Batch.cpp 39 KB

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  1. //
  2. // Copyright (c) 2008-2017 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 "../Graphics/Camera.h"
  24. #include "../Graphics/Geometry.h"
  25. #include "../Graphics/Graphics.h"
  26. #include "../Graphics/GraphicsImpl.h"
  27. #include "../Graphics/Material.h"
  28. #include "../Graphics/Renderer.h"
  29. #include "../Graphics/ShaderVariation.h"
  30. #include "../Graphics/Technique.h"
  31. #include "../Graphics/Texture2D.h"
  32. #include "../Graphics/VertexBuffer.h"
  33. #include "../Graphics/View.h"
  34. #include "../Scene/Scene.h"
  35. #include "../DebugNew.h"
  36. namespace Atomic
  37. {
  38. inline bool CompareBatchesState(Batch* lhs, Batch* rhs)
  39. {
  40. if (lhs->renderOrder_ != rhs->renderOrder_)
  41. return lhs->renderOrder_ < rhs->renderOrder_;
  42. else if (lhs->sortKey_ != rhs->sortKey_)
  43. return lhs->sortKey_ < rhs->sortKey_;
  44. else
  45. return lhs->distance_ < rhs->distance_;
  46. }
  47. inline bool CompareBatchesFrontToBack(Batch* lhs, Batch* rhs)
  48. {
  49. if (lhs->renderOrder_ != rhs->renderOrder_)
  50. return lhs->renderOrder_ < rhs->renderOrder_;
  51. else if (lhs->distance_ != rhs->distance_)
  52. return lhs->distance_ < rhs->distance_;
  53. else
  54. return lhs->sortKey_ < rhs->sortKey_;
  55. }
  56. inline bool CompareBatchesBackToFront(Batch* lhs, Batch* rhs)
  57. {
  58. if (lhs->renderOrder_ != rhs->renderOrder_)
  59. return lhs->renderOrder_ < rhs->renderOrder_;
  60. else if (lhs->distance_ != rhs->distance_)
  61. return lhs->distance_ > rhs->distance_;
  62. else
  63. return lhs->sortKey_ < rhs->sortKey_;
  64. }
  65. inline bool CompareInstancesFrontToBack(const InstanceData& lhs, const InstanceData& rhs)
  66. {
  67. return lhs.distance_ < rhs.distance_;
  68. }
  69. inline bool CompareBatchGroupOrder(BatchGroup* lhs, BatchGroup* rhs)
  70. {
  71. return lhs->renderOrder_ < rhs->renderOrder_;
  72. }
  73. void CalculateShadowMatrix(Matrix4& dest, LightBatchQueue* queue, unsigned split, Renderer* renderer)
  74. {
  75. Camera* shadowCamera = queue->shadowSplits_[split].shadowCamera_;
  76. const IntRect& viewport = queue->shadowSplits_[split].shadowViewport_;
  77. Matrix3x4 shadowView(shadowCamera->GetView());
  78. Matrix4 shadowProj(shadowCamera->GetGPUProjection());
  79. Matrix4 texAdjust(Matrix4::IDENTITY);
  80. Texture2D* shadowMap = queue->shadowMap_;
  81. if (!shadowMap)
  82. return;
  83. float width = (float)shadowMap->GetWidth();
  84. float height = (float)shadowMap->GetHeight();
  85. Vector3 offset(
  86. (float)viewport.left_ / width,
  87. (float)viewport.top_ / height,
  88. 0.0f
  89. );
  90. Vector3 scale(
  91. 0.5f * (float)viewport.Width() / width,
  92. 0.5f * (float)viewport.Height() / height,
  93. 1.0f
  94. );
  95. // Add pixel-perfect offset if needed by the graphics API
  96. const Vector2& pixelUVOffset = Graphics::GetPixelUVOffset();
  97. offset.x_ += scale.x_ + pixelUVOffset.x_ / width;
  98. offset.y_ += scale.y_ + pixelUVOffset.y_ / height;
  99. #ifdef ATOMIC_OPENGL
  100. offset.z_ = 0.5f;
  101. scale.z_ = 0.5f;
  102. offset.y_ = 1.0f - offset.y_;
  103. #else
  104. scale.y_ = -scale.y_;
  105. #endif
  106. // If using 4 shadow samples, offset the position diagonally by half pixel
  107. if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT)
  108. {
  109. offset.x_ -= 0.5f / width;
  110. offset.y_ -= 0.5f / height;
  111. }
  112. texAdjust.SetTranslation(offset);
  113. texAdjust.SetScale(scale);
  114. dest = texAdjust * shadowProj * shadowView;
  115. }
  116. void CalculateSpotMatrix(Matrix4& dest, Light* light)
  117. {
  118. Node* lightNode = light->GetNode();
  119. Matrix3x4 spotView = Matrix3x4(lightNode->GetWorldPosition(), lightNode->GetWorldRotation(), 1.0f).Inverse();
  120. Matrix4 spotProj(Matrix4::ZERO);
  121. Matrix4 texAdjust(Matrix4::IDENTITY);
  122. // Make the projected light slightly smaller than the shadow map to prevent light spill
  123. float h = 1.005f / tanf(light->GetFov() * M_DEGTORAD * 0.5f);
  124. float w = h / light->GetAspectRatio();
  125. spotProj.m00_ = w;
  126. spotProj.m11_ = h;
  127. spotProj.m22_ = 1.0f / Max(light->GetRange(), M_EPSILON);
  128. spotProj.m32_ = 1.0f;
