightPrepass_ = enable;
- shadersDirty_ = true;
- CheckScreenBuffer();
- }
- }
- void Renderer::SetSpecularLighting(bool enable)
- {
- specularLighting_ = enable;
- }
- void Renderer::SetTextureAnisotropy(int level)
- {
- textureAnisotropy_ = Max(level, 1);
- }
- void Renderer::SetTextureFilterMode(TextureFilterMode mode)
- {
- textureFilterMode_ = mode;
- }
- void Renderer::SetTextureQuality(int quality)
- {
- quality = Clamp(quality, QUALITY_LOW, QUALITY_HIGH);
-
- if (quality != textureQuality_)
- {
- textureQuality_ = quality;
- ReloadTextures();
- }
- }
- void Renderer::SetMaterialQuality(int quality)
- {
- materialQuality_ = Clamp(quality, QUALITY_LOW, QUALITY_MAX);
- shadersDirty_ = true;
- ResetViews();
- }
- void Renderer::SetDrawShadows(bool enable)
- {
- if (!graphics_)
- return;
-
- drawShadows_ = enable;
- if (!drawShadows_)
- ResetShadowMaps();
- }
- void Renderer::SetShadowMapSize(int size)
- {
- if (!graphics_)
- return;
-
- size = NextPowerOfTwo(Max(size, SHADOW_MIN_PIXELS));
- if (size != shadowMapSize_)
- {
- shadowMapSize_ = size;
- ResetShadowMaps();
- }
- }
- void Renderer::SetShadowQuality(int quality)
- {
- if (!graphics_)
- return;
-
- quality &= SHADOWQUALITY_HIGH_24BIT;
-
- // If no hardware PCF, do not allow to select one-sample quality
- if (!graphics_->GetHardwareShadowSupport())
- quality |= SHADOWQUALITY_HIGH_16BIT;
- if (!graphics_->GetHiresShadowSupport())
- quality &= SHADOWQUALITY_HIGH_16BIT;
- if (graphics_->GetFallback())
- quality = SHADOWQUALITY_LOW_16BIT;
-
- if (quality != shadowQuality_)
- {
- shadowQuality_ = quality;
- shadersDirty_ = true;
- ResetShadowMaps();
- }
- }
- void Renderer::SetReuseShadowMaps(bool enable)
- {
- if (enable == reuseShadowMaps_)
- return;
-
- reuseShadowMaps_ = enable;
- }
- void Renderer::SetMaxShadowMaps(int shadowMaps)
- {
- if (shadowMaps < 1)
- return;
-
- maxShadowMaps_ = shadowMaps;
- for (HashMap<int, Vector<SharedPtr<Texture2D> > >::Iterator i = shadowMaps_.Begin(); i != shadowMaps_.End(); ++i)
- {
- if ((int)i->second_.Size() > maxShadowMaps_)
- i->second_.Resize(maxShadowMaps_);
- }
- }
- void Renderer::SetMaxShadowCascades(int cascades)
- {
- cascades = Clamp(cascades, 1, MAX_CASCADE_SPLITS);
-
- if (cascades != maxShadowCascades_)
- {
- maxShadowCascades_ = cascades;
- ResetShadowMaps();
- }
- }
- void Renderer::SetDynamicInstancing(bool enable)
- {
- if (!instancingBuffer_)
- enable = false;
-
- dynamicInstancing_ = enable;
- }
- void Renderer::SetMaxInstanceTriangles(int triangles)
- {
- maxInstanceTriangles_ = Max(triangles, 0);
- }
- void Renderer::SetEdgeFilter(bool enable)
- {
- if (enable)
- {
- // Edge filter is incompatible with hardware multisampling, so set new screen mode with 1x sampling if in use
- if (graphics_->GetMultiSample() > 1)
- {
- graphics_->SetMode(graphics_->GetWidth(), graphics_->GetHeight(), graphics_->GetFullscreen(), graphics_->GetVSync(),
- graphics_->GetTripleBuffer(), 1);
- }
- }
-
- edgeFilter_ = enable;
- CheckScreenBuffer();
- }
- void Renderer::SetEdgeFilterParameters(const EdgeFilterParameters& parameters)
- {
- edgeFilterParameters_ = parameters;
- edgeFilterParameters_.Validate();
- }
- void Renderer::SetMaxOccluderTriangles(int triangles)
- {
- maxOccluderTriangles_ = Max(triangles, 0);
- }
- void Renderer::SetOcclusionBufferSize(int size)
- {
- occlusionBufferSize_ = Max(size, 1);
- occlusionBuffers_.Clear();
- }
- void Renderer::SetOccluderSizeThreshold(float screenSize)
- {
- occluderSizeThreshold_ = Max(screenSize, 0.0f);
- }
- const Viewport& Renderer::GetViewport(unsigned index) const
- {
- return index < viewports_.Size() ? viewports_[index] : noViewport;
- }
- ShaderVariation* Renderer::GetVertexShader(const String& name, bool checkExists) const
- {
- return GetShader(name, vsFormat_, checkExists);
- }
- ShaderVariation* Renderer::GetPixelShader(const String& name, bool checkExists) const
- {
- return GetShader(name, psFormat_, checkExists);
- }
- unsigned Renderer::GetNumGeometries(bool allViews) const
- {
- unsigned numGeometries = 0;
- unsigned lastView = allViews ? numViews_ : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- numGeometries += views_[i]->GetGeometries().Size();
-
- return numGeometries;
- }
- unsigned Renderer::GetNumLights(bool allViews) const
- {
- unsigned numLights = 0;
- unsigned lastView = allViews ? numViews_ : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- numLights += views_[i]->GetLights().Size();
-
- return numLights;
- }
- unsigned Renderer::GetNumShadowMaps(bool allViews) const
- {
- unsigned numShadowMaps = 0;
- unsigned lastView = allViews ? numViews_ : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- {
- const List<LightBatchQueue>& lightQueues = views_[i]->GetLightQueues();
-
- for (List<LightBatchQueue>::ConstIterator i = lightQueues.Begin(); i != lightQueues.End(); ++i)
- {
- if (i->shadowMap_)
- ++numShadowMaps;
- }
- }
-
- return numShadowMaps;
- }
- unsigned Renderer::GetNumOccluders(bool allViews) const
- {
