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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #pragma once
- #include "../Container/HashSet.h"
- #include "../Core/Object.h"
- #include "../Graphics/Batch.h"
- #include "../Graphics/Light.h"
- #include "../Graphics/Zone.h"
- #include "../Math/Polyhedron.h"
- namespace Urho3D
- {
- class Camera;
- class DebugRenderer;
- class Light;
- class Drawable;
- class Graphics;
- class OcclusionBuffer;
- class Octree;
- class Renderer;
- class RenderPath;
- class RenderSurface;
- class Technique;
- class Texture;
- class Texture2D;
- class Viewport;
- class Zone;
- struct RenderPathCommand;
- struct WorkItem;
- /// Intermediate light processing result.
- struct LightQueryResult
- {
- /// Light.
- Light* light_;
- /// Lit geometries.
- Vector<Drawable*> litGeometries_;
- /// Shadow casters.
- Vector<Drawable*> shadowCasters_;
- /// Shadow cameras.
- Camera* shadowCameras_[MAX_LIGHT_SPLITS];
- /// Shadow caster start indices.
- i32 shadowCasterBegin_[MAX_LIGHT_SPLITS];
- /// Shadow caster end indices.
- i32 shadowCasterEnd_[MAX_LIGHT_SPLITS];
- /// Combined bounding box of shadow casters in light projection space. Only used for focused spot lights.
- BoundingBox shadowCasterBox_[MAX_LIGHT_SPLITS];
- /// Shadow camera near splits (directional lights only).
- float shadowNearSplits_[MAX_LIGHT_SPLITS];
- /// Shadow camera far splits (directional lights only).
- float shadowFarSplits_[MAX_LIGHT_SPLITS];
- /// Shadow map split count.
- i32 numSplits_;
- };
- /// Scene render pass info.
- struct ScenePassInfo
- {
- /// Pass index.
- i32 passIndex_;
- /// Allow instancing flag.
- bool allowInstancing_;
- /// Mark to stencil flag.
- bool markToStencil_;
- /// Vertex light flag.
- bool vertexLights_;
- /// Batch queue.
- BatchQueue* batchQueue_;
- };
- /// Per-thread geometry, light and scene range collection structure.
- struct PerThreadSceneResult
- {
- /// Geometry objects.
- Vector<Drawable*> geometries_;
- /// Lights.
- Vector<Light*> lights_;
- /// Scene minimum Z value.
- float minZ_;
- /// Scene maximum Z value.
- float maxZ_;
- };
- inline constexpr i32 MAX_VIEWPORT_TEXTURES = 2;
- /// Internal structure for 3D rendering work. Created for each backbuffer and texture viewport, but not for shadow cameras.
- class URHO3D_API View : public Object
- {
- friend void CheckVisibilityWork(const WorkItem* item, i32 threadIndex);
- friend void ProcessLightWork(const WorkItem* item, i32 threadIndex);
- URHO3D_OBJECT(View, Object);
- public:
- /// Construct.
- explicit View(Context* context);
- /// Destruct.
- ~View() override = default;
- /// Define with rendertarget and viewport. Return true if successful.
- bool Define(RenderSurface* renderTarget, Viewport* viewport);
- /// Update and cull objects and construct rendering batches.
- void Update(const FrameInfo& frame);
- /// Render batches.
- void Render();
- /// Return graphics subsystem.
- Graphics* GetGraphics() const;
- /// Return renderer subsystem.
- Renderer* GetRenderer() const;
- /// Return scene.
- Scene* GetScene() const { return scene_; }
- /// Return octree.
- Octree* GetOctree() const { return octree_; }
- /// Return viewport camera.
- Camera* GetCamera() const { return camera_; }
- /// Return culling camera. Normally same as the viewport camera.
- Camera* GetCullCamera() const { return cullCamera_; }
- /// Return information of the frame being rendered.
- const FrameInfo& GetFrameInfo() const { return frame_; }
- /// Return the rendertarget. 0 if using the backbuffer.
- RenderSurface* GetRenderTarget() const { return renderTarget_; }
- /// Return whether should draw debug geometry.
- bool GetDrawDebug() const { return drawDebug_; }
- /// Return view rectangle.
- const IntRect& GetViewRect() const { return viewRect_; }
- /// Return view dimensions.
- const IntVector2& GetViewSize() const { return viewSize_; }
- /// Return geometry objects.
- const Vector<Drawable*>& GetGeometries() const { return geometries_; }
- /// Return occluder objects.
