Example #1
0
        public OcclusionCullingScreen(IServiceLocator services)
            : base(services)
        {
            _sceneNodes = new List <SceneNode>();

            // Create new occlusion buffer with default settings.
            OcclusionBuffer = new OcclusionBuffer(GraphicsService);
            OcclusionBuffer.ProgressiveShadowCasterCulling = true;

            EnableCulling = true;

            // Create a second camera for rendering a top-down view of the scene.
            var topDownPerspective = new PerspectiveProjection();

            topDownPerspective.SetFieldOfView(MathHelper.ToRadians(90), 1, 1, 512);
            _topDownCameraNode           = new CameraNode(new Camera(topDownPerspective));
            _topDownCameraNode.PoseWorld = new Pose(new Vector3F(-10, 120, -10));
            _topDownCameraNode.LookAt(new Vector3F(-10, 0, -10), Vector3F.UnitZ);

            _sceneQuery    = new CustomSceneQuery();
            _debugRenderer = new DebugRenderer(GraphicsService, null, null);

            // The DigitalRune Profiler is used to measure execution times.
            Profiler.SetFormat("Occlusion.Render", 1e3f, "[ms]");
            Profiler.SetFormat("Occlusion.Query", 1e3f, "[ms]");
        }
Example #2
0
        private static bool IsCameraUnderwater(CustomSceneQuery query, CameraNode cameraNode)
        {
            var cameraPosition = cameraNode.PoseWorld.Position;

            foreach (var node in query.RenderableNodes)
            {
                var waterNode = node as WaterNode;
                if (waterNode != null && waterNode.IsUnderwater(cameraPosition))
                {
                    return(true);
                }
            }

            return(false);
        }
Example #3
0
        protected override void OnRender(RenderContext context)
        {
            // This screen expects two cameras.
            if (ActiveCameraNode == null || ActiveCameraNodeB == null)
            {
                return;
            }

            var renderTargetPool     = GraphicsService.RenderTargetPool;
            var graphicsDevice       = GraphicsService.GraphicsDevice;
            var originalRenderTarget = context.RenderTarget;
            var fullViewport         = context.Viewport;

            // Get a render target for the first camera. Use half the width because we split
            // the screen horizontally.
            var format = new RenderTargetFormat(context.RenderTarget)
            {
                Width = fullViewport.Width / 2
            };
            var renderTargetA = renderTargetPool.Obtain2D(format);

            context.Scene              = Scene;
            context.LodHysteresis      = 0.5f;
            context.LodBias            = 1.0f;
            context.LodBlendingEnabled = true;

            for (int i = 0; i < 2; i++)
            {
                if (i == 0)
                {
                    // The first camera renders into renderTargetA.
                    context.CameraNode   = ActiveCameraNode;
                    context.Viewport     = new Viewport(0, 0, fullViewport.Width / 2, fullViewport.Height);
                    context.RenderTarget = renderTargetA;
                }
                else
                {
                    // The second camera renders into the right half of the final render target.
                    context.CameraNode   = ActiveCameraNodeB;
                    context.Viewport     = new Viewport(fullViewport.X + fullViewport.Width / 2, fullViewport.Y, fullViewport.Width / 2, fullViewport.Height);
                    context.RenderTarget = originalRenderTarget;
                }
                context.LodCameraNode = context.CameraNode;

                // Get all scene nodes which overlap the camera frustum.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                // Render the scene nodes of the sceneQuery.
                RenderScene(sceneQuery, context, true, true, true, true);

                // ----- Copy image of first camera.
                if (i == 1)
                {
                    // Copy the upper screen from the temporary render target back into the back buffer.
                    context.Viewport        = fullViewport;
                    graphicsDevice.Viewport = fullViewport;

                    SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
                    SpriteBatch.Draw(
                        renderTargetA,
                        new Rectangle(0, 0, fullViewport.Width / 2, fullViewport.Height),
                        Color.White);
                    SpriteBatch.End();

                    renderTargetPool.Recycle(renderTargetA);
                }
            }

            // Clean-up
            context.Scene         = null;
            context.CameraNode    = null;
            context.LodCameraNode = null;
            context.RenderPass    = null;
        }
Example #4
0
        // Renders the graphics screen. - This method is called in GraphicsManager.Render().
        protected override void OnRender(RenderContext context)
        {
            // Abort if no active camera is set.
            if (ActiveCameraNode == null)
            {
                return;
            }

            var renderTargetPool   = GraphicsService.RenderTargetPool;
            var graphicsDevice     = GraphicsService.GraphicsDevice;
            var screenRenderTarget = context.RenderTarget;
            var viewport           = context.Viewport;

