View.cpp 114 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "DebugRenderer.h"
  25. #include "FileSystem.h"
  26. #include "Geometry.h"
  27. #include "Graphics.h"
  28. #include "GraphicsImpl.h"
  29. #include "Log.h"
  30. #include "Material.h"
  31. #include "OcclusionBuffer.h"
  32. #include "Octree.h"
  33. #include "Renderer.h"
  34. #include "RenderPath.h"
  35. #include "ResourceCache.h"
  36. #include "Profiler.h"
  37. #include "Scene.h"
  38. #include "ShaderVariation.h"
  39. #include "Skybox.h"
  40. #include "Technique.h"
  41. #include "Texture2D.h"
  42. #include "Texture3D.h"
  43. #include "TextureCube.h"
  44. #include "VertexBuffer.h"
  45. #include "View.h"
  46. #include "WorkQueue.h"
  47. #include "DebugNew.h"
  48. namespace Urho3D
  49. {
  50. static const Vector3* directions[] =
  51. {
  52. &Vector3::RIGHT,
  53. &Vector3::LEFT,
  54. &Vector3::UP,
  55. &Vector3::DOWN,
  56. &Vector3::FORWARD,
  57. &Vector3::BACK
  58. };
  59. /// %Frustum octree query for shadowcasters.
  60. class ShadowCasterOctreeQuery : public FrustumOctreeQuery
  61. {
  62. public:
  63. /// Construct with frustum and query parameters.
  64. ShadowCasterOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  65. unsigned viewMask = DEFAULT_VIEWMASK) :
  66. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  67. {
  68. }
  69. /// Intersection test for drawables.
  70. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  71. {
  72. while (start != end)
  73. {
  74. Drawable* drawable = *start++;
  75. if (drawable->GetCastShadows() && (drawable->GetDrawableFlags() & drawableFlags_) &&
  76. (drawable->GetViewMask() & viewMask_))
  77. {
  78. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  79. result_.Push(drawable);
  80. }
  81. }
  82. }
  83. };
  84. /// %Frustum octree query for zones and occluders.
  85. class ZoneOccluderOctreeQuery : public FrustumOctreeQuery
  86. {
  87. public:
  88. /// Construct with frustum and query parameters.
  89. ZoneOccluderOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, unsigned char drawableFlags = DRAWABLE_ANY,
  90. unsigned viewMask = DEFAULT_VIEWMASK) :
  91. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask)
  92. {
  93. }
  94. /// Intersection test for drawables.
  95. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  96. {
  97. while (start != end)
  98. {
  99. Drawable* drawable = *start++;
  100. unsigned char flags = drawable->GetDrawableFlags();
  101. if ((flags == DRAWABLE_ZONE || ((flags == DRAWABLE_GEOMETRY || flags == DRAWABLE_PROXYGEOMETRY) &&
  102. drawable->IsOccluder())) && (drawable->GetViewMask() & viewMask_))
  103. {
  104. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  105. result_.Push(drawable);
  106. }
  107. }
  108. }
  109. };
  110. /// %Frustum octree query with occlusion.
  111. class OccludedFrustumOctreeQuery : public FrustumOctreeQuery
  112. {
  113. public:
  114. /// Construct with frustum, occlusion buffer and query parameters.
  115. OccludedFrustumOctreeQuery(PODVector<Drawable*>& result, const Frustum& frustum, OcclusionBuffer* buffer, unsigned char
  116. drawableFlags = DRAWABLE_ANY, unsigned viewMask = DEFAULT_VIEWMASK) :
  117. FrustumOctreeQuery(result, frustum, drawableFlags, viewMask),
  118. buffer_(buffer)
  119. {
  120. }
  121. /// Intersection test for an octant.
  122. virtual Intersection TestOctant(const BoundingBox& box, bool inside)
  123. {
  124. if (inside)
  125. return buffer_->IsVisible(box) ? INSIDE : OUTSIDE;
  126. else
  127. {
  128. Intersection result = frustum_.IsInside(box);
  129. if (result != OUTSIDE && !buffer_->IsVisible(box))
  130. result = OUTSIDE;
  131. return result;
  132. }
  133. }
  134. /// Intersection test for drawables. Note: drawable occlusion is performed later in worker threads.
  135. virtual void TestDrawables(Drawable** start, Drawable** end, bool inside)
  136. {
  137. while (start != end)
  138. {
  139. Drawable* drawable = *start++;
  140. if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
  141. {
  142. if (inside || frustum_.IsInsideFast(drawable->GetWorldBoundingBox()))
  143. result_.Push(drawable);
  144. }
  145. }
  146. }
  147. /// Occlusion buffer.
  148. OcclusionBuffer* buffer_;
  149. };
  150. void CheckVisibilityWork(const WorkItem* item, unsigned threadIndex)
  151. {
  152. View* view = reinterpret_cast<View*>(item->aux_);
  153. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  154. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  155. OcclusionBuffer* buffer = view->occlusionBuffer_;
  156. const Matrix3x4& viewMatrix = view->camera_->GetView();
  157. Vector3 viewZ = Vector3(viewMatrix.m20_, viewMatrix.m21_, viewMatrix.m22_);
  158. Vector3 absViewZ = viewZ.Abs();
  159. unsigned cameraViewMask = view->camera_->GetViewMask();
  160. bool cameraZoneOverride = view->cameraZoneOverride_;
  161. PerThreadSceneResult& result = view->sceneResults_[threadIndex];
  162. while (start != end)
  163. {
  164. Drawable* drawable = *start++;
  165. bool batchesUpdated = false;
  166. // If draw distance non-zero, update and check it
  167. float maxDistance = drawable->GetDrawDistance();
  168. if (maxDistance > 0.0f)
  169. {
  170. drawable->UpdateBatches(view->frame_);
  171. batchesUpdated = true;
  172. if (drawable->GetDistance() > maxDistance)
  173. continue;
  174. }
  175. if (!buffer || !drawable->IsOccludee() || buffer->IsVisible(drawable->GetWorldBoundingBox()))
  176. {
  177. if (!batchesUpdated)
  178. drawable->UpdateBatches(view->frame_);
  179. drawable->MarkInView(view->frame_);
  180. // For geometries, find zone, clear lights and calculate view space Z range
  181. if (drawable->GetDrawableFlags() & (DRAWABLE_GEOMETRY | DRAWABLE_PROXYGEOMETRY))
  182. {
  183. Zone* drawableZone = drawable->GetZone();
  184. if (!cameraZoneOverride && (drawable->IsZoneDirty() || !drawableZone || (drawableZone->GetViewMask() &
  185. cameraViewMask) == 0))
  186. view->FindZone(drawable);
  187. const BoundingBox& geomBox = drawable->GetWorldBoundingBox();
  188. Vector3 center = geomBox.Center();
  189. float viewCenterZ = viewZ.DotProduct(center) + viewMatrix.m23_;
  190. Vector3 edge = geomBox.Size() * 0.5f;
  191. float viewEdgeZ = absViewZ.DotProduct(edge);
  192. float minZ = viewCenterZ - viewEdgeZ;
  193. float maxZ = viewCenterZ + viewEdgeZ;
  194. drawable->SetMinMaxZ(viewCenterZ - viewEdgeZ, viewCenterZ + viewEdgeZ);
  195. drawable->ClearLights();
  196. // Expand the scene bounding box and Z range (skybox not included because of infinite size) and store the drawawble
  197. if (drawable->GetType() != Skybox::GetTypeStatic())
  198. {
  199. result.minZ_ = Min(result.minZ_, minZ);
  200. result.maxZ_ = Max(result.maxZ_, maxZ);
  201. }
  202. result.geometries_.Push(drawable);
  203. }
  204. else if (drawable->GetDrawableFlags() & DRAWABLE_LIGHT)
  205. {
  206. Light* light = static_cast<Light*>(drawable);
  207. // Skip lights with zero brightness or black color
  208. if (!light->GetEffectiveColor().Equals(Color::BLACK))
  209. result.lights_.Push(light);
  210. }
  211. }
  212. }
  213. }
  214. void ProcessLightWork(const WorkItem* item, unsigned threadIndex)
  215. {
  216. View* view = reinterpret_cast<View*>(item->aux_);
  217. LightQueryResult* query = reinterpret_cast<LightQueryResult*>(item->start_);
  218. view->ProcessLight(*query, threadIndex);
  219. }
  220. void UpdateDrawableGeometriesWork(const WorkItem* item, unsigned threadIndex)
  221. {
  222. const FrameInfo& frame = *(reinterpret_cast<FrameInfo*>(item->aux_));
  223. Drawable** start = reinterpret_cast<Drawable**>(item->start_);
  224. Drawable** end = reinterpret_cast<Drawable**>(item->end_);
  225. while (start != end)
  226. {
  227. Drawable* drawable = *start++;
  228. // We may leave null pointer holes in the queue if a drawable is found out to require a main thread update
  229. if (drawable)
  230. drawable->UpdateGeometry(frame);
  231. }
  232. }
  233. void SortBatchQueueFrontToBackWork(const WorkItem* item, unsigned threadIndex)
  234. {
  235. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  236. queue->SortFrontToBack();
  237. }
  238. void SortBatchQueueBackToFrontWork(const WorkItem* item, unsigned threadIndex)
  239. {
  240. BatchQueue* queue = reinterpret_cast<BatchQueue*>(item->start_);
  241. queue->SortBackToFront();
  242. }
  243. void SortLightQueueWork(const WorkItem* item, unsigned threadIndex)
  244. {
  245. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  246. start->litBaseBatches_.SortFrontToBack();
  247. start->litBatches_.SortFrontToBack();
  248. }
  249. void SortShadowQueueWork(const WorkItem* item, unsigned threadIndex)
  250. {
  251. LightBatchQueue* start = reinterpret_cast<LightBatchQueue*>(item->start_);
  252. for (unsigned i = 0; i < start->shadowSplits_.Size(); ++i)
  253. start->shadowSplits_[i].shadowBatches_.SortFrontToBack();
  254. }
  255. View::View(Context* context) :
  256. Object(context),
  257. graphics_(GetSubsystem<Graphics>()),
  258. renderer_(GetSubsystem<Renderer>()),
  259. scene_(0),
  260. octree_(0),
  261. camera_(0),
  262. cameraZone_(0),
  263. farClipZone_(0),
  264. renderTarget_(0),
  265. substituteRenderTarget_(0)
  266. {
  267. // Create octree query and scene results vector for each thread
  268. unsigned numThreads = GetSubsystem<WorkQueue>()->GetNumThreads() + 1; // Worker threads + main thread
  269. tempDrawables_.Resize(numThreads);
  270. sceneResults_.Resize(numThreads);
  271. frame_.camera_ = 0;
  272. }
  273. View::~View()
  274. {
  275. }
  276. bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
  277. {
  278. renderPath_ = viewport->GetRenderPath();
  279. if (!renderPath_)
  280. return false;
  281. drawDebug_ = viewport->GetDrawDebug();
  282. hasScenePasses_ = false;
  283. // Make sure that all necessary batch queues exist
  284. scenePasses_.Clear();
  285. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  286. {
  287. const RenderPathCommand& command = renderPath_->commands_[i];
  288. if (!command.enabled_)
  289. continue;
  290. if (command.type_ == CMD_SCENEPASS)
  291. {
  292. hasScenePasses_ = true;
  293. ScenePassInfo info;
  294. info.pass_ = command.pass_;
  295. info.allowInstancing_ = command.sortMode_ != SORT_BACKTOFRONT;
  296. info.markToStencil_ = command.markToStencil_;
  297. info.vertexLights_ = command.vertexLights_;
  298. // Check scenepass metadata for defining custom passes which interact with lighting
  299. if (!command.metadata_.Empty())
  300. {
  301. if (command.metadata_ == "gbuffer")
  302. gBufferPassName_ = command.pass_;
  303. else if (command.metadata_ == "base" && command.pass_ != "base")
  304. {
  305. basePassName_ = command.pass_;
  306. litBasePassName_ = "lit" + command.pass_;
  307. }
  308. else if (command.metadata_ == "alpha" && command.pass_ != "alpha")
  309. {
  310. alphaPassName_ = command.pass_;
  311. litAlphaPassName_ = "lit" + command.pass_;
  312. }
  313. }
  314. HashMap<StringHash, BatchQueue>::Iterator j = batchQueues_.Find(command.pass_);
  315. if (j == batchQueues_.End())
  316. j = batchQueues_.Insert(Pair<StringHash, BatchQueue>(command.pass_, BatchQueue()));
  317. info.batchQueue_ = &j->second_;
  318. scenePasses_.Push(info);
  319. }
  320. // Allow a custom forward light pass
  321. else if (command.type_ == CMD_FORWARDLIGHTS && !command.pass_.Empty())
  322. lightPassName_ = command.pass_;
  323. }
  324. scene_ = viewport->GetScene();
  325. camera_ = viewport->GetCamera();
  326. octree_ = 0;
  327. // Get default zone first in case we do not have zones defined
  328. cameraZone_ = farClipZone_ = renderer_->GetDefaultZone();
  329. if (hasScenePasses_)
  330. {
  331. if (!scene_ || !camera_ || !camera_->IsEnabledEffective())
  332. return false;
  333. // If scene is loading scene content asynchronously, it is incomplete and should not be rendered
  334. if (scene_->IsAsyncLoading() && scene_->GetAsyncLoadMode() > LOAD_RESOURCES_ONLY)
  335. return false;
  336. octree_ = scene_->GetComponent<Octree>();
  337. if (!octree_)
  338. return false;
  339. // Do not accept view if camera projection is illegal
  340. // (there is a possibility of crash if occlusion is used and it can not clip properly)
  341. if (!camera_->IsProjectionValid())
  342. return false;
  343. }
  344. cameraNode_ = camera_ ? camera_->GetNode() : (Node*)0;
  345. renderTarget_ = renderTarget;
  346. gBufferPassName_ = StringHash();
  347. basePassName_ = PASS_BASE;
  348. alphaPassName_ = PASS_ALPHA;
  349. lightPassName_ = PASS_LIGHT;
  350. litBasePassName_ = PASS_LITBASE;
  351. litAlphaPassName_ = PASS_LITALPHA;
  352. // Go through commands to check for deferred rendering and other flags
  353. deferred_ = false;
  354. deferredAmbient_ = false;
  355. useLitBase_ = false;
  356. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  357. {
  358. const RenderPathCommand& command = renderPath_->commands_[i];
  359. if (!command.enabled_)
  360. continue;
  361. // Check if ambient pass and G-buffer rendering happens at the same time
  362. if (command.type_ == CMD_SCENEPASS && command.outputNames_.Size() > 1)
  363. {
  364. if (CheckViewportWrite(command))
  365. deferredAmbient_ = true;
  366. }
  367. else if (command.type_ == CMD_LIGHTVOLUMES)
  368. {
  369. lightVolumeVSName_ = command.vertexShaderName_;
  370. lightVolumePSName_ = command.pixelShaderName_;
  371. deferred_ = true;
  372. }
  373. else if (command.type_ == CMD_FORWARDLIGHTS)
  374. useLitBase_ = command.useLitBase_;
  375. }
  376. // Validate the rect and calculate size. If zero rect, use whole rendertarget size
  377. int rtWidth = renderTarget ? renderTarget->GetWidth() : graphics_->GetWidth();
  378. int rtHeight = renderTarget ? renderTarget->GetHeight() : graphics_->GetHeight();
  379. const IntRect& rect = viewport->GetRect();
  380. if (rect != IntRect::ZERO)