- const Vector<Drawable*>& GetOccluders() const { return occluders_; }
- /// Return lights.
- const Vector<Light*>& GetLights() const { return lights_; }
- /// Return light batch queues.
- const Vector<LightBatchQueue>& GetLightQueues() const { return lightQueues_; }
- /// Return the last used software occlusion buffer.
- OcclusionBuffer* GetOcclusionBuffer() const { return occlusionBuffer_; }
- /// Return number of occluders that were actually rendered. Occluders may be rejected if running out of triangles or if behind other occluders.
- i32 GetNumActiveOccluders() const { return activeOccluders_; }
- /// Return the source view that was already prepared. Used when viewports specify the same culling camera.
- View* GetSourceView() const;
- /// Set global (per-frame) shader parameters. Called by Batch and internally by View.
- void SetGlobalShaderParameters();
- /// Set camera-specific shader parameters. Called by Batch and internally by View.
- void SetCameraShaderParameters(Camera* camera);
- /// Set command's shader parameters if any. Called internally by View.
- void SetCommandShaderParameters(const RenderPathCommand& command);
- /// Set G-buffer offset and inverse size shader parameters. Called by Batch and internally by View.
- void SetGBufferShaderParameters(const IntVector2& texSize, const IntRect& viewRect);
- /// Draw a fullscreen quad. Shaders and renderstates must have been set beforehand. Quad will be drawn to the middle of depth range, similarly to deferred directional lights.
- void DrawFullscreenQuad(bool setIdentityProjection = false);
- /// Get a named texture from the rendertarget list or from the resource cache, to be either used as a rendertarget or texture binding.
- Texture* FindNamedTexture(const String& name, bool isRenderTarget, bool isVolumeMap = false);
- private:
- /// Query the octree for drawable objects.
- void GetDrawables();
- /// Construct batches from the drawable objects.
- void GetBatches();
- /// Get lit geometries and shadowcasters for visible lights.
- void ProcessLights();
- /// Get batches from lit geometries and shadowcasters.
- void GetLightBatches();
- /// Get unlit batches.
- void GetBaseBatches();
- /// Update geometries and sort batches.
- void UpdateGeometries();
- /// Get pixel lit batches for a certain light and drawable.
- void GetLitBatches(Drawable* drawable, LightBatchQueue& lightQueue, BatchQueue* alphaQueue);
- /// Execute render commands.
- void ExecuteRenderPathCommands();
- /// Set rendertargets for current render command.
- void SetRenderTargets(RenderPathCommand& command);
- /// Set textures for current render command. Return whether depth write is allowed (depth-stencil not bound as a texture).
- bool SetTextures(RenderPathCommand& command);
- /// Perform a quad rendering command.
- void RenderQuad(RenderPathCommand& command);
- /// Check if a command is enabled and has content to render. To be called only after render update has completed for the frame.
- bool IsNecessary(const RenderPathCommand& command);
- /// Check if a command reads the destination render target.
- bool CheckViewportRead(const RenderPathCommand& command);
- /// Check if a command writes into the destination render target.
- bool CheckViewportWrite(const RenderPathCommand& command);
- /// Check whether a command should use pingponging instead of resolve from destination render target to viewport texture.
- bool CheckPingpong(i32 index);
- /// Allocate needed screen buffers.
- void AllocateScreenBuffers();
- /// Blit the viewport from one surface to another.
- void BlitFramebuffer(Texture* source, RenderSurface* destination, bool depthWrite);
- /// Query for occluders as seen from a camera.
- void UpdateOccluders(Vector<Drawable*>& occluders, Camera* camera);
- /// Draw occluders to occlusion buffer.
- void DrawOccluders(OcclusionBuffer* buffer, const Vector<Drawable*>& occluders);
- /// Query for lit geometries and shadow casters for a light.
- void ProcessLight(LightQueryResult& query, i32 threadIndex);
- /// Process shadow casters' visibilities and build their combined view- or projection-space bounding box.
- void ProcessShadowCasters(LightQueryResult& query, const Vector<Drawable*>& drawables, i32 splitIndex);
- /// Set up initial shadow camera view(s).
- void SetupShadowCameras(LightQueryResult& query);
- /// Set up a directional light shadow camera.
- void SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit);
- /// Finalize shadow camera view after shadow casters and the shadow map are known.
- void
- FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport, const BoundingBox& shadowCasterBox);
- /// Quantize a directional light shadow camera view to eliminate swimming.