- unsigned numOccluders = 0;
- unsigned lastView = allViews ? numViews_ : 1;
-
- for (unsigned i = 0; i < lastView; ++i)
- numOccluders += views_[i]->GetOccluders().Size();
-
- return numOccluders;
- }
- Texture2D* Renderer::GetScreenBuffer()
- {
- if (!screenBuffer_)
- {
- screenBuffer_ = new Texture2D(context_);
- screenBuffer_->SetSize(0, 0, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
- screenBuffer_->SetFilterMode(FILTER_BILINEAR);
- }
-
- return screenBuffer_;
- }
- void Renderer::Update(float timeStep)
- {
- PROFILE(UpdateViews);
-
- numViews_ = 0;
-
- // If device lost, do not perform update. This is because any dynamic vertex/index buffer updates happen already here,
- // and if the device is lost, the updates queue up, causing memory use to rise constantly
- if (!graphics_ || !graphics_->IsInitialized() || graphics_->IsDeviceLost())
- return;
-
- // Advance frame number & time, set up the frameinfo structure, and reset views & stats
- frame_.frameNumber_ = GetSubsystem<Time>()->GetFrameNumber();
- frame_.timeStep_ = timeStep;
- frame_.camera_ = 0;
- numShadowCameras_ = 0;
- numOcclusionBuffers_ = 0;
- updateOctrees_.Clear();
-
- // Reload shaders if needed
- if (shadersDirty_)
- LoadShaders();
-
- // Process all viewports. Use reverse order, because during rendering the order will be reversed again to handle auxiliary
- // view dependencies correctly
- for (unsigned i = viewports_.Size() - 1; i < viewports_.Size(); --i)
- {
- unsigned mainView = numViews_;
- Viewport& viewport = viewports_[i];
- if (!AddView(0, viewport))
- continue;
-
- // Update octree (perform early update for nodes which need that, and reinsert moved nodes.)
- // However, if the same scene is viewed from multiple cameras, update the octree only once
- Octree* octree = viewport.scene_->GetComponent<Octree>();
- DebugRenderer* debug = viewport.scene_->GetComponent<DebugRenderer>();
- if (!updateOctrees_.Contains(octree))
- {
- frame_.camera_ = viewport.camera_;
- frame_.viewSize_ = IntVector2(viewport.rect_.right_ - viewport.rect_.left_, viewport.rect_.bottom_ - viewport.rect_.top_);
- if (frame_.viewSize_ == IntVector2::ZERO)
- frame_.viewSize_ = IntVector2(graphics_->GetWidth(), graphics_->GetHeight());
- octree->Update(frame_);
- updateOctrees_.Insert(octree);
-
- // Set also the view for the debug graphics already here, so that it can use culling
- /// \todo May result in incorrect debug geometry culling if the same scene is drawn from multiple viewports
- if (debug)
- debug->SetView(viewport.camera_);
- }
-
- // Update the viewport's main view and any auxiliary views it creates
- for (unsigned i = mainView; i < numViews_; ++i)
- views_[i]->Update(frame_);
- }
-
- return;
- }
- void Renderer::Render()
- {
- if (!graphics_)
- return;
-
- PROFILE(RenderViews);
-
- graphics_->SetDefaultTextureFilterMode(textureFilterMode_);
- graphics_->SetTextureAnisotropy(textureAnisotropy_);
-
- // If no views, just clear the screen
- if (!numViews_)
- {
- numPrimitives_ = 0;
- numBatches_ = 0;
- graphics_->SetAlphaTest(false);
- graphics_->SetBlendMode(BLEND_REPLACE);
- graphics_->SetColorWrite(true);
- graphics_->SetDepthWrite(true);
- graphics_->SetFillMode(FILL_SOLID);
- graphics_->SetScissorTest(false);
- graphics_->SetStencilTest(false);
- graphics_->Clear(CLEAR_COLOR | CLEAR_DEPTH | CLEAR_STENCIL);
- return;
- }
-
- // Render views from last to first (each main view is rendered after the auxiliary views it depends on)
- for (unsigned i = numViews_ - 1; i < numViews_; --i)
- views_[i]->Render();
-
- // Copy the number of batches & primitives from Graphics so that we can account for 3D geometry only
- numPrimitives_ = graphics_->GetNumPrimitives();
- numBatches_ = graphics_->GetNumBatches();
- }
- void Renderer::DrawDebugGeometry(bool depthTest)
- {
- PROFILE(RendererDrawDebug);
-
- /// \todo Because debug geometry is per-scene, if two cameras show views of the same area, occlusion is not shown correctly
- HashSet<Drawable*> processedGeometries;
- HashSet<Light*> processedLights;
-
- for (unsigned i = 0; i < numViews_; ++i)
- {
- // Make sure it's a main view, and process each node only once
- View* view = views_[i];
- if (view->GetRenderTarget())
- continue;
- Octree* octree = view->GetOctree();
- if (!octree)
- continue;
- Scene* scene = static_cast<Scene*>(octree->GetNode());
- if (!scene)
- continue;
- DebugRenderer* debug = scene->GetComponent<DebugRenderer>();
- if (!debug)
- continue;
-
- const PODVector<Drawable*>& geometries = view->GetGeometries();
- const PODVector<Light*>& lights = view->GetLights();
-
- for (unsigned i = 0; i < geometries.Size(); ++i)
- {
- if (!processedGeometries.Contains(geometries[i]))
- {
- geometries[i]->DrawDebugGeometry(debug, depthTest);
- processedGeometries.Insert(geometries[i]);
- }
- }
- for (unsigned i = 0; i < lights.Size(); ++i)
- {
- if (!processedLights.Contains(lights[i]))
- {
- lights[i]->DrawDebugGeometry(debug, depthTest);
- processedLights.Insert(lights[i]);
- }
- }
- }
- }