  129. #ifdef ATOMIC_OPENGL
  130. texAdjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f));
  131. texAdjust.SetScale(Vector3(0.5f, -0.5f, 0.5f));
  132. #else
  133. texAdjust.SetTranslation(Vector3(0.5f, 0.5f, 0.0f));
  134. texAdjust.SetScale(Vector3(0.5f, -0.5f, 1.0f));
  135. #endif
  136. dest = texAdjust * spotProj * spotView;
  137. }
  138. void Batch::CalculateSortKey()
  139. {
  140. unsigned shaderID = (unsigned)(
  141. ((*((unsigned*)&vertexShader_) / sizeof(ShaderVariation)) + (*((unsigned*)&pixelShader_) / sizeof(ShaderVariation))) &
  142. 0x7fff);
  143. if (!isBase_)
  144. shaderID |= 0x8000;
  145. unsigned lightQueueID = (unsigned)((*((unsigned*)&lightQueue_) / sizeof(LightBatchQueue)) & 0xffff);
  146. unsigned materialID = (unsigned)((*((unsigned*)&material_) / sizeof(Material)) & 0xffff);
  147. unsigned geometryID = (unsigned)((*((unsigned*)&geometry_) / sizeof(Geometry)) & 0xffff);
  148. sortKey_ = (((unsigned long long)shaderID) << 48) | (((unsigned long long)lightQueueID) << 32) |
  149. (((unsigned long long)materialID) << 16) | geometryID;
  150. }
  151. void Batch::Prepare(View* view, Camera* camera, bool setModelTransform, bool allowDepthWrite) const
  152. {
  153. if (!vertexShader_ || !pixelShader_)
  154. return;
  155. Graphics* graphics = view->GetGraphics();
  156. Renderer* renderer = view->GetRenderer();
  157. Node* cameraNode = camera ? camera->GetNode() : 0;
  158. Light* light = lightQueue_ ? lightQueue_->light_ : 0;
  159. Texture2D* shadowMap = lightQueue_ ? lightQueue_->shadowMap_ : 0;
  160. // ATOMIC BEGIN
  161. Scene* scene = view->GetScene();
  162. // ATOMIC END
  163. // Set shaders first. The available shader parameters and their register/uniform positions depend on the currently set shaders
  164. graphics->SetShaders(vertexShader_, pixelShader_);
  165. // Set pass / material-specific renderstates
  166. if (pass_ && material_)
  167. {
  168. BlendMode blend = pass_->GetBlendMode();
  169. // Turn additive blending into subtract if the light is negative
  170. if (light && light->IsNegative())
  171. {
  172. if (blend == BLEND_ADD)
  173. blend = BLEND_SUBTRACT;
  174. else if (blend == BLEND_ADDALPHA)
  175. blend = BLEND_SUBTRACTALPHA;
  176. }
  177. graphics->SetBlendMode(blend, pass_->GetAlphaToCoverage() || material_->GetAlphaToCoverage());
  178. graphics->SetLineAntiAlias(material_->GetLineAntiAlias());
  179. bool isShadowPass = pass_->GetIndex() == Technique::shadowPassIndex;
  180. CullMode effectiveCullMode = pass_->GetCullMode();
  181. // Get cull mode from material if pass doesn't override it
  182. if (effectiveCullMode == MAX_CULLMODES)
  183. effectiveCullMode = isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode();
  184. renderer->SetCullMode(effectiveCullMode, camera);
  185. if (!isShadowPass)
  186. {
  187. const BiasParameters& depthBias = material_->GetDepthBias();
  188. graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_);
  189. }
  190. // Use the "least filled" fill mode combined from camera & material
  191. graphics->SetFillMode((FillMode)(Max(camera->GetFillMode(), material_->GetFillMode())));
  192. graphics->SetDepthTest(pass_->GetDepthTestMode());
  193. graphics->SetDepthWrite(pass_->GetDepthWrite() && allowDepthWrite);
  194. }
  195. // Set global (per-frame) shader parameters
  196. if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0))
  197. view->SetGlobalShaderParameters();
  198. // Set camera & viewport shader parameters
  199. unsigned cameraHash = (unsigned)(size_t)camera;
  200. IntRect viewport = graphics->GetViewport();
  201. IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
  202. unsigned viewportHash = (unsigned)(viewSize.x_ | (viewSize.y_ << 16));
  203. if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<const void*>(cameraHash + viewportHash)))
  204. {
  205. view->SetCameraShaderParameters(camera);
  206. // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized
  207. view->SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_));
  208. }
  209. // Set model or skinning transforms
  210. if (setModelTransform && graphics->NeedParameterUpdate(SP_OBJECT, worldTransform_))
  211. {
  212. if (geometryType_ == GEOM_SKINNED)
  213. {