  381. {
  382. viewRect_.left_ = Clamp(rect.left_, 0, rtWidth - 1);
  383. viewRect_.top_ = Clamp(rect.top_, 0, rtHeight - 1);
  384. viewRect_.right_ = Clamp(rect.right_, viewRect_.left_ + 1, rtWidth);
  385. viewRect_.bottom_ = Clamp(rect.bottom_, viewRect_.top_ + 1, rtHeight);
  386. }
  387. else
  388. viewRect_ = IntRect(0, 0, rtWidth, rtHeight);
  389. viewSize_ = viewRect_.Size();
  390. rtSize_ = IntVector2(rtWidth, rtHeight);
  391. // On OpenGL flip the viewport if rendering to a texture for consistent UV addressing with Direct3D9
  392. #ifdef URHO3D_OPENGL
  393. if (renderTarget_)
  394. {
  395. viewRect_.bottom_ = rtHeight - viewRect_.top_;
  396. viewRect_.top_ = viewRect_.bottom_ - viewSize_.y_;
  397. }
  398. #endif
  399. drawShadows_ = renderer_->GetDrawShadows();
  400. materialQuality_ = renderer_->GetMaterialQuality();
  401. maxOccluderTriangles_ = renderer_->GetMaxOccluderTriangles();
  402. minInstances_ = renderer_->GetMinInstances();
  403. // Set possible quality overrides from the camera
  404. unsigned viewOverrideFlags = camera_ ? camera_->GetViewOverrideFlags() : VO_NONE;
  405. if (viewOverrideFlags & VO_LOW_MATERIAL_QUALITY)
  406. materialQuality_ = QUALITY_LOW;
  407. if (viewOverrideFlags & VO_DISABLE_SHADOWS)
  408. drawShadows_ = false;
  409. if (viewOverrideFlags & VO_DISABLE_OCCLUSION)
  410. maxOccluderTriangles_ = 0;
  411. // Occlusion buffer has constant width. If resulting height would be too large due to aspect ratio, disable occlusion
  412. if (viewSize_.y_ > viewSize_.x_ * 4)
  413. maxOccluderTriangles_ = 0;
  414. return true;
  415. }
  416. void View::Update(const FrameInfo& frame)
  417. {
  418. frame_.camera_ = camera_;
  419. frame_.timeStep_ = frame.timeStep_;
  420. frame_.frameNumber_ = frame.frameNumber_;
  421. frame_.viewSize_ = viewSize_;
  422. int maxSortedInstances = renderer_->GetMaxSortedInstances();
  423. // Clear buffers, geometry, light, occluder & batch list
  424. renderTargets_.Clear();
  425. geometries_.Clear();
  426. lights_.Clear();
  427. zones_.Clear();
  428. occluders_.Clear();
  429. vertexLightQueues_.Clear();
  430. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  431. i->second_.Clear(maxSortedInstances);
  432. if (hasScenePasses_ && (!camera_ || !octree_))
  433. return;
  434. // Set automatic aspect ratio if required
  435. if (camera_ && camera_->GetAutoAspectRatio())
  436. camera_->SetAspectRatioInternal((float)frame_.viewSize_.x_ / (float)frame_.viewSize_.y_);
  437. GetDrawables();
  438. GetBatches();
  439. }
  440. void View::Render()
  441. {
  442. if (hasScenePasses_ && (!octree_ || !camera_))
  443. return;
  444. // Actually update geometry data now
  445. UpdateGeometries();
  446. // Allocate screen buffers as necessary
  447. AllocateScreenBuffers();
  448. // Forget parameter sources from the previous view
  449. graphics_->ClearParameterSources();
  450. // If stream offset is supported, write all instance transforms to a single large buffer
  451. // Else we must lock the instance buffer for each batch group
  452. if (renderer_->GetDynamicInstancing() && graphics_->GetStreamOffsetSupport())
  453. PrepareInstancingBuffer();
  454. // It is possible, though not recommended, that the same camera is used for multiple main views. Set automatic aspect ratio
  455. // again to ensure correct projection will be used
  456. if (camera_)
  457. {
  458. if (camera_->GetAutoAspectRatio())
  459. camera_->SetAspectRatioInternal((float)(viewSize_.x_) / (float)(viewSize_.y_));
  460. }
  461. // Bind the face selection and indirection cube maps for point light shadows
  462. #ifndef GL_ES_VERSION_2_0
  463. if (renderer_->GetDrawShadows())
  464. {
  465. graphics_->SetTexture(TU_FACESELECT, renderer_->GetFaceSelectCubeMap());
  466. graphics_->SetTexture(TU_INDIRECTION, renderer_->GetIndirectionCubeMap());
  467. }
  468. #endif
  469. if (renderTarget_)
  470. {
  471. // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way
  472. // as a render texture produced on Direct3D9
  473. #ifdef URHO3D_OPENGL
  474. if (camera_)
  475. camera_->SetFlipVertical(true);
  476. #endif
  477. }
  478. // Render
  479. ExecuteRenderPathCommands();
  480. // After executing all commands, reset rendertarget & state for debug geometry rendering
  481. // Use the last rendertarget (before blitting) so that OpenGL deferred rendering can have benefit of proper depth buffer
  482. // values; after a blit to backbuffer the same depth buffer would not be available any longer
  483. graphics_->SetRenderTarget(0, currentRenderTarget_);
  484. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  485. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  486. graphics_->SetDepthStencil(GetDepthStencil(currentRenderTarget_));
  487. IntVector2 rtSizeNow = graphics_->GetRenderTargetDimensions();
  488. IntRect viewport = (currentRenderTarget_ == renderTarget_) ? viewRect_ : IntRect(0, 0, rtSizeNow.x_,
  489. rtSizeNow.y_);
  490. graphics_->SetViewport(viewport);
  491. graphics_->SetFillMode(FILL_SOLID);
  492. graphics_->SetClipPlane(false);
  493. graphics_->SetDepthBias(0.0f, 0.0f);
  494. graphics_->SetScissorTest(false);
  495. graphics_->SetStencilTest(false);
  496. graphics_->ResetStreamFrequencies();
  497. // Draw the associated debug geometry now if enabled
  498. if (drawDebug_ && octree_ && camera_)
  499. {
  500. DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
  501. if (debug && debug->IsEnabledEffective())
  502. {
  503. debug->SetView(camera_);
  504. debug->Render();
  505. }
  506. }
  507. #ifdef URHO3D_OPENGL
  508. if (camera_)
  509. camera_->SetFlipVertical(false);
  510. #endif
  511. // Run framebuffer blitting if necessary
  512. if (currentRenderTarget_ != renderTarget_)
  513. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()), renderTarget_, true);
  514. // "Forget" the scene, camera, octree and zone after rendering
  515. scene_ = 0;
  516. camera_ = 0;
  517. octree_ = 0;
  518. cameraZone_ = 0;
  519. farClipZone_ = 0;
  520. occlusionBuffer_ = 0;
  521. frame_.camera_ = 0;
  522. }
  523. Graphics* View::GetGraphics() const
  524. {
  525. return graphics_;
  526. }
  527. Renderer* View::GetRenderer() const
  528. {
  529. return renderer_;
  530. }
  531. void View::SetGlobalShaderParameters()
  532. {
  533. graphics_->SetShaderParameter(VSP_DELTATIME, frame_.timeStep_);
  534. graphics_->SetShaderParameter(PSP_DELTATIME, frame_.timeStep_);
  535. if (scene_)
  536. {
  537. float elapsedTime = scene_->GetElapsedTime();
  538. graphics_->SetShaderParameter(VSP_ELAPSEDTIME, elapsedTime);
  539. graphics_->SetShaderParameter(PSP_ELAPSEDTIME, elapsedTime);
  540. }
  541. }
  542. void View::SetCameraShaderParameters(Camera* camera, bool setProjection, bool overrideView)
  543. {
  544. if (!camera)
  545. return;
  546. Matrix3x4 cameraEffectiveTransform = camera->GetEffectiveWorldTransform();
  547. graphics_->SetShaderParameter(VSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  548. graphics_->SetShaderParameter(VSP_CAMERAROT, cameraEffectiveTransform.RotationMatrix());
  549. graphics_->SetShaderParameter(PSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  550. float nearClip = camera->GetNearClip();
  551. float farClip = camera->GetFarClip();
  552. graphics_->SetShaderParameter(VSP_NEARCLIP, nearClip);
  553. graphics_->SetShaderParameter(VSP_FARCLIP, farClip);
  554. graphics_->SetShaderParameter(PSP_NEARCLIP, nearClip);
  555. graphics_->SetShaderParameter(PSP_FARCLIP, farClip);
  556. Vector4 depthMode = Vector4::ZERO;
  557. if (camera->IsOrthographic())
  558. {
  559. depthMode.x_ = 1.0f;
  560. #ifdef URHO3D_OPENGL
  561. depthMode.z_ = 0.5f;
  562. depthMode.w_ = 0.5f;
  563. #else
  564. depthMode.z_ = 1.0f;
  565. #endif
  566. }
  567. else
  568. depthMode.w_ = 1.0f / camera->GetFarClip();
  569. graphics_->SetShaderParameter(VSP_DEPTHMODE, depthMode);
  570. Vector3 nearVector, farVector;
  571. camera->GetFrustumSize(nearVector, farVector);
  572. graphics_->SetShaderParameter(VSP_FRUSTUMSIZE, farVector);
  573. if (setProjection)
  574. {
  575. Matrix4 projection = camera->GetProjection();
  576. #ifdef URHO3D_OPENGL
  577. // Add constant depth bias manually to the projection matrix due to glPolygonOffset() inconsistency
  578. float constantBias = 2.0f * graphics_->GetDepthConstantBias();
  579. projection.m22_ += projection.m32_ * constantBias;
  580. projection.m23_ += projection.m33_ * constantBias;
  581. #endif
  582. if (overrideView)
  583. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  584. else
  585. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection * camera->GetView());
  586. }
  587. }
  588. void View::SetGBufferShaderParameters(const IntVector2& texSize, const IntRect& viewRect)
  589. {
  590. float texWidth = (float)texSize.x_;
  591. float texHeight = (float)texSize.y_;
  592. float widthRange = 0.5f * viewRect.Width() / texWidth;
  593. float heightRange = 0.5f * viewRect.Height() / texHeight;
  594. #ifdef URHO3D_OPENGL
  595. Vector4 bufferUVOffset(((float)viewRect.left_) / texWidth + widthRange,
  596. 1.0f - (((float)viewRect.top_) / texHeight + heightRange), widthRange, heightRange);
  597. #else
  598. Vector4 bufferUVOffset((0.5f + (float)viewRect.left_) / texWidth + widthRange,
  599. (0.5f + (float)viewRect.top_) / texHeight + heightRange, widthRange, heightRange);
  600. #endif
  601. graphics_->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  602. float invSizeX = 1.0f / texWidth;
  603. float invSizeY = 1.0f / texHeight;
  604. graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(invSizeX, invSizeY, 0.0f, 0.0f));
  605. }
  606. void View::GetDrawables()
  607. {
  608. if (!octree_ || !camera_)
  609. return;
  610. PROFILE(GetDrawables);
  611. WorkQueue* queue = GetSubsystem<WorkQueue>();
  612. PODVector<Drawable*>& tempDrawables = tempDrawables_[0];
  613. // Get zones and occluders first
  614. {
  615. ZoneOccluderOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_ZONE, camera_->GetViewMask());
  616. octree_->GetDrawables(query);
  617. }
  618. highestZonePriority_ = M_MIN_INT;
  619. int bestPriority = M_MIN_INT;
  620. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  621. for (PODVector<Drawable*>::ConstIterator i = tempDrawables.Begin(); i != tempDrawables.End(); ++i)
  622. {
  623. Drawable* drawable = *i;
  624. unsigned char flags = drawable->GetDrawableFlags();
  625. if (flags & DRAWABLE_ZONE)
  626. {
  627. Zone* zone = static_cast<Zone*>(drawable);
  628. zones_.Push(zone);
  629. int priority = zone->GetPriority();
  630. if (priority > highestZonePriority_)
  631. highestZonePriority_ = priority;
  632. if (priority > bestPriority && zone->IsInside(cameraPos))
  633. {
  634. cameraZone_ = zone;
  635. bestPriority = priority;
  636. }
  637. }
  638. else
  639. occluders_.Push(drawable);
  640. }
  641. // Determine the zone at far clip distance. If not found, or camera zone has override mode, use camera zone
  642. cameraZoneOverride_ = cameraZone_->GetOverride();
  643. if (!cameraZoneOverride_)
  644. {
  645. Vector3 farClipPos = cameraPos + cameraNode_->GetWorldDirection() * Vector3(0.0f, 0.0f, camera_->GetFarClip());
  646. bestPriority = M_MIN_INT;
  647. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  648. {
  649. int priority = (*i)->GetPriority();
  650. if (priority > bestPriority && (*i)->IsInside(farClipPos))
  651. {
  652. farClipZone_ = *i;
  653. bestPriority = priority;
  654. }
  655. }
  656. }
  657. if (farClipZone_ == renderer_->GetDefaultZone())
  658. farClipZone_ = cameraZone_;
  659. // If occlusion in use, get & render the occluders
  660. occlusionBuffer_ = 0;
  661. if (maxOccluderTriangles_ > 0)
  662. {
  663. UpdateOccluders(occluders_, camera_);
  664. if (occluders_.Size())
  665. {
  666. PROFILE(DrawOcclusion);
  667. occlusionBuffer_ = renderer_->GetOcclusionBuffer(camera_);
  668. DrawOccluders(occlusionBuffer_, occluders_);
  669. }
  670. }
  671. // Get lights and geometries. Coarse occlusion for octants is used at this point
  672. if (occlusionBuffer_)
  673. {
  674. OccludedFrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), occlusionBuffer_, DRAWABLE_GEOMETRY |
  675. DRAWABLE_PROXYGEOMETRY | DRAWABLE_LIGHT, camera_->GetViewMask());
  676. octree_->GetDrawables(query);
  677. }
  678. else
  679. {
  680. FrustumOctreeQuery query(tempDrawables, camera_->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_PROXYGEOMETRY |
  681. DRAWABLE_LIGHT, camera_->GetViewMask());
  682. octree_->GetDrawables(query);
  683. }
  684. // Check drawable occlusion, find zones for moved drawables and collect geometries & lights in worker threads
  685. {
  686. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  687. {
  688. PerThreadSceneResult& result = sceneResults_[i];
  689. result.geometries_.Clear();
  690. result.lights_.Clear();
  691. result.minZ_ = M_INFINITY;
  692. result.maxZ_ = 0.0f;
  693. }
  694. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  695. int drawablesPerItem = tempDrawables.Size() / numWorkItems;
  696. PODVector<Drawable*>::Iterator start = tempDrawables.Begin();
  697. // Create a work item for each thread
  698. for (int i = 0; i < numWorkItems; ++i)
  699. {
  700. SharedPtr<WorkItem> item = queue->GetFreeItem();
  701. item->priority_ = M_MAX_UNSIGNED;
  702. item->workFunction_ = CheckVisibilityWork;
  703. item->aux_ = this;
  704. PODVector<Drawable*>::Iterator end = tempDrawables.End();
  705. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  706. end = start + drawablesPerItem;
  707. item->start_ = &(*start);
  708. item->end_ = &(*end);
  709. queue->AddWorkItem(item);
  710. start = end;
  711. }
  712. queue->Complete(M_MAX_UNSIGNED);
  713. }
  714. // Combine lights, geometries & scene Z range from the threads
  715. geometries_.Clear();
