| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835 |
- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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 "Camera.h"
- #include "Geometry.h"
- #include "Graphics.h"
- #include "GraphicsImpl.h"
- #include "Light.h"
- #include "Material.h"
- #include "Renderer.h"
- #include "Profiler.h"
- #include "ShaderVariation.h"
- #include "Sort.h"
- #include "Technique.h"
- #include "Texture2D.h"
- #include "VertexBuffer.h"
- #include "Zone.h"
- #include "DebugNew.h"
- inline bool CompareBatchesFrontToBack(Batch* lhs, Batch* rhs)
- {
- if (lhs->sortKey_ == rhs->sortKey_)
- return lhs->distance_ < rhs->distance_;
- else
- return lhs->sortKey_ > rhs->sortKey_;
- }
- inline bool CompareBatchesBackToFront(Batch* lhs, Batch* rhs)
- {
- if (lhs->distance_ == rhs->distance_)
- return lhs->sortKey_ > rhs->sortKey_;
- else
- return lhs->distance_ > rhs->distance_;
- }
- inline bool CompareInstancesFrontToBack(const InstanceData& lhs, const InstanceData& rhs)
- {
- return lhs.distance_ < rhs.distance_;
- }
- inline bool CompareBatchGroupsFrontToBack(BatchGroup* lhs, BatchGroup* rhs)
- {
- return lhs->instances_[0].distance_ < rhs->instances_[0].distance_;
- }
- void CalculateShadowMatrix(Matrix4& dest, LightBatchQueue* queue, unsigned split, Graphics* graphics, Renderer* renderer, const Vector3& translation)
- {
- Camera* shadowCamera = queue->shadowSplits_[split].shadowCamera_;
- const IntRect& viewport = queue->shadowSplits_[split].shadowViewport_;
-
- Matrix3x4 posAdjust(translation, Quaternion::IDENTITY, 1.0f);
- Matrix3x4 shadowView(shadowCamera->GetInverseWorldTransform());
- Matrix4 shadowProj(shadowCamera->GetProjection());
- Matrix4 texAdjust(Matrix4::IDENTITY);
-
- Texture2D* shadowMap = queue->shadowMap_;
- if (!shadowMap)
- return;
-
- float width = (float)shadowMap->GetWidth();
- float height = (float)shadowMap->GetHeight();
-
- Vector2 offset(
- (float)viewport.left_ / width,
- (float)viewport.top_ / height
- );
-
- Vector2 scale(
- 0.5f * (float)(viewport.right_ - viewport.left_) / width,
- 0.5f * (float)(viewport.bottom_ - viewport.top_) / height
- );
-
- #ifdef USE_OPENGL
- offset.x_ += scale.x_;
- offset.y_ += scale.y_;
- offset.y_ = 1.0f - offset.y_;
- // If using 4 shadow samples, offset the position diagonally by half pixel
- if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT)
- {
- offset.x_ -= 0.5f / width;
- offset.y_ -= 0.5f / height;
- }
- texAdjust.SetTranslation(Vector3(offset.x_, offset.y_, 0.5f));
- texAdjust.SetScale(Vector3(scale.x_, scale.y_, 0.5f));
- #else
- offset.x_ += scale.x_ + 0.5f / width;
- offset.y_ += scale.y_ + 0.5f / height;
- if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT)
- {
- offset.x_ -= 0.5f / width;
- offset.y_ -= 0.5f / height;
- }
- // If using 2 shadow samples (fallback mode), offset the position horizontally only
- if (graphics->GetFallback())
- offset.x_ -= 0.5f / width;
- scale.y_ = -scale.y_;
- texAdjust.SetTranslation(Vector3(offset.x_, offset.y_, 0.0f));
- texAdjust.SetScale(Vector3(scale.x_, scale.y_, 1.0f));
- #endif
-
- dest = texAdjust * shadowProj * shadowView * posAdjust;
- }
- void CalculateSpotMatrix(Matrix4& dest, Light* light, const Vector3& translation)
- {
- Matrix3x4 posAdjust(translation, Quaternion::IDENTITY, 1.0f);
- Matrix3x4 spotView(light->GetWorldPosition(), light->GetWorldRotation(), 1.0f);
- 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 USE_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.Inverse() * posAdjust;
- }
- void Batch::CalculateSortKey()
- {
- unsigned lightQueue = (*((unsigned*)&lightQueue_) / sizeof(LightBatchQueue)) & 0x7fff;
- unsigned pass = (*((unsigned*)&pass_) / sizeof(Pass)) & 0xffff;
- unsigned material = (*((unsigned*)&material_) / sizeof(Material)) & 0xffff;