            // All intermediate render targets have the size of the target viewport.
            int width  = context.Viewport.Width;
            int height = context.Viewport.Height;

            context.Viewport = new Viewport(0, 0, width, height);

            // Our scene and the camera must be set in the render context. This info is
            // required by many renderers.
            context.Scene      = Scene;
            context.CameraNode = ActiveCameraNode;

            // LOD (level of detail) settings are also specified in the context.
            context.LodCameraNode      = ActiveCameraNode;
            context.LodHysteresis      = 0.5f;
            context.LodBias            = EnableLod ? 1.0f : 0.0f;
            context.LodBlendingEnabled = false;

            // Get all scene nodes which overlap the camera frustum.
            CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(ActiveCameraNode, context);

            // Generate cloud maps.
            // (Note: Only necessary if LayeredCloudMaps are used. If the cloud maps are
            // static and the settings do not change, it is not necessary to generate the
            // cloud maps in every frame. But in this example we use animated cloud maps.)
            _cloudMapRenderer.Render(sceneQuery.SkyNodes, context);

            // ----- G-Buffer Pass
            // The GBufferRenderer creates context.GBuffer0 and context.GBuffer1.
            _gBufferRenderer.Render(sceneQuery.RenderableNodes, sceneQuery.DecalNodes, context);

            // ----- Shadow Pass
            // The ShadowMapRenderer renders the shadow maps which are stored in the light nodes.
            context.RenderPass = "******";
            _shadowMapRenderer.Render(sceneQuery.Lights, context);
            context.RenderPass = null;

            // The ShadowMaskRenderer renders the shadows and stores them in one or more render
            // targets ("shadows masks").
            _shadowMaskRenderer.Render(sceneQuery.Lights, context);

            // In this render pipeline we do not need most shadow maps anymore and can
            // recycle them. The exception is the DirectionalLight shadow map which
            // might still be needed for forward rendering of alpha-blended objects.
            foreach (var node in sceneQuery.Lights)
            {
                var lightNode = (LightNode)node;
                if (lightNode.Shadow != null && !(lightNode.Light is DirectionalLight))
                {
                    renderTargetPool.Recycle(lightNode.Shadow.ShadowMap);
                    lightNode.Shadow.ShadowMap = null;
                }
            }

            // ----- Light Buffer Pass
            // The LightBufferRenderer creates context.LightBuffer0 (diffuse light) and
            // context.LightBuffer1 (specular light).
            LightBufferRenderer.Render(sceneQuery.Lights, context);

            // ----- Material Pass
            // In the material pass we render all meshes and decals into a single full-screen
            // render target. The shaders combine the material properties (diffuse texture, etc.)
            // with the light buffer info.
            context.RenderTarget = renderTargetPool.Obtain2D(new RenderTargetFormat(width, height, false, SurfaceFormat.HdrBlendable, DepthFormat.Depth24Stencil8));
            graphicsDevice.SetRenderTarget(context.RenderTarget);
            context.Viewport = graphicsDevice.Viewport;
            graphicsDevice.Clear(Color.Black);
            graphicsDevice.DepthStencilState = DepthStencilState.Default;
            graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
            graphicsDevice.BlendState        = BlendState.Opaque;
            context.RenderPass = "******";
            _meshRenderer.Render(sceneQuery.RenderableNodes, context);
            _decalRenderer.Render(sceneQuery.DecalNodes, context);
            context.RenderPass = null;

            // The meshes rendered in the last step might use additional floating-point
            // textures (e.g. the light buffers) in the different graphics texture stages.
            // We reset the texture stages (setting all GraphicsDevice.Textures to null),
            // otherwise XNA might throw exceptions.
            graphicsDevice.ResetTextures();

            // ----- Occlusion Queries
            _lensFlareRenderer.UpdateOcclusion(sceneQuery.LensFlareNodes, context);

            // ----- Sky
            _skyRenderer.Render(sceneQuery.SkyNodes, context);