- bool Renderer::AddView(RenderSurface* renderTarget, const Viewport& viewport)
- {
- // If using a render target texture, make sure it will not be rendered to multiple times
- if (renderTarget)
- {
- for (unsigned i = 0; i < numViews_; ++i)
- {
- if (views_[i]->GetRenderTarget() == renderTarget)
- return false;
- }
- }
-
- if (views_.Size() <= numViews_)
- views_.Resize(numViews_ + 1);
- if (!views_[numViews_])
- views_[numViews_] = new View(context_);
-
- if (views_[numViews_]->Define(renderTarget, viewport))
- {
- ++numViews_;
- return true;
- }
- else
- return false;
- }
- Geometry* Renderer::GetLightGeometry(Light* light)
- {
- LightType type = light->GetLightType();
- if (type == LIGHT_DIRECTIONAL)
- return dirLightGeometry_;
- if (type == LIGHT_SPOT)
- return spotLightGeometry_;
- else if (type == LIGHT_POINT)
- return pointLightGeometry_;
- else
- return 0;
- }
- Texture2D* Renderer::GetShadowMap(Light* light, Camera* camera, unsigned viewWidth, unsigned viewHeight)
- {
- LightType type = light->GetLightType();
- const FocusParameters& parameters = light->GetShadowFocus();
- float size = (float)shadowMapSize_ * light->GetShadowResolution();
- // Automatically reduce shadow map size when far away
- if (parameters.autoSize_ && type != LIGHT_DIRECTIONAL)
- {
- Matrix3x4 view(camera->GetInverseWorldTransform());
- Matrix4 projection(camera->GetProjection());
- BoundingBox lightBox;
- float lightPixels;
-
- if (type == LIGHT_POINT)
- {
- // Calculate point light pixel size from the projection of its diagonal
- Vector3 center = view * light->GetWorldPosition();
- float extent = 0.58f * light->GetRange();
- lightBox.Define(center + Vector3(extent, extent, extent), center - Vector3(extent, extent, extent));
- }
- else
- {
- // Calculate spot light pixel size from the projection of its frustum far vertices
- Frustum lightFrustum = light->GetFrustum().Transformed(view);
- lightBox.Define(&lightFrustum.vertices_[4], 4);
- }
-
- Vector2 projectionSize = lightBox.Projected(projection).Size();
- lightPixels = Max(0.5f * (float)viewWidth * projectionSize.x_, 0.5f * (float)viewHeight * projectionSize.y_);
-
- // Clamp pixel amount to a sufficient minimum to avoid self-shadowing artifacts due to loss of precision
- if (lightPixels < SHADOW_MIN_PIXELS)
- lightPixels = SHADOW_MIN_PIXELS;
-
- size = Min(size, lightPixels);
- }
-
- /// \todo Allow to specify maximum shadow maps per resolution, as smaller shadow maps take less memory
- int width = NextPowerOfTwo((unsigned)size);
- int height = width;
-
- // Adjust the size for directional or point light shadow map atlases
- if (type == LIGHT_DIRECTIONAL)
- {
- if (maxShadowCascades_ > 1)
- width *= 2;
- if (maxShadowCascades_ > 2)
- height *= 2;
- }
- else if (type == LIGHT_POINT)
- {
- width *= 2;
- height *= 3;
- }
-
- int searchKey = (width << 16) | height;
- if (shadowMaps_.Contains(searchKey))
- {
- // If shadow maps are reused, always return the first
- if (reuseShadowMaps_)
- return shadowMaps_[searchKey][0];
- else
- {
- // If not reused, check allocation count and return existing shadow map if possible
- unsigned allocated = shadowMapAllocations_[searchKey].Size();
- if (allocated < shadowMaps_[searchKey].Size())
- {
- shadowMapAllocations_[searchKey].Push(light);
- return shadowMaps_[searchKey][allocated];
- }
- else if ((int)allocated >= maxShadowMaps_)
- return 0;
- }
- }
-
- unsigned shadowMapFormat = (shadowQuality_ & SHADOWQUALITY_LOW_24BIT) ? graphics_->GetHiresShadowMapFormat() :
- graphics_->GetShadowMapFormat();
- unsigned dummyColorFormat = graphics_->GetDummyColorFormat();
- if (!shadowMapFormat)
- return 0;
-
- SharedPtr<Texture2D> newShadowMap(new Texture2D(context_));
- int retries = 3;
-
- #ifdef USE_OPENGL
- // Create shadow map only. Color render target is not needed
- while (retries)
- {
- if (!newShadowMap->SetSize(width, height, shadowMapFormat, TEXTURE_DEPTHSTENCIL))
- {
- width >>= 1;
- height >>= 1;
- --retries;
- }
- else
- {
- newShadowMap->SetFilterMode(FILTER_BILINEAR);
- newShadowMap->SetShadowCompare(true);
- break;
- }
- }
- #else
- // Create shadow map and dummy color render target
- bool fallback = graphics_->GetFallback();
- while (retries)
- {
- if (!newShadowMap->SetSize(width, height, shadowMapFormat, fallback ? TEXTURE_RENDERTARGET : TEXTURE_DEPTHSTENCIL))
- {
- width >>= 1;
- height >>= 1;
- --retries;
- }
- else
- {
- newShadowMap->SetFilterMode(FILTER_BILINEAR);
- if (!fallback)
- {
- // If no dummy color render target for this size exists yet, create one now
- if (!colorShadowMaps_.Contains(searchKey))
- {
- colorShadowMaps_[searchKey] = new Texture2D(context_);
- colorShadowMaps_[searchKey]->SetSize(width, height, dummyColorFormat, TEXTURE_RENDERTARGET);
- }
- // Link the color render target to the shadow map
- newShadowMap->GetRenderSurface()->SetLinkedRenderTarget(colorShadowMaps_[searchKey]->GetRenderSurface());
- }
- else
- {
- // In fallback mode link the shared shadow map depth stencil to the shadow map instead.