  716. lights_.Clear();
  717. minZ_ = M_INFINITY;
  718. maxZ_ = 0.0f;
  719. if (sceneResults_.Size() > 1)
  720. {
  721. for (unsigned i = 0; i < sceneResults_.Size(); ++i)
  722. {
  723. PerThreadSceneResult& result = sceneResults_[i];
  724. geometries_.Push(result.geometries_);
  725. lights_.Push(result.lights_);
  726. minZ_ = Min(minZ_, result.minZ_);
  727. maxZ_ = Max(maxZ_, result.maxZ_);
  728. }
  729. }
  730. else
  731. {
  732. // If just 1 thread, copy the results directly
  733. PerThreadSceneResult& result = sceneResults_[0];
  734. minZ_ = result.minZ_;
  735. maxZ_ = result.maxZ_;
  736. Swap(geometries_, result.geometries_);
  737. Swap(lights_, result.lights_);
  738. }
  739. if (minZ_ == M_INFINITY)
  740. minZ_ = 0.0f;
  741. // Sort the lights to brightest/closest first, and per-vertex lights first so that per-vertex base pass can be evaluated first
  742. for (unsigned i = 0; i < lights_.Size(); ++i)
  743. {
  744. Light* light = lights_[i];
  745. light->SetIntensitySortValue(camera_->GetDistance(light->GetNode()->GetWorldPosition()));
  746. light->SetLightQueue(0);
  747. }
  748. Sort(lights_.Begin(), lights_.End(), CompareLights);
  749. }
  750. void View::GetBatches()
  751. {
  752. if (!octree_ || !camera_)
  753. return;
  754. nonThreadedGeometries_.Clear();
  755. threadedGeometries_.Clear();
  756. WorkQueue* queue = GetSubsystem<WorkQueue>();
  757. PODVector<Light*> vertexLights;
  758. BatchQueue* alphaQueue = batchQueues_.Contains(alphaPassName_) ? &batchQueues_[alphaPassName_] : (BatchQueue*)0;
  759. // Process lit geometries and shadow casters for each light
  760. {
  761. PROFILE(ProcessLights);
  762. lightQueryResults_.Resize(lights_.Size());
  763. for (unsigned i = 0; i < lightQueryResults_.Size(); ++i)
  764. {
  765. SharedPtr<WorkItem> item = queue->GetFreeItem();
  766. item->priority_ = M_MAX_UNSIGNED;
  767. item->workFunction_ = ProcessLightWork;
  768. item->aux_ = this;
  769. LightQueryResult& query = lightQueryResults_[i];
  770. query.light_ = lights_[i];
  771. item->start_ = &query;
  772. queue->AddWorkItem(item);
  773. }
  774. // Ensure all lights have been processed before proceeding
  775. queue->Complete(M_MAX_UNSIGNED);
  776. }
  777. // Build light queues and lit batches
  778. {
  779. PROFILE(GetLightBatches);
  780. // Preallocate light queues: per-pixel lights which have lit geometries
  781. unsigned numLightQueues = 0;
  782. unsigned usedLightQueues = 0;
  783. for (Vector<LightQueryResult>::ConstIterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  784. {
  785. if (!i->light_->GetPerVertex() && i->litGeometries_.Size())
  786. ++numLightQueues;
  787. }
  788. lightQueues_.Resize(numLightQueues);
  789. maxLightsDrawables_.Clear();
  790. unsigned maxSortedInstances = renderer_->GetMaxSortedInstances();
  791. for (Vector<LightQueryResult>::Iterator i = lightQueryResults_.Begin(); i != lightQueryResults_.End(); ++i)
  792. {
  793. LightQueryResult& query = *i;
  794. // If light has no affected geometries, no need to process further
  795. if (query.litGeometries_.Empty())
  796. continue;
  797. Light* light = query.light_;
  798. // Per-pixel light
  799. if (!light->GetPerVertex())
  800. {
  801. unsigned shadowSplits = query.numSplits_;
  802. // Initialize light queue and store it to the light so that it can be found later
  803. LightBatchQueue& lightQueue = lightQueues_[usedLightQueues++];
  804. light->SetLightQueue(&lightQueue);
  805. lightQueue.light_ = light;
  806. lightQueue.shadowMap_ = 0;
  807. lightQueue.litBaseBatches_.Clear(maxSortedInstances);
  808. lightQueue.litBatches_.Clear(maxSortedInstances);
  809. lightQueue.volumeBatches_.Clear();
  810. // Allocate shadow map now
  811. if (shadowSplits > 0)
  812. {
  813. lightQueue.shadowMap_ = renderer_->GetShadowMap(light, camera_, viewSize_.x_, viewSize_.y_);
  814. // If did not manage to get a shadow map, convert the light to unshadowed
  815. if (!lightQueue.shadowMap_)
  816. shadowSplits = 0;
  817. }
  818. // Setup shadow batch queues
  819. lightQueue.shadowSplits_.Resize(shadowSplits);
  820. for (unsigned j = 0; j < shadowSplits; ++j)
  821. {
  822. ShadowBatchQueue& shadowQueue = lightQueue.shadowSplits_[j];
  823. Camera* shadowCamera = query.shadowCameras_[j];
  824. shadowQueue.shadowCamera_ = shadowCamera;
  825. shadowQueue.nearSplit_ = query.shadowNearSplits_[j];
  826. shadowQueue.farSplit_ = query.shadowFarSplits_[j];
  827. shadowQueue.shadowBatches_.Clear(maxSortedInstances);
  828. // Setup the shadow split viewport and finalize shadow camera parameters
  829. shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
  830. FinalizeShadowCamera(shadowCamera, light, shadowQueue.shadowViewport_, query.shadowCasterBox_[j]);
  831. // Loop through shadow casters
  832. for (PODVector<Drawable*>::ConstIterator k = query.shadowCasters_.Begin() + query.shadowCasterBegin_[j];
  833. k < query.shadowCasters_.Begin() + query.shadowCasterEnd_[j]; ++k)
  834. {
  835. Drawable* drawable = *k;
  836. // If drawable is not in actual view frustum, mark it in view here and check its geometry update type
  837. if (!drawable->IsInView(frame_, true))
  838. {
  839. drawable->MarkInView(frame_.frameNumber_, 0);
  840. UpdateGeometryType type = drawable->GetUpdateGeometryType();
  841. if (type == UPDATE_MAIN_THREAD)
  842. nonThreadedGeometries_.Push(drawable);
  843. else if (type == UPDATE_WORKER_THREAD)
  844. threadedGeometries_.Push(drawable);
  845. }
  846. Zone* zone = GetZone(drawable);
  847. const Vector<SourceBatch>& batches = drawable->GetBatches();
  848. for (unsigned l = 0; l < batches.Size(); ++l)
  849. {
  850. const SourceBatch& srcBatch = batches[l];
  851. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  852. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  853. continue;
  854. Pass* pass = tech->GetSupportedPass(PASS_SHADOW);
  855. // Skip if material has no shadow pass
  856. if (!pass)
  857. continue;
  858. Batch destBatch(srcBatch);
  859. destBatch.pass_ = pass;
  860. destBatch.camera_ = shadowCamera;
  861. destBatch.zone_ = zone;
  862. destBatch.lightQueue_ = &lightQueue;
  863. if (drawable->HasShaderParameters())
  864. destBatch.shaderParameters_ = &(drawable->GetShaderParameters());
  865. AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
  866. }
  867. }
  868. }
  869. // Process lit geometries
  870. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  871. {
  872. Drawable* drawable = *j;
  873. drawable->AddLight(light);
  874. // If drawable limits maximum lights, only record the light, and check maximum count / build batches later
  875. if (!drawable->GetMaxLights())
  876. GetLitBatches(drawable, lightQueue, alphaQueue);
  877. else
  878. maxLightsDrawables_.Insert(drawable);
  879. }
  880. // In deferred modes, store the light volume batch now
  881. if (deferred_)
  882. {
  883. Batch volumeBatch;
  884. volumeBatch.geometry_ = renderer_->GetLightGeometry(light);
  885. volumeBatch.geometryType_ = GEOM_STATIC;
  886. volumeBatch.worldTransform_ = &light->GetVolumeTransform(camera_);
  887. volumeBatch.numWorldTransforms_ = 1;
  888. volumeBatch.overrideView_ = light->GetLightType() == LIGHT_DIRECTIONAL;
  889. volumeBatch.camera_ = camera_;
  890. volumeBatch.lightQueue_ = &lightQueue;
  891. volumeBatch.distance_ = light->GetDistance();
  892. volumeBatch.material_ = 0;
  893. volumeBatch.pass_ = 0;
  894. volumeBatch.zone_ = 0;
  895. renderer_->SetLightVolumeBatchShaders(volumeBatch, lightVolumeVSName_, lightVolumePSName_);
  896. lightQueue.volumeBatches_.Push(volumeBatch);
  897. }
  898. }
  899. // Per-vertex light
  900. else
  901. {
  902. // Add the vertex light to lit drawables. It will be processed later during base pass batch generation
  903. for (PODVector<Drawable*>::ConstIterator j = query.litGeometries_.Begin(); j != query.litGeometries_.End(); ++j)
  904. {
  905. Drawable* drawable = *j;
  906. drawable->AddVertexLight(light);
  907. }
  908. }
  909. }
  910. }
  911. // Process drawables with limited per-pixel light count
  912. if (maxLightsDrawables_.Size())
  913. {
  914. PROFILE(GetMaxLightsBatches);
  915. for (HashSet<Drawable*>::Iterator i = maxLightsDrawables_.Begin(); i != maxLightsDrawables_.End(); ++i)
  916. {
  917. Drawable* drawable = *i;
  918. drawable->LimitLights();
  919. const PODVector<Light*>& lights = drawable->GetLights();
  920. for (unsigned i = 0; i < lights.Size(); ++i)
  921. {
  922. Light* light = lights[i];
  923. // Find the correct light queue again
  924. LightBatchQueue* queue = light->GetLightQueue();
  925. if (queue)
  926. GetLitBatches(drawable, *queue, alphaQueue);
  927. }
  928. }
  929. }
  930. // Build base pass batches and find out the geometry update queue (threaded or nonthreaded) drawables should end up to
  931. {
  932. PROFILE(GetBaseBatches);
  933. for (PODVector<Drawable*>::ConstIterator i = geometries_.Begin(); i != geometries_.End(); ++i)
  934. {
  935. Drawable* drawable = *i;
  936. UpdateGeometryType type = drawable->GetUpdateGeometryType();
  937. if (type == UPDATE_MAIN_THREAD)
  938. nonThreadedGeometries_.Push(drawable);
  939. else if (type == UPDATE_WORKER_THREAD)
  940. threadedGeometries_.Push(drawable);
  941. Zone* zone = GetZone(drawable);
  942. const Vector<SourceBatch>& batches = drawable->GetBatches();
  943. const PODVector<Light*>& drawableVertexLights = drawable->GetVertexLights();
  944. if (!drawableVertexLights.Empty())
  945. drawable->LimitVertexLights();
  946. for (unsigned j = 0; j < batches.Size(); ++j)
  947. {
  948. const SourceBatch& srcBatch = batches[j];
  949. // Check here if the material refers to a rendertarget texture with camera(s) attached
  950. // Only check this for backbuffer views (null rendertarget)
  951. if (srcBatch.material_ && srcBatch.material_->GetAuxViewFrameNumber() != frame_.frameNumber_ && !renderTarget_)
  952. CheckMaterialForAuxView(srcBatch.material_);
  953. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  954. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  955. continue;
  956. Batch destBatch(srcBatch);
  957. destBatch.camera_ = camera_;
  958. destBatch.zone_ = zone;
  959. destBatch.isBase_ = true;
  960. destBatch.pass_ = 0;
  961. destBatch.lightMask_ = GetLightMask(drawable);
  962. if (drawable->HasShaderParameters())
  963. destBatch.shaderParameters_ = &(drawable->GetShaderParameters());
  964. // Check each of the scene passes
  965. for (unsigned k = 0; k < scenePasses_.Size(); ++k)
  966. {
  967. ScenePassInfo& info = scenePasses_[k];
  968. destBatch.pass_ = tech->GetSupportedPass(info.pass_);
  969. if (!destBatch.pass_)
  970. continue;
  971. // Skip forward base pass if the corresponding litbase pass already exists
  972. if (info.pass_ == basePassName_ && j < 32 && drawable->HasBasePass(j))
  973. continue;
  974. if (info.vertexLights_ && !drawableVertexLights.Empty())
  975. {
  976. // For a deferred opaque batch, check if the vertex lights include converted per-pixel lights, and remove
  977. // them to prevent double-lighting
  978. if (deferred_ && destBatch.pass_->GetBlendMode() == BLEND_REPLACE)
  979. {
  980. vertexLights.Clear();
  981. for (unsigned i = 0; i < drawableVertexLights.Size(); ++i)
  982. {
  983. if (drawableVertexLights[i]->GetPerVertex())
  984. vertexLights.Push(drawableVertexLights[i]);
  985. }
  986. }
  987. else
  988. vertexLights = drawableVertexLights;
  989. if (!vertexLights.Empty())
  990. {
  991. // Find a vertex light queue. If not found, create new
  992. unsigned long long hash = GetVertexLightQueueHash(vertexLights);
  993. HashMap<unsigned long long, LightBatchQueue>::Iterator i = vertexLightQueues_.Find(hash);
  994. if (i == vertexLightQueues_.End())
  995. {
  996. i = vertexLightQueues_.Insert(MakePair(hash, LightBatchQueue()));
  997. i->second_.light_ = 0;
  998. i->second_.shadowMap_ = 0;
  999. i->second_.vertexLights_ = vertexLights;
  1000. }
  1001. destBatch.lightQueue_ = &(i->second_);
  1002. }
  1003. }
  1004. else
  1005. destBatch.lightQueue_ = 0;
  1006. bool allowInstancing = info.allowInstancing_;
  1007. if (allowInstancing && info.markToStencil_ && destBatch.lightMask_ != (zone->GetLightMask() & 0xff) || destBatch.shaderParameters_)
  1008. allowInstancing = false;
  1009. AddBatchToQueue(*info.batchQueue_, destBatch, tech, allowInstancing);
  1010. }
  1011. }
  1012. }
  1013. }
  1014. }
  1015. void View::UpdateGeometries()
  1016. {
  1017. PROFILE(SortAndUpdateGeometry);
  1018. WorkQueue* queue = GetSubsystem<WorkQueue>();
  1019. // Sort batches
  1020. {
  1021. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1022. {
  1023. const RenderPathCommand& command = renderPath_->commands_[i];
  1024. if (!IsNecessary(command))
  1025. continue;
  1026. if (command.type_ == CMD_SCENEPASS)
  1027. {
  1028. SharedPtr<WorkItem> item = queue->GetFreeItem();
  1029. item->priority_ = M_MAX_UNSIGNED;
  1030. item->workFunction_ = command.sortMode_ == SORT_FRONTTOBACK ? SortBatchQueueFrontToBackWork : SortBatchQueueBackToFrontWork;
  1031. item->start_ = &batchQueues_[command.pass_];
  1032. queue->AddWorkItem(item);
  1033. }
  1034. }
  1035. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1036. {
  1037. SharedPtr<WorkItem> lightItem = queue->GetFreeItem();
  1038. lightItem->priority_ = M_MAX_UNSIGNED;
  1039. lightItem->workFunction_ = SortLightQueueWork;
  1040. lightItem->start_ = &(*i);
  1041. queue->AddWorkItem(lightItem);
  1042. if (i->shadowSplits_.Size())
  1043. {
  1044. SharedPtr<WorkItem> shadowItem = queue->GetFreeItem();
  1045. shadowItem->priority_ = M_MAX_UNSIGNED;
  1046. shadowItem->workFunction_ = SortShadowQueueWork;
  1047. shadowItem->start_ = &(*i);
  1048. queue->AddWorkItem(shadowItem);
  1049. }
  1050. }
  1051. }
  1052. // Update geometries. Split into threaded and non-threaded updates.