  214. graphics->SetShaderParameter(VSP_SKINMATRICES, reinterpret_cast<const float*>(worldTransform_),
  215. 12 * numWorldTransforms_);
  216. }
  217. else
  218. graphics->SetShaderParameter(VSP_MODEL, *worldTransform_);
  219. // Set the orientation for billboards, either from the object itself or from the camera
  220. if (geometryType_ == GEOM_BILLBOARD)
  221. {
  222. if (numWorldTransforms_ > 1)
  223. graphics->SetShaderParameter(VSP_BILLBOARDROT, worldTransform_[1].RotationMatrix());
  224. else
  225. graphics->SetShaderParameter(VSP_BILLBOARDROT, cameraNode->GetWorldRotation().RotationMatrix());
  226. }
  227. }
  228. // ATOMIC BEGIN
  229. if (lightmapTilingOffset_)
  230. {
  231. graphics->SetShaderParameter(VSP_LMOFFSET, *lightmapTilingOffset_);
  232. }
  233. // ATOMIC END
  234. // Set zone-related shader parameters
  235. BlendMode blend = graphics->GetBlendMode();
  236. // If the pass is additive, override fog color to black so that shaders do not need a separate additive path
  237. bool overrideFogColorToBlack = blend == BLEND_ADD || blend == BLEND_ADDALPHA;
  238. unsigned zoneHash = (unsigned)(size_t)zone_;
  239. if (overrideFogColorToBlack)
  240. zoneHash += 0x80000000;
  241. if (zone_ && graphics->NeedParameterUpdate(SP_ZONE, reinterpret_cast<const void*>(zoneHash)))
  242. {
  243. graphics->SetShaderParameter(VSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor());
  244. graphics->SetShaderParameter(VSP_AMBIENTENDCOLOR,
  245. zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4());
  246. const BoundingBox& box = zone_->GetBoundingBox();
  247. Vector3 boxSize = box.Size();
  248. Matrix3x4 adjust(Matrix3x4::IDENTITY);
  249. adjust.SetScale(Vector3(1.0f / boxSize.x_, 1.0f / boxSize.y_, 1.0f / boxSize.z_));
  250. adjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f));
  251. Matrix3x4 zoneTransform = adjust * zone_->GetInverseWorldTransform();
  252. graphics->SetShaderParameter(VSP_ZONE, zoneTransform);
  253. graphics->SetShaderParameter(PSP_AMBIENTCOLOR, zone_->GetAmbientColor());
  254. graphics->SetShaderParameter(PSP_FOGCOLOR, overrideFogColorToBlack ? Color::BLACK : zone_->GetFogColor());
  255. graphics->SetShaderParameter(PSP_ZONEMIN, zone_->GetBoundingBox().min_);
  256. graphics->SetShaderParameter(PSP_ZONEMAX, zone_->GetBoundingBox().max_);
  257. float farClip = camera->GetFarClip();
  258. float fogStart = Min(zone_->GetFogStart(), farClip);
  259. float fogEnd = Min(zone_->GetFogEnd(), farClip);
  260. if (fogStart >= fogEnd * (1.0f - M_LARGE_EPSILON))
  261. fogStart = fogEnd * (1.0f - M_LARGE_EPSILON);
  262. float fogRange = Max(fogEnd - fogStart, M_EPSILON);
  263. Vector4 fogParams(fogEnd / farClip, farClip / fogRange, 0.0f, 0.0f);
  264. Node* zoneNode = zone_->GetNode();
  265. if (zone_->GetHeightFog() && zoneNode)
  266. {
  267. Vector3 worldFogHeightVec = zoneNode->GetWorldTransform() * Vector3(0.0f, zone_->GetFogHeight(), 0.0f);
  268. fogParams.z_ = worldFogHeightVec.y_;
  269. fogParams.w_ = zone_->GetFogHeightScale() / Max(zoneNode->GetWorldScale().y_, M_EPSILON);
  270. }
  271. graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams);
  272. }
  273. // Set light-related shader parameters
  274. if (lightQueue_)
  275. {
  276. if (light && graphics->NeedParameterUpdate(SP_LIGHT, lightQueue_))
  277. {
  278. Node* lightNode = light->GetNode();
  279. float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
  280. Vector3 lightDir(lightNode->GetWorldRotation() * Vector3::BACK);
  281. Vector4 lightPos(lightNode->GetWorldPosition(), atten);
  282. graphics->SetShaderParameter(VSP_LIGHTDIR, lightDir);
  283. graphics->SetShaderParameter(VSP_LIGHTPOS, lightPos);
  284. if (graphics->HasShaderParameter(VSP_LIGHTMATRICES))
  285. {
  286. switch (light->GetLightType())
  287. {
  288. case LIGHT_DIRECTIONAL:
  289. {
  290. Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
  291. unsigned numSplits = Min(MAX_CASCADE_SPLITS, lightQueue_->shadowSplits_.Size());
  292. for (unsigned i = 0; i < numSplits; ++i)
  293. CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer);
  294. graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
  295. }
  296. break;
  297. case LIGHT_SPOT:
  298. {
  299. Matrix4 shadowMatrices[2];
  300. CalculateSpotMatrix(shadowMatrices[0], light);
