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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "../Precompiled.h"
- #include "../Graphics/Camera.h"
- #include "../Graphics/Geometry.h"
- #include "../Graphics/Graphics.h"
- #include "../Graphics/GraphicsImpl.h"
- #include "../Graphics/Material.h"
- #include "../Graphics/Renderer.h"
- #include "../Graphics/ShaderVariation.h"
- #include "../Graphics/Technique.h"
- #include "../Graphics/Texture2D.h"
- #include "../Graphics/VertexBuffer.h"
- #include "../Graphics/View.h"
- #include "../Scene/Scene.h"
- #include "../DebugNew.h"
- namespace Atomic
- {
- inline bool CompareBatchesState(Batch* lhs, Batch* rhs)
- {
- if (lhs->renderOrder_ != rhs->renderOrder_)
- return lhs->renderOrder_ < rhs->renderOrder_;
- else if (lhs->sortKey_ != rhs->sortKey_)
- return lhs->sortKey_ < rhs->sortKey_;
- else
- return lhs->distance_ < rhs->distance_;
- }
- inline bool CompareBatchesFrontToBack(Batch* lhs, Batch* rhs)
- {
- if (lhs->renderOrder_ != rhs->renderOrder_)
- return lhs->renderOrder_ < rhs->renderOrder_;
- else if (lhs->distance_ != rhs->distance_)
- return lhs->distance_ < rhs->distance_;
- else
- return lhs->sortKey_ < rhs->sortKey_;
- }
- inline bool CompareBatchesBackToFront(Batch* lhs, Batch* rhs)
- {
- if (lhs->renderOrder_ != rhs->renderOrder_)
- return lhs->renderOrder_ < rhs->renderOrder_;
- else if (lhs->distance_ != rhs->distance_)
- return lhs->distance_ > rhs->distance_;
- else
- return lhs->sortKey_ < rhs->sortKey_;
- }
- inline bool CompareInstancesFrontToBack(const InstanceData& lhs, const InstanceData& rhs)
- {
- return lhs.distance_ < rhs.distance_;
- }
- inline bool CompareBatchGroupOrder(BatchGroup* lhs, BatchGroup* rhs)
- {
- return lhs->renderOrder_ < rhs->renderOrder_;
- }
- void CalculateShadowMatrix(Matrix4& dest, LightBatchQueue* queue, unsigned split, Renderer* renderer)
- {
- Camera* shadowCamera = queue->shadowSplits_[split].shadowCamera_;
- const IntRect& viewport = queue->shadowSplits_[split].shadowViewport_;
- Matrix3x4 shadowView(shadowCamera->GetView());
- Matrix4 shadowProj(shadowCamera->GetGPUProjection());
- Matrix4 texAdjust(Matrix4::IDENTITY);
- Texture2D* shadowMap = queue->shadowMap_;
- if (!shadowMap)
- return;
- float width = (float)shadowMap->GetWidth();
- float height = (float)shadowMap->GetHeight();
- Vector3 offset(
- (float)viewport.left_ / width,
- (float)viewport.top_ / height,
- 0.0f
- );
- Vector3 scale(
- 0.5f * (float)viewport.Width() / width,
- 0.5f * (float)viewport.Height() / height,
- 1.0f
- );
- // Add pixel-perfect offset if needed by the graphics API
- const Vector2& pixelUVOffset = Graphics::GetPixelUVOffset();
- offset.x_ += scale.x_ + pixelUVOffset.x_ / width;
- offset.y_ += scale.y_ + pixelUVOffset.y_ / height;
- #ifdef ATOMIC_OPENGL
- offset.z_ = 0.5f;
- scale.z_ = 0.5f;
- offset.y_ = 1.0f - offset.y_;
- #else
- scale.y_ = -scale.y_;
- #endif
- // If using 4 shadow samples, offset the position diagonally by half pixel
- if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT)
- {
- offset.x_ -= 0.5f / width;
- offset.y_ -= 0.5f / height;
- }
- texAdjust.SetTranslation(offset);
- texAdjust.SetScale(scale);
- dest = texAdjust * shadowProj * shadowView;
- }
- void CalculateSpotMatrix(Matrix4& dest, Light* light)
- {
- Node* lightNode = light->GetNode();
- Matrix3x4 spotView = Matrix3x4(lightNode->GetWorldPosition(), lightNode->GetWorldRotation(), 1.0f).Inverse();
- Matrix4 spotProj(Matrix4::ZERO);
- Matrix4 texAdjust(Matrix4::IDENTITY);
- // Make the projected light slightly smaller than the shadow map to prevent light spill
- float h = 1.005f / tanf(light->GetFov() * M_DEGTORAD * 0.5f);
- float w = h / light->GetAspectRatio();
- spotProj.m00_ = w;
- spotProj.m11_ = h;
- spotProj.m22_ = 1.0f / Max(light->GetRange(), M_EPSILON);
