Internal structure for 3D rendering work. Created for each backbuffer and texture viewport, but not for shadow cameras.
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| View (Context *context) |
| Construct.
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| ~View () override=default |
| Destruct.
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bool | Define (RenderSurface *renderTarget, Viewport *viewport) |
| Define with rendertarget and viewport. Return true if successful.
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void | Update (const FrameInfo &frame) |
| Update and cull objects and construct rendering batches.
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void | Render () |
| Render batches.
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Graphics * | GetGraphics () const |
| Return graphics subsystem.
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Renderer * | GetRenderer () const |
| Return renderer subsystem.
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Scene * | GetScene () const |
| Return scene.
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Octree * | GetOctree () const |
| Return octree.
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Camera * | GetCamera () const |
| Return viewport camera.
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Camera * | GetCullCamera () const |
| Return culling camera. Normally same as the viewport camera.
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const FrameInfo & | GetFrameInfo () const |
| Return information of the frame being rendered.
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RenderSurface * | GetRenderTarget () const |
| Return the rendertarget. 0 if using the backbuffer.
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bool | GetDrawDebug () const |
| Return whether should draw debug geometry.
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const IntRect & | GetViewRect () const |
| Return view rectangle.
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const IntVector2 & | GetViewSize () const |
| Return view dimensions.
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const Vector< Drawable * > & | GetGeometries () const |
| Return geometry objects.
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const Vector< Drawable * > & | GetOccluders () const |
| Return occluder objects.
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const Vector< Light * > & | GetLights () const |
| Return lights.
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const Vector< LightBatchQueue > & | GetLightQueues () const |
| Return light batch queues.
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OcclusionBuffer * | GetOcclusionBuffer () const |
| Return the last used software occlusion buffer.
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i32 | GetNumActiveOccluders () const |
| Return number of occluders that were actually rendered. Occluders may be rejected if running out of triangles or if behind other occluders.
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View * | GetSourceView () const |
| Return the source view that was already prepared. Used when viewports specify the same culling camera.
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void | SetGlobalShaderParameters () |
| Set global (per-frame) shader parameters. Called by Batch and internally by View.
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void | SetCameraShaderParameters (Camera *camera) |
| Set camera-specific shader parameters. Called by Batch and internally by View.
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void | SetCommandShaderParameters (const RenderPathCommand &command) |
| Set command's shader parameters if any. Called internally by View.
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void | SetGBufferShaderParameters (const IntVector2 &texSize, const IntRect &viewRect) |
| Set G-buffer offset and inverse size shader parameters. Called by Batch and internally by View.
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void | DrawFullscreenQuad (bool setIdentityProjection=false) |
| 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.
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Texture * | FindNamedTexture (const String &name, bool isRenderTarget, bool isVolumeMap=false) |
| Get a named texture from the rendertarget list or from the resource cache, to be either used as a rendertarget or texture binding.
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| Object (Context *context) |
| Construct.
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| ~Object () override |
| Destruct. Clean up self from event sender & receiver structures.
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virtual StringHash | GetType () const =0 |
| Return type hash. More...
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virtual const String & | GetTypeName () const =0 |
| Return type name. More...
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virtual const TypeInfo * | GetTypeInfo () const =0 |
| Return type info.
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virtual void | OnEvent (Object *sender, StringHash eventType, VariantMap &eventData) |
| Handle event.
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bool | IsInstanceOf (StringHash type) const |
| Check current instance is type of specified type.
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bool | IsInstanceOf (const TypeInfo *typeInfo) const |
| Check current instance is type of specified type.
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template<typename T > |
bool | IsInstanceOf () const |
| Check current instance is type of specified class.
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template<typename T > |
T * | Cast () |
| Cast the object to specified most derived class.
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template<typename T > |
const T * | Cast () const |
| Cast the object to specified most derived class.
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void | SubscribeToEvent (StringHash eventType, EventHandler *handler) |
| Subscribe to an event that can be sent by any sender.
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void | SubscribeToEvent (Object *sender, StringHash eventType, EventHandler *handler) |
| Subscribe to a specific sender's event.
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void | SubscribeToEvent (StringHash eventType, const std::function< void(StringHash, VariantMap &)> &function, void *userData=nullptr) |
| Subscribe to an event that can be sent by any sender.
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void | SubscribeToEvent (Object *sender, StringHash eventType, const std::function< void(StringHash, VariantMap &)> &function, void *userData=nullptr) |
| Subscribe to a specific sender's event.
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void | UnsubscribeFromEvent (StringHash eventType) |
| Unsubscribe from an event.
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void | UnsubscribeFromEvent (Object *sender, StringHash eventType) |
| Unsubscribe from a specific sender's event.
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void | UnsubscribeFromEvents (Object *sender) |
| Unsubscribe from a specific sender's events.