- // Create it first if not created yet, and resize larger if necessary
- if (!shadowDepthStencil_)
- shadowDepthStencil_ = new Texture2D(context_);
- if (shadowDepthStencil_->GetWidth() < width || shadowDepthStencil_->GetHeight() < height)
- shadowDepthStencil_->SetSize(width, height, D3DFMT_D16, TEXTURE_DEPTHSTENCIL);
- newShadowMap->GetRenderSurface()->SetLinkedDepthBuffer(shadowDepthStencil_->GetRenderSurface());
- }
- break;
- }
- }
- #endif
- // If failed to set size, store a null pointer so that we will not retry
- if (!retries)
- newShadowMap.Reset();
-
- shadowMaps_[searchKey].Push(newShadowMap);
- if (!reuseShadowMaps_)
- shadowMapAllocations_[searchKey].Push(light);
-
- return newShadowMap;
- }
- OcclusionBuffer* Renderer::GetOcclusionBuffer(Camera* camera)
- {
- if (numOcclusionBuffers_ >= occlusionBuffers_.Size())
- {
- SharedPtr<OcclusionBuffer> newBuffer(new OcclusionBuffer(context_));
- occlusionBuffers_.Push(newBuffer);
- }
-
- int width = occlusionBufferSize_;
- int height = (int)((float)occlusionBufferSize_ / camera->GetAspectRatio() + 0.5f);
-
- OcclusionBuffer* buffer = occlusionBuffers_[numOcclusionBuffers_];
- buffer->SetSize(width, height);
- buffer->SetView(camera);
-
- ++numOcclusionBuffers_;
- return buffer;
- }
- Camera* Renderer::GetShadowCamera()
- {
- MutexLock lock(rendererMutex_);
-
- if (numShadowCameras_ >= shadowCameraNodes_.Size())
- {
- SharedPtr<Node> newNode(new Node(context_));
- newNode->CreateComponent<Camera>();
- shadowCameraNodes_.Push(newNode);
- }
-
- Camera* camera = shadowCameraNodes_[numShadowCameras_]->GetComponent<Camera>();
- camera->SetOrthographic(false);
- camera->SetZoom(1.0f);
-
- ++numShadowCameras_;
- return camera;
- }
- ShaderVariation* Renderer::GetShader(const String& name, const String& extension, bool checkExists) const
- {
- String shaderName = shaderPath_;
- String variationName;
-
- unsigned split = name.Find('_');
- if (split != String::NPOS)
- {
- shaderName += name.Substring(0, split) + extension;
- variationName = name.Substring(split + 1);
- }
- else
- shaderName += name + extension;
-
- if (checkExists)
- {
- if (!cache_->Exists(shaderName))
- return 0;
- }
-
- Shader* shader = cache_->GetResource<Shader>(shaderName);
- if (shader)
- return shader->GetVariation(variationName);
- else
- return 0;
- }
- void Renderer::SetBatchShaders(Batch& batch, Technique* technique, Pass* pass, bool allowShadows)
- {
- // Check if shaders are unloaded or need reloading
- Vector<SharedPtr<ShaderVariation> >& vertexShaders = pass->GetVertexShaders();
- Vector<SharedPtr<ShaderVariation> >& pixelShaders = pass->GetPixelShaders();
- if (!vertexShaders.Size() || !pixelShaders.Size() || technique->GetShadersLoadedFrameNumber() !=
- shadersChangedFrameNumber_)
- {
- // First release all previous shaders, then load
- technique->ReleaseShaders();
- LoadMaterialShaders(technique);
- }
-
- // Make sure shaders are loaded now
- if (vertexShaders.Size() && pixelShaders.Size())
- {
- GeometryType geomType = batch.geometryType_;
- // If instancing is not supported, but was requested, or the object is too large to be instanced,
- // choose static geometry vertex shader instead
- if (geomType == GEOM_INSTANCED && (!GetDynamicInstancing() || batch.geometry_->GetIndexCount() >
- (unsigned)maxInstanceTriangles_ * 3))
- geomType = GEOM_STATIC;
-
- // Check whether is a pixel lit forward pass. If not, there is only one pixel shader
- PassType type = pass->GetType();
- if (type == PASS_LIGHT || type == PASS_LITBASE)
- {
- LightBatchQueue* lightQueue = batch.lightQueue_;
- if (!lightQueue)
- {
- // Do not log error, as it would result in a lot of spam
- batch.vertexShader_ = 0;
- batch.pixelShader_ = 0;
- return;
- }
-
- Light* light = lightQueue->light_;
- unsigned vsi = 0;
- unsigned psi = 0;
- vsi = geomType * MAX_LIGHT_VS_VARIATIONS;
-
- bool materialHasSpecular = batch.material_ ? batch.material_->GetSpecular() : true;