- spotProj.m32_ = 1.0f;
- #ifdef ATOMIC_OPENGL
- texAdjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f));
- texAdjust.SetScale(Vector3(0.5f, -0.5f, 0.5f));
- #else
- texAdjust.SetTranslation(Vector3(0.5f, 0.5f, 0.0f));
- texAdjust.SetScale(Vector3(0.5f, -0.5f, 1.0f));
- #endif
- dest = texAdjust * spotProj * spotView;
- }
- void Batch::CalculateSortKey()
- {
- unsigned shaderID = (unsigned)(
- ((*((unsigned*)&vertexShader_) / sizeof(ShaderVariation)) + (*((unsigned*)&pixelShader_) / sizeof(ShaderVariation))) &
- 0x7fff);
- if (!isBase_)
- shaderID |= 0x8000;
- unsigned lightQueueID = (unsigned)((*((unsigned*)&lightQueue_) / sizeof(LightBatchQueue)) & 0xffff);
- unsigned materialID = (unsigned)((*((unsigned*)&material_) / sizeof(Material)) & 0xffff);
- unsigned geometryID = (unsigned)((*((unsigned*)&geometry_) / sizeof(Geometry)) & 0xffff);
- sortKey_ = (((unsigned long long)shaderID) << 48) | (((unsigned long long)lightQueueID) << 32) |
- (((unsigned long long)materialID) << 16) | geometryID;
- }
- void Batch::Prepare(View* view, Camera* camera, bool setModelTransform, bool allowDepthWrite) const
- {
- if (!vertexShader_ || !pixelShader_)
- return;
- Graphics* graphics = view->GetGraphics();
- Renderer* renderer = view->GetRenderer();
- Node* cameraNode = camera ? camera->GetNode() : 0;
- Light* light = lightQueue_ ? lightQueue_->light_ : 0;
- Texture2D* shadowMap = lightQueue_ ? lightQueue_->shadowMap_ : 0;
- // Set shaders first. The available shader parameters and their register/uniform positions depend on the currently set shaders
- graphics->SetShaders(vertexShader_, pixelShader_);
- // Set pass / material-specific renderstates
- if (pass_ && material_)
- {
- BlendMode blend = pass_->GetBlendMode();
- // Turn additive blending into subtract if the light is negative
- if (light && light->IsNegative())
- {
- if (blend == BLEND_ADD)
- blend = BLEND_SUBTRACT;
- else if (blend == BLEND_ADDALPHA)
- blend = BLEND_SUBTRACTALPHA;
- }
- graphics->SetBlendMode(blend, pass_->GetAlphaToCoverage() || material_->GetAlphaToCoverage());
- graphics->SetLineAntiAlias(material_->GetLineAntiAlias());
- bool isShadowPass = pass_->GetIndex() == Technique::shadowPassIndex;
- CullMode effectiveCullMode = pass_->GetCullMode();
- // Get cull mode from material if pass doesn't override it
- if (effectiveCullMode == MAX_CULLMODES)
- effectiveCullMode = isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode();
- renderer->SetCullMode(effectiveCullMode, camera);
- if (!isShadowPass)
- {
- const BiasParameters& depthBias = material_->GetDepthBias();
- graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_);
- }
- // Use the "least filled" fill mode combined from camera & material
- graphics->SetFillMode((FillMode)(Max(camera->GetFillMode(), material_->GetFillMode())));
- graphics->SetDepthTest(pass_->GetDepthTestMode());
- graphics->SetDepthWrite(pass_->GetDepthWrite() && allowDepthWrite);
- }
- // Set global (per-frame) shader parameters
- if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0))
- view->SetGlobalShaderParameters();
- // Set camera & viewport shader parameters
- unsigned cameraHash = (unsigned)(size_t)camera;
- IntRect viewport = graphics->GetViewport();
- IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
- unsigned viewportHash = (unsigned)(viewSize.x_ | (viewSize.y_ << 16));
- if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<const void*>(cameraHash + viewportHash)))
- {
- view->SetCameraShaderParameters(camera);
- // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized
- view->SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_));
- }
- // Set model or skinning transforms
- if (setModelTransform && graphics->NeedParameterUpdate(SP_OBJECT, worldTransform_))
- {