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void | UnsubscribeFromAllEvents () |
| Unsubscribe from all events.
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void | UnsubscribeFromAllEventsExcept (const Vector< StringHash > &exceptions, bool onlyUserData) |
| Unsubscribe from all events except those listed, and optionally only those with userdata (script registered events).
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void | SendEvent (StringHash eventType) |
| Send event to all subscribers.
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void | SendEvent (StringHash eventType, VariantMap &eventData) |
| Send event with parameters to all subscribers.
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VariantMap & | GetEventDataMap () const |
| Return a preallocated map for event data. Used for optimization to avoid constant re-allocation of event data maps.
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template<typename... Args> |
void | SendEvent (StringHash eventType, Args... args) |
| Send event with variadic parameter pairs to all subscribers. The parameter pairs is a list of paramID and paramValue separated by comma, one pair after another.
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Context * | GetContext () const |
| Return execution context.
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const Variant & | GetGlobalVar (StringHash key) const |
| Return global variable based on key.
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const VariantMap & | GetGlobalVars () const |
| Return all global variables.
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void | SetGlobalVar (StringHash key, const Variant &value) |
| Set global variable with the respective key and value.
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Object * | GetSubsystem (StringHash type) const |
| Return subsystem by type.
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Object * | GetEventSender () const |
| Return active event sender. Null outside event handling.
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EventHandler * | GetEventHandler () const |
| Return active event handler. Null outside event handling.
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bool | HasSubscribedToEvent (StringHash eventType) const |
| Return whether has subscribed to an event without specific sender.
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bool | HasSubscribedToEvent (Object *sender, StringHash eventType) const |
| Return whether has subscribed to a specific sender's event.
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bool | HasEventHandlers () const |
| Return whether has subscribed to any event.
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template<class T > |
T * | GetSubsystem () const |
| Template version of returning a subsystem.
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const String & | GetCategory () const |
| Return object category. Categories are (optionally) registered along with the object factory. Return an empty string if the object category is not registered.
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void | SetBlockEvents (bool block) |
| Block object from sending and receiving events.
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bool | GetBlockEvents () const |
| Return sending and receiving events blocking status.
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| RefCounted () |
| Construct. Allocate the reference count structure and set an initial self weak reference.
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virtual | ~RefCounted () |
| Destruct. Mark as expired and also delete the reference count structure if no outside weak references exist.
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| RefCounted (const RefCounted &rhs)=delete |
| Prevent copy construction.
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RefCounted & | operator= (const RefCounted &rhs)=delete |
| Prevent assignment.
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void | AddRef () |
| Increment reference count. Can also be called outside of a SharedPtr for traditional reference counting.
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void | ReleaseRef () |
| Decrement reference count and delete self if no more references. Can also be called outside of a SharedPtr for traditional reference counting.
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int | Refs () const |
| Return reference count.
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int | WeakRefs () const |
| Return weak reference count.
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RefCount * | RefCountPtr () |
| Return pointer to the reference count structure.
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| URHO3D_OBJECT (View, Object) |
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void | GetDrawables () |
| Query the octree for drawable objects.
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void | GetBatches () |
| Construct batches from the drawable objects.
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void | ProcessLights () |
| Get lit geometries and shadowcasters for visible lights.
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void | GetLightBatches () |
| Get batches from lit geometries and shadowcasters.
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void | GetBaseBatches () |
| Get unlit batches.
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void | UpdateGeometries () |
| Update geometries and sort batches.
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void | GetLitBatches (Drawable *drawable, LightBatchQueue &lightQueue, BatchQueue *alphaQueue) |
| Get pixel lit batches for a certain light and drawable.
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void | ExecuteRenderPathCommands () |
| Execute render commands.
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void | SetRenderTargets (RenderPathCommand &command) |
| Set rendertargets for current render command.
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bool | SetTextures (RenderPathCommand &command) |
| Set textures for current render command. Return whether depth write is allowed (depth-stencil not bound as a texture).
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void | RenderQuad (RenderPathCommand &command) |
| Perform a quad rendering command.
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bool | IsNecessary (const 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.
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bool | CheckViewportRead (const RenderPathCommand &command) |
| Check if a command reads the destination render target.
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bool | CheckViewportWrite (const RenderPathCommand &command) |
| Check if a command writes into the destination render target.
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bool | CheckPingpong (i32 index) |
| Check whether a command should use pingponging instead of resolve from destination render target to viewport texture.
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void | AllocateScreenBuffers () |
| Allocate needed screen buffers.
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void | BlitFramebuffer (Texture *source, RenderSurface *destination, bool depthWrite) |
| Blit the viewport from one surface to another.