  301. bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP);
  302. if (isShadowed)
  303. CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer);
  304. graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
  305. }
  306. break;
  307. case LIGHT_POINT:
  308. {
  309. Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
  310. // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
  311. // the next parameter
  312. #ifdef ATOMIC_OPENGL
  313. graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 16);
  314. #else
  315. graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 12);
  316. #endif
  317. }
  318. break;
  319. }
  320. }
  321. float fade = 1.0f;
  322. float fadeEnd = light->GetDrawDistance();
  323. float fadeStart = light->GetFadeDistance();
  324. // Do fade calculation for light if both fade & draw distance defined
  325. if (light->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
  326. fade = Min(1.0f - (light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
  327. // Negative lights will use subtract blending, so write absolute RGB values to the shader parameter
  328. graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetEffectiveColor().Abs(),
  329. light->GetEffectiveSpecularIntensity()) * fade);
  330. graphics->SetShaderParameter(PSP_LIGHTDIR, lightDir);
  331. graphics->SetShaderParameter(PSP_LIGHTPOS, lightPos);
  332. graphics->SetShaderParameter(PSP_LIGHTRAD, light->GetRadius());
  333. graphics->SetShaderParameter(PSP_LIGHTLENGTH, light->GetLength());
  334. if (graphics->HasShaderParameter(PSP_LIGHTMATRICES))
  335. {
  336. switch (light->GetLightType())
  337. {
  338. case LIGHT_DIRECTIONAL:
  339. {
  340. Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
  341. unsigned numSplits = Min(MAX_CASCADE_SPLITS, lightQueue_->shadowSplits_.Size());
  342. for (unsigned i = 0; i < numSplits; ++i)
  343. CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer);
  344. graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
  345. }
  346. break;
  347. case LIGHT_SPOT:
  348. {
  349. Matrix4 shadowMatrices[2];
  350. CalculateSpotMatrix(shadowMatrices[0], light);
  351. bool isShadowed = lightQueue_->shadowMap_ != 0;
  352. if (isShadowed)
  353. CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer);
  354. graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
  355. }
  356. break;
  357. case LIGHT_POINT:
  358. {
  359. Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
  360. // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
  361. // the next parameter
  362. #ifdef ATOMIC_OPENGL
  363. graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 16);
  364. #else
  365. graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 12);
  366. #endif
  367. }
  368. break;
  369. }
  370. }
  371. // Set shadow mapping shader parameters
  372. if (shadowMap)
  373. {
  374. {
  375. // Calculate point light shadow sampling offsets (unrolled cube map)
  376. unsigned faceWidth = (unsigned)(shadowMap->GetWidth() / 2);
  377. unsigned faceHeight = (unsigned)(shadowMap->GetHeight() / 3);
  378. float width = (float)shadowMap->GetWidth();
  379. float height = (float)shadowMap->GetHeight();
  380. #ifdef ATOMIC_OPENGL
  381. float mulX = (float)(faceWidth - 3) / width;
  382. float mulY = (float)(faceHeight - 3) / height;
  383. float addX = 1.5f / width;
  384. float addY = 1.5f / height;
  385. #else
  386. float mulX = (float)(faceWidth - 4) / width;
  387. float mulY = (float)(faceHeight - 4) / height;
  388. float addX = 2.5f / width;
  389. float addY = 2.5f / height;
  390. #endif
  391. // If using 4 shadow samples, offset the position diagonally by half pixel
  392. if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT)
  393. {
  394. addX -= 0.5f / width;
  395. addY -= 0.5f / height;
  396. }
  397. graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY));
  398. }
  399. {
  400. // Calculate shadow camera depth parameters for point light shadows and shadow fade parameters for
  401. // directional light shadows, stored in the same uniform
  402. Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
  403. float nearClip = shadowCamera->GetNearClip();
  404. float farClip = shadowCamera->GetFarClip();