- if (geometryType_ == GEOM_SKINNED)
- {
- graphics->SetShaderParameter(VSP_SKINMATRICES, reinterpret_cast<const float*>(worldTransform_),
- 12 * numWorldTransforms_);
- }
- else
- graphics->SetShaderParameter(VSP_MODEL, *worldTransform_);
- // Set the orientation for billboards, either from the object itself or from the camera
- if (geometryType_ == GEOM_BILLBOARD)
- {
- if (numWorldTransforms_ > 1)
- graphics->SetShaderParameter(VSP_BILLBOARDROT, worldTransform_[1].RotationMatrix());
- else
- graphics->SetShaderParameter(VSP_BILLBOARDROT, cameraNode->GetWorldRotation().RotationMatrix());
- }
- }
- // Set zone-related shader parameters
- BlendMode blend = graphics->GetBlendMode();
- // If the pass is additive, override fog color to black so that shaders do not need a separate additive path
- bool overrideFogColorToBlack = blend == BLEND_ADD || blend == BLEND_ADDALPHA;
- unsigned zoneHash = (unsigned)(size_t)zone_;
- if (overrideFogColorToBlack)
- zoneHash += 0x80000000;
- if (zone_ && graphics->NeedParameterUpdate(SP_ZONE, reinterpret_cast<const void*>(zoneHash)))
- {
- graphics->SetShaderParameter(VSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor());
- graphics->SetShaderParameter(VSP_AMBIENTENDCOLOR,
- zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4());
- const BoundingBox& box = zone_->GetBoundingBox();
- Vector3 boxSize = box.Size();
- Matrix3x4 adjust(Matrix3x4::IDENTITY);
- adjust.SetScale(Vector3(1.0f / boxSize.x_, 1.0f / boxSize.y_, 1.0f / boxSize.z_));
- adjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f));
- Matrix3x4 zoneTransform = adjust * zone_->GetInverseWorldTransform();
- graphics->SetShaderParameter(VSP_ZONE, zoneTransform);
- graphics->SetShaderParameter(PSP_AMBIENTCOLOR, zone_->GetAmbientColor());
- graphics->SetShaderParameter(PSP_FOGCOLOR, overrideFogColorToBlack ? Color::BLACK : zone_->GetFogColor());
- graphics->SetShaderParameter(PSP_ZONEMIN, zone_->GetBoundingBox().min_);
- graphics->SetShaderParameter(PSP_ZONEMAX, zone_->GetBoundingBox().max_);
- float farClip = camera->GetFarClip();
- float fogStart = Min(zone_->GetFogStart(), farClip);
- float fogEnd = Min(zone_->GetFogEnd(), farClip);
- if (fogStart >= fogEnd * (1.0f - M_LARGE_EPSILON))
- fogStart = fogEnd * (1.0f - M_LARGE_EPSILON);
- float fogRange = Max(fogEnd - fogStart, M_EPSILON);
- Vector4 fogParams(fogEnd / farClip, farClip / fogRange, 0.0f, 0.0f);
- Node* zoneNode = zone_->GetNode();
- if (zone_->GetHeightFog() && zoneNode)
- {
- Vector3 worldFogHeightVec = zoneNode->GetWorldTransform() * Vector3(0.0f, zone_->GetFogHeight(), 0.0f);
- fogParams.z_ = worldFogHeightVec.y_;
- fogParams.w_ = zone_->GetFogHeightScale() / Max(zoneNode->GetWorldScale().y_, M_EPSILON);
- }
- graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams);
- }
- // Set light-related shader parameters
- if (lightQueue_)
- {
- if (light && graphics->NeedParameterUpdate(SP_LIGHT, lightQueue_))
- {
- Node* lightNode = light->GetNode();
- float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
- Vector3 lightDir(lightNode->GetWorldRotation() * Vector3::BACK);
- Vector4 lightPos(lightNode->GetWorldPosition(), atten);
- graphics->SetShaderParameter(VSP_LIGHTDIR, lightDir);
- graphics->SetShaderParameter(VSP_LIGHTPOS, lightPos);
- if (graphics->HasShaderParameter(VSP_LIGHTMATRICES))
- {
- switch (light->GetLightType())
- {
- case LIGHT_DIRECTIONAL:
- {
- Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
- unsigned numSplits = Min(MAX_CASCADE_SPLITS, lightQueue_->shadowSplits_.Size());
- for (unsigned i = 0; i < numSplits; ++i)
- CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer);
- graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
- }
- break;
- case LIGHT_SPOT:
- {
- Matrix4 shadowMatrices[2];
- CalculateSpotMatrix(shadowMatrices[0], light);
- bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP);
- if (isShadowed)
- CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer);
- graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
- }
- break;
- case LIGHT_POINT:
- {
- Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
- // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
- // the next parameter
- #ifdef ATOMIC_OPENGL
- graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 16);
- #else
- graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 12);
- #endif
- }
- break;
- }
- }
- float fade = 1.0f;
- float fadeEnd = light->GetDrawDistance();
- float fadeStart = light->GetFadeDistance();
- // Do fade calculation for light if both fade & draw distance defined
- if (light->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
- fade = Min(1.0f - (light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
- // Negative lights will use subtract blending, so write absolute RGB values to the shader parameter
- graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetEffectiveColor().Abs(),
- light->GetEffectiveSpecularIntensity()) * fade);
- graphics->SetShaderParameter(PSP_LIGHTDIR, lightDir);
- graphics->SetShaderParameter(PSP_LIGHTPOS, lightPos);
- graphics->SetShaderParameter(PSP_LIGHTRAD, light->GetRadius());
- graphics->SetShaderParameter(PSP_LIGHTLENGTH, light->GetLength());
- if (graphics->HasShaderParameter(PSP_LIGHTMATRICES))
- {
- switch (light->GetLightType())
- {
- case LIGHT_DIRECTIONAL:
- {
- Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
- unsigned numSplits = Min(MAX_CASCADE_SPLITS, lightQueue_->shadowSplits_.Size());
- for (unsigned i = 0; i < numSplits; ++i)
- CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer);
- graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
- }
- break;
- case LIGHT_SPOT:
- {
- Matrix4 shadowMatrices[2];
- CalculateSpotMatrix(shadowMatrices[0], light);
- bool isShadowed = lightQueue_->shadowMap_ != 0;
- if (isShadowed)
- CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer);
- graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
- }
- break;
- case LIGHT_POINT:
- {
- Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
- // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
- // the next parameter
- #ifdef ATOMIC_OPENGL
- graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 16);
- #else
- graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 12);
- #endif
- }
- break;
- }
- }
- // Set shadow mapping shader parameters
- if (shadowMap)
- {
- {
- // Calculate point light shadow sampling offsets (unrolled cube map)
- unsigned faceWidth = (unsigned)(shadowMap->GetWidth() / 2);
- unsigned faceHeight = (unsigned)(shadowMap->GetHeight() / 3);
- float width = (float)shadowMap->GetWidth();
- float height = (float)shadowMap->GetHeight();
- #ifdef ATOMIC_OPENGL
- float mulX = (float)(faceWidth - 3) / width;
- float mulY = (float)(faceHeight - 3) / height;
- float addX = 1.5f / width;
- float addY = 1.5f / height;
- #else
- float mulX = (float)(faceWidth - 4) / width;
- float mulY = (float)(faceHeight - 4) / height;
- float addX = 2.5f / width;
- float addY = 2.5f / height;
- #endif
- // If using 4 shadow samples, offset the position diagonally by half pixel
- if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT)
- {
- addX -= 0.5f / width;
- addY -= 0.5f / height;
- }
- graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY));
- }
- {
- // Calculate shadow camera depth parameters for point light shadows and shadow fade parameters for
- // directional light shadows, stored in the same uniform
- Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
- float nearClip = shadowCamera->GetNearClip();
- float farClip = shadowCamera->GetFarClip();
- float q = farClip / (farClip - nearClip);