- if (specularLighting_ && light->GetSpecularIntensity() > 0.0f && materialHasSpecular)
- {
- vsi += LVS_SPEC;
- psi += LPS_SPEC;
- }
- if (allowShadows && lightQueue->shadowMap_)
- {
- vsi += LVS_SHADOW;
- psi += LPS_SHADOW;
- }
-
- switch (light->GetLightType())
- {
- case LIGHT_DIRECTIONAL:
- vsi += LVS_DIR;
- break;
-
- case LIGHT_POINT:
- if (light->GetShapeTexture())
- psi += LPS_POINTMASK;
- else
- psi += LPS_POINT;
- vsi += LVS_POINT;
- break;
-
- case LIGHT_SPOT:
- psi += LPS_SPOT;
- vsi += LVS_SPOT;
- break;
- }
-
- batch.vertexShader_ = vertexShaders[vsi];
- batch.pixelShader_ = pixelShaders[psi];
-
- // If shadow or specular variations do not exist, try without them
- if ((!batch.vertexShader_ || !batch.pixelShader_) && (vsi >= LVS_SHADOW))
- {
- vsi -= LVS_SHADOW;
- psi -= LPS_SHADOW;
- batch.vertexShader_ = vertexShaders[vsi];
- batch.pixelShader_ = pixelShaders[psi];
- }
- if ((!batch.vertexShader_ || !batch.pixelShader_) && (vsi >= LVS_SPEC))
- {
- vsi -= LVS_SPEC;
- psi -= LPS_SPEC;
- batch.vertexShader_ = vertexShaders[vsi];
- batch.pixelShader_ = pixelShaders[psi];
- }
- }
- else
- {
- if (type == PASS_BASE || type == PASS_MATERIAL)
- {
- unsigned numVertexLights = 0;
- if (batch.lightQueue_)
- numVertexLights = batch.lightQueue_->vertexLights_.Size();
-
- unsigned vsi = geomType * MAX_VERTEXLIGHT_VS_VARIATIONS + numVertexLights;
- batch.vertexShader_ = vertexShaders[vsi];
- // If vertex lights variations do not exist, try without them
- if (!batch.vertexShader_)
- {
- unsigned vsi = geomType * MAX_VERTEXLIGHT_VS_VARIATIONS;
- batch.vertexShader_ = vertexShaders[vsi];
- }
- }
- else
- {
- unsigned vsi = geomType;
- batch.vertexShader_ = vertexShaders[vsi];
- }
-
- batch.pixelShader_ = pixelShaders[0];
- }
- }
-
- // Log error if shaders could not be assigned, but only once per technique
- if (!batch.vertexShader_ || !batch.pixelShader_)
- {
- if (!shaderErrorDisplayed_.Contains(technique))
- {
- shaderErrorDisplayed_.Insert(technique);
- LOGERROR("Technique " + technique->GetName() + " has missing shaders");
- }
- }
- }
- void Renderer::SetLightVolumeBatchShaders(Batch& batch)
- {
- unsigned vsi = DLVS_NONE;
- unsigned psi = DLPS_NONE;
- Light* light = batch.lightQueue_->light_;
-
- switch (light->GetLightType())
- {
- case LIGHT_DIRECTIONAL:
- vsi += DLVS_DIR;
- break;
-
- case LIGHT_POINT:
- if (light->GetShapeTexture())
- psi += DLPS_POINTMASK;
- else
- psi += DLPS_POINT;
- break;
-
- case LIGHT_SPOT:
- psi += DLPS_SPOT;
- break;
- }
-
- if (batch.lightQueue_->shadowMap_)
- psi += DLPS_SHADOW;
-
- if (specularLighting_ && light->GetSpecularIntensity() > 0.0f)
- psi += DLPS_SPEC;
-
- if (batch.camera_->IsOrthographic())
- {
- vsi += DLVS_ORTHO;
- psi += DLPS_ORTHO;
- }
-
- batch.vertexShader_ = lightVS_[vsi];
- batch.pixelShader_ = lightPS_[psi];
- }
- void Renderer::SetCullMode(CullMode mode, Camera* camera)
- {
- // If a camera is specified, check for vertical flipping and reverse culling in that case
- if (camera && camera->GetFlipVertical())
- {
- if (mode == CULL_CW)
- mode = CULL_CCW;
- else if (mode == CULL_CCW)
- mode = CULL_CW;
- }
-
- graphics_->SetCullMode(mode);
- }
- bool Renderer::ResizeInstancingBuffer(unsigned numInstances)
- {
- if (!instancingBuffer_ || !dynamicInstancing_)
- return false;
-
- unsigned oldSize = instancingBuffer_->GetVertexCount();
- if (numInstances <= oldSize)
- return true;
-
- unsigned newSize = INSTANCING_BUFFER_DEFAULT_SIZE;
- while (newSize < numInstances)
- newSize <<= 1;
-
- if (!instancingBuffer_->SetSize(newSize, INSTANCING_BUFFER_MASK, true))
- {
- LOGERROR("Failed to resize instancing buffer to " + String(newSize));
- // If failed, try to restore the old size
- instancingBuffer_->SetSize(oldSize, INSTANCING_BUFFER_MASK, true);
- return false;
- }
-
- LOGDEBUG("Resized instancing buffer to " + String(newSize));
- return true;
- }
- void Renderer::ResetShadowMapAllocations()
- {
- for (HashMap<int, PODVector<Light*> >::Iterator i = shadowMapAllocations_.Begin(); i != shadowMapAllocations_.End(); ++i)