  405. float q = farClip / (farClip - nearClip);
  406. float r = -q * nearClip;
  407. const CascadeParameters& parameters = light->GetShadowCascade();
  408. float viewFarClip = camera->GetFarClip();
  409. float shadowRange = parameters.GetShadowRange();
  410. float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip;
  411. float fadeEnd = shadowRange / viewFarClip;
  412. float fadeRange = fadeEnd - fadeStart;
  413. graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange));
  414. }
  415. {
  416. float intensity = light->GetShadowIntensity();
  417. float fadeStart = light->GetShadowFadeDistance();
  418. float fadeEnd = light->GetShadowDistance();
  419. if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart)
  420. intensity =
  421. Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f));
  422. float pcfValues = (1.0f - intensity);
  423. float samples = 1.0f;
  424. if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT)
  425. samples = 4.0f;
  426. graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues / samples, intensity, 0.0f, 0.0f));
  427. }
  428. float sizeX = 1.0f / (float)shadowMap->GetWidth();
  429. float sizeY = 1.0f / (float)shadowMap->GetHeight();
  430. graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector2(sizeX, sizeY));
  431. Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE);
  432. if (lightQueue_->shadowSplits_.Size() > 1)
  433. lightSplits.x_ = lightQueue_->shadowSplits_[0].farSplit_ / camera->GetFarClip();
  434. if (lightQueue_->shadowSplits_.Size() > 2)
  435. lightSplits.y_ = lightQueue_->shadowSplits_[1].farSplit_ / camera->GetFarClip();
  436. if (lightQueue_->shadowSplits_.Size() > 3)
  437. lightSplits.z_ = lightQueue_->shadowSplits_[2].farSplit_ / camera->GetFarClip();
  438. graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits);
  439. if (graphics->HasShaderParameter(PSP_VSMSHADOWPARAMS))
  440. graphics->SetShaderParameter(PSP_VSMSHADOWPARAMS, renderer->GetVSMShadowParameters());
  441. if (light->GetShadowBias().normalOffset_ > 0.0f)
  442. {
  443. Vector4 normalOffsetScale(Vector4::ZERO);
  444. // Scale normal offset strength with the width of the shadow camera view
  445. if (light->GetLightType() != LIGHT_DIRECTIONAL)
  446. {
  447. Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
  448. normalOffsetScale.x_ = 2.0f * tanf(shadowCamera->GetFov() * M_DEGTORAD * 0.5f) * shadowCamera->GetFarClip();
  449. }
  450. else
  451. {
  452. normalOffsetScale.x_ = lightQueue_->shadowSplits_[0].shadowCamera_->GetOrthoSize();
  453. if (lightQueue_->shadowSplits_.Size() > 1)
  454. normalOffsetScale.y_ = lightQueue_->shadowSplits_[1].shadowCamera_->GetOrthoSize();
  455. if (lightQueue_->shadowSplits_.Size() > 2)
  456. normalOffsetScale.z_ = lightQueue_->shadowSplits_[2].shadowCamera_->GetOrthoSize();
  457. if (lightQueue_->shadowSplits_.Size() > 3)
  458. normalOffsetScale.w_ = lightQueue_->shadowSplits_[3].shadowCamera_->GetOrthoSize();
  459. }
  460. normalOffsetScale *= light->GetShadowBias().normalOffset_;
  461. #ifdef GL_ES_VERSION_2_0
  462. normalOffsetScale *= renderer->GetMobileNormalOffsetMul();
  463. #endif
  464. graphics->SetShaderParameter(VSP_NORMALOFFSETSCALE, normalOffsetScale);
  465. graphics->SetShaderParameter(PSP_NORMALOFFSETSCALE, normalOffsetScale);
  466. }
  467. }
  468. }
  469. else if (lightQueue_->vertexLights_.Size() && graphics->HasShaderParameter(VSP_VERTEXLIGHTS) &&
  470. graphics->NeedParameterUpdate(SP_LIGHT, lightQueue_))
  471. {
  472. Vector4 vertexLights[MAX_VERTEX_LIGHTS * 3];
  473. const PODVector<Light*>& lights = lightQueue_->vertexLights_;
  474. for (unsigned i = 0; i < lights.Size(); ++i)
  475. {
  476. Light* vertexLight = lights[i];
  477. Node* vertexLightNode = vertexLight->GetNode();
  478. LightType type = vertexLight->GetLightType();
  479. // Attenuation
  480. float invRange, cutoff, invCutoff;
  481. if (type == LIGHT_DIRECTIONAL)
  482. invRange = 0.0f;
  483. else
  484. invRange = 1.0f / Max(vertexLight->GetRange(), M_EPSILON);
  485. if (type == LIGHT_SPOT)
  486. {
  487. cutoff = Cos(vertexLight->GetFov() * 0.5f);
  488. invCutoff = 1.0f / (1.0f - cutoff);
  489. }
  490. else
  491. {
  492. cutoff = -1.0f;
  493. invCutoff = 1.0f;
  494. }
  495. // Color
  496. float fade = 1.0f;
