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