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void | UpdateOccluders (Vector< Drawable * > &occluders, Camera *camera) |
| Query for occluders as seen from a camera.
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void | DrawOccluders (OcclusionBuffer *buffer, const Vector< Drawable * > &occluders) |
| Draw occluders to occlusion buffer.
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void | ProcessLight (LightQueryResult &query, i32 threadIndex) |
| Query for lit geometries and shadow casters for a light.
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void | ProcessShadowCasters (LightQueryResult &query, const Vector< Drawable * > &drawables, i32 splitIndex) |
| Process shadow casters' visibilities and build their combined view- or projection-space bounding box.
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void | SetupShadowCameras (LightQueryResult &query) |
| Set up initial shadow camera view(s).
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void | SetupDirLightShadowCamera (Camera *shadowCamera, Light *light, float nearSplit, float farSplit) |
| Set up a directional light shadow camera.
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void | FinalizeShadowCamera (Camera *shadowCamera, Light *light, const IntRect &shadowViewport, const BoundingBox &shadowCasterBox) |
| Finalize shadow camera view after shadow casters and the shadow map are known.
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void | QuantizeDirLightShadowCamera (Camera *shadowCamera, Light *light, const IntRect &shadowViewport, const BoundingBox &viewBox) |
| Quantize a directional light shadow camera view to eliminate swimming.
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bool | IsShadowCasterVisible (Drawable *drawable, BoundingBox lightViewBox, Camera *shadowCamera, const Matrix3x4 &lightView, const Frustum &lightViewFrustum, const BoundingBox &lightViewFrustumBox) |
| Check visibility of one shadow caster.
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IntRect | GetShadowMapViewport (Light *light, int splitIndex, Texture2D *shadowMap) |
| Return the viewport for a shadow map split.
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void | FindZone (Drawable *drawable) |
| Find and set a new zone for a drawable when it has moved.
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Technique * | GetTechnique (Drawable *drawable, Material *material) |
| Return material technique, considering the drawable's LOD distance.
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void | CheckMaterialForAuxView (Material *material) |
| Check if material should render an auxiliary view (if it has a camera attached).
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void | SetQueueShaderDefines (BatchQueue &queue, const RenderPathCommand &command) |
| Set shader defines for a batch queue if used.
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void | AddBatchToQueue (BatchQueue &queue, Batch &batch, Technique *tech, bool allowInstancing=true, bool allowShadows=true) |
| Choose shaders for a batch and add it to queue.
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void | PrepareInstancingBuffer () |
| Prepare instancing buffer by filling it with all instance transforms. More...
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void | SetupLightVolumeBatch (Batch &batch) |
| Set up a light volume rendering batch.
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bool | NeedRenderShadowMap (const LightBatchQueue &queue) |
| Check whether a light queue needs shadow rendering.
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void | RenderShadowMap (const LightBatchQueue &queue) |
| Render a shadow map.
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RenderSurface * | GetDepthStencil (RenderSurface *renderTarget) |
| Return the proper depth-stencil surface to use for a rendertarget.
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RenderSurface * | GetRenderSurfaceFromTexture (Texture *texture, CubeMapFace face=FACE_POSITIVE_X) |
| Helper function to get the render surface from a texture. 2D textures will always return the first face only.
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void | SendViewEvent (StringHash eventType) |
| Send a view update or render related event through the Renderer subsystem. The parameters are the same for all of them.
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Zone * | GetZone (Drawable *drawable) |
| Return the drawable's zone, or camera zone if it has override mode enabled.
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unsigned | GetLightMask (Drawable *drawable) |
| Return the drawable's light mask, considering also its zone.
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unsigned | GetShadowMask (Drawable *drawable) |
| Return the drawable's shadow mask, considering also its zone.
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hash64 | GetVertexLightQueueHash (const Vector< Light * > &vertexLights) |
| Return hash code for a vertex light queue.
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WeakPtr< Graphics > | graphics_ |
| Graphics subsystem.
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WeakPtr< Renderer > | renderer_ |
| Renderer subsystem.
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Scene * | scene_ {} |
| Scene to use.
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Octree * | octree_ {} |
| Octree to use.
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Camera * | camera_ {} |
| Viewport (rendering) camera.
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Camera * | cullCamera_ {} |
| Culling camera. Usually same as the viewport camera.
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WeakPtr< View > | sourceView_ |
| Shared source view. Null if this view is using its own culling.
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Zone * | cameraZone_ {} |
| Zone the camera is inside, or default zone if not assigned.
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Zone * | farClipZone_ {} |
| Zone at far clip plane.
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OcclusionBuffer * | occlusionBuffer_ {} |
| Occlusion buffer for the main camera.
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RenderSurface * | renderTarget_ {} |
| Destination color rendertarget.