  497. float fadeEnd = vertexLight->GetDrawDistance();
  498. float fadeStart = vertexLight->GetFadeDistance();
  499. // Do fade calculation for light if both fade & draw distance defined
  500. if (vertexLight->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
  501. fade = Min(1.0f - (vertexLight->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
  502. Color color = vertexLight->GetEffectiveColor() * fade;
  503. vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange);
  504. // Direction
  505. vertexLights[i * 3 + 1] = Vector4(-(vertexLightNode->GetWorldDirection()), cutoff);
  506. // Position
  507. vertexLights[i * 3 + 2] = Vector4(vertexLightNode->GetWorldPosition(), invCutoff);
  508. }
  509. graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4);
  510. }
  511. }
  512. // Set zone texture if necessary
  513. #ifndef GL_ES_VERSION_2_0
  514. if (zone_ && graphics->HasTextureUnit(TU_ZONE))
  515. graphics->SetTexture(TU_ZONE, zone_->GetZoneTexture());
  516. #else
  517. // On OpenGL ES set the zone texture to the environment unit instead
  518. if (zone_ && zone_->GetZoneTexture() && graphics->HasTextureUnit(TU_ENVIRONMENT))
  519. graphics->SetTexture(TU_ENVIRONMENT, zone_->GetZoneTexture());
  520. #endif
  521. // Set material-specific shader parameters and textures
  522. if (material_)
  523. {
  524. if (graphics->NeedParameterUpdate(SP_MATERIAL, reinterpret_cast<const void*>(material_->GetShaderParameterHash())))
  525. {
  526. const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters();
  527. for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  528. graphics->SetShaderParameter(i->first_, i->second_.value_);
  529. }
  530. // ATOMIC BEGIN
  531. const HashMap<TextureUnit, SharedPtr<Texture> >& textures = material_->GetTextures();
  532. for (HashMap<TextureUnit, SharedPtr<Texture> >::ConstIterator i = textures.Begin(); i != textures.End(); ++i)
  533. {
  534. if (graphics->HasTextureUnit(i->first_))
  535. {
  536. if (i->first_ == TU_EMISSIVE && lightmapTilingOffset_)
  537. continue;
  538. graphics->SetTexture(i->first_, i->second_.Get());
  539. }
  540. }
  541. if (lightmapTilingOffset_ && scene)
  542. {
  543. scene->SetLightmapTexture(lightmapTextureID_);
  544. }
  545. // ATOMIC END
  546. }
  547. // Set light-related textures
  548. if (light)
  549. {
  550. if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP))
  551. graphics->SetTexture(TU_SHADOWMAP, shadowMap);
  552. if (graphics->HasTextureUnit(TU_LIGHTRAMP))
  553. {
  554. Texture* rampTexture = light->GetRampTexture();
  555. if (!rampTexture)
  556. rampTexture = renderer->GetDefaultLightRamp();
  557. graphics->SetTexture(TU_LIGHTRAMP, rampTexture);
  558. }
  559. if (graphics->HasTextureUnit(TU_LIGHTSHAPE))
  560. {
  561. Texture* shapeTexture = light->GetShapeTexture();
  562. if (!shapeTexture && light->GetLightType() == LIGHT_SPOT)
  563. shapeTexture = renderer->GetDefaultLightSpot();
  564. graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture);
  565. }
  566. }
  567. }
  568. void Batch::Draw(View* view, Camera* camera, bool allowDepthWrite) const
  569. {
  570. if (!geometry_->IsEmpty())
  571. {
  572. Prepare(view, camera, true, allowDepthWrite);
  573. geometry_->Draw(view->GetGraphics());
  574. }
  575. }
  576. void BatchGroup::SetInstancingData(void* lockedData, unsigned stride, unsigned& freeIndex)
  577. {
  578. // Do not use up buffer space if not going to draw as instanced
  579. if (geometryType_ != GEOM_INSTANCED)
  580. return;
  581. startIndex_ = freeIndex;
  582. unsigned char* buffer = static_cast<unsigned char*>(lockedData) + startIndex_ * stride;
  583. for (unsigned i = 0; i < instances_.Size(); ++i)
  584. {
  585. const InstanceData& instance = instances_[i];
  586. memcpy(buffer, instance.worldTransform_, sizeof(Matrix3x4));
  587. if (instance.instancingData_)
  588. memcpy(buffer + sizeof(Matrix3x4), instance.instancingData_, stride - sizeof(Matrix3x4));
  589. buffer += stride;
  590. }
  591. freeIndex += instances_.Size();
  592. }
  593. void BatchGroup::Draw(View* view, Camera* camera, bool allowDepthWrite) const
  594. {
  595. Graphics* graphics = view->GetGraphics();
  596. Renderer* renderer = view->GetRenderer();