            // ----- Fog
            _fogRenderer.Render(sceneQuery.FogNodes, context);

            // ----- Forward Rendering of Alpha-Blended Meshes and Particles
            graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
            graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
            graphicsDevice.BlendState        = BlendState.AlphaBlend;
            context.RenderPass = "******";
            AlphaBlendSceneRenderer.Render(sceneQuery.RenderableNodes, context, RenderOrder.BackToFront);
            context.RenderPass = null;
            graphicsDevice.ResetTextures();

            // The shadow maps could be used by some shaders of the alpha-blended
            // objects - but now, we can recycle all shadow maps.
            foreach (var node in sceneQuery.Lights)
            {
                var lightNode = (LightNode)node;
                if (lightNode.Shadow != null)
                {
                    renderTargetPool.Recycle(lightNode.Shadow.ShadowMap);
                    lightNode.Shadow.ShadowMap = null;
                }
            }

            // ----- Post Processors
            // The post-processors modify the scene image and the result is written into
            // the final render target - which is usually the back  buffer (but this could
            // also be another off-screen render target used in another graphics screen).
            context.SourceTexture = context.RenderTarget;
            context.RenderTarget  = screenRenderTarget;
            context.Viewport      = viewport;
            PostProcessors.Process(context);

            renderTargetPool.Recycle((RenderTarget2D)context.SourceTexture);
            context.SourceTexture = null;

            // ----- Lens Flares
            _lensFlareRenderer.Render(sceneQuery.LensFlareNodes, context);

            // ----- Optional: Restore the Z-Buffer
            // Currently, the hardware depth buffer is not initialized with useful data because
            // every time we change the render target, XNA deletes the depth buffer. If we want
            // the debug rendering to use correct depth buffer, we can restore the depth buffer
            // using the RebuildZBufferRenderer. If we remove this step, then the DebugRenderer
            // graphics will overlay the whole 3D scene.
            _rebuildZBufferRenderer.Render(context, true);

            // ----- Debug Output
            // Render debug info added by game objects.
            DebugRenderer.Render(context);

            // ----- Draw Reticle
            if (DrawReticle)
            {
                _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                _spriteBatch.Draw(
                    _reticle,
                    new Vector2(viewport.Width / 2 - _reticle.Width / 2, viewport.Height / 2 - _reticle.Height / 2),
                    Color.Black);
                _spriteBatch.End();
            }

            // Render intermediate render targets for debugging.
            // We do not use the public DebugRenderer here because the public DebugRenderer
            // might not be cleared every frame (the game logic can choose how it wants to
            // use the public renderer).
            if (VisualizeIntermediateRenderTargets)
            {
                _internalDebugRenderer.DrawTexture(context.GBuffer0, new Rectangle(0, 0, 200, 200));
                _internalDebugRenderer.DrawTexture(context.GBuffer1, new Rectangle(200, 0, 200, 200));
                _internalDebugRenderer.DrawTexture(context.LightBuffer0, new Rectangle(400, 0, 200, 200));
                _internalDebugRenderer.DrawTexture(context.LightBuffer1, new Rectangle(600, 0, 200, 200));
                for (int i = 0; i < _shadowMaskRenderer.ShadowMasks.Count; i++)
                {
                    var shadowMask = _shadowMaskRenderer.ShadowMasks[i];
                    if (shadowMask != null)
                    {
                        _internalDebugRenderer.DrawTexture(shadowMask, new Rectangle((i) * 200, 200, 200, 200));
                    }
                }

                _internalDebugRenderer.Render(context);
                _internalDebugRenderer.Clear();
            }

            // ----- Clean-up
            // It is very important to give every intermediate render target back to the
            // render target pool!
            renderTargetPool.Recycle(context.GBuffer0);
            context.GBuffer0 = null;
            renderTargetPool.Recycle(context.GBuffer1);
            context.GBuffer1 = null;
            renderTargetPool.Recycle((RenderTarget2D)context.Data[RenderContextKeys.DepthBufferHalf]);
            context.Data.Remove(RenderContextKeys.DepthBufferHalf);
            renderTargetPool.Recycle(context.LightBuffer0);
            context.LightBuffer0 = null;
            renderTargetPool.Recycle(context.LightBuffer1);
            context.LightBuffer1 = null;
            _shadowMaskRenderer.RecycleShadowMasks();
            context.Scene         = null;
            context.CameraNode    = null;
            context.LodHysteresis = 0;
            context.LodCameraNode = null;
            context.RenderPass    = null;
        }
Example #5
0
        // Renders the graphics screen. - This method is called in GraphicsManager.Render().
        protected override void OnRender(RenderContext context)
        {
            if (ActiveCameraNode == null)
            {
                return;
            }