- unsigned geometry = (*((unsigned*)&geometry_) / sizeof(Geometry)) & 0xffff;
- if (isBase_)
- lightQueue |= 0x8000;
- sortKey_ = (((unsigned long long)lightQueue) << 48) | (((unsigned long long)pass) << 32) |
- (((unsigned long long)material) << 16) | geometry;
- }
- void Batch::Prepare(Graphics* graphics, Renderer* renderer, bool setModelTransform) const
- {
- if (!vertexShader_ || !pixelShader_)
- return;
-
- // Set pass / material-specific renderstates
- if (pass_ && material_)
- {
- if (pass_->GetAlphaTest())
- graphics->SetAlphaTest(true, CMP_GREATEREQUAL, 0.5f);
- else
- graphics->SetAlphaTest(false);
-
- graphics->SetBlendMode(pass_->GetBlendMode());
- graphics->SetCullMode(pass_->GetType() != PASS_SHADOW ? material_->GetCullMode() : material_->GetShadowCullMode());
- graphics->SetDepthTest(pass_->GetDepthTestMode());
- graphics->SetDepthWrite(pass_->GetDepthWrite());
- }
-
- // Set shaders
- graphics->SetShaders(vertexShader_, pixelShader_);
-
- // Set viewport and camera shader parameters
- if (graphics->NeedParameterUpdate(VSP_CAMERAPOS, camera_))
- graphics->SetShaderParameter(VSP_CAMERAPOS, camera_->GetWorldPosition());
-
- if (graphics->NeedParameterUpdate(VSP_CAMERAROT, camera_))
- graphics->SetShaderParameter(VSP_CAMERAROT, camera_->GetWorldTransform().RotationMatrix());
-
- if (graphics->NeedParameterUpdate(VSP_DEPTHMODE, camera_))
- {
- Vector4 depthMode = Vector4::ZERO;
- if (camera_->IsOrthographic())
- {
- depthMode.x_ = 1.0f;
- #ifdef USE_OPENGL
- depthMode.z_ = 0.5f;
- depthMode.w_ = 0.5f;
- #else
- depthMode.z_ = 1.0f;
- #endif
- }
- else
- depthMode.w_ = 1.0f / camera_->GetFarClip();
-
- graphics->SetShaderParameter(VSP_DEPTHMODE, depthMode);
- }
-
- if (graphics->NeedParameterUpdate(VSP_FRUSTUMSIZE, camera_))
- {
- Vector3 nearVector, farVector;
- camera_->GetFrustumSize(nearVector, farVector);
- Vector4 viewportParams(farVector.x_, farVector.y_, farVector.z_, 0.0f);
-
- graphics->SetShaderParameter(VSP_FRUSTUMSIZE, viewportParams);
- }
-
- IntRect viewport = graphics->GetViewport();
- unsigned viewportHash = (viewport.left_) | (viewport.top_ << 8) | (viewport.right_ << 16) | (viewport.bottom_ << 24);
- if (graphics->NeedParameterUpdate(VSP_GBUFFEROFFSETS, (const void*)viewportHash))
- {
- IntVector2 screenSize = graphics->GetRenderTargetDimensions();
-
- float gBufferWidth = (float)screenSize.x_;
- float gBufferHeight = (float)screenSize.y_;
- float widthRange = 0.5f * (viewport.right_ - viewport.left_) / gBufferWidth;
- float heightRange = 0.5f * (viewport.bottom_ - viewport.top_) / gBufferHeight;
-
- #ifdef USE_OPENGL
- Vector4 bufferUVOffset(((float)viewport.left_) / gBufferWidth + widthRange,
- ((float)viewport.top_) / gBufferHeight + heightRange, widthRange, heightRange);
- #else
- Vector4 bufferUVOffset((0.5f + (float)viewport.left_) / gBufferWidth + widthRange,
- (0.5f + (float)viewport.top_) / gBufferHeight + heightRange, widthRange, heightRange);
- #endif
-
- graphics->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
- }
-
- if (overrideView_)
- {
- if (graphics->NeedParameterUpdate(VSP_VIEWPROJ, ((unsigned char*)camera_) + 4))
- graphics->SetShaderParameter(VSP_VIEWPROJ, camera_->GetProjection());
- }
- else
- {
- if (graphics->NeedParameterUpdate(VSP_VIEWPROJ, camera_))
- graphics->SetShaderParameter(VSP_VIEWPROJ, camera_->GetProjection() *
- camera_->GetInverseWorldTransform());
- }
-
- if (graphics->NeedParameterUpdate(VSP_VIEWRIGHTVECTOR, camera_))
- graphics->SetShaderParameter(VSP_VIEWRIGHTVECTOR, camera_->GetRightVector());
-
- if (graphics->NeedParameterUpdate(VSP_VIEWUPVECTOR, camera_))
- graphics->SetShaderParameter(VSP_VIEWUPVECTOR, camera_->GetUpVector());
-
- // Set model transform
- if (setModelTransform && graphics->NeedParameterUpdate(VSP_MODEL, worldTransform_))