  597. if (instances_.Size() && !geometry_->IsEmpty())
  598. {
  599. // Draw as individual objects if instancing not supported or could not fill the instancing buffer
  600. VertexBuffer* instanceBuffer = renderer->GetInstancingBuffer();
  601. if (!instanceBuffer || geometryType_ != GEOM_INSTANCED || startIndex_ == M_MAX_UNSIGNED)
  602. {
  603. Batch::Prepare(view, camera, false, allowDepthWrite);
  604. graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
  605. graphics->SetVertexBuffers(geometry_->GetVertexBuffers());
  606. for (unsigned i = 0; i < instances_.Size(); ++i)
  607. {
  608. if (graphics->NeedParameterUpdate(SP_OBJECT, instances_[i].worldTransform_))
  609. graphics->SetShaderParameter(VSP_MODEL, *instances_[i].worldTransform_);
  610. graphics->Draw(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
  611. geometry_->GetVertexStart(), geometry_->GetVertexCount());
  612. }
  613. }
  614. else
  615. {
  616. Batch::Prepare(view, camera, false, allowDepthWrite);
  617. // Get the geometry vertex buffers, then add the instancing stream buffer
  618. // Hack: use a const_cast to avoid dynamic allocation of new temp vectors
  619. Vector<SharedPtr<VertexBuffer> >& vertexBuffers = const_cast<Vector<SharedPtr<VertexBuffer> >&>(
  620. geometry_->GetVertexBuffers());
  621. vertexBuffers.Push(SharedPtr<VertexBuffer>(instanceBuffer));
  622. graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
  623. graphics->SetVertexBuffers(vertexBuffers, startIndex_);
  624. graphics->DrawInstanced(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
  625. geometry_->GetVertexStart(), geometry_->GetVertexCount(), instances_.Size());
  626. // Remove the instancing buffer & element mask now
  627. vertexBuffers.Pop();
  628. }
  629. }
  630. }
  631. unsigned BatchGroupKey::ToHash() const
  632. {
  633. return (unsigned)((size_t)zone_ / sizeof(Zone) + (size_t)lightQueue_ / sizeof(LightBatchQueue) + (size_t)pass_ / sizeof(Pass) +
  634. (size_t)material_ / sizeof(Material) + (size_t)geometry_ / sizeof(Geometry)) + renderOrder_;
  635. }
  636. void BatchQueue::Clear(int maxSortedInstances)
  637. {
  638. batches_.Clear();
  639. sortedBatches_.Clear();
  640. batchGroups_.Clear();
  641. maxSortedInstances_ = (unsigned)maxSortedInstances;
  642. }
  643. void BatchQueue::SortBackToFront()
  644. {
  645. sortedBatches_.Resize(batches_.Size());
  646. for (unsigned i = 0; i < batches_.Size(); ++i)
  647. sortedBatches_[i] = &batches_[i];
  648. Sort(sortedBatches_.Begin(), sortedBatches_.End(), CompareBatchesBackToFront);
  649. sortedBatchGroups_.Resize(batchGroups_.Size());
  650. unsigned index = 0;
  651. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  652. sortedBatchGroups_[index++] = &i->second_;
  653. Sort(sortedBatchGroups_.Begin(), sortedBatchGroups_.End(), CompareBatchGroupOrder);
  654. }
  655. void BatchQueue::SortFrontToBack()
  656. {
  657. sortedBatches_.Clear();
  658. for (unsigned i = 0; i < batches_.Size(); ++i)
  659. sortedBatches_.Push(&batches_[i]);
  660. SortFrontToBack2Pass(sortedBatches_);
  661. // Sort each group front to back
  662. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  663. {
  664. if (i->second_.instances_.Size() <= maxSortedInstances_)
  665. {
  666. Sort(i->second_.instances_.Begin(), i->second_.instances_.End(), CompareInstancesFrontToBack);
  667. if (i->second_.instances_.Size())
  668. i->second_.distance_ = i->second_.instances_[0].distance_;
  669. }
  670. else
  671. {
  672. float minDistance = M_INFINITY;
  673. for (PODVector<InstanceData>::ConstIterator j = i->second_.instances_.Begin(); j != i->second_.instances_.End(); ++j)
  674. minDistance = Min(minDistance, j->distance_);
  675. i->second_.distance_ = minDistance;
  676. }
  677. }
  678. sortedBatchGroups_.Resize(batchGroups_.Size());
  679. unsigned index = 0;
  680. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  681. sortedBatchGroups_[index++] = &i->second_;
  682. SortFrontToBack2Pass(reinterpret_cast<PODVector<Batch*>& >(sortedBatchGroups_));
  683. }
  684. void BatchQueue::SortFrontToBack2Pass(PODVector<Batch*>& batches)
  685. {
  686. // Mobile devices likely use a tiled deferred approach, with which front-to-back sorting is irrelevant. The 2-pass