  1053. {
  1054. if (threadedGeometries_.Size())
  1055. {
  1056. // In special cases (context loss, multi-view) a drawable may theoretically first have reported a threaded update, but will actually
  1057. // require a main thread update. Check these cases first and move as applicable. The threaded work routine will tolerate the null
  1058. // pointer holes that we leave to the threaded update queue.
  1059. for (PODVector<Drawable*>::Iterator i = threadedGeometries_.Begin(); i != threadedGeometries_.End(); ++i)
  1060. {
  1061. if ((*i)->GetUpdateGeometryType() == UPDATE_MAIN_THREAD)
  1062. {
  1063. nonThreadedGeometries_.Push(*i);
  1064. *i = 0;
  1065. }
  1066. }
  1067. int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
  1068. int drawablesPerItem = threadedGeometries_.Size() / numWorkItems;
  1069. PODVector<Drawable*>::Iterator start = threadedGeometries_.Begin();
  1070. for (int i = 0; i < numWorkItems; ++i)
  1071. {
  1072. PODVector<Drawable*>::Iterator end = threadedGeometries_.End();
  1073. if (i < numWorkItems - 1 && end - start > drawablesPerItem)
  1074. end = start + drawablesPerItem;
  1075. SharedPtr<WorkItem> item = queue->GetFreeItem();
  1076. item->priority_ = M_MAX_UNSIGNED;
  1077. item->workFunction_ = UpdateDrawableGeometriesWork;
  1078. item->aux_ = const_cast<FrameInfo*>(&frame_);
  1079. item->start_ = &(*start);
  1080. item->end_ = &(*end);
  1081. queue->AddWorkItem(item);
  1082. start = end;
  1083. }
  1084. }
  1085. // While the work queue is processed, update non-threaded geometries
  1086. for (PODVector<Drawable*>::ConstIterator i = nonThreadedGeometries_.Begin(); i != nonThreadedGeometries_.End(); ++i)
  1087. (*i)->UpdateGeometry(frame_);
  1088. }
  1089. // Finally ensure all threaded work has completed
  1090. queue->Complete(M_MAX_UNSIGNED);
  1091. }
  1092. void View::GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue)
  1093. {
  1094. Light* light = lightQueue.light_;
  1095. Zone* zone = GetZone(drawable);
  1096. const Vector<SourceBatch>& batches = drawable->GetBatches();
  1097. bool hasAmbientGradient = zone->GetAmbientGradient() && zone->GetAmbientStartColor() != zone->GetAmbientEndColor();
  1098. // Shadows on transparencies can only be rendered if shadow maps are not reused
  1099. bool allowTransparentShadows = !renderer_->GetReuseShadowMaps();
  1100. bool allowLitBase = useLitBase_ && !light->IsNegative() && light == drawable->GetFirstLight() &&
  1101. drawable->GetVertexLights().Empty() && !hasAmbientGradient;
  1102. for (unsigned i = 0; i < batches.Size(); ++i)
  1103. {
  1104. const SourceBatch& srcBatch = batches[i];
  1105. Technique* tech = GetTechnique(drawable, srcBatch.material_);
  1106. if (!srcBatch.geometry_ || !srcBatch.numWorldTransforms_ || !tech)
  1107. continue;
  1108. // Do not create pixel lit forward passes for materials that render into the G-buffer
  1109. if (gBufferPassName_.Value() && tech->HasPass(gBufferPassName_))
  1110. continue;
  1111. Batch destBatch(srcBatch);
  1112. bool isLitAlpha = false;
  1113. // Check for lit base pass. Because it uses the replace blend mode, it must be ensured to be the first light
  1114. // Also vertex lighting or ambient gradient require the non-lit base pass, so skip in those cases
  1115. if (i < 32 && allowLitBase)
  1116. {
  1117. destBatch.pass_ = tech->GetSupportedPass(litBasePassName_);
  1118. if (destBatch.pass_)
  1119. {
  1120. destBatch.isBase_ = true;
  1121. drawable->SetBasePass(i);
  1122. }
  1123. else
  1124. destBatch.pass_ = tech->GetSupportedPass(lightPassName_);
  1125. }
  1126. else
  1127. destBatch.pass_ = tech->GetSupportedPass(lightPassName_);
  1128. // If no lit pass, check for lit alpha
  1129. if (!destBatch.pass_)
  1130. {
  1131. destBatch.pass_ = tech->GetSupportedPass(litAlphaPassName_);
  1132. isLitAlpha = true;
  1133. }
  1134. // Skip if material does not receive light at all
  1135. if (!destBatch.pass_)
  1136. continue;
  1137. destBatch.camera_ = camera_;
  1138. destBatch.lightQueue_ = &lightQueue;
  1139. destBatch.zone_ = zone;
  1140. if (drawable->HasShaderParameters())
  1141. destBatch.shaderParameters_ = &(drawable->GetShaderParameters());
  1142. if (!isLitAlpha)
  1143. {
  1144. if (destBatch.isBase_)
  1145. AddBatchToQueue(lightQueue.litBaseBatches_, destBatch, tech);
  1146. else
  1147. AddBatchToQueue(lightQueue.litBatches_, destBatch, tech);
  1148. }
  1149. else if (alphaQueue)
  1150. {
  1151. // Transparent batches can not be instanced
  1152. AddBatchToQueue(*alphaQueue, destBatch, tech, false, allowTransparentShadows);
  1153. }
  1154. }
  1155. }
  1156. void View::ExecuteRenderPathCommands()
  1157. {
  1158. // If not reusing shadowmaps, render all of them first
  1159. if (!renderer_->GetReuseShadowMaps() && renderer_->GetDrawShadows() && !lightQueues_.Empty())
  1160. {
  1161. PROFILE(RenderShadowMaps);
  1162. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1163. {
  1164. if (i->shadowMap_)
  1165. RenderShadowMap(*i);
  1166. }
  1167. }
  1168. {
  1169. PROFILE(ExecuteRenderPath);
  1170. // Set for safety in case of empty renderpath
  1171. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1172. currentViewportTexture_ = 0;
  1173. bool viewportModified = false;
  1174. bool isPingponging = false;
  1175. unsigned lastCommandIndex = 0;
  1176. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1177. {
  1178. RenderPathCommand& command = renderPath_->commands_[i];
  1179. if (IsNecessary(command))
  1180. lastCommandIndex = i;
  1181. }
  1182. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1183. {
  1184. RenderPathCommand& command = renderPath_->commands_[i];
  1185. if (!IsNecessary(command))
  1186. continue;
  1187. bool viewportRead = CheckViewportRead(command);
  1188. bool viewportWrite = CheckViewportWrite(command);
  1189. bool beginPingpong = CheckPingpong(i);
  1190. // Has the viewport been modified and will be read as a texture by the current command?
  1191. if (viewportRead && viewportModified)
  1192. {
  1193. // Start pingponging without a blit if already rendering to the substitute render target
  1194. if (currentRenderTarget_ && currentRenderTarget_ == substituteRenderTarget_ && beginPingpong)
  1195. isPingponging = true;
  1196. // If not using pingponging, simply resolve/copy to the first viewport texture
  1197. if (!isPingponging)
  1198. {
  1199. if (!currentRenderTarget_)
  1200. {
  1201. graphics_->ResolveToTexture(viewportTextures_[0], viewRect_);
  1202. currentViewportTexture_ = viewportTextures_[0];
  1203. viewportModified = false;
  1204. }
  1205. else
  1206. {
  1207. if (viewportWrite)
  1208. {
  1209. BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()),
  1210. viewportTextures_[0]->GetRenderSurface(), false);
  1211. currentViewportTexture_ = viewportTextures_[0];
  1212. viewportModified = false;
  1213. }
  1214. else
  1215. {
  1216. // If the current render target is already a texture, and we are not writing to it, can read that
  1217. // texture directly instead of blitting. However keep the viewport dirty flag in case a later command
  1218. // will do both read and write, and then we need to blit / resolve
  1219. currentViewportTexture_ = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1220. }
  1221. }
  1222. }
  1223. else
  1224. {
  1225. // Swap the pingpong double buffer sides. Texture 0 will be read next
  1226. viewportTextures_[1] = viewportTextures_[0];
  1227. viewportTextures_[0] = static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture());
  1228. currentViewportTexture_ = viewportTextures_[0];
  1229. viewportModified = false;
  1230. }
  1231. }
  1232. if (beginPingpong)
  1233. isPingponging = true;
  1234. // Determine viewport write target
  1235. if (viewportWrite)
  1236. {
  1237. if (isPingponging)
  1238. {
  1239. currentRenderTarget_ = viewportTextures_[1]->GetRenderSurface();
  1240. // If the render path ends into a quad, it can be redirected to the final render target
  1241. if (i == lastCommandIndex && command.type_ == CMD_QUAD)
  1242. currentRenderTarget_ = renderTarget_;
  1243. }
  1244. else
  1245. currentRenderTarget_ = substituteRenderTarget_ ? substituteRenderTarget_ : renderTarget_;
  1246. }
  1247. switch (command.type_)
  1248. {
  1249. case CMD_CLEAR:
  1250. {
  1251. PROFILE(ClearRenderTarget);
  1252. Color clearColor = command.clearColor_;
  1253. if (command.useFogColor_)
  1254. clearColor = farClipZone_->GetFogColor();
  1255. SetRenderTargets(command);
  1256. graphics_->Clear(command.clearFlags_, clearColor, command.clearDepth_, command.clearStencil_);
  1257. }
  1258. break;
  1259. case CMD_SCENEPASS:
  1260. if (!batchQueues_[command.pass_].IsEmpty())
  1261. {
  1262. PROFILE(RenderScenePass);
  1263. SetRenderTargets(command);
  1264. SetTextures(command);
  1265. graphics_->SetDrawAntialiased(true);
  1266. graphics_->SetFillMode(camera_->GetFillMode());
  1267. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1268. batchQueues_[command.pass_].Draw(this, command.markToStencil_, false);
  1269. }
  1270. break;
  1271. case CMD_QUAD:
  1272. {
  1273. PROFILE(RenderQuad);
  1274. SetRenderTargets(command);
  1275. SetTextures(command);
  1276. RenderQuad(command);
  1277. }
  1278. break;
  1279. case CMD_FORWARDLIGHTS:
  1280. // Render shadow maps + opaque objects' additive lighting
  1281. if (!lightQueues_.Empty())
  1282. {
  1283. PROFILE(RenderLights);
  1284. SetRenderTargets(command);
  1285. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1286. {
  1287. // If reusing shadowmaps, render each of them before the lit batches
  1288. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1289. {
  1290. RenderShadowMap(*i);
  1291. SetRenderTargets(command);
  1292. }
  1293. SetTextures(command);
  1294. graphics_->SetDrawAntialiased(true);
  1295. graphics_->SetFillMode(camera_->GetFillMode());
  1296. graphics_->SetClipPlane(camera_->GetUseClipping(), camera_->GetClipPlane(), camera_->GetView(), camera_->GetProjection());
  1297. // Draw base (replace blend) batches first
  1298. i->litBaseBatches_.Draw(this);
  1299. // Then, if there are additive passes, optimize the light and draw them
  1300. if (!i->litBatches_.IsEmpty())
  1301. {
  1302. renderer_->OptimizeLightByScissor(i->light_, camera_);
  1303. renderer_->OptimizeLightByStencil(i->light_, camera_);
  1304. i->litBatches_.Draw(this, false, true);
  1305. }
  1306. }
  1307. graphics_->SetScissorTest(false);
  1308. graphics_->SetStencilTest(false);
  1309. }
  1310. break;
  1311. case CMD_LIGHTVOLUMES:
  1312. // Render shadow maps + light volumes
  1313. if (!lightQueues_.Empty())
  1314. {
  1315. PROFILE(RenderLightVolumes);
  1316. SetRenderTargets(command);
  1317. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  1318. {
  1319. // If reusing shadowmaps, render each of them before the lit batches
  1320. if (renderer_->GetReuseShadowMaps() && i->shadowMap_)
  1321. {
  1322. RenderShadowMap(*i);
  1323. SetRenderTargets(command);
  1324. }
  1325. SetTextures(command);
  1326. for (unsigned j = 0; j < i->volumeBatches_.Size(); ++j)
  1327. {
  1328. SetupLightVolumeBatch(i->volumeBatches_[j]);
  1329. i->volumeBatches_[j].Draw(this);
  1330. }
  1331. }
  1332. graphics_->SetScissorTest(false);
  1333. graphics_->SetStencilTest(false);
  1334. }
  1335. break;
  1336. default:
  1337. break;
  1338. }
  1339. // If current command output to the viewport, mark it modified
  1340. if (viewportWrite)
  1341. viewportModified = true;
  1342. }
  1343. }
  1344. }
  1345. void View::SetRenderTargets(RenderPathCommand& command)
  1346. {
  1347. unsigned index = 0;
  1348. while (index < command.outputNames_.Size())
  1349. {
  1350. if (!command.outputNames_[index].Compare("viewport", false))
  1351. graphics_->SetRenderTarget(index, currentRenderTarget_);
  1352. else
  1353. {
  1354. StringHash nameHash(command.outputNames_[index]);
  1355. if (renderTargets_.Contains(nameHash))
  1356. {
  1357. Texture2D* texture = renderTargets_[nameHash];
  1358. graphics_->SetRenderTarget(index, texture);
  1359. }
  1360. else
  1361. graphics_->SetRenderTarget(0, (RenderSurface*)0);
  1362. }
  1363. ++index;
  1364. }
  1365. while (index < MAX_RENDERTARGETS)
  1366. {
  1367. graphics_->SetRenderTarget(index, (RenderSurface*)0);
  1368. ++index;
  1369. }
