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- //
- // Urho3D Engine
- // Copyright (c) 2008-2012 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.
- //
- #pragma once
- #include "Batch.h"
- #include "HashSet.h"
- #include "List.h"
- #include "Object.h"
- #include "Polyhedron.h"
- class Camera;
- class DebugRenderer;
- class Light;
- class Drawable;
- class OcclusionBuffer;
- class Octree;
- class RenderSurface;
- class Technique;
- class Texture2D;
- class Viewport;
- class Zone;
- struct WorkItem;
- /// %Geometry view space depth minimum and maximum values.
- struct GeometryDepthBounds
- {
- /// Minimum value.
- float min_;
- /// Maximum value.
- float max_;
- };
- /// Intermediate light processing result.
- struct LightQueryResult
- {
- /// Light.
- Light* light_;
- /// Lit geometries.
- PODVector<Drawable*> litGeometries_;
- /// Shadow casters.
- PODVector<Drawable*> shadowCasters_;
- /// Shadow cameras.
- Camera* shadowCameras_[MAX_LIGHT_SPLITS];
- /// Shadow caster start indices.
- unsigned shadowCasterBegin_[MAX_LIGHT_SPLITS];
- /// Shadow caster end indices.
- unsigned shadowCasterEnd_[MAX_LIGHT_SPLITS];
- /// Combined bounding box of shadow casters in light view or projection space.
- BoundingBox shadowCasterBox_[MAX_LIGHT_SPLITS];
- /// Shadow camera near splits (directional lights only.)
- float shadowNearSplits_[MAX_LIGHT_SPLITS];
- /// Shadow camera far splits (directional lights only.)
- float shadowFarSplits_[MAX_LIGHT_SPLITS];
- /// Shadow map split count.
- unsigned numSplits_;
- };
- /// 3D rendering view. Includes the main view(s) and any auxiliary views, but not shadow cameras.
- class View : public Object
- {
- friend void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex);
- friend void ProcessLightWork(const WorkItem* item, unsigned threadIndex);
-
- OBJECT(View);
-
- public:
- /// Construct.
- View(Context* context);
- /// Destruct.
- virtual ~View();
-
- /// Define with rendertarget and viewport. Return true if successful.
- bool Define(RenderSurface* renderTarget, Viewport* viewport);
- /// Update and cull objects and construct rendering batches.
- void Update(const FrameInfo& frame);
- /// Render batches.
- void Render();
-
- /// Return octree.
- Octree* GetOctree() const { return octree_; }
- /// Return camera.
- Camera* GetCamera() const { return camera_; }
- /// Return the rendertarget. 0 if using the backbuffer.
- RenderSurface* GetRenderTarget() const { return renderTarget_; }
- /// Return geometry objects.
- const PODVector<Drawable*>& GetGeometries() const { return geometries_; }
- /// Return occluder objects.
- const PODVector<Drawable*>& GetOccluders() const { return occluders_; }
- /// Return lights.
- const PODVector<Light*>& GetLights() const { return lights_; }
- /// Return light batch queues.
- const Vector<LightBatchQueue>& GetLightQueues() const { return lightQueues_; }
-
- private:
- /// Query the octree for drawable objects.
- void GetDrawables();
- /// Construct batches from the drawable objects.
- void GetBatches();
- /// Update geometries and sort batches.
- void UpdateGeometries();
- /// Get pixel lit batches for a certain light and drawable.
- void GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue);
- /// Render batches using forward rendering.
- void RenderBatchesForward();
- /// Render batches using light pre-pass or deferred rendering.
- void RenderBatchesDeferred();
- /// Allocate needed screen buffers for post-processing and/or framebuffer blitting.
- void AllocateScreenBuffers();
- /// Blit the framebuffer to destination. Used in OpenGL deferred rendering modes.
- void BlitFramebuffer();
- /// Run post-processing effects.
- void RunPostProcesses();
- /// Query for occluders as seen from a camera.
- void UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera);
- /// Draw occluders to occlusion buffer.
- void DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders);
- /// Query for lit geometries and shadow casters for a light.
- void ProcessLight(LightQueryResult& query, unsigned threadIndex);
- /// Process shadow casters' visibilities and build their combined view- or projection-space bounding box.
- void ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex);
- /// %Set up initial shadow camera view(s).
- void SetupShadowCameras(LightQueryResult& query);
- /// %Set up a directional light shadow camera
- void SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit);
- /// Finalize shadow camera view after shadow casters and the shadow map are known.
- void FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport, const BoundingBox& shadowCasterBox);
- /// Quantize a directional light shadow camera view to eliminate swimming.
- void QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport, const BoundingBox& viewBox);
- /// Check visibility of one shadow caster.
- bool IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView, const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox);
- /// Return the viewport for a shadow map split.
- IntRect GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap);
- /// Optimize light rendering by setting up a scissor rectangle.
- void OptimizeLightByScissor(Light* light);
- /// Optimize spot or point light rendering by drawing its volume to the stencil buffer.
- void OptimizeLightByStencil(Light* light);
- /// Return scissor rectangle for a light.
- const Rect& GetLightScissor(Light* light);
- /// Split directional or point light for shadow rendering.
- unsigned SplitLight(Light* light);
- /// Find and set a new zone for a drawable when it has moved.
- void FindZone(Drawable* drawable, unsigned threadIndex);
- /// Return the drawable's zone, or camera zone if it has override mode enabled.
- Zone* GetZone(Drawable* drawable);
- /// Return the drawable's light mask, considering also its zone.
- unsigned GetLightMask(Drawable* drawable);
- /// Return the drawable's shadow mask, considering also its zone.
- unsigned GetShadowMask(Drawable* drawable);
- /// Return hash code for a vertex light queue.
- unsigned long long GetVertexLightQueueHash(const PODVector<Light*>& vertexLights);
- /// Return material technique, considering the drawable's LOD distance.
- Technique* GetTechnique(Drawable* drawable, Material*& material);
- /// Check if material should render an auxiliary view (if it has a camera attached.)
- void CheckMaterialForAuxView(Material* material);
- /// Finalize a batch. Convert it to instanced if possible, choose shaders for it, and calculate the sort key.
- void FinalizeBatch(Batch& batch, Technique* tech, Pass* pass, bool allowInstancing = true, bool allowShadows = true);
- /// Prepare instancing buffer by filling it with all instance transforms.
- void PrepareInstancingBuffer();
- /// %Set up a light volume rendering batch.
- void SetupLightVolumeBatch(Batch& batch);
- /// Draw a full screen quad (either near or far.) Shaders must have been set beforehand.
- void DrawFullscreenQuad(Camera* camera, bool nearQuad);
- /// Render a shadow map.
- void RenderShadowMap(const LightBatchQueue& queue);
- /// Return the proper depth-stencil surface to use for a rendertarget.
- RenderSurface* GetDepthStencil(RenderSurface* renderTarget);
-
- /// Graphics subsystem.
- WeakPtr<Graphics> graphics_;
- /// Renderer subsystem.
- WeakPtr<Renderer> renderer_;
- /// Octree to use.
- Octree* octree_;
- /// Camera to use.
- Camera* camera_;
- /// Zone the camera is inside, or default zone if not assigned.
- Zone* cameraZone_;
- /// Zone at far clip plane.
- Zone* farClipZone_;
- /// Occlusion buffer for the main camera.
- OcclusionBuffer* occlusionBuffer_;
- /// Color rendertarget to use.
- RenderSurface* renderTarget_;
- /// Viewport rectangle.
- IntRect viewRect_;
- /// Viewport size.
- IntVector2 viewSize_;
- /// Rendertarget size.
- IntVector2 rtSize_;
- /// Information of the frame being rendered.
- FrameInfo frame_;
- /// Scene-bounded camera frustum.
- Frustum sceneFrustum_;
- /// Combined bounding box of visible geometries.
- BoundingBox sceneBox_;
- /// Combined bounding box of visible geometries in view space.
- BoundingBox sceneViewBox_;
- /// Post-processing effects.
- Vector<SharedPtr<PostProcess> > postProcesses_;
- /// Intermediate screen buffers used in postprocessing and OpenGL deferred framebuffer blit.
- PODVector<Texture2D*> screenBuffers_;
- /// Per-thread octree query results.
- Vector<PODVector<Drawable*> > tempDrawables_;
- /// Per-thread octree zone query results.
- Vector<PODVector<Zone*> > tempZones_;
- /// Visible zones.
- PODVector<Zone*> zones_;
- /// Visible geometry objects.
- PODVector<Drawable*> geometries_;
- /// All geometry objects, including shadow casters not visible in the main view.
- PODVector<Drawable*> allGeometries_;
- /// Geometry objects that will be updated in the main thread.
- PODVector<Drawable*> nonThreadedGeometries_;
- /// Geometry objects that will be updated in worker threads.
- PODVector<Drawable*> threadedGeometries_;
- /// Occluder objects.
- PODVector<Drawable*> occluders_;
- /// Depth minimum and maximum values for visible geometries.
- PODVector<GeometryDepthBounds> geometryDepthBounds_;
- /// Lights.
- PODVector<Light*> lights_;
- /// Drawables that limit their maximum light count.
- HashSet<Drawable*> maxLightsDrawables_;
- /// Base pass batches.
- BatchQueue baseQueue_;
- /// Pre-transparent pass batches.
- BatchQueue preAlphaQueue_;
- /// Deferred rendering G-buffer batches.
- BatchQueue gbufferQueue_;
- /// Transparent geometry batches.
- BatchQueue alphaQueue_;
- /// Post-transparent pass batches.
- BatchQueue postAlphaQueue_;
- /// Intermediate light processing results.
- Vector<LightQueryResult> lightQueryResults_;
- /// Per-pixel light queues.
- Vector<LightBatchQueue> lightQueues_;
- /// Per-vertex light queues.
- HashMap<unsigned long long, LightBatchQueue> vertexLightQueues_;
- /// Material quality level.
- int materialQuality_;
- /// Maximum number of occluder triangles.
- int maxOccluderTriangles_;
- /// Highest zone priority currently visible.
- int highestZonePriority_;
- /// Rendering mode.
- RenderMode renderMode_;
- /// Camera zone's override flag.
- bool cameraZoneOverride_;
- /// Draw shadows flag.
- bool drawShadows_;
- /// Whether objects with zero lightmask exist. In light pre-pass mode this means skipping some optimizations.
- bool hasZeroLightMask_;
- };
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