- i->second_.Clear();
- }
- void Renderer::Initialize()
- {
- Graphics* graphics = GetSubsystem<Graphics>();
- ResourceCache* cache = GetSubsystem<ResourceCache>();
-
- if (!graphics || !graphics->IsInitialized() || !cache)
- return;
-
- PROFILE(InitRenderer);
-
- graphics_ = graphics;
- cache_ = cache;
-
- // Check shader model support
- #ifndef USE_OPENGL
- if (graphics_->GetSM3Support())
- {
- shaderPath_ = "Shaders/SM3/";
- vsFormat_ = ".vs3";
- psFormat_ = ".ps3";
- }
- else
- {
- shaderPath_ = "Shaders/SM2/";
- vsFormat_ = ".vs2";
- psFormat_ = ".ps2";
- }
-
- #else
- {
- shaderPath_ = "Shaders/GLSL/";
- vsFormat_ = ".vert";
- psFormat_ = ".frag";
- }
- #endif
-
- defaultLightRamp_ = cache->GetResource<Texture2D>("Textures/Ramp.png");
- defaultLightSpot_ = cache->GetResource<Texture2D>("Textures/Spot.png");
- defaultMaterial_ = cache->GetResource<Material>("Materials/Default.xml");
-
- CreateGeometries();
- CreateInstancingBuffer();
-
- viewports_.Resize(1);
- ResetViews();
- ResetShadowMaps();
-
- shadersDirty_ = true;
- initialized_ = true;
-
- LOGINFO("Initialized renderer");
- }
- void Renderer::ResetViews()
- {
- views_.Clear();
- numViews_ = 0;
- }
- void Renderer::LoadShaders()
- {
- LOGINFO("Reloading shaders");
-
- // Release old material shaders, mark them for reload
- ReleaseMaterialShaders();
- shadersChangedFrameNumber_ = GetSubsystem<Time>()->GetFrameNumber();
-
- // Load inbuilt shaders
- stencilVS_ = GetVertexShader("Stencil");
- stencilPS_ = GetPixelShader("Stencil");
- lightVS_.Clear();
- lightPS_.Clear();
-
- if (lightPrepass_)
- {
- lightVS_.Resize(MAX_DEFERRED_LIGHT_VS_VARIATIONS);
- lightPS_.Resize(MAX_DEFERRED_LIGHT_PS_VARIATIONS);
-
- unsigned shadows = (graphics_->GetHardwareShadowSupport() ? 1 : 0) | (shadowQuality_ & SHADOWQUALITY_HIGH_16BIT);
-
- for (unsigned i = 0; i < MAX_DEFERRED_LIGHT_VS_VARIATIONS; ++i)
- lightVS_[i] = GetVertexShader("LightVolume_" + deferredLightVSVariations[i]);
-
- for (unsigned i = 0; i < lightPS_.Size(); ++i)
- {
- /// \todo Allow specifying the light volume shader name for different lighting models
- String ortho, hwDepth;
- #ifdef USE_OPENGL
- hwDepth = hwVariations[graphics_->GetHardwareDepthSupport() ? 1 : 0];
- #else
- if (!graphics_->GetHardwareDepthSupport() && i < DLPS_ORTHO)
- ortho = "Linear";
- #endif
- if (i >= DLPS_ORTHO)
- ortho = "Ortho";
-
- if (i & DLPS_SHADOW)
- {
- lightPS_[i] = GetPixelShader("LightVolume_" + ortho + lightPSVariations[i % DLPS_ORTHO] +
- shadowVariations[shadows] + hwDepth);
- }
- else
- lightPS_[i] = GetPixelShader("LightVolume_" + ortho + lightPSVariations[i % DLPS_ORTHO] + hwDepth);
- }
- }
-
- shadersDirty_ = false;
- }
- void Renderer::LoadMaterialShaders(Technique* technique)
- {
- if (lightPrepass_ && technique->HasPass(PASS_GBUFFER))
- {
- LoadPassShaders(technique, PASS_GBUFFER);
- LoadPassShaders(technique, PASS_MATERIAL);
- }
- else
- {
- LoadPassShaders(technique, PASS_BASE);
- LoadPassShaders(technique, PASS_LITBASE);
- LoadPassShaders(technique, PASS_LIGHT);
- }
-
- LoadPassShaders(technique, PASS_PREALPHA);
- LoadPassShaders(technique, PASS_POSTALPHA);
- LoadPassShaders(technique, PASS_SHADOW);
- }
- void Renderer::LoadPassShaders(Technique* technique, PassType type, bool allowShadows)
- {
- Pass* pass = technique->GetPass(type);
- if (!pass)
- return;
-
- unsigned shadows = (graphics_->GetHardwareShadowSupport() ? 1 : 0) | (shadowQuality_ & SHADOWQUALITY_HIGH_16BIT);
- unsigned fallback = graphics_->GetFallback() ? 1 : 0;
- if (fallback)
- shadows = SHADOWQUALITY_HIGH_16BIT;
-
- String vertexShaderName = pass->GetVertexShaderName();
- String pixelShaderName = pass->GetPixelShaderName();
-
- // Check if the shader name is already a variation in itself
- if (vertexShaderName.Find('_') == String::NPOS)
- vertexShaderName += "_";
- if (pixelShaderName.Find('_') == String::NPOS)
- pixelShaderName += "_";
-