- void
- QuantizeDirLightShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport, const BoundingBox& viewBox);
- /// Check visibility of one shadow caster.
- bool IsShadowCasterVisible(Drawable* drawable, BoundingBox lightViewBox, Camera* shadowCamera, const Matrix3x4& lightView,
- const Frustum& lightViewFrustum, const BoundingBox& lightViewFrustumBox);
- /// Return the viewport for a shadow map split.
- IntRect GetShadowMapViewport(Light* light, int splitIndex, Texture2D* shadowMap);
- /// Find and set a new zone for a drawable when it has moved.
- void FindZone(Drawable* drawable);
- /// Return material technique, considering the drawable's LOD distance.
- Technique* GetTechnique(Drawable* drawable, Material* material);
- /// Check if material should render an auxiliary view (if it has a camera attached).
- void CheckMaterialForAuxView(Material* material);
- /// Set shader defines for a batch queue if used.
- void SetQueueShaderDefines(BatchQueue& queue, const RenderPathCommand& command);
- /// Choose shaders for a batch and add it to queue.
- void AddBatchToQueue(BatchQueue& queue, Batch& batch, Technique* tech, bool allowInstancing = true, bool allowShadows = true);
- /// Prepare instancing buffer by filling it with all instance transforms.
- void PrepareInstancingBuffer();
- /// Set up a light volume rendering batch.
- void SetupLightVolumeBatch(Batch& batch);
- /// Check whether a light queue needs shadow rendering.
- bool NeedRenderShadowMap(const LightBatchQueue& queue);
- /// Render a shadow map.
- void RenderShadowMap(const LightBatchQueue& queue);
- /// Return the proper depth-stencil surface to use for a rendertarget.
- RenderSurface* GetDepthStencil(RenderSurface* renderTarget);
- /// Helper function to get the render surface from a texture. 2D textures will always return the first face only.
- RenderSurface* GetRenderSurfaceFromTexture(Texture* texture, CubeMapFace face = FACE_POSITIVE_X);
- /// Send a view update or render related event through the Renderer subsystem. The parameters are the same for all of them.
- void SendViewEvent(StringHash eventType);
- /// Return the drawable's zone, or camera zone if it has override mode enabled.
- Zone* GetZone(Drawable* drawable)
- {
- if (cameraZoneOverride_)
- return cameraZone_;
- Zone* drawableZone = drawable->GetZone();
- return drawableZone ? drawableZone : cameraZone_;
- }
- /// Return the drawable's light mask, considering also its zone.
- unsigned GetLightMask(Drawable* drawable)
- {
- return drawable->GetLightMask() & GetZone(drawable)->GetLightMask();
- }
- /// Return the drawable's shadow mask, considering also its zone.
- unsigned GetShadowMask(Drawable* drawable)
- {
- return drawable->GetShadowMask() & GetZone(drawable)->GetShadowMask();
- }
- /// Return hash code for a vertex light queue.
- hash64 GetVertexLightQueueHash(const Vector<Light*>& vertexLights)
- {
- hash64 hash = 0;
- for (Vector<Light*>::ConstIterator i = vertexLights.Begin(); i != vertexLights.End(); ++i)
- hash += (hash64)(*i);
- return hash;
- }
- /// Graphics subsystem.
- WeakPtr<Graphics> graphics_;
- /// Renderer subsystem.
- WeakPtr<Renderer> renderer_;
- /// Scene to use.
- Scene* scene_{};
- /// Octree to use.
- Octree* octree_{};
- /// Viewport (rendering) camera.
- Camera* camera_{};
- /// Culling camera. Usually same as the viewport camera.
- Camera* cullCamera_{};
- /// Shared source view. Null if this view is using its own culling.
- WeakPtr<View> sourceView_;
- /// Zone the camera is inside, or default zone if not assigned.
- Zone* cameraZone_{};
- /// Zone at far clip plane.
- Zone* farClipZone_{};
- /// Occlusion buffer for the main camera.
- OcclusionBuffer* occlusionBuffer_{};
- /// Destination color rendertarget.
- RenderSurface* renderTarget_{};
- /// Substitute rendertarget for deferred rendering. Allocated if necessary.
- RenderSurface* substituteRenderTarget_{};
- /// Texture(s) for sampling the viewport contents. Allocated if necessary.
- Texture* viewportTextures_[MAX_VIEWPORT_TEXTURES]{};
- /// Color rendertarget active for the current renderpath command.