- float r = -q * nearClip;
- const CascadeParameters& parameters = light->GetShadowCascade();
- float viewFarClip = camera->GetFarClip();
- float shadowRange = parameters.GetShadowRange();
- float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip;
- float fadeEnd = shadowRange / viewFarClip;
- float fadeRange = fadeEnd - fadeStart;
- graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange));
- }
- {
- float intensity = light->GetShadowIntensity();
- float fadeStart = light->GetShadowFadeDistance();
- float fadeEnd = light->GetShadowDistance();
- if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart)
- intensity =
- Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f));
- float pcfValues = (1.0f - intensity);
- float samples = 1.0f;
- if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT)
- samples = 4.0f;
- graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues / samples, intensity, 0.0f, 0.0f));
- }
- float sizeX = 1.0f / (float)shadowMap->GetWidth();
- float sizeY = 1.0f / (float)shadowMap->GetHeight();
- graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector2(sizeX, sizeY));
- Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE);
- if (lightQueue_->shadowSplits_.Size() > 1)
- lightSplits.x_ = lightQueue_->shadowSplits_[0].farSplit_ / camera->GetFarClip();
- if (lightQueue_->shadowSplits_.Size() > 2)
- lightSplits.y_ = lightQueue_->shadowSplits_[1].farSplit_ / camera->GetFarClip();
- if (lightQueue_->shadowSplits_.Size() > 3)
- lightSplits.z_ = lightQueue_->shadowSplits_[2].farSplit_ / camera->GetFarClip();
- graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits);
- if (graphics->HasShaderParameter(PSP_VSMSHADOWPARAMS))
- graphics->SetShaderParameter(PSP_VSMSHADOWPARAMS, renderer->GetVSMShadowParameters());
- if (light->GetShadowBias().normalOffset_ > 0.0f)
- {
- Vector4 normalOffsetScale(Vector4::ZERO);
- // Scale normal offset strength with the width of the shadow camera view
- if (light->GetLightType() != LIGHT_DIRECTIONAL)
- {
- Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
- normalOffsetScale.x_ = 2.0f * tanf(shadowCamera->GetFov() * M_DEGTORAD * 0.5f) * shadowCamera->GetFarClip();
- }
- else
- {
- normalOffsetScale.x_ = lightQueue_->shadowSplits_[0].shadowCamera_->GetOrthoSize();
- if (lightQueue_->shadowSplits_.Size() > 1)
- normalOffsetScale.y_ = lightQueue_->shadowSplits_[1].shadowCamera_->GetOrthoSize();
- if (lightQueue_->shadowSplits_.Size() > 2)
- normalOffsetScale.z_ = lightQueue_->shadowSplits_[2].shadowCamera_->GetOrthoSize();
- if (lightQueue_->shadowSplits_.Size() > 3)
- normalOffsetScale.w_ = lightQueue_->shadowSplits_[3].shadowCamera_->GetOrthoSize();
- }
- normalOffsetScale *= light->GetShadowBias().normalOffset_;
- #ifdef GL_ES_VERSION_2_0
- normalOffsetScale *= renderer->GetMobileNormalOffsetMul();
- #endif
- graphics->SetShaderParameter(VSP_NORMALOFFSETSCALE, normalOffsetScale);
- graphics->SetShaderParameter(PSP_NORMALOFFSETSCALE, normalOffsetScale);
- }
- }
- }
- else if (lightQueue_->vertexLights_.Size() && graphics->HasShaderParameter(VSP_VERTEXLIGHTS) &&
- graphics->NeedParameterUpdate(SP_LIGHT, lightQueue_))
- {
- Vector4 vertexLights[MAX_VERTEX_LIGHTS * 3];
- const PODVector<Light*>& lights = lightQueue_->vertexLights_;
- for (unsigned i = 0; i < lights.Size(); ++i)
- {
- Light* vertexLight = lights[i];
- Node* vertexLightNode = vertexLight->GetNode();
- LightType type = vertexLight->GetLightType();
- // Attenuation
- float invRange, cutoff, invCutoff;
- if (type == LIGHT_DIRECTIONAL)
- invRange = 0.0f;
- else
- invRange = 1.0f / Max(vertexLight->GetRange(), M_EPSILON);
- if (type == LIGHT_SPOT)
- {
- cutoff = Cos(vertexLight->GetFov() * 0.5f);
- invCutoff = 1.0f / (1.0f - cutoff);
- }
- else
- {
- cutoff = -1.0f;