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RenderSurface * | substituteRenderTarget_ {} |
| Substitute rendertarget for deferred rendering. Allocated if necessary.
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Texture * | viewportTextures_ [MAX_VIEWPORT_TEXTURES] {} |
| Texture(s) for sampling the viewport contents. Allocated if necessary.
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RenderSurface * | currentRenderTarget_ {} |
| Color rendertarget active for the current renderpath command.
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RenderSurface * | lastCustomDepthSurface_ {} |
| Last used custom depth render surface.
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Texture * | currentViewportTexture_ {} |
| Texture containing the latest viewport texture.
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IntRect | viewRect_ |
| Viewport rectangle.
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IntVector2 | viewSize_ |
| Viewport size.
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IntVector2 | rtSize_ |
| Destination rendertarget size.
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FrameInfo | frame_ {} |
| Information of the frame being rendered.
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float | aspectRatio_ {} |
| View aspect ratio.
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float | minZ_ {} |
| Minimum Z value of the visible scene.
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float | maxZ_ {} |
| Maximum Z value of the visible scene.
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int | materialQuality_ {} |
| Material quality level.
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int | maxOccluderTriangles_ {} |
| Maximum number of occluder triangles.
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int | minInstances_ {} |
| Minimum number of instances required in a batch group to render as instanced.
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int | highestZonePriority_ {} |
| Highest zone priority currently visible.
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bool | geometriesUpdated_ {} |
| Geometries updated flag.
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bool | cameraZoneOverride_ {} |
| Camera zone's override flag.
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bool | drawShadows_ {} |
| Draw shadows flag.
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bool | deferred_ {} |
| Deferred flag. Inferred from the existence of a light volume command in the renderpath.
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bool | deferredAmbient_ {} |
| 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.
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bool | useLitBase_ {} |
| Forward light base pass optimization flag. If in use, combine the base pass and first light for all opaque objects.
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bool | hasScenePasses_ {} |
| Has scene passes flag. If no scene passes, view can be defined without a valid scene or camera to only perform quad rendering.
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bool | noStencil_ {} |
| Whether is using a custom readable depth texture without a stencil channel.
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bool | drawDebug_ {} |
| Draw debug geometry flag. Copied from the viewport.
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RenderPath * | renderPath_ {} |
| Renderpath.
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Vector< Vector< Drawable * > > | tempDrawables_ |
| Per-thread octree query results.
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Vector< PerThreadSceneResult > | sceneResults_ |
| Per-thread geometries, lights and Z range collection results.
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Vector< Zone * > | zones_ |
| Visible zones.
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Vector< Drawable * > | geometries_ |
| Visible geometry objects.
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Vector< Drawable * > | nonThreadedGeometries_ |
| Geometry objects that will be updated in the main thread.
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Vector< Drawable * > | threadedGeometries_ |
| Geometry objects that will be updated in worker threads.
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Vector< Drawable * > | occluders_ |
| Occluder objects.
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Vector< Light * > | lights_ |
| Lights.
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i32 | activeOccluders_ {} |
| Number of active occluders.
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HashSet< Drawable * > | maxLightsDrawables_ |
| Drawables that limit their maximum light count.
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HashMap< StringHash, Texture * > | renderTargets_ |
| Rendertargets defined by the renderpath.
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Vector< LightQueryResult > | lightQueryResults_ |
| Intermediate light processing results.
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Vector< ScenePassInfo > | scenePasses_ |
| Info for scene render passes defined by the renderpath.
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Vector< LightBatchQueue > | lightQueues_ |
| Per-pixel light queues.
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HashMap< hash64, LightBatchQueue > | vertexLightQueues_ |
| Per-vertex light queues.
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HashMap< i32, BatchQueue > | batchQueues_ |
| Batch queues by pass index.
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i32 | gBufferPassIndex_ {} |
| Index of the GBuffer pass.
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i32 | basePassIndex_ {} |
| Index of the opaque forward base pass.
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i32 | alphaPassIndex_ {} |
| Index of the alpha pass.
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i32 | lightPassIndex_ {} |
| Index of the forward light pass.
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i32 | litBasePassIndex_ {} |
| Index of the litbase pass.
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i32 | litAlphaPassIndex_ {} |
| Index of the litalpha pass.
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const RenderPathCommand * | lightVolumeCommand_ {} |
| Pointer to the light volume command if any.
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const RenderPathCommand * | forwardLightsCommand_ {} |
| Pointer to the forwardlights command if any.
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const RenderPathCommand * | passCommand_ {} |
| Pointer to the current commmand if it contains shader parameters to be set for a render pass.
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bool | usedResolve_ {} |
| Flag for scene being resolved from the backbuffer.
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Internal structure for 3D rendering work. Created for each backbuffer and texture viewport, but not for shadow cameras.