- // If hardware depth is used, choose a G-buffer shader that does not write depth manually
- if (type == PASS_GBUFFER)
- {
- unsigned hwDepth = graphics_->GetHardwareDepthSupport() ? 1 : 0;
- vertexShaderName += hwVariations[hwDepth];
- pixelShaderName += hwVariations[hwDepth];
- }
-
- // Check for fallback shadow rendering mode (write depth into an RGBA render target)
- if (type == PASS_SHADOW)
- {
- vertexShaderName += fallbackVariations[fallback];
- pixelShaderName += fallbackVariations[fallback];
- }
-
- Vector<SharedPtr<ShaderVariation> >& vertexShaders = pass->GetVertexShaders();
- Vector<SharedPtr<ShaderVariation> >& pixelShaders = pass->GetPixelShaders();
-
- // Forget all the old shaders
- vertexShaders.Clear();
- pixelShaders.Clear();
-
- if (type == PASS_LIGHT || type == PASS_LITBASE)
- {
- // Load forward pixel lit variations. If material is transparent, and shadow maps are reused,
- // do not load shadowed variations
- if (reuseShadowMaps_)
- {
- if (!technique->HasPass(PASS_BASE) || technique->GetPass(PASS_BASE)->GetBlendMode() != BLEND_REPLACE)
- allowShadows = false;
- }
-
- vertexShaders.Resize(MAX_GEOMETRYTYPES * MAX_LIGHT_VS_VARIATIONS);
- pixelShaders.Resize(MAX_LIGHT_PS_VARIATIONS);
-
- for (unsigned j = 0; j < MAX_GEOMETRYTYPES * MAX_LIGHT_VS_VARIATIONS; ++j)
- {
- unsigned g = j / MAX_LIGHT_VS_VARIATIONS;
- unsigned l = j % MAX_LIGHT_VS_VARIATIONS;
- if (l < LVS_SHADOW || allowShadows)
- vertexShaders[j] = GetVertexShader(vertexShaderName + lightVSVariations[l] + geometryVSVariations[g], g != 0);
- else
- vertexShaders[j].Reset();
- }
- for (unsigned j = 0; j < MAX_LIGHT_PS_VARIATIONS; ++j)
- {
- if (j & LPS_SHADOW)
- {
- if (allowShadows)
- {
- pixelShaders[j] = GetPixelShader(pixelShaderName + lightPSVariations[j] + shadowVariations[shadows] +
- fallbackVariations[fallback]);
- }
- else
- pixelShaders[j].Reset();
- }
- else
- pixelShaders[j] = GetPixelShader(pixelShaderName + lightPSVariations[j]);
- }
- }
- else
- {
- // Load vertex light variations for forward ambient pass and pre-pass material pass
- if (type == PASS_BASE || type == PASS_MATERIAL)
- {
- vertexShaders.Resize(MAX_VERTEXLIGHT_VS_VARIATIONS * MAX_GEOMETRYTYPES);
- for (unsigned j = 0; j < MAX_GEOMETRYTYPES * MAX_VERTEXLIGHT_VS_VARIATIONS; ++j)
- {
- unsigned g = j / MAX_VERTEXLIGHT_VS_VARIATIONS;
- unsigned l = j % MAX_VERTEXLIGHT_VS_VARIATIONS;
- vertexShaders[j] = GetVertexShader(vertexShaderName + vertexLightVSVariations[l] + geometryVSVariations[g],
- g != 0 || l != 0);
- }
- }
- else
- {
- vertexShaders.Resize(MAX_GEOMETRYTYPES);
- for (unsigned j = 0; j < MAX_GEOMETRYTYPES; ++j)
- vertexShaders[j] = GetVertexShader(vertexShaderName + geometryVSVariations[j], j != 0);
- }
-
- pixelShaders.Resize(1);
- pixelShaders[0] = GetPixelShader(pixelShaderName);
- }
-
- technique->MarkShadersLoaded(shadersChangedFrameNumber_);
- }
- void Renderer::ReleaseMaterialShaders()
- {
- PODVector<Material*> materials;
- cache_->GetResources<Material>(materials);
-
- for (unsigned i = 0; i < materials.Size(); ++i)
- materials[i]->ReleaseShaders();
- }
- void Renderer::ReloadTextures()
- {
- PODVector<Resource*> textures;
-
- cache_->GetResources(textures, Texture2D::GetTypeStatic());
- for (unsigned i = 0; i < textures.Size(); ++i)
- cache_->ReloadResource(textures[i]);
-
- cache_->GetResources(textures, TextureCube::GetTypeStatic());
- for (unsigned i = 0; i < textures.Size(); ++i)
- cache_->ReloadResource(textures[i]);
- }
- void Renderer::CreateGeometries()
- {
- SharedPtr<VertexBuffer> dlvb(new VertexBuffer(context_));
- dlvb->SetSize(4, MASK_POSITION);
- dlvb->SetData(dirLightVertexData);
-
- SharedPtr<IndexBuffer> dlib(new IndexBuffer(context_));
- dlib->SetSize(6, false);
- dlib->SetData(dirLightIndexData);
-
- dirLightGeometry_ = new Geometry(context_);
- dirLightGeometry_->SetVertexBuffer(0, dlvb);
- dirLightGeometry_->SetIndexBuffer(dlib);
- dirLightGeometry_->SetDrawRange(TRIANGLE_LIST, 0, dlib->GetIndexCount());
-