            // Our scene and the camera must be set in the render context. This info is
            // required by many renderers.
            context.Scene      = Scene;
            context.CameraNode = ActiveCameraNode;

            // LOD (level of detail) settings are also specified in the context.
            context.LodCameraNode      = ActiveCameraNode;
            context.LodHysteresis      = 0.5f;
            context.LodBias            = EnableLod ? 1.0f : 0.0f;
            context.LodBlendingEnabled = false;

            // ----- Preprocessing
            // For some scene nodes we have to update some off-screen render targets before the
            // actual scene is rendered.
            //
            // We only have to do this for the scene nodes which are visible
            // by the camera frustum:
            PreprocessingSceneQuery preprocessingQuery = Scene.Query <PreprocessingSceneQuery>(context.CameraNode, context);

            // Generate cloud maps.
            // Only necessary if LayeredCloudMaps are used. If the cloud maps are static
            // and the settings do not change, it is not necessary to generate the
            // cloud maps in every frame. But in the SkySample we use animated cloud maps.
            // The CloudMapRenderer can be called several times per frame, it will only
            // do the work once per frame.
            // See also SkySample.
            _cloudMapRenderer.Render(preprocessingQuery.CloudLayerNodes, context);

            // Compute ocean waves.
            // Only necessary if WaterNodes with OceanWaves are used.
            _waterWavesRenderer.Render(preprocessingQuery.WaterNodes, context);

            // Perform render-to-texture operations.
            // Only necessary if SceneCaptureNodes are used.
            // See also SceneCapture2DSample.
            _sceneCaptureRenderer.Render(preprocessingQuery.SceneCaptureNodes, context);

            // Render reflections.
            // Only necessary if PlanarReflectionNodes are used.
            // See also PlanarReflectionSample.
            _planarReflectionRenderer.Render(preprocessingQuery.PlanarReflectionNodes, context);

            // ----- Scene Rendering
            // Get all scene nodes which overlap the camera frustum.
            CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

            // Render the scene nodes of the sceneQuery.
            RenderScene(sceneQuery, context, true, true, true, true);

            // ----- Clean-up
            context.Scene         = null;
            context.CameraNode    = null;
            context.LodCameraNode = null;
            context.LodHysteresis = 0;
        }
Example #6
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public DeferredGraphicsScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            var contentManager = services.GetInstance <ContentManager>();

            SpriteBatch = new SpriteBatch(GraphicsService.GraphicsDevice);

            // Let's create the necessary scene node renderers:
            // The current sample contains MeshNodes (opaque and transparent), DecalNodes
            // and ParticleSystemNodes (transparent).
            MeshRenderer       = new MeshRenderer();
            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,

                // If you have an extreme amount of particles that cover the entire screen,
                // you can turn on offscreen rendering to improve performance.
                //EnableOffscreenRendering = true,
            };

            // The _alphaBlendSceneRenderer combines all renderers for transparent
            // (= alpha blended) objects.
            AlphaBlendSceneRenderer = new SceneRenderer();
            AlphaBlendSceneRenderer.Renderers.Add(MeshRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(new WaterRenderer(GraphicsService));
#if !TRIAL
            // The FogSphereSample is not included in the trial version.
            AlphaBlendSceneRenderer.Renderers.Add(new FogSphereRenderer(GraphicsService));
#endif

            // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

            // Renderer for SceneCaptureNodes. See also SceneCapture2DSample.
            // In the constructor we specify a method is called in SceneCaptureRenderer.Render()
            // when the scene must be rendered for the SceneCaptureNodes.
            _sceneCaptureRenderer = new SceneCaptureRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);
                // Render scene (with post-processing, with lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, true, true, false, false);
            });