- RenderSurface* currentRenderTarget_{};
- /// Last used custom depth render surface.
- RenderSurface* lastCustomDepthSurface_{};
- /// Texture containing the latest viewport texture.
- Texture* currentViewportTexture_{};
- /// Viewport rectangle.
- IntRect viewRect_;
- /// Viewport size.
- IntVector2 viewSize_;
- /// Destination rendertarget size.
- IntVector2 rtSize_;
- /// Information of the frame being rendered.
- FrameInfo frame_{};
- /// View aspect ratio.
- float aspectRatio_{};
- /// Minimum Z value of the visible scene.
- float minZ_{};
- /// Maximum Z value of the visible scene.
- float maxZ_{};
- /// Material quality level.
- int materialQuality_{};
- /// Maximum number of occluder triangles.
- int maxOccluderTriangles_{};
- /// Minimum number of instances required in a batch group to render as instanced.
- int minInstances_{};
- /// Highest zone priority currently visible.
- int highestZonePriority_{};
- /// Geometries updated flag.
- bool geometriesUpdated_{};
- /// Camera zone's override flag.
- bool cameraZoneOverride_{};
- /// Draw shadows flag.
- bool drawShadows_{};
- /// Deferred flag. Inferred from the existence of a light volume command in the renderpath.
- bool deferred_{};
- /// Deferred ambient pass flag. This means that the destination rendertarget is being written to at the same time as albedo/normal/depth buffers, and needs to be RGBA on OpenGL.
- bool deferredAmbient_{};
- /// Forward light base pass optimization flag. If in use, combine the base pass and first light for all opaque objects.
- bool useLitBase_{};
- /// Has scene passes flag. If no scene passes, view can be defined without a valid scene or camera to only perform quad rendering.
- bool hasScenePasses_{};
- /// Whether is using a custom readable depth texture without a stencil channel.
- bool noStencil_{};
- /// Draw debug geometry flag. Copied from the viewport.
- bool drawDebug_{};
- /// Renderpath.
- RenderPath* renderPath_{};
- /// Per-thread octree query results.
- Vector<Vector<Drawable*>> tempDrawables_;
- /// Per-thread geometries, lights and Z range collection results.
- Vector<PerThreadSceneResult> sceneResults_;
- /// Visible zones.
- Vector<Zone*> zones_;
- /// Visible geometry objects.
- Vector<Drawable*> geometries_;
- /// Geometry objects that will be updated in the main thread.
- Vector<Drawable*> nonThreadedGeometries_;
- /// Geometry objects that will be updated in worker threads.
- Vector<Drawable*> threadedGeometries_;
- /// Occluder objects.
- Vector<Drawable*> occluders_;
- /// Lights.
- Vector<Light*> lights_;
- /// Number of active occluders.
- i32 activeOccluders_{};
- /// Drawables that limit their maximum light count.
- HashSet<Drawable*> maxLightsDrawables_;
- /// Rendertargets defined by the renderpath.
- HashMap<StringHash, Texture*> renderTargets_;
- /// Intermediate light processing results.
- Vector<LightQueryResult> lightQueryResults_;
- /// Info for scene render passes defined by the renderpath.
- Vector<ScenePassInfo> scenePasses_;
- /// Per-pixel light queues.
- Vector<LightBatchQueue> lightQueues_;
- /// Per-vertex light queues.
- HashMap<hash64, LightBatchQueue> vertexLightQueues_;
- /// Batch queues by pass index.
- HashMap<i32, BatchQueue> batchQueues_;
- /// Index of the GBuffer pass.
- i32 gBufferPassIndex_{};
- /// Index of the opaque forward base pass.
- i32 basePassIndex_{};
- /// Index of the alpha pass.
- i32 alphaPassIndex_{};
- /// Index of the forward light pass.
- i32 lightPassIndex_{};
- /// Index of the litbase pass.
- i32 litBasePassIndex_{};
- /// Index of the litalpha pass.
- i32 litAlphaPassIndex_{};
- /// Pointer to the light volume command if any.
- const RenderPathCommand* lightVolumeCommand_{};
- /// Pointer to the forwardlights command if any.
- const RenderPathCommand* forwardLightsCommand_{};
- /// Pointer to the current commmand if it contains shader parameters to be set for a render pass.
- const RenderPathCommand* passCommand_{};
- /// Flag for scene being resolved from the backbuffer.
- bool usedResolve_{};
- };
- }
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