- graphics->SetShaderParameter(VSP_MODEL, *worldTransform_);
-
- // Set skinning transforms
- if (shaderData_ && shaderDataSize_)
- {
- if (graphics->NeedParameterUpdate(VSP_SKINMATRICES, shaderData_))
- graphics->SetShaderParameter(VSP_SKINMATRICES, shaderData_, shaderDataSize_);
- }
-
- // Set zone-related shader parameters
- if (zone_)
- {
- if (graphics->NeedParameterUpdate(VSP_ZONE, zone_))
- {
- 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_->GetWorldTransform().Inverse();
-
- graphics->SetShaderParameter(VSP_ZONE, zoneTransform);
- }
-
- if (graphics->NeedParameterUpdate(PSP_AMBIENTSTARTCOLOR, zone_))
- graphics->SetShaderParameter(PSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor().ToVector4());
- if (graphics->NeedParameterUpdate(PSP_AMBIENTENDCOLOR, zone_))
- graphics->SetShaderParameter(PSP_AMBIENTENDCOLOR, zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4());
-
- // If the pass is additive, override fog color to black so that shaders do not need a separate additive path
- BlendMode blend = pass_->GetBlendMode();
- Zone* fogColorZone = (blend == BLEND_ADD || blend == BLEND_ADDALPHA) ? renderer->GetDefaultZone() : zone_;
- if (graphics->NeedParameterUpdate(PSP_FOGCOLOR, fogColorZone))
- graphics->SetShaderParameter(PSP_FOGCOLOR, fogColorZone->GetFogColor().ToVector4());
-
- if (graphics->NeedParameterUpdate(PSP_FOGPARAMS, zone_))
- {
- float farClip = camera_->GetFarClip();
- float nearClip = camera_->GetNearClip();
- 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(fogStart / farClip, fogEnd / farClip, farClip / fogRange, 0.0f);
-
- graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams);
- }
- }
-
- if (graphics->NeedParameterUpdate(PSP_DEPTHRECONSTRUCT, camera_))
- {
- float farClip = camera_->GetFarClip();
- float nearClip = camera_->GetNearClip();
- Vector4 depthReconstruct(farClip / (farClip - nearClip), -nearClip / (farClip - nearClip), 0.0f, 0.0f);
-
- graphics->SetShaderParameter(PSP_DEPTHRECONSTRUCT, depthReconstruct);
- }
-
- // Set light-related shader parameters
- Light* light = 0;
- Texture2D* shadowMap = 0;
- if (lightQueue_)
- {
- light = lightQueue_->light_;
- shadowMap = lightQueue_->shadowMap_;
-
- if (graphics->NeedParameterUpdate(VSP_LIGHTDIR, light))
- graphics->SetShaderParameter(VSP_LIGHTDIR, light->GetWorldRotation() * Vector3::BACK);
-
- if (graphics->NeedParameterUpdate(VSP_LIGHTPOS, light))
- {
- float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
- graphics->SetShaderParameter(VSP_LIGHTPOS, Vector4(light->GetWorldPosition(), atten));
- }
-
- if (graphics->NeedParameterUpdate(VSP_LIGHTVECROT, light))
- {
- Matrix3x4 lightVecRot(Vector3::ZERO, light->GetWorldRotation(), Vector3::ONE);
- graphics->SetShaderParameter(VSP_LIGHTVECROT, lightVecRot);
- }
-
- if (graphics->NeedParameterUpdate(VSP_SPOTPROJ, light))
- {
- Matrix4 spotProj;
- CalculateSpotMatrix(spotProj, light, Vector3::ZERO);
-
- graphics->SetShaderParameter(VSP_SPOTPROJ, spotProj);
- }
-
- if (graphics->NeedParameterUpdate(VSP_VERTEXLIGHTS, 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];
- 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 = cosf(vertexLight->GetFov() * 0.5f * M_DEGTORAD);
- 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->GetColor() * fade;
- vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange);
-
- // Direction
- vertexLights[i * 3 + 1] = Vector4(-(vertexLight->GetNode()->GetWorldDirection()), cutoff);
-
- // Position
- vertexLights[i * 3 + 2] = Vector4(vertexLight->GetWorldPosition(), invCutoff);
- }
-
- if (lights.Size())
- graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].GetData(), lights.Size() * 3 * 4);
- }
-
- if (graphics->NeedParameterUpdate(PSP_LIGHTCOLOR, light))
- {
- 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);
-