  1370. // When rendering to the final destination rendertarget, use the actual viewport. Otherwise texture rendertargets will be
  1371. // viewport-sized, so they should use their full size as the viewport
  1372. IntVector2 rtSizeNow = graphics_->GetRenderTargetDimensions();
  1373. IntRect viewport = (graphics_->GetRenderTarget(0) == renderTarget_) ? viewRect_ : IntRect(0, 0, rtSizeNow.x_,
  1374. rtSizeNow.y_);
  1375. graphics_->SetDepthStencil(GetDepthStencil(graphics_->GetRenderTarget(0)));
  1376. graphics_->SetViewport(viewport);
  1377. graphics_->SetColorWrite(true);
  1378. }
  1379. void View::SetTextures(RenderPathCommand& command)
  1380. {
  1381. ResourceCache* cache = GetSubsystem<ResourceCache>();
  1382. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1383. {
  1384. if (command.textureNames_[i].Empty())
  1385. continue;
  1386. // Bind the rendered output
  1387. if (!command.textureNames_[i].Compare("viewport", false))
  1388. {
  1389. graphics_->SetTexture(i, currentViewportTexture_);
  1390. continue;
  1391. }
  1392. // Bind a rendertarget
  1393. HashMap<StringHash, Texture2D*>::ConstIterator j = renderTargets_.Find(command.textureNames_[i]);
  1394. if (j != renderTargets_.End())
  1395. {
  1396. graphics_->SetTexture(i, j->second_);
  1397. continue;
  1398. }
  1399. // Bind a texture from the resource system
  1400. Texture* texture;
  1401. // Detect cube/3D textures by file extension: they are defined by an XML file
  1402. if (GetExtension(command.textureNames_[i]) == ".xml")
  1403. {
  1404. // Assume 3D textures are only bound to the volume map unit, otherwise it's a cube texture
  1405. if (i == TU_VOLUMEMAP)
  1406. texture = cache->GetResource<Texture3D>(command.textureNames_[i]);
  1407. else
  1408. texture = cache->GetResource<TextureCube>(command.textureNames_[i]);
  1409. }
  1410. else
  1411. texture = cache->GetResource<Texture2D>(command.textureNames_[i]);
  1412. if (texture)
  1413. graphics_->SetTexture(i, texture);
  1414. else
  1415. {
  1416. // If requesting a texture fails, clear the texture name to prevent redundant attempts
  1417. command.textureNames_[i] = String::EMPTY;
  1418. }
  1419. }
  1420. }
  1421. void View::RenderQuad(RenderPathCommand& command)
  1422. {
  1423. if (command.vertexShaderName_.Empty() || command.pixelShaderName_.Empty())
  1424. return;
  1425. // If shader can not be found, clear it from the command to prevent redundant attempts
  1426. ShaderVariation* vs = graphics_->GetShader(VS, command.vertexShaderName_, command.vertexShaderDefines_);
  1427. if (!vs)
  1428. command.vertexShaderName_ = String::EMPTY;
  1429. ShaderVariation* ps = graphics_->GetShader(PS, command.pixelShaderName_, command.pixelShaderDefines_);
  1430. if (!ps)
  1431. command.pixelShaderName_ = String::EMPTY;
  1432. // Set shaders & shader parameters and textures
  1433. graphics_->SetShaders(vs, ps);
  1434. const HashMap<StringHash, Variant>& parameters = command.shaderParameters_;
  1435. for (HashMap<StringHash, Variant>::ConstIterator k = parameters.Begin(); k != parameters.End(); ++k)
  1436. graphics_->SetShaderParameter(k->first_, k->second_);
  1437. SetGlobalShaderParameters();
  1438. SetCameraShaderParameters(camera_, false, false);
  1439. // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized
  1440. IntRect viewport = graphics_->GetViewport();
  1441. IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
  1442. SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_));
  1443. // Set per-rendertarget inverse size / offset shader parameters as necessary
  1444. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1445. {
  1446. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1447. if (!rtInfo.enabled_)
  1448. continue;
  1449. StringHash nameHash(rtInfo.name_);
  1450. if (!renderTargets_.Contains(nameHash))
  1451. continue;
  1452. String invSizeName = rtInfo.name_ + "InvSize";
  1453. String offsetsName = rtInfo.name_ + "Offsets";
  1454. float width = (float)renderTargets_[nameHash]->GetWidth();
  1455. float height = (float)renderTargets_[nameHash]->GetHeight();
  1456. graphics_->SetShaderParameter(invSizeName, Vector2(1.0f / width, 1.0f / height));
  1457. #ifdef URHO3D_OPENGL
  1458. graphics_->SetShaderParameter(offsetsName, Vector2::ZERO);
  1459. #else
  1460. graphics_->SetShaderParameter(offsetsName, Vector2(0.5f / width, 0.5f / height));
  1461. #endif
  1462. }
  1463. graphics_->SetBlendMode(BLEND_REPLACE);
  1464. graphics_->SetDepthTest(CMP_ALWAYS);
  1465. graphics_->SetDepthWrite(false);
  1466. graphics_->SetDrawAntialiased(false);
  1467. graphics_->SetFillMode(FILL_SOLID);
  1468. graphics_->SetClipPlane(false);
  1469. graphics_->SetScissorTest(false);
  1470. graphics_->SetStencilTest(false);
  1471. DrawFullscreenQuad(false);
  1472. }
  1473. bool View::IsNecessary(const RenderPathCommand& command)
  1474. {
  1475. return command.enabled_ && command.outputNames_.Size() && (command.type_ != CMD_SCENEPASS ||
  1476. !batchQueues_[command.pass_].IsEmpty());
  1477. }
  1478. bool View::CheckViewportRead(const RenderPathCommand& command)
  1479. {
  1480. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1481. {
  1482. if (!command.textureNames_[i].Empty() && !command.textureNames_[i].Compare("viewport", false))
  1483. return true;
  1484. }
  1485. return false;
  1486. }
  1487. bool View::CheckViewportWrite(const RenderPathCommand& command)
  1488. {
  1489. for (unsigned i = 0; i < command.outputNames_.Size(); ++i)
  1490. {
  1491. if (!command.outputNames_[i].Compare("viewport", false))
  1492. return true;
  1493. }
  1494. return false;
  1495. }
  1496. bool View::CheckPingpong(unsigned index)
  1497. {
  1498. // Current command must be a viewport-reading & writing quad to begin the pingpong chain
  1499. RenderPathCommand& current = renderPath_->commands_[index];
  1500. if (current.type_ != CMD_QUAD || !CheckViewportRead(current) || !CheckViewportWrite(current))
  1501. return false;
  1502. // If there are commands other than quads that target the viewport, we must keep rendering to the final target and resolving
  1503. // to a viewport texture when necessary instead of pingponging, as a scene pass is not guaranteed to fill the entire viewport
  1504. for (unsigned i = index + 1; i < renderPath_->commands_.Size(); ++i)
  1505. {
  1506. RenderPathCommand& command = renderPath_->commands_[i];
  1507. if (!IsNecessary(command))
  1508. continue;
  1509. if (CheckViewportWrite(command))
  1510. {
  1511. if (command.type_ != CMD_QUAD)
  1512. return false;
  1513. }
  1514. }
  1515. return true;
  1516. }
  1517. void View::AllocateScreenBuffers()
  1518. {
  1519. bool needSubstitute = false;
  1520. unsigned numViewportTextures = 0;
  1521. #ifdef URHO3D_OPENGL
  1522. // Due to FBO limitations, in OpenGL deferred modes need to render to texture first and then blit to the backbuffer
  1523. // Also, if rendering to a texture with full deferred rendering, it must be RGBA to comply with the rest of the buffers.
  1524. if ((deferred_ && !renderTarget_) || (deferredAmbient_ && renderTarget_ && renderTarget_->GetParentTexture()->GetFormat() !=
  1525. Graphics::GetRGBAFormat()))
  1526. needSubstitute = true;
  1527. #endif
  1528. // If backbuffer is antialiased when using deferred rendering, need to reserve a buffer
  1529. if (deferred_ && !renderTarget_ && graphics_->GetMultiSample() > 1)
  1530. needSubstitute = true;
  1531. // If viewport is smaller than whole texture/backbuffer in deferred rendering, need to reserve a buffer, as the G-buffer
  1532. // textures will be sized equal to the viewport
  1533. if (viewSize_.x_ < rtSize_.x_ || viewSize_.y_ < rtSize_.y_)
  1534. {
  1535. if (deferred_)
  1536. needSubstitute = true;
  1537. else
  1538. {
  1539. // Check also if using MRT without deferred rendering and rendering to the viewport and another texture
  1540. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1541. {
  1542. const RenderPathCommand& command = renderPath_->commands_[i];
  1543. if (!IsNecessary(command))
  1544. continue;
  1545. if (command.outputNames_.Size() > 1)
  1546. {
  1547. for (unsigned j = 0; j < command.outputNames_.Size(); ++j)
  1548. {
  1549. if (!command.outputNames_[j].Compare("viewport", false))
  1550. {
  1551. needSubstitute = true;
  1552. break;
  1553. }
  1554. }
  1555. }
  1556. if (needSubstitute)
  1557. break;
  1558. }
  1559. }
  1560. }
  1561. // Follow final rendertarget format, or use RGB to match the backbuffer format
  1562. unsigned format = renderTarget_ ? renderTarget_->GetParentTexture()->GetFormat() : Graphics::GetRGBFormat();
  1563. // If HDR rendering is enabled use RGBA16f and reserve a buffer
  1564. bool hdrRendering = renderer_->GetHDRRendering();
  1565. if (renderer_->GetHDRRendering())
  1566. {
  1567. format = Graphics::GetRGBAFloat16Format();
  1568. needSubstitute = true;
  1569. }
  1570. #ifdef URHO3D_OPENGL
  1571. if (deferred_ && !hdrRendering)
  1572. format = Graphics::GetRGBAFormat();
  1573. #endif
  1574. // Check for commands which read the viewport, or pingpong between viewport textures
  1575. bool hasViewportRead = false;
  1576. bool hasPingpong = false;
  1577. for (unsigned i = 0; i < renderPath_->commands_.Size(); ++i)
  1578. {
  1579. const RenderPathCommand& command = renderPath_->commands_[i];
  1580. if (!IsNecessary(command))
  1581. continue;
  1582. if (CheckViewportRead(command))
  1583. hasViewportRead = true;
  1584. if (!hasPingpong && CheckPingpong(i))
  1585. hasPingpong = true;
  1586. }
  1587. if (hasViewportRead)
  1588. {
  1589. ++numViewportTextures;
  1590. // If OpenGL ES, use substitute target to avoid resolve from the backbuffer, which may be slow. However if multisampling
  1591. // is specified, there is no choice
  1592. #ifdef GL_ES_VERSION_2_0
  1593. if (!renderTarget_ && graphics_->GetMultiSample() < 2)
  1594. needSubstitute = true;
  1595. #endif
  1596. // If we have viewport read and target is a cube map, must allocate a substitute target instead as BlitFramebuffer()
  1597. // does not support reading a cube map
  1598. if (renderTarget_ && renderTarget_->GetParentTexture()->GetType() == TextureCube::GetTypeStatic())
  1599. needSubstitute = true;
  1600. // If rendering to a texture, but the viewport is less than the whole texture, use a substitute to ensure
  1601. // postprocessing shaders will never read outside the viewport
  1602. if (renderTarget_ && (viewSize_.x_ < renderTarget_->GetWidth() || viewSize_.y_ < renderTarget_->GetHeight()))
  1603. needSubstitute = true;
  1604. if (hasPingpong && !needSubstitute)
  1605. ++numViewportTextures;
  1606. }
  1607. // Allocate screen buffers with filtering active in case the quad commands need that
  1608. // Follow the sRGB mode of the destination render target
  1609. bool sRGB = renderTarget_ ? renderTarget_->GetParentTexture()->GetSRGB() : graphics_->GetSRGB();
  1610. substituteRenderTarget_ = needSubstitute ? renderer_->GetScreenBuffer(viewSize_.x_, viewSize_.y_, format, true,
  1611. sRGB)->GetRenderSurface() : (RenderSurface*)0;
  1612. for (unsigned i = 0; i < MAX_VIEWPORT_TEXTURES; ++i)
  1613. {
  1614. viewportTextures_[i] = i < numViewportTextures ? renderer_->GetScreenBuffer(viewSize_.x_, viewSize_.y_, format, true, sRGB) :
  1615. (Texture2D*)0;
  1616. }
  1617. // If using a substitute render target and pingponging, the substitute can act as the second viewport texture
  1618. if (numViewportTextures == 1 && substituteRenderTarget_)
  1619. viewportTextures_[1] = static_cast<Texture2D*>(substituteRenderTarget_->GetParentTexture());
  1620. // Allocate extra render targets defined by the rendering path
  1621. for (unsigned i = 0; i < renderPath_->renderTargets_.Size(); ++i)
  1622. {
  1623. const RenderTargetInfo& rtInfo = renderPath_->renderTargets_[i];
  1624. if (!rtInfo.enabled_)
  1625. continue;
  1626. float width = rtInfo.size_.x_;
  1627. float height = rtInfo.size_.y_;
  1628. if (rtInfo.sizeMode_ == SIZE_VIEWPORTDIVISOR)
  1629. {
  1630. width = (float)viewSize_.x_ / Max(width, M_EPSILON);
  1631. height = (float)viewSize_.y_ / Max(height, M_EPSILON);
  1632. }
  1633. else if (rtInfo.sizeMode_ == SIZE_VIEWPORTMULTIPLIER)
  1634. {
  1635. width = (float)viewSize_.x_ * width;
  1636. height = (float)viewSize_.y_ * height;
  1637. }
  1638. int intWidth = (int)(width + 0.5f);
  1639. int intHeight = (int)(height + 0.5f);