- invCutoff = 1.0f;
- }
- // Color
- float fade = 1.0f;
- float fadeEnd = vertexLight->GetDrawDistance();
- float fadeStart = vertexLight->GetFadeDistance();
- // Do fade calculation for light if both fade & draw distance defined
- if (vertexLight->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
- fade = Min(1.0f - (vertexLight->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
- Color color = vertexLight->GetEffectiveColor() * fade;
- vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange);
- // Direction
- vertexLights[i * 3 + 1] = Vector4(-(vertexLightNode->GetWorldDirection()), cutoff);
- // Position
- vertexLights[i * 3 + 2] = Vector4(vertexLightNode->GetWorldPosition(), invCutoff);
- }
- graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4);
- }
- }
- // Set zone texture if necessary
- #ifndef GL_ES_VERSION_2_0
- if (zone_ && graphics->HasTextureUnit(TU_ZONE))
- graphics->SetTexture(TU_ZONE, zone_->GetZoneTexture());
- #else
- // On OpenGL ES set the zone texture to the environment unit instead
- if (zone_ && zone_->GetZoneTexture() && graphics->HasTextureUnit(TU_ENVIRONMENT))
- graphics->SetTexture(TU_ENVIRONMENT, zone_->GetZoneTexture());
- #endif
- // Set material-specific shader parameters and textures
- if (material_)
- {
- if (graphics->NeedParameterUpdate(SP_MATERIAL, reinterpret_cast<const void*>(material_->GetShaderParameterHash())))
- {
- const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters();
- for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
- graphics->SetShaderParameter(i->first_, i->second_.value_);
- }
- const HashMap<TextureUnit, SharedPtr<Texture> >& textures = material_->GetTextures();
- for (HashMap<TextureUnit, SharedPtr<Texture> >::ConstIterator i = textures.Begin(); i != textures.End(); ++i)
- {
- if (graphics->HasTextureUnit(i->first_))
- graphics->SetTexture(i->first_, i->second_.Get());
- }
- }
- // Set light-related textures
- if (light)
- {
- if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP))
- graphics->SetTexture(TU_SHADOWMAP, shadowMap);
- if (graphics->HasTextureUnit(TU_LIGHTRAMP))
- {
- Texture* rampTexture = light->GetRampTexture();
- if (!rampTexture)
- rampTexture = renderer->GetDefaultLightRamp();
- graphics->SetTexture(TU_LIGHTRAMP, rampTexture);
- }
- if (graphics->HasTextureUnit(TU_LIGHTSHAPE))
- {
- Texture* shapeTexture = light->GetShapeTexture();
- if (!shapeTexture && light->GetLightType() == LIGHT_SPOT)
- shapeTexture = renderer->GetDefaultLightSpot();
- graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture);
- }
- }
- }
- void Batch::Draw(View* view, Camera* camera, bool allowDepthWrite) const
- {
- if (!geometry_->IsEmpty())
- {
- Prepare(view, camera, true, allowDepthWrite);
- geometry_->Draw(view->GetGraphics());
- }
- }
- void BatchGroup::SetInstancingData(void* lockedData, unsigned stride, unsigned& freeIndex)
- {
- // Do not use up buffer space if not going to draw as instanced
- if (geometryType_ != GEOM_INSTANCED)
- return;
- startIndex_ = freeIndex;
- unsigned char* buffer = static_cast<unsigned char*>(lockedData) + startIndex_ * stride;
- for (unsigned i = 0; i < instances_.Size(); ++i)
- {
- const InstanceData& instance = instances_[i];
- memcpy(buffer, instance.worldTransform_, sizeof(Matrix3x4));
- if (instance.instancingData_)
- memcpy(buffer + sizeof(Matrix3x4), instance.instancingData_, stride - sizeof(Matrix3x4));
- buffer += stride;
- }
- freeIndex += instances_.Size();
- }
- void BatchGroup::Draw(View* view, Camera* camera, bool allowDepthWrite) const
- {
- Graphics* graphics = view->GetGraphics();
- Renderer* renderer = view->GetRenderer();
- if (instances_.Size() && !geometry_->IsEmpty())
- {
- // Draw as individual objects if instancing not supported or could not fill the instancing buffer