            // Renderer for PlanarReflectionNodes. See also PlanarReflectionSample.
            // In the constructor we specify a method is called in PlanarReflectionRenderer.Render()
            // to create the reflection images.
            _planarReflectionRenderer = new PlanarReflectionRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                // Planar reflections are often for WaterNodes. These nodes should not be rendered
                // into their own reflection map. But when the water surface is displaced by waves,
                // some waves could be visible in the reflection.
                // Simple solution: Do not render any water nodes into the reflection map.
                for (int i = 0; i < sceneQuery.RenderableNodes.Count; i++)
                {
                    if (sceneQuery.RenderableNodes[i] is WaterNode)
                    {
                        sceneQuery.RenderableNodes[i] = null;
                    }
                }

                // Render scene (no post-processing, no lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, false, false, false, false);
            });

            _waterWavesRenderer = new WaterWavesRenderer(GraphicsService);

            // Shadows
            _shadowMapRenderer  = new ShadowMapRenderer(MeshRenderer);
            _shadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

            // Renderers which create the intermediate render targets:
            // Those 2 renderers are implemented in this sample. Those functions could
            // be implemented directly in this class but we have created separate classes
            // to make the code more readable.
            _gBufferRenderer    = new GBufferRenderer(GraphicsService, MeshRenderer, _decalRenderer);
            LightBufferRenderer = new LightBufferRenderer(GraphicsService);

            // Other specialized renderers:
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService, SpriteBatch);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, SpriteBatch, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            // This screen needs a HDR filter to map high dynamic range values back to
            // low dynamic range (LDR).
            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                EnableBlueShift = true,
                BlueShiftCenter = 0.00007f,
                BlueShiftRange  = 0.5f,
                BlueShiftColor  = new Vector3F(0, 0, 2f),
                MinExposure     = 0,
                MaxExposure     = 10,
                BloomIntensity  = 1,
                BloomThreshold  = 0.6f,
            });
            _underwaterPostProcessor = new UnderwaterPostProcessor(GraphicsService, contentManager);
            PostProcessors.Add(_underwaterPostProcessor);

            // Use 2D texture for reticle.
            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("Default");
            DebugRenderer = new DebugRenderer(GraphicsService, SpriteBatch, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };

            EnableLod = true;
        }
Example #7
0
        protected override void OnRender(RenderContext context)
        {
            // This screen expects two cameras.
            if (ActiveCameraNodeA == null || ActiveCameraNodeB == null)
            {
                return;
            }

            var renderTargetPool     = GraphicsService.RenderTargetPool;
            var graphicsDevice       = GraphicsService.GraphicsDevice;
            var originalRenderTarget = context.RenderTarget;
            var fullViewport         = context.Viewport;

            // Get a render target for the first camera. Use half the width because we split
            // the screen horizontally.
            var format = new RenderTargetFormat(context.RenderTarget)
            {
                Width = fullViewport.Width / 2
            };
            var renderTargetA = renderTargetPool.Obtain2D(format);

            context.Scene              = Scene;
            context.LodHysteresis      = 0.5f;
            context.LodBias            = 1.0f;
            context.LodBlendingEnabled = true;

            for (int i = 0; i < 2; i++)
            {
                Viewport       halfViewport;
                RenderTarget2D currentRenderTarget;
                if (i == 0)
                {
                    // The first camera renders into renderTargetA.
                    context.CameraNode  = ActiveCameraNodeA;
                    halfViewport        = new Viewport(0, 0, fullViewport.Width / 2, fullViewport.Height);
                    currentRenderTarget = renderTargetA;
                }
                else
                {
                    // The second camera renders into the right half of the final render target.
                    context.CameraNode  = ActiveCameraNodeB;
                    halfViewport        = new Viewport(fullViewport.X + fullViewport.Width / 2, fullViewport.Y, fullViewport.Width / 2, fullViewport.Height);
                    currentRenderTarget = originalRenderTarget;
                }
                context.LodCameraNode = context.CameraNode;

                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                // Cloud maps need to be updated only once.
                if (i == 0)
                {
                    _cloudMapRenderer.Render(sceneQuery.SkyNodes, context);
                }

                // ----- G-Buffer Pass
                _gBufferRenderer.Render(sceneQuery.RenderableNodes, sceneQuery.DecalNodes, context);

                // ----- Shadow Pass
                context.RenderPass = "******";
                _shadowMapRenderer.Render(sceneQuery.Lights, context);
                context.RenderPass = null;

                context.Viewport = halfViewport;
                _shadowMaskRenderer.Render(sceneQuery.Lights, context);