  1640. // If the rendertarget is persistent, key it with a hash derived from the RT name and the view's pointer
  1641. renderTargets_[rtInfo.name_] = renderer_->GetScreenBuffer(intWidth, intHeight, rtInfo.format_, rtInfo.filtered_,
  1642. rtInfo.sRGB_, rtInfo.persistent_ ? StringHash(rtInfo.name_).Value() + (unsigned)(size_t)this : 0);
  1643. }
  1644. }
  1645. void View::BlitFramebuffer(Texture2D* source, RenderSurface* destination, bool depthWrite)
  1646. {
  1647. if (!source)
  1648. return;
  1649. PROFILE(BlitFramebuffer);
  1650. // If blitting to the destination rendertarget, use the actual viewport. Intermediate textures on the other hand
  1651. // are always viewport-sized
  1652. IntVector2 srcSize(source->GetWidth(), source->GetHeight());
  1653. IntVector2 destSize = destination ? IntVector2(destination->GetWidth(), destination->GetHeight()) : IntVector2(
  1654. graphics_->GetWidth(), graphics_->GetHeight());
  1655. IntRect srcRect = (source->GetRenderSurface() == renderTarget_) ? viewRect_ : IntRect(0, 0, srcSize.x_, srcSize.y_);
  1656. IntRect destRect = (destination == renderTarget_) ? viewRect_ : IntRect(0, 0, destSize.x_, destSize.y_);
  1657. graphics_->SetBlendMode(BLEND_REPLACE);
  1658. graphics_->SetDepthTest(CMP_ALWAYS);
  1659. graphics_->SetDepthWrite(depthWrite);
  1660. graphics_->SetFillMode(FILL_SOLID);
  1661. graphics_->SetClipPlane(false);
  1662. graphics_->SetScissorTest(false);
  1663. graphics_->SetStencilTest(false);
  1664. graphics_->SetRenderTarget(0, destination);
  1665. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  1666. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  1667. graphics_->SetDepthStencil(GetDepthStencil(destination));
  1668. graphics_->SetViewport(destRect);
  1669. static const String shaderName("CopyFramebuffer");
  1670. graphics_->SetShaders(graphics_->GetShader(VS, shaderName), graphics_->GetShader(PS, shaderName));
  1671. SetGBufferShaderParameters(srcSize, srcRect);
  1672. graphics_->SetTexture(TU_DIFFUSE, source);
  1673. DrawFullscreenQuad(false);
  1674. }
  1675. void View::DrawFullscreenQuad(bool nearQuad)
  1676. {
  1677. Geometry* geometry = renderer_->GetQuadGeometry();
  1678. Matrix3x4 model = Matrix3x4::IDENTITY;
  1679. Matrix4 projection = Matrix4::IDENTITY;
  1680. #ifdef URHO3D_OPENGL
  1681. if (camera_ && camera_->GetFlipVertical())
  1682. projection.m11_ = -1.0f;
  1683. model.m23_ = nearQuad ? -1.0f : 1.0f;
  1684. #else
  1685. model.m23_ = nearQuad ? 0.0f : 1.0f;
  1686. #endif
  1687. graphics_->SetCullMode(CULL_NONE);
  1688. graphics_->SetShaderParameter(VSP_MODEL, model);
  1689. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  1690. graphics_->ClearTransformSources();
  1691. geometry->Draw(graphics_);
  1692. }
  1693. void View::UpdateOccluders(PODVector<Drawable*>& occluders, Camera* camera)
  1694. {
  1695. float occluderSizeThreshold_ = renderer_->GetOccluderSizeThreshold();
  1696. float halfViewSize = camera->GetHalfViewSize();
  1697. float invOrthoSize = 1.0f / camera->GetOrthoSize();
  1698. for (PODVector<Drawable*>::Iterator i = occluders.Begin(); i != occluders.End();)
  1699. {
  1700. Drawable* occluder = *i;
  1701. bool erase = false;
  1702. if (!occluder->IsInView(frame_, true))
  1703. occluder->UpdateBatches(frame_);
  1704. // Check occluder's draw distance (in main camera view)
  1705. float maxDistance = occluder->GetDrawDistance();
  1706. if (maxDistance <= 0.0f || occluder->GetDistance() <= maxDistance)
  1707. {
  1708. // Check that occluder is big enough on the screen
  1709. const BoundingBox& box = occluder->GetWorldBoundingBox();
  1710. float diagonal = box.Size().Length();
  1711. float compare;
  1712. if (!camera->IsOrthographic())
  1713. compare = diagonal * halfViewSize / occluder->GetDistance();
  1714. else
  1715. compare = diagonal * invOrthoSize;
  1716. if (compare < occluderSizeThreshold_)
  1717. erase = true;
  1718. else
  1719. {
  1720. // Store amount of triangles divided by screen size as a sorting key
  1721. // (best occluders are big and have few triangles)
  1722. occluder->SetSortValue((float)occluder->GetNumOccluderTriangles() / compare);
  1723. }
  1724. }
  1725. else
  1726. erase = true;
  1727. if (erase)
  1728. i = occluders.Erase(i);
  1729. else
  1730. ++i;
  1731. }
  1732. // Sort occluders so that if triangle budget is exceeded, best occluders have been drawn
  1733. if (occluders.Size())
  1734. Sort(occluders.Begin(), occluders.End(), CompareDrawables);
  1735. }
  1736. void View::DrawOccluders(OcclusionBuffer* buffer, const PODVector<Drawable*>& occluders)
  1737. {
  1738. buffer->SetMaxTriangles(maxOccluderTriangles_);
  1739. buffer->Clear();
  1740. for (unsigned i = 0; i < occluders.Size(); ++i)
  1741. {
  1742. Drawable* occluder = occluders[i];
  1743. if (i > 0)
  1744. {
  1745. // For subsequent occluders, do a test against the pixel-level occlusion buffer to see if rendering is necessary
  1746. if (!buffer->IsVisible(occluder->GetWorldBoundingBox()))
  1747. continue;
  1748. }
  1749. // Check for running out of triangles
  1750. if (!occluder->DrawOcclusion(buffer))
  1751. break;
  1752. }
  1753. buffer->BuildDepthHierarchy();
  1754. }
  1755. void View::ProcessLight(LightQueryResult& query, unsigned threadIndex)
  1756. {
  1757. Light* light = query.light_;
  1758. LightType type = light->GetLightType();
  1759. const Frustum& frustum = camera_->GetFrustum();
  1760. // Check if light should be shadowed
  1761. bool isShadowed = drawShadows_ && light->GetCastShadows() && !light->GetPerVertex() && light->GetShadowIntensity() < 1.0f;
  1762. // If shadow distance non-zero, check it
  1763. if (isShadowed && light->GetShadowDistance() > 0.0f && light->GetDistance() > light->GetShadowDistance())
  1764. isShadowed = false;
  1765. // OpenGL ES can not support point light shadows
  1766. #ifdef GL_ES_VERSION_2_0
  1767. if (isShadowed && type == LIGHT_POINT)
  1768. isShadowed = false;
  1769. #endif
  1770. // Get lit geometries. They must match the light mask and be inside the main camera frustum to be considered
  1771. PODVector<Drawable*>& tempDrawables = tempDrawables_[threadIndex];
  1772. query.litGeometries_.Clear();
  1773. switch (type)
  1774. {
  1775. case LIGHT_DIRECTIONAL:
  1776. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1777. {
  1778. if (GetLightMask(geometries_[i]) & light->GetLightMask())
  1779. query.litGeometries_.Push(geometries_[i]);
  1780. }
  1781. break;
  1782. case LIGHT_SPOT:
  1783. {
  1784. FrustumOctreeQuery octreeQuery(tempDrawables, light->GetFrustum(), DRAWABLE_GEOMETRY | DRAWABLE_PROXYGEOMETRY,
  1785. camera_->GetViewMask());
  1786. octree_->GetDrawables(octreeQuery);
  1787. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1788. {
  1789. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1790. query.litGeometries_.Push(tempDrawables[i]);
  1791. }
  1792. }
  1793. break;
  1794. case LIGHT_POINT:
  1795. {
  1796. SphereOctreeQuery octreeQuery(tempDrawables, Sphere(light->GetNode()->GetWorldPosition(), light->GetRange()),
  1797. DRAWABLE_GEOMETRY | DRAWABLE_PROXYGEOMETRY, camera_->GetViewMask());
  1798. octree_->GetDrawables(octreeQuery);
  1799. for (unsigned i = 0; i < tempDrawables.Size(); ++i)
  1800. {
  1801. if (tempDrawables[i]->IsInView(frame_) && (GetLightMask(tempDrawables[i]) & light->GetLightMask()))
  1802. query.litGeometries_.Push(tempDrawables[i]);
  1803. }
  1804. }
  1805. break;
  1806. }
  1807. // If no lit geometries or not shadowed, no need to process shadow cameras
  1808. if (query.litGeometries_.Empty() || !isShadowed)
  1809. {
  1810. query.numSplits_ = 0;
  1811. return;
  1812. }
  1813. // Determine number of shadow cameras and setup their initial positions
  1814. SetupShadowCameras(query);
  1815. // Process each split for shadow casters
  1816. query.shadowCasters_.Clear();
  1817. for (unsigned i = 0; i < query.numSplits_; ++i)
  1818. {
  1819. Camera* shadowCamera = query.shadowCameras_[i];
  1820. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1821. query.shadowCasterBegin_[i] = query.shadowCasterEnd_[i] = query.shadowCasters_.Size();
  1822. // For point light check that the face is visible: if not, can skip the split
  1823. if (type == LIGHT_POINT && frustum.IsInsideFast(BoundingBox(shadowCameraFrustum)) == OUTSIDE)
  1824. continue;
  1825. // For directional light check that the split is inside the visible scene: if not, can skip the split
  1826. if (type == LIGHT_DIRECTIONAL)
  1827. {
  1828. if (minZ_ > query.shadowFarSplits_[i])
  1829. continue;
  1830. if (maxZ_ < query.shadowNearSplits_[i])
  1831. continue;
  1832. // Reuse lit geometry query for all except directional lights
  1833. ShadowCasterOctreeQuery query(tempDrawables, shadowCameraFrustum, DRAWABLE_GEOMETRY | DRAWABLE_PROXYGEOMETRY,
  1834. camera_->GetViewMask());
  1835. octree_->GetDrawables(query);
  1836. }
  1837. // Check which shadow casters actually contribute to the shadowing
  1838. ProcessShadowCasters(query, tempDrawables, i);
  1839. }
  1840. // If no shadow casters, the light can be rendered unshadowed. At this point we have not allocated a shadow map yet, so the
  1841. // only cost has been the shadow camera setup & queries
  1842. if (query.shadowCasters_.Empty())
  1843. query.numSplits_ = 0;
  1844. }
  1845. void View::ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex)
  1846. {
  1847. Light* light = query.light_;
  1848. Camera* shadowCamera = query.shadowCameras_[splitIndex];
  1849. const Frustum& shadowCameraFrustum = shadowCamera->GetFrustum();
  1850. const Matrix3x4& lightView = shadowCamera->GetView();
  1851. const Matrix4& lightProj = shadowCamera->GetProjection();
  1852. LightType type = light->GetLightType();
  1853. query.shadowCasterBox_[splitIndex].defined_ = false;
  1854. // Transform scene frustum into shadow camera's view space for shadow caster visibility check. For point & spot lights,
  1855. // we can use the whole scene frustum. For directional lights, use the intersection of the scene frustum and the split
  1856. // frustum, so that shadow casters do not get rendered into unnecessary splits
  1857. Frustum lightViewFrustum;
  1858. if (type != LIGHT_DIRECTIONAL)
  1859. lightViewFrustum = camera_->GetSplitFrustum(minZ_, maxZ_).Transformed(lightView);
  1860. else
  1861. lightViewFrustum = camera_->GetSplitFrustum(Max(minZ_, query.shadowNearSplits_[splitIndex]),
  1862. Min(maxZ_, query.shadowFarSplits_[splitIndex])).Transformed(lightView);
  1863. BoundingBox lightViewFrustumBox(lightViewFrustum);
  1864. // Check for degenerate split frustum: in that case there is no need to get shadow casters
  1865. if (lightViewFrustum.vertices_[0] == lightViewFrustum.vertices_[4])
  1866. return;
  1867. BoundingBox lightViewBox;
  1868. BoundingBox lightProjBox;
  1869. for (PODVector<Drawable*>::ConstIterator i = drawables.Begin(); i != drawables.End(); ++i)
  1870. {
  1871. Drawable* drawable = *i;
  1872. // In case this is a point or spot light query result reused for optimization, we may have non-shadowcasters included.
  1873. // Check for that first
  1874. if (!drawable->GetCastShadows())
  1875. continue;
  1876. // Check shadow mask
  1877. if (!(GetShadowMask(drawable) & light->GetLightMask()))
  1878. continue;
  1879. // For point light, check that this drawable is inside the split shadow camera frustum
  1880. if (type == LIGHT_POINT && shadowCameraFrustum.IsInsideFast(drawable->GetWorldBoundingBox()) == OUTSIDE)
  1881. continue;
  1882. // Check shadow distance
  1883. float maxShadowDistance = drawable->GetShadowDistance();
  1884. float drawDistance = drawable->GetDrawDistance();
  1885. bool batchesUpdated = drawable->IsInView(frame_, true);
  1886. if (drawDistance > 0.0f && (maxShadowDistance <= 0.0f || drawDistance < maxShadowDistance))
  1887. maxShadowDistance = drawDistance;
  1888. if (maxShadowDistance > 0.0f)
  1889. {
  1890. if (!batchesUpdated)
  1891. {
  1892. drawable->UpdateBatches(frame_);
  1893. batchesUpdated = true;
  1894. }
  1895. if (drawable->GetDistance() > maxShadowDistance)
  1896. continue;
  1897. }
  1898. // Note: as lights are processed threaded, it is possible a drawable's UpdateBatches() function is called several
  1899. // times. However, this should not cause problems as no scene modification happens at this point.