- VertexBuffer* instanceBuffer = renderer->GetInstancingBuffer();
- if (!instanceBuffer || geometryType_ != GEOM_INSTANCED || startIndex_ == M_MAX_UNSIGNED)
- {
- Batch::Prepare(view, camera, false, allowDepthWrite);
- graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
- graphics->SetVertexBuffers(geometry_->GetVertexBuffers());
- for (unsigned i = 0; i < instances_.Size(); ++i)
- {
- if (graphics->NeedParameterUpdate(SP_OBJECT, instances_[i].worldTransform_))
- graphics->SetShaderParameter(VSP_MODEL, *instances_[i].worldTransform_);
- graphics->Draw(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
- geometry_->GetVertexStart(), geometry_->GetVertexCount());
- }
- }
- else
- {
- Batch::Prepare(view, camera, false, allowDepthWrite);
- // Get the geometry vertex buffers, then add the instancing stream buffer
- // Hack: use a const_cast to avoid dynamic allocation of new temp vectors
- Vector<SharedPtr<VertexBuffer> >& vertexBuffers = const_cast<Vector<SharedPtr<VertexBuffer> >&>(
- geometry_->GetVertexBuffers());
- vertexBuffers.Push(SharedPtr<VertexBuffer>(instanceBuffer));
- graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
- graphics->SetVertexBuffers(vertexBuffers, startIndex_);
- graphics->DrawInstanced(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
- geometry_->GetVertexStart(), geometry_->GetVertexCount(), instances_.Size());
- // Remove the instancing buffer & element mask now
- vertexBuffers.Pop();
- }
- }
- }
- unsigned BatchGroupKey::ToHash() const
- {
- return (unsigned)((size_t)zone_ / sizeof(Zone) + (size_t)lightQueue_ / sizeof(LightBatchQueue) + (size_t)pass_ / sizeof(Pass) +
- (size_t)material_ / sizeof(Material) + (size_t)geometry_ / sizeof(Geometry)) + renderOrder_;
- }
- void BatchQueue::Clear(int maxSortedInstances)
- {
- batches_.Clear();
- sortedBatches_.Clear();
- batchGroups_.Clear();
- maxSortedInstances_ = (unsigned)maxSortedInstances;
- }
- void BatchQueue::SortBackToFront()
- {
- sortedBatches_.Resize(batches_.Size());
- for (unsigned i = 0; i < batches_.Size(); ++i)
- sortedBatches_[i] = &batches_[i];
- Sort(sortedBatches_.Begin(), sortedBatches_.End(), CompareBatchesBackToFront);
- sortedBatchGroups_.Resize(batchGroups_.Size());
-
- unsigned index = 0;
- for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- sortedBatchGroups_[index++] = &i->second_;
-
- Sort(sortedBatchGroups_.Begin(), sortedBatchGroups_.End(), CompareBatchGroupOrder);
- }
- void BatchQueue::SortFrontToBack()
- {
- sortedBatches_.Clear();
- for (unsigned i = 0; i < batches_.Size(); ++i)
- sortedBatches_.Push(&batches_[i]);
- SortFrontToBack2Pass(sortedBatches_);
- // Sort each group front to back
- for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- {
- if (i->second_.instances_.Size() <= maxSortedInstances_)
- {
- Sort(i->second_.instances_.Begin(), i->second_.instances_.End(), CompareInstancesFrontToBack);
- if (i->second_.instances_.Size())
- i->second_.distance_ = i->second_.instances_[0].distance_;
- }
- else
- {
- float minDistance = M_INFINITY;
- for (PODVector<InstanceData>::ConstIterator j = i->second_.instances_.Begin(); j != i->second_.instances_.End(); ++j)
- minDistance = Min(minDistance, j->distance_);
- i->second_.distance_ = minDistance;
- }
- }
- sortedBatchGroups_.Resize(batchGroups_.Size());
- unsigned index = 0;
- for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- sortedBatchGroups_[index++] = &i->second_;
- SortFrontToBack2Pass(reinterpret_cast<PODVector<Batch*>& >(sortedBatchGroups_));
- }
- void BatchQueue::SortFrontToBack2Pass(PODVector<Batch*>& batches)
- {
- // Mobile devices likely use a tiled deferred approach, with which front-to-back sorting is irrelevant. The 2-pass
- // method is also time consuming, so just sort with state having priority
- #ifdef GL_ES_VERSION_2_0