- SharedPtr<VertexBuffer> slvb(new VertexBuffer(context_));
- slvb->SetSize(8, MASK_POSITION);
- slvb->SetData(spotLightVertexData);
-
- SharedPtr<IndexBuffer> slib(new IndexBuffer(context_));
- slib->SetSize(36, false);
- slib->SetData(spotLightIndexData);
-
- spotLightGeometry_ = new Geometry(context_);
- spotLightGeometry_->SetVertexBuffer(0, slvb);
- spotLightGeometry_->SetIndexBuffer(slib);
- spotLightGeometry_->SetDrawRange(TRIANGLE_LIST, 0, slib->GetIndexCount());
-
- SharedPtr<VertexBuffer> plvb(new VertexBuffer(context_));
- plvb->SetSize(24, MASK_POSITION);
- plvb->SetData(pointLightVertexData);
-
- SharedPtr<IndexBuffer> plib(new IndexBuffer(context_));
- plib->SetSize(132, false);
- plib->SetData(pointLightIndexData);
-
- pointLightGeometry_ = new Geometry(context_);
- pointLightGeometry_->SetVertexBuffer(0, plvb);
- pointLightGeometry_->SetIndexBuffer(plib);
- pointLightGeometry_->SetDrawRange(TRIANGLE_LIST, 0, plib->GetIndexCount());
-
- faceSelectCubeMap_ = new TextureCube(context_);
- faceSelectCubeMap_->SetNumLevels(1);
- faceSelectCubeMap_->SetSize(1, graphics_->GetRGBAFormat());
- faceSelectCubeMap_->SetFilterMode(FILTER_NEAREST);
-
- unsigned char data[256 * 256 * 4];
-
- for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
- {
- unsigned axis = i / 2;
- data[0] = (axis == 0) ? 255 : 0;
- data[1] = (axis == 1) ? 255 : 0;
- data[2] = (axis == 2) ? 255 : 0;
- data[3] = 0;
- faceSelectCubeMap_->SetData((CubeMapFace)i, 0, 0, 0, 1, 1, data);
- }
-
- indirectionCubeMap_ = new TextureCube(context_);
- indirectionCubeMap_->SetNumLevels(1);
- indirectionCubeMap_->SetSize(256, graphics_->GetRGBAFormat());
- indirectionCubeMap_->SetFilterMode(FILTER_BILINEAR);
- indirectionCubeMap_->SetAddressMode(COORD_U, ADDRESS_CLAMP);
- indirectionCubeMap_->SetAddressMode(COORD_V, ADDRESS_CLAMP);
- indirectionCubeMap_->SetAddressMode(COORD_W, ADDRESS_CLAMP);
-
- for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
- {
- unsigned char faceX = (i & 1) * 255;
- unsigned char faceY = (i / 2) * 255 / 3;
- unsigned char* dest = data;
- for (unsigned y = 0; y < 256; ++y)
- {
- for (unsigned x = 0; x < 256; ++x)
- {
- #ifdef USE_OPENGL
- *dest++ = x;
- *dest++ = 255 - y;
- *dest++ = faceX;
- *dest++ = 255 * 2 / 3 - faceY;
- #else
- *dest++ = x;
- *dest++ = y;
- *dest++ = faceX;
- *dest++ = faceY;
- #endif
- }
- }
-
- indirectionCubeMap_->SetData((CubeMapFace)i, 0, 0, 0, 256, 256, data);
- }
- }
- void Renderer::CreateInstancingBuffer()
- {
- // Do not create buffer if instancing not supported
- if (!graphics_->GetSM3Support())
- {
- instancingBuffer_.Reset();
- dynamicInstancing_ = false;
- return;
- }
-
- // If must lock the buffer for each batch group, set a smaller size
- unsigned defaultSize = graphics_->GetStreamOffsetSupport() ? INSTANCING_BUFFER_DEFAULT_SIZE : INSTANCING_BUFFER_DEFAULT_SIZE / 4;
-
- instancingBuffer_ = new VertexBuffer(context_);
- if (!instancingBuffer_->SetSize(defaultSize, INSTANCING_BUFFER_MASK, true))
- {
- instancingBuffer_.Reset();
- dynamicInstancing_ = false;
- }
- }
- void Renderer::ResetShadowMaps()
- {
- shadowMaps_.Clear();
- colorShadowMaps_.Clear();
- shadowDepthStencil_.Reset();
- }
- void Renderer::CheckScreenBuffer()
- {
- bool needScreenBuffer = edgeFilter_;
- #ifdef USE_OPENGL
- if (lightPrepass_)
- needScreenBuffer = true;
- #endif
-
- if (!needScreenBuffer)
- screenBuffer_.Reset();
- }
- void Renderer::HandleScreenMode(StringHash eventType, VariantMap& eventData)
- {
- if (!initialized_)
- Initialize();
- else
- {
- // When screen mode changes, purge old views
- ResetViews();
- }
- }
- void Renderer::HandleGraphicsFeatures(StringHash eventType, VariantMap& eventData)
- {
- // Reinitialize if already initialized
- if (initialized_)
- Initialize();
- }
- void Renderer::HandleRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (initialized_)
- {
- using namespace RenderUpdate;
-
- Update(eventData[P_TIMESTEP].GetFloat());
- }
- }
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