  1900. if (!batchesUpdated)
  1901. drawable->UpdateBatches(frame_);
  1902. // Project shadow caster bounding box to light view space for visibility check
  1903. lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
  1904. if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
  1905. {
  1906. // Merge to shadow caster bounding box and add to the list
  1907. if (type == LIGHT_DIRECTIONAL)
  1908. query.shadowCasterBox_[splitIndex].Merge(lightViewBox);
  1909. else
  1910. {
  1911. lightProjBox = lightViewBox.Projected(lightProj);
  1912. query.shadowCasterBox_[splitIndex].Merge(lightProjBox);
  1913. }
  1914. query.shadowCasters_.Push(drawable);
  1915. }
  1916. }
  1917. query.shadowCasterEnd_[splitIndex] = query.shadowCasters_.Size();
  1918. }
  1919. bool View::IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
  1920. const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox)
  1921. {
  1922. if (shadowCamera->IsOrthographic())
  1923. {
  1924. // Extrude the light space bounding box up to the far edge of the frustum's light space bounding box
  1925. lightViewBox.max_.z_ = Max(lightViewBox.max_.z_,lightViewFrustumBox.max_.z_);
  1926. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1927. }
  1928. else
  1929. {
  1930. // If light is not directional, can do a simple check: if object is visible, its shadow is too
  1931. if (drawable->IsInView(frame_))
  1932. return true;
  1933. // For perspective lights, extrusion direction depends on the position of the shadow caster
  1934. Vector3 center = lightViewBox.Center();
  1935. Ray extrusionRay(center, center);
  1936. float extrusionDistance = shadowCamera->GetFarClip();
  1937. float originalDistance = Clamp(center.Length(), M_EPSILON, extrusionDistance);
  1938. // Because of the perspective, the bounding box must also grow when it is extruded to the distance
  1939. float sizeFactor = extrusionDistance / originalDistance;
  1940. // Calculate the endpoint box and merge it to the original. Because it's axis-aligned, it will be larger
  1941. // than necessary, so the test will be conservative
  1942. Vector3 newCenter = extrusionDistance * extrusionRay.direction_;
  1943. Vector3 newHalfSize = lightViewBox.Size() * sizeFactor * 0.5f;
  1944. BoundingBox extrudedBox(newCenter - newHalfSize, newCenter + newHalfSize);
  1945. lightViewBox.Merge(extrudedBox);
  1946. return lightViewFrustum.IsInsideFast(lightViewBox) != OUTSIDE;
  1947. }
  1948. }
  1949. IntRect View::GetShadowMapViewport(Light* light, unsigned splitIndex, Texture2D* shadowMap)
  1950. {
  1951. unsigned width = shadowMap->GetWidth();
  1952. unsigned height = shadowMap->GetHeight();
  1953. switch (light->GetLightType())
  1954. {
  1955. case LIGHT_DIRECTIONAL:
  1956. {
  1957. int numSplits = light->GetNumShadowSplits();
  1958. if (numSplits == 1)
  1959. return IntRect(0, 0, width, height);
  1960. else if (numSplits == 2)
  1961. return IntRect(splitIndex * width / 2, 0, (splitIndex + 1) * width / 2, height);
  1962. else
  1963. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 2, ((splitIndex & 1) + 1) * width / 2,
  1964. (splitIndex / 2 + 1) * height / 2);
  1965. }
  1966. case LIGHT_SPOT:
  1967. return IntRect(0, 0, width, height);
  1968. case LIGHT_POINT:
  1969. return IntRect((splitIndex & 1) * width / 2, (splitIndex / 2) * height / 3, ((splitIndex & 1) + 1) * width / 2,
  1970. (splitIndex / 2 + 1) * height / 3);
  1971. }
  1972. return IntRect();
  1973. }
  1974. void View::SetupShadowCameras(LightQueryResult& query)
  1975. {
  1976. Light* light = query.light_;
  1977. int splits = 0;
  1978. switch (light->GetLightType())
  1979. {
  1980. case LIGHT_DIRECTIONAL:
  1981. {
  1982. const CascadeParameters& cascade = light->GetShadowCascade();
  1983. float nearSplit = camera_->GetNearClip();
  1984. float farSplit;
  1985. int numSplits = light->GetNumShadowSplits();
  1986. while (splits < numSplits)
  1987. {
  1988. // If split is completely beyond camera far clip, we are done
  1989. if (nearSplit > camera_->GetFarClip())
  1990. break;
  1991. farSplit = Min(camera_->GetFarClip(), cascade.splits_[splits]);
  1992. if (farSplit <= nearSplit)
  1993. break;
  1994. // Setup the shadow camera for the split
  1995. Camera* shadowCamera = renderer_->GetShadowCamera();
  1996. query.shadowCameras_[splits] = shadowCamera;
  1997. query.shadowNearSplits_[splits] = nearSplit;
  1998. query.shadowFarSplits_[splits] = farSplit;
  1999. SetupDirLightShadowCamera(shadowCamera, light, nearSplit, farSplit);
  2000. nearSplit = farSplit;
  2001. ++splits;
  2002. }
  2003. }
  2004. break;
  2005. case LIGHT_SPOT:
  2006. {
  2007. Camera* shadowCamera = renderer_->GetShadowCamera();
  2008. query.shadowCameras_[0] = shadowCamera;
  2009. Node* cameraNode = shadowCamera->GetNode();
  2010. Node* lightNode = light->GetNode();
  2011. cameraNode->SetTransform(lightNode->GetWorldPosition(), lightNode->GetWorldRotation());
  2012. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  2013. shadowCamera->SetFarClip(light->GetRange());
  2014. shadowCamera->SetFov(light->GetFov());
  2015. shadowCamera->SetAspectRatio(light->GetAspectRatio());
  2016. splits = 1;
  2017. }
  2018. break;
  2019. case LIGHT_POINT:
  2020. {
  2021. for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
  2022. {
  2023. Camera* shadowCamera = renderer_->GetShadowCamera();
  2024. query.shadowCameras_[i] = shadowCamera;
  2025. Node* cameraNode = shadowCamera->GetNode();
  2026. // When making a shadowed point light, align the splits along X, Y and Z axes regardless of light rotation
  2027. cameraNode->SetPosition(light->GetNode()->GetWorldPosition());
  2028. cameraNode->SetDirection(*directions[i]);
  2029. shadowCamera->SetNearClip(light->GetShadowNearFarRatio() * light->GetRange());
  2030. shadowCamera->SetFarClip(light->GetRange());
  2031. shadowCamera->SetFov(90.0f);
  2032. shadowCamera->SetAspectRatio(1.0f);
  2033. }
  2034. splits = MAX_CUBEMAP_FACES;
  2035. }
  2036. break;
  2037. }
  2038. query.numSplits_ = splits;
  2039. }
  2040. void View::SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit)
  2041. {
  2042. Node* shadowCameraNode = shadowCamera->GetNode();
  2043. Node* lightNode = light->GetNode();
  2044. float extrusionDistance = camera_->GetFarClip();
  2045. const FocusParameters& parameters = light->GetShadowFocus();
  2046. // Calculate initial position & rotation
  2047. Vector3 pos = cameraNode_->GetWorldPosition() - extrusionDistance * lightNode->GetWorldDirection();
  2048. shadowCameraNode->SetTransform(pos, lightNode->GetWorldRotation());
  2049. // Calculate main camera shadowed frustum in light's view space
  2050. farSplit = Min(farSplit, camera_->GetFarClip());
  2051. // Use the scene Z bounds to limit frustum size if applicable
  2052. if (parameters.focus_)
  2053. {
  2054. nearSplit = Max(minZ_, nearSplit);
  2055. farSplit = Min(maxZ_, farSplit);
  2056. }
  2057. Frustum splitFrustum = camera_->GetSplitFrustum(nearSplit, farSplit);
  2058. Polyhedron frustumVolume;
  2059. frustumVolume.Define(splitFrustum);
  2060. // If focusing enabled, clip the frustum volume by the combined bounding box of the lit geometries within the frustum
  2061. if (parameters.focus_)
  2062. {
  2063. BoundingBox litGeometriesBox;
  2064. for (unsigned i = 0; i < geometries_.Size(); ++i)
  2065. {
  2066. Drawable* drawable = geometries_[i];
  2067. // Skip skyboxes as they have undefinedly large bounding box size
  2068. if (drawable->GetType() == Skybox::GetTypeStatic())
  2069. continue;
  2070. if (drawable->GetMinZ() <= farSplit && drawable->GetMaxZ() >= nearSplit &&
  2071. (GetLightMask(drawable) & light->GetLightMask()))
  2072. litGeometriesBox.Merge(drawable->GetWorldBoundingBox());
  2073. }
  2074. if (litGeometriesBox.defined_)
  2075. {
  2076. frustumVolume.Clip(litGeometriesBox);
  2077. // If volume became empty, restore it to avoid zero size
  2078. if (frustumVolume.Empty())
  2079. frustumVolume.Define(splitFrustum);
  2080. }
  2081. }
  2082. // Transform frustum volume to light space
  2083. const Matrix3x4& lightView = shadowCamera->GetView();
  2084. frustumVolume.Transform(lightView);
  2085. // Fit the frustum volume inside a bounding box. If uniform size, use a sphere instead
  2086. BoundingBox shadowBox;
  2087. if (!parameters.nonUniform_)
  2088. shadowBox.Define(Sphere(frustumVolume));
  2089. else
  2090. shadowBox.Define(frustumVolume);
  2091. shadowCamera->SetOrthographic(true);
  2092. shadowCamera->SetAspectRatio(1.0f);
  2093. shadowCamera->SetNearClip(0.0f);
  2094. shadowCamera->SetFarClip(shadowBox.max_.z_);
  2095. // Center shadow camera on the bounding box. Can not snap to texels yet as the shadow map viewport is unknown
  2096. QuantizeDirLightShadowCamera(shadowCamera, light, IntRect(0, 0, 0, 0), shadowBox);
  2097. }
  2098. void View::FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2099. const BoundingBox& shadowCasterBox)
  2100. {
  2101. const FocusParameters& parameters = light->GetShadowFocus();
  2102. float shadowMapWidth = (float)(shadowViewport.Width());
  2103. LightType type = light->GetLightType();
  2104. if (type == LIGHT_DIRECTIONAL)
  2105. {
  2106. BoundingBox shadowBox;
  2107. shadowBox.max_.y_ = shadowCamera->GetOrthoSize() * 0.5f;
  2108. shadowBox.max_.x_ = shadowCamera->GetAspectRatio() * shadowBox.max_.y_;
  2109. shadowBox.min_.y_ = -shadowBox.max_.y_;
  2110. shadowBox.min_.x_ = -shadowBox.max_.x_;
  2111. // Requantize and snap to shadow map texels
  2112. QuantizeDirLightShadowCamera(shadowCamera, light, shadowViewport, shadowBox);
  2113. }
  2114. if (type == LIGHT_SPOT)
  2115. {
  2116. if (parameters.focus_)
  2117. {
  2118. float viewSizeX = Max(Abs(shadowCasterBox.min_.x_), Abs(shadowCasterBox.max_.x_));
  2119. float viewSizeY = Max(Abs(shadowCasterBox.min_.y_), Abs(shadowCasterBox.max_.y_));
  2120. float viewSize = Max(viewSizeX, viewSizeY);
  2121. // Scale the quantization parameters, because view size is in projection space (-1.0 - 1.0)
  2122. float invOrthoSize = 1.0f / shadowCamera->GetOrthoSize();
  2123. float quantize = parameters.quantize_ * invOrthoSize;
  2124. float minView = parameters.minView_ * invOrthoSize;
  2125. viewSize = Max(ceilf(viewSize / quantize) * quantize, minView);
  2126. if (viewSize < 1.0f)
  2127. shadowCamera->SetZoom(1.0f / viewSize);
  2128. }
  2129. }
  2130. // Perform a finalization step for all lights: ensure zoom out of 2 pixels to eliminate border filtering issues
  2131. // For point lights use 4 pixels, as they must not cross sides of the virtual cube map (maximum 3x3 PCF)
  2132. if (shadowCamera->GetZoom() >= 1.0f)
  2133. {
  2134. if (light->GetLightType() != LIGHT_POINT)
  2135. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 2.0f) / shadowMapWidth));
  2136. else
  2137. {
  2138. #ifdef URHO3D_OPENGL
  2139. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 3.0f) / shadowMapWidth));
  2140. #else
  2141. shadowCamera->SetZoom(shadowCamera->GetZoom() * ((shadowMapWidth - 4.0f) / shadowMapWidth));
  2142. #endif
  2143. }
  2144. }
  2145. }
  2146. void View::QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport,
  2147. const BoundingBox& viewBox)
  2148. {
  2149. Node* shadowCameraNode = shadowCamera->GetNode();
  2150. const FocusParameters& parameters = light->GetShadowFocus();
  2151. float shadowMapWidth = (float)(shadowViewport.Width());
  2152. float minX = viewBox.min_.x_;
  2153. float minY = viewBox.min_.y_;
  2154. float maxX = viewBox.max_.x_;
  2155. float maxY = viewBox.max_.y_;
  2156. Vector2 center((minX + maxX) * 0.5f, (minY + maxY) * 0.5f);
  2157. Vector2 viewSize(maxX - minX, maxY - minY);
  2158. // Quantize size to reduce swimming
  2159. // Note: if size is uniform and there is no focusing, quantization is unnecessary
  2160. if (parameters.nonUniform_)
  2161. {
  2162. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2163. viewSize.y_ = ceilf(sqrtf(viewSize.y_ / parameters.quantize_));
  2164. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2165. viewSize.y_ = Max(viewSize.y_ * viewSize.y_ * parameters.quantize_, parameters.minView_);
  2166. }
  2167. else if (parameters.focus_)
  2168. {
  2169. viewSize.x_ = Max(viewSize.x_, viewSize.y_);
  2170. viewSize.x_ = ceilf(sqrtf(viewSize.x_ / parameters.quantize_));
  2171. viewSize.x_ = Max(viewSize.x_ * viewSize.x_ * parameters.quantize_, parameters.minView_);
  2172. viewSize.y_ = viewSize.x_;
  2173. }
  2174. shadowCamera->SetOrthoSize(viewSize);
  2175. // Center shadow camera to the view space bounding box
  2176. Quaternion rot(shadowCameraNode->GetWorldRotation());
  2177. Vector3 adjust(center.x_, center.y_, 0.0f);
  2178. shadowCameraNode->Translate(rot * adjust, TS_WORLD);
  2179. // If the shadow map viewport is known, snap to whole texels
  2180. if (shadowMapWidth > 0.0f)
  2181. {
  2182. Vector3 viewPos(rot.Inverse() * shadowCameraNode->GetWorldPosition());
  2183. // Take into account that shadow map border will not be used
  2184. float invActualSize = 1.0f / (shadowMapWidth - 2.0f);
  2185. Vector2 texelSize(viewSize.x_ * invActualSize, viewSize.y_ * invActualSize);
  2186. Vector3 snap(-fmodf(viewPos.x_, texelSize.x_), -fmodf(viewPos.y_, texelSize.y_), 0.0f);
  2187. shadowCameraNode->Translate(rot * snap, TS_WORLD);
  2188. }
  2189. }
  2190. void View::FindZone(Drawable* drawable)
  2191. {
  2192. Vector3 center = drawable->GetWorldBoundingBox().Center();
  2193. int bestPriority = M_MIN_INT;
  2194. Zone* newZone = 0;
  2195. // If bounding box center is in view, the zone assignment is conclusive also for next frames. Otherwise it is temporary
  2196. // (possibly incorrect) and must be re-evaluated on the next frame
  2197. bool temporary = !camera_->GetFrustum().IsInside(center);
  2198. // First check if the current zone remains a conclusive result
  2199. Zone* lastZone = drawable->GetZone();
  2200. if (lastZone && (lastZone->GetViewMask() & camera_->GetViewMask()) && lastZone->GetPriority() >= highestZonePriority_ &&
  2201. (drawable->GetZoneMask() & lastZone->GetZoneMask()) && lastZone->IsInside(center))
  2202. newZone = lastZone;
  2203. else
  2204. {
  2205. for (PODVector<Zone*>::Iterator i = zones_.Begin(); i != zones_.End(); ++i)
  2206. {
  2207. Zone* zone = *i;
  2208. int priority = zone->GetPriority();
  2209. if (priority > bestPriority && (drawable->GetZoneMask() & zone->GetZoneMask()) && zone->IsInside(center))
  2210. {
  2211. newZone = zone;
  2212. bestPriority = priority;
  2213. }
  2214. }
  2215. }
  2216. drawable->SetZone(newZone, temporary);
  2217. }
  2218. Technique* View::GetTechnique(Drawable* drawable, Material* material)
  2219. {
  2220. if (!material)
  2221. {
  2222. const Vector<TechniqueEntry>& techniques = renderer_->GetDefaultMaterial()->GetTechniques();
  2223. return techniques.Size() ? techniques[0].technique_ : (Technique*)0;
  2224. }
  2225. const Vector<TechniqueEntry>& techniques = material->GetTechniques();
  2226. // If only one technique, no choice
  2227. if (techniques.Size() == 1)
  2228. return techniques[0].technique_;
  2229. else
  2230. {
  2231. float lodDistance = drawable->GetLodDistance();
  2232. // Check for suitable technique. Techniques should be ordered like this:
  2233. // Most distant & highest quality
  2234. // Most distant & lowest quality
  2235. // Second most distant & highest quality
  2236. // ...