- Sort(batches.Begin(), batches.End(), CompareBatchesState);
- #else
- // For desktop, first sort by distance and remap shader/material/geometry IDs in the sort key
- Sort(batches.Begin(), batches.End(), CompareBatchesFrontToBack);
- unsigned freeShaderID = 0;
- unsigned short freeMaterialID = 0;
- unsigned short freeGeometryID = 0;
- for (PODVector<Batch*>::Iterator i = batches.Begin(); i != batches.End(); ++i)
- {
- Batch* batch = *i;
- unsigned shaderID = (unsigned)(batch->sortKey_ >> 32);
- HashMap<unsigned, unsigned>::ConstIterator j = shaderRemapping_.Find(shaderID);
- if (j != shaderRemapping_.End())
- shaderID = j->second_;
- else
- {
- shaderID = shaderRemapping_[shaderID] = freeShaderID | (shaderID & 0x80000000);
- ++freeShaderID;
- }
- unsigned short materialID = (unsigned short)(batch->sortKey_ & 0xffff0000);
- HashMap<unsigned short, unsigned short>::ConstIterator k = materialRemapping_.Find(materialID);
- if (k != materialRemapping_.End())
- materialID = k->second_;
- else
- {
- materialID = materialRemapping_[materialID] = freeMaterialID;
- ++freeMaterialID;
- }
- unsigned short geometryID = (unsigned short)(batch->sortKey_ & 0xffff);
- HashMap<unsigned short, unsigned short>::ConstIterator l = geometryRemapping_.Find(geometryID);
- if (l != geometryRemapping_.End())
- geometryID = l->second_;
- else
- {
- geometryID = geometryRemapping_[geometryID] = freeGeometryID;
- ++freeGeometryID;
- }
- batch->sortKey_ = (((unsigned long long)shaderID) << 32) | (((unsigned long long)materialID) << 16) | geometryID;
- }
- shaderRemapping_.Clear();
- materialRemapping_.Clear();
- geometryRemapping_.Clear();
- // Finally sort again with the rewritten ID's
- Sort(batches.Begin(), batches.End(), CompareBatchesState);
- #endif
- }
- void BatchQueue::SetInstancingData(void* lockedData, unsigned stride, unsigned& freeIndex)
- {
- for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- i->second_.SetInstancingData(lockedData, stride, freeIndex);
- }
- void BatchQueue::Draw(View* view, Camera* camera, bool markToStencil, bool usingLightOptimization, bool allowDepthWrite) const
- {
- Graphics* graphics = view->GetGraphics();
- Renderer* renderer = view->GetRenderer();
- // If View has set up its own light optimizations, do not disturb the stencil/scissor test settings
- if (!usingLightOptimization)
- {
- graphics->SetScissorTest(false);
- // During G-buffer rendering, mark opaque pixels' lightmask to stencil buffer if requested
- if (!markToStencil)
- graphics->SetStencilTest(false);
- }
- // Instanced
- for (PODVector<BatchGroup*>::ConstIterator i = sortedBatchGroups_.Begin(); i != sortedBatchGroups_.End(); ++i)
- {
- BatchGroup* group = *i;
- if (markToStencil)
- graphics->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, group->lightMask_);
- group->Draw(view, camera, allowDepthWrite);
- }
- // Non-instanced
- for (PODVector<Batch*>::ConstIterator i = sortedBatches_.Begin(); i != sortedBatches_.End(); ++i)
- {
- Batch* batch = *i;
- if (markToStencil)
- graphics->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, batch->lightMask_);
- if (!usingLightOptimization)
- {
- // If drawing an alpha batch, we can optimize fillrate by scissor test
- if (!batch->isBase_ && batch->lightQueue_)
- renderer->OptimizeLightByScissor(batch->lightQueue_->light_, camera);
- else
- graphics->SetScissorTest(false);
- }
- batch->Draw(view, camera, allowDepthWrite);
- }
- }
- unsigned BatchQueue::GetNumInstances() const
- {
- unsigned total = 0;
- for (HashMap<BatchGroupKey, BatchGroup>::ConstIterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- {
- if (i->second_.geometryType_ == GEOM_INSTANCED)
- total += i->second_.instances_.Size();
- }
- return total;
- }
- }
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