                // Recycle shadow maps.
                foreach (var node in sceneQuery.Lights)
                {
                    var lightNode = (LightNode)node;
                    if (lightNode.Shadow != null)
                    {
                        renderTargetPool.Recycle(lightNode.Shadow.ShadowMap);
                        lightNode.Shadow.ShadowMap = null;
                    }
                }

                // ----- Light Buffer Pass
                _lightBufferRenderer.Render(sceneQuery.Lights, context);

                // ----- Material Pass
                context.RenderTarget = renderTargetPool.Obtain2D(new RenderTargetFormat(
                                                                     context.Viewport.Width,
                                                                     context.Viewport.Height,
                                                                     false,
                                                                     SurfaceFormat.HdrBlendable,
                                                                     DepthFormat.Depth24Stencil8));
                graphicsDevice.SetRenderTarget(context.RenderTarget);
                context.Viewport = graphicsDevice.Viewport;
                graphicsDevice.Clear(Color.Black);
                graphicsDevice.DepthStencilState = DepthStencilState.Default;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.Opaque;
                context.RenderPass = "******";
                _meshRenderer.Render(sceneQuery.RenderableNodes, context);
                _decalRenderer.Render(sceneQuery.DecalNodes, context);
                context.RenderPass = null;
                graphicsDevice.ResetTextures();

                // ----- Occlusion Queries
                _lensFlareRenderer.UpdateOcclusion(sceneQuery.LensFlareNodes, context);

                // ----- Sky
                _skyRenderer.Render(sceneQuery.SkyNodes, context);

                // ----- Fog
                _fogRenderer.Render(sceneQuery.FogNodes, context);

                // ----- Forward Rendering of Alpha-Blended Meshes and Particles
                graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.AlphaBlend;
                context.RenderPass = "******";
                _transparentSceneRenderer.Render(sceneQuery.RenderableNodes, context, RenderOrder.BackToFront);
                context.RenderPass = null;
                graphicsDevice.ResetTextures();

                // ----- Lens Flares
                _lensFlareRenderer.Render(sceneQuery.LensFlareNodes, context);

                // ----- Post Processors
                context.SourceTexture = context.RenderTarget;
                context.RenderTarget  = currentRenderTarget;
                context.Viewport      = halfViewport;
                PostProcessors.Process(context);

                renderTargetPool.Recycle((RenderTarget2D)context.SourceTexture);
                context.SourceTexture = null;

                // ----- Optional: Restore the Z-Buffer
                _rebuildZBufferRenderer.Render(context, true);

                // ----- Debug Output
                DebugRenderer.Render(context);

                // ----- Draw Reticle
                if (DrawReticle)
                {
                    _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                    _spriteBatch.Draw(
                        _reticle,
                        new Vector2(halfViewport.Width / 2 - _reticle.Width / 2, halfViewport.Height / 2 - _reticle.Height / 2),
                        Color.Black);
                    _spriteBatch.End();
                }

                // ----- Clean-up
                renderTargetPool.Recycle(context.GBuffer0);
                context.GBuffer0 = null;
                renderTargetPool.Recycle(context.GBuffer1);
                context.GBuffer1 = null;
                renderTargetPool.Recycle((RenderTarget2D)context.Data[RenderContextKeys.DepthBufferHalf]);
                context.Data.Remove(RenderContextKeys.DepthBufferHalf);
                renderTargetPool.Recycle(context.LightBuffer0);
                context.LightBuffer0 = null;
                renderTargetPool.Recycle(context.LightBuffer1);
                context.LightBuffer1 = null;
                _shadowMaskRenderer.RecycleShadowMasks();

                // ----- Copy image of first camera.
                if (i == 1)
                {
                    // Copy the upper screen from the temporary render target back into the back buffer.
                    context.Viewport        = fullViewport;
                    graphicsDevice.Viewport = fullViewport;

                    _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
                    _spriteBatch.Draw(
                        renderTargetA,
                        new Rectangle(0, 0, fullViewport.Width / 2, fullViewport.Height),
                        Color.White);
                    _spriteBatch.End();

                    renderTargetPool.Recycle(renderTargetA);
                }
            }

            context.Scene         = null;
            context.CameraNode    = null;
            context.LodCameraNode = null;
            context.RenderPass    = null;
        }