- graphics->SetShaderParameter(PSP_LIGHTCOLOR, Vector4(light->GetColor().RGBValues(),
- light->GetSpecularIntensity()) * fade);
- }
-
- if (graphics->NeedParameterUpdate(PSP_LIGHTDIR, light))
- graphics->SetShaderParameter(PSP_LIGHTDIR, light->GetWorldRotation() * Vector3::BACK);
-
- if (graphics->NeedParameterUpdate(PSP_LIGHTPOS, light))
- {
- float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
- graphics->SetShaderParameter(PSP_LIGHTPOS, Vector4(light->GetWorldPosition() - camera_->GetWorldPosition(), atten));
- }
-
- // Set shadow mapping shader parameters
- if (shadowMap)
- {
- if (graphics->NeedParameterUpdate(VSP_SHADOWPROJ, light))
- {
- Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
-
- unsigned numSplits = 1;
- if (light->GetLightType() == LIGHT_DIRECTIONAL)
- numSplits = lightQueue_->shadowSplits_.Size();
-
- for (unsigned i = 0; i < numSplits; ++i)
- CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, graphics, renderer, Vector3::ZERO);
-
- graphics->SetShaderParameter(VSP_SHADOWPROJ, shadowMatrices[0].GetData(), 16 * numSplits);
- }
-
- if (graphics->NeedParameterUpdate(PSP_SAMPLEOFFSETS, shadowMap))
- {
- float addX = 1.0f / (float)shadowMap->GetWidth();
- float addY = 1.0f / (float)shadowMap->GetHeight();
- graphics->SetShaderParameter(PSP_SAMPLEOFFSETS, Vector4(addX, addY, 0.0f, 0.0f));
- }
-
- if (graphics->NeedParameterUpdate(PSP_SHADOWCUBEADJUST, light))
- {
- unsigned faceWidth = shadowMap->GetWidth() / 2;
- unsigned faceHeight = shadowMap->GetHeight() / 3;
- float width = (float)shadowMap->GetWidth();
- float height = (float)shadowMap->GetHeight();
- #ifdef USE_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_HIGH_16BIT)
- {
- addX -= 0.5f / width;
- addY -= 0.5f / height;
- }
- // If using 2 shadow samples (fallback mode), offset the position horizontally only
- if (graphics->GetFallback())
- addX -= 0.5f / width;
- graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY));
- }
-
- if (graphics->NeedParameterUpdate(PSP_SHADOWDEPTHFADE, light))
- {
- // Note: we use the shadow camera of the first cube face. All are assumed to use the same projection
- 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));
- }
-
- if (graphics->NeedParameterUpdate(PSP_SHADOWINTENSITY, light))
- {
- 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 = 4.0f;
- float fallbackBias = 0.0f;
- // Fallback mode requires manual depth biasing. We do not do proper slope scale biasing,
- // instead just fudge the bias values together
- if (graphics->GetFallback())
- {
- samples = 2.0f;
- fallbackBias = graphics->GetDepthConstantBias() + 2.0f * graphics->GetDepthSlopeScaledBias() *
- graphics->GetDepthConstantBias();
- }
- graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues, pcfValues / samples, intensity, fallbackBias));
- }
-
- if (graphics->NeedParameterUpdate(PSP_SHADOWSPLITS, light))
- {
- 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->NeedParameterUpdate(PSP_SHADOWPROJ, light))
- {
- LightType type = light->GetLightType();
-
- if (type == LIGHT_DIRECTIONAL)
- {
- Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
- unsigned numSplits = lightQueue_->shadowSplits_.Size();
- for (unsigned i = 0; i < numSplits; ++i)
- CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, graphics, renderer, camera_->GetWorldPosition());
-
- graphics->SetShaderParameter(PSP_SHADOWPROJ, shadowMatrices[0].GetData(), 16 * numSplits);
- }
- if (type == LIGHT_SPOT)
- {
- Matrix4 shadowMatrices[2];
-
- CalculateSpotMatrix(shadowMatrices[0], light, camera_->GetWorldPosition());
- bool isShadowed = lightQueue_->shadowMap_ != 0;
- if (isShadowed)
- CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, graphics, renderer, camera_->GetWorldPosition());
-
- graphics->SetShaderParameter(PSP_SHADOWPROJ, shadowMatrices[0].GetData(), isShadowed ? 32 : 16);