  687. // method is also time consuming, so just sort with state having priority
  688. #ifdef GL_ES_VERSION_2_0
  689. Sort(batches.Begin(), batches.End(), CompareBatchesState);
  690. #else
  691. // For desktop, first sort by distance and remap shader/material/geometry IDs in the sort key
  692. Sort(batches.Begin(), batches.End(), CompareBatchesFrontToBack);
  693. unsigned freeShaderID = 0;
  694. unsigned short freeMaterialID = 0;
  695. unsigned short freeGeometryID = 0;
  696. for (PODVector<Batch*>::Iterator i = batches.Begin(); i != batches.End(); ++i)
  697. {
  698. Batch* batch = *i;
  699. unsigned shaderID = (unsigned)(batch->sortKey_ >> 32);
  700. HashMap<unsigned, unsigned>::ConstIterator j = shaderRemapping_.Find(shaderID);
  701. if (j != shaderRemapping_.End())
  702. shaderID = j->second_;
  703. else
  704. {
  705. shaderID = shaderRemapping_[shaderID] = freeShaderID | (shaderID & 0x80000000);
  706. ++freeShaderID;
  707. }
  708. unsigned short materialID = (unsigned short)(batch->sortKey_ & 0xffff0000);
  709. HashMap<unsigned short, unsigned short>::ConstIterator k = materialRemapping_.Find(materialID);
  710. if (k != materialRemapping_.End())
  711. materialID = k->second_;
  712. else
  713. {
  714. materialID = materialRemapping_[materialID] = freeMaterialID;
  715. ++freeMaterialID;
  716. }
  717. unsigned short geometryID = (unsigned short)(batch->sortKey_ & 0xffff);
  718. HashMap<unsigned short, unsigned short>::ConstIterator l = geometryRemapping_.Find(geometryID);
  719. if (l != geometryRemapping_.End())
  720. geometryID = l->second_;
  721. else
  722. {
  723. geometryID = geometryRemapping_[geometryID] = freeGeometryID;
  724. ++freeGeometryID;
  725. }
  726. batch->sortKey_ = (((unsigned long long)shaderID) << 32) | (((unsigned long long)materialID) << 16) | geometryID;
  727. }
  728. shaderRemapping_.Clear();
  729. materialRemapping_.Clear();
  730. geometryRemapping_.Clear();
  731. // Finally sort again with the rewritten ID's
  732. Sort(batches.Begin(), batches.End(), CompareBatchesState);
  733. #endif
  734. }
  735. void BatchQueue::SetInstancingData(void* lockedData, unsigned stride, unsigned& freeIndex)
  736. {
  737. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  738. i->second_.SetInstancingData(lockedData, stride, freeIndex);
  739. }
  740. void BatchQueue::Draw(View* view, Camera* camera, bool markToStencil, bool usingLightOptimization, bool allowDepthWrite) const
  741. {
  742. Graphics* graphics = view->GetGraphics();
  743. Renderer* renderer = view->GetRenderer();
  744. // If View has set up its own light optimizations, do not disturb the stencil/scissor test settings
  745. if (!usingLightOptimization)
  746. {
  747. graphics->SetScissorTest(false);
  748. // During G-buffer rendering, mark opaque pixels' lightmask to stencil buffer if requested
  749. if (!markToStencil)
  750. graphics->SetStencilTest(false);
  751. }
  752. // Instanced
  753. for (PODVector<BatchGroup*>::ConstIterator i = sortedBatchGroups_.Begin(); i != sortedBatchGroups_.End(); ++i)
  754. {
  755. BatchGroup* group = *i;
  756. if (markToStencil)
  757. graphics->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, group->lightMask_);
  758. group->Draw(view, camera, allowDepthWrite);
  759. }
  760. // Non-instanced
  761. for (PODVector<Batch*>::ConstIterator i = sortedBatches_.Begin(); i != sortedBatches_.End(); ++i)
  762. {
  763. Batch* batch = *i;
  764. if (markToStencil)
  765. graphics->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, batch->lightMask_);
  766. if (!usingLightOptimization)
  767. {
  768. // If drawing an alpha batch, we can optimize fillrate by scissor test
  769. if (!batch->isBase_ && batch->lightQueue_)
  770. renderer->OptimizeLightByScissor(batch->lightQueue_->light_, camera);
  771. else
  772. graphics->SetScissorTest(false);
  773. }
  774. batch->Draw(view, camera, allowDepthWrite);
  775. }
  776. }
  777. unsigned BatchQueue::GetNumInstances() const
  778. {
  779. unsigned total = 0;
  780. for (HashMap<BatchGroupKey, BatchGroup>::ConstIterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  781. {
  782. if (i->second_.geometryType_ == GEOM_INSTANCED)
  783. total += i->second_.instances_.Size();
  784. }
  785. return total;
  786. }
  787. }