  2237. for (unsigned i = 0; i < techniques.Size(); ++i)
  2238. {
  2239. const TechniqueEntry& entry = techniques[i];
  2240. Technique* tech = entry.technique_;
  2241. if (!tech || (!tech->IsSupported()) || materialQuality_ < entry.qualityLevel_)
  2242. continue;
  2243. if (lodDistance >= entry.lodDistance_)
  2244. return tech;
  2245. }
  2246. // If no suitable technique found, fallback to the last
  2247. return techniques.Size() ? techniques.Back().technique_ : (Technique*)0;
  2248. }
  2249. }
  2250. void View::CheckMaterialForAuxView(Material* material)
  2251. {
  2252. const SharedPtr<Texture>* textures = material->GetTextures();
  2253. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  2254. {
  2255. Texture* texture = textures[i];
  2256. if (texture && texture->GetUsage() == TEXTURE_RENDERTARGET)
  2257. {
  2258. // Have to check cube & 2D textures separately
  2259. if (texture->GetType() == Texture2D::GetTypeStatic())
  2260. {
  2261. Texture2D* tex2D = static_cast<Texture2D*>(texture);
  2262. RenderSurface* target = tex2D->GetRenderSurface();
  2263. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2264. target->QueueUpdate();
  2265. }
  2266. else if (texture->GetType() == TextureCube::GetTypeStatic())
  2267. {
  2268. TextureCube* texCube = static_cast<TextureCube*>(texture);
  2269. for (unsigned j = 0; j < MAX_CUBEMAP_FACES; ++j)
  2270. {
  2271. RenderSurface* target = texCube->GetRenderSurface((CubeMapFace)j);
  2272. if (target && target->GetUpdateMode() == SURFACE_UPDATEVISIBLE)
  2273. target->QueueUpdate();
  2274. }
  2275. }
  2276. }
  2277. }
  2278. // Flag as processed so we can early-out next time we come across this material on the same frame
  2279. material->MarkForAuxView(frame_.frameNumber_);
  2280. }
  2281. void View::AddBatchToQueue(BatchQueue& batchQueue, Batch& batch, Technique* tech, bool allowInstancing, bool allowShadows)
  2282. {
  2283. if (!batch.material_)
  2284. batch.material_ = renderer_->GetDefaultMaterial();
  2285. // Convert to instanced if possible
  2286. if (allowInstancing && batch.geometryType_ == GEOM_STATIC && batch.geometry_->GetIndexBuffer() && !batch.overrideView_)
  2287. batch.geometryType_ = GEOM_INSTANCED;
  2288. if (batch.geometryType_ == GEOM_INSTANCED)
  2289. {
  2290. BatchGroupKey key(batch);
  2291. HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchQueue.batchGroups_.Find(key);
  2292. if (i == batchQueue.batchGroups_.End())
  2293. {
  2294. // Create a new group based on the batch
  2295. // In case the group remains below the instancing limit, do not enable instancing shaders yet
  2296. BatchGroup newGroup(batch);
  2297. newGroup.geometryType_ = GEOM_STATIC;
  2298. renderer_->SetBatchShaders(newGroup, tech, allowShadows);
  2299. newGroup.CalculateSortKey();
  2300. i = batchQueue.batchGroups_.Insert(MakePair(key, newGroup));
  2301. }
  2302. int oldSize = i->second_.instances_.Size();
  2303. i->second_.AddBatchInstances(batch);
  2304. // Convert to using instancing shaders when the instancing limit is reached
  2305. if (oldSize < minInstances_ && (int)i->second_.instances_.Size() >= minInstances_)
  2306. {
  2307. i->second_.geometryType_ = GEOM_INSTANCED;
  2308. renderer_->SetBatchShaders(i->second_, tech, allowShadows);
  2309. i->second_.CalculateSortKey();
  2310. }
  2311. }
  2312. else
  2313. {
  2314. renderer_->SetBatchShaders(batch, tech, allowShadows);
  2315. batch.CalculateSortKey();
  2316. batchQueue.batches_.Push(batch);
  2317. }
  2318. }
  2319. void View::PrepareInstancingBuffer()
  2320. {
  2321. PROFILE(PrepareInstancingBuffer);
  2322. unsigned totalInstances = 0;
  2323. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2324. totalInstances += i->second_.GetNumInstances();
  2325. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2326. {
  2327. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2328. totalInstances += i->shadowSplits_[j].shadowBatches_.GetNumInstances();
  2329. totalInstances += i->litBaseBatches_.GetNumInstances();
  2330. totalInstances += i->litBatches_.GetNumInstances();
  2331. }
  2332. // If fail to set buffer size, fall back to per-group locking
  2333. if (totalInstances && renderer_->ResizeInstancingBuffer(totalInstances))
  2334. {
  2335. VertexBuffer* instancingBuffer = renderer_->GetInstancingBuffer();
  2336. unsigned freeIndex = 0;
  2337. void* dest = instancingBuffer->Lock(0, totalInstances, true);
  2338. if (!dest)
  2339. return;
  2340. for (HashMap<StringHash, BatchQueue>::Iterator i = batchQueues_.Begin(); i != batchQueues_.End(); ++i)
  2341. i->second_.SetTransforms(dest, freeIndex);
  2342. for (Vector<LightBatchQueue>::Iterator i = lightQueues_.Begin(); i != lightQueues_.End(); ++i)
  2343. {
  2344. for (unsigned j = 0; j < i->shadowSplits_.Size(); ++j)
  2345. i->shadowSplits_[j].shadowBatches_.SetTransforms(dest, freeIndex);
  2346. i->litBaseBatches_.SetTransforms(dest, freeIndex);
  2347. i->litBatches_.SetTransforms(dest, freeIndex);
  2348. }
  2349. instancingBuffer->Unlock();
  2350. }
  2351. }
  2352. void View::SetupLightVolumeBatch(Batch& batch)
  2353. {
  2354. Light* light = batch.lightQueue_->light_;
  2355. LightType type = light->GetLightType();
  2356. Vector3 cameraPos = cameraNode_->GetWorldPosition();
  2357. float lightDist;
  2358. graphics_->SetBlendMode(light->IsNegative() ? BLEND_SUBTRACT : BLEND_ADD);
  2359. graphics_->SetDepthBias(0.0f, 0.0f);
  2360. graphics_->SetDepthWrite(false);
  2361. graphics_->SetFillMode(FILL_SOLID);
  2362. graphics_->SetClipPlane(false);
  2363. if (type != LIGHT_DIRECTIONAL)
  2364. {
  2365. if (type == LIGHT_POINT)
  2366. lightDist = Sphere(light->GetNode()->GetWorldPosition(), light->GetRange() * 1.25f).Distance(cameraPos);
  2367. else
  2368. lightDist = light->GetFrustum().Distance(cameraPos);
  2369. // Draw front faces if not inside light volume
  2370. if (lightDist < camera_->GetNearClip() * 2.0f)
  2371. {
  2372. renderer_->SetCullMode(CULL_CW, camera_);
  2373. graphics_->SetDepthTest(CMP_GREATER);
  2374. }
  2375. else
  2376. {
  2377. renderer_->SetCullMode(CULL_CCW, camera_);
  2378. graphics_->SetDepthTest(CMP_LESSEQUAL);
  2379. }
  2380. }
  2381. else
  2382. {
  2383. // In case the same camera is used for multiple views with differing aspect ratios (not recommended)
  2384. // refresh the directional light's model transform before rendering
  2385. light->GetVolumeTransform(camera_);
  2386. graphics_->SetCullMode(CULL_NONE);
  2387. graphics_->SetDepthTest(CMP_ALWAYS);
  2388. }
  2389. graphics_->SetScissorTest(false);
  2390. graphics_->SetStencilTest(true, CMP_NOTEQUAL, OP_KEEP, OP_KEEP, OP_KEEP, 0, light->GetLightMask());
  2391. }
  2392. void View::RenderShadowMap(const LightBatchQueue& queue)
  2393. {
  2394. PROFILE(RenderShadowMap);
  2395. Texture2D* shadowMap = queue.shadowMap_;
  2396. graphics_->SetTexture(TU_SHADOWMAP, 0);
  2397. graphics_->SetColorWrite(false);
  2398. graphics_->SetDrawAntialiased(true);
  2399. graphics_->SetFillMode(FILL_SOLID);
  2400. graphics_->SetClipPlane(false);
  2401. graphics_->SetStencilTest(false);
  2402. graphics_->SetRenderTarget(0, shadowMap->GetRenderSurface()->GetLinkedRenderTarget());
  2403. for (unsigned i = 1; i < MAX_RENDERTARGETS; ++i)
  2404. graphics_->SetRenderTarget(i, (RenderSurface*)0);
  2405. graphics_->SetDepthStencil(shadowMap);
  2406. graphics_->SetViewport(IntRect(0, 0, shadowMap->GetWidth(), shadowMap->GetHeight()));
  2407. graphics_->Clear(CLEAR_DEPTH);
  2408. // Set shadow depth bias
  2409. const BiasParameters& parameters = queue.light_->GetShadowBias();
  2410. // Render each of the splits
  2411. for (unsigned i = 0; i < queue.shadowSplits_.Size(); ++i)
  2412. {
  2413. float multiplier = 1.0f;
  2414. // For directional light cascade splits, adjust depth bias according to the far clip ratio of the splits
  2415. if (i > 0 && queue.light_->GetLightType() == LIGHT_DIRECTIONAL)
  2416. {
  2417. multiplier = Max(queue.shadowSplits_[i].shadowCamera_->GetFarClip() / queue.shadowSplits_[0].shadowCamera_->GetFarClip(), 1.0f);
  2418. multiplier = 1.0f + (multiplier - 1.0f) * queue.light_->GetShadowCascade().biasAutoAdjust_;
  2419. }
  2420. // Perform further modification of depth bias on OpenGL ES, as shadow calculations' precision is limited
  2421. float addition = 0.0f;
  2422. #ifdef GL_ES_VERSION_2_0
  2423. multiplier *= renderer_->GetMobileShadowBiasMul();
  2424. addition = renderer_->GetMobileShadowBiasAdd();
  2425. #endif
  2426. graphics_->SetDepthBias(multiplier * parameters.constantBias_ + addition, multiplier * parameters.slopeScaledBias_);
  2427. const ShadowBatchQueue& shadowQueue = queue.shadowSplits_[i];
  2428. if (!shadowQueue.shadowBatches_.IsEmpty())
  2429. {
  2430. graphics_->SetViewport(shadowQueue.shadowViewport_);
  2431. shadowQueue.shadowBatches_.Draw(this);
  2432. }
  2433. }
  2434. graphics_->SetColorWrite(true);
  2435. graphics_->SetDepthBias(0.0f, 0.0f);
  2436. }
  2437. RenderSurface* View::GetDepthStencil(RenderSurface* renderTarget)
  2438. {
  2439. // If using the backbuffer, return the backbuffer depth-stencil
  2440. if (!renderTarget)
  2441. return 0;
  2442. // Then check for linked depth-stencil
  2443. RenderSurface* depthStencil = renderTarget->GetLinkedDepthStencil();
  2444. // Finally get one from Renderer
  2445. if (!depthStencil)
  2446. depthStencil = renderer_->GetDepthStencil(renderTarget->GetWidth(), renderTarget->GetHeight());
  2447. return depthStencil;
  2448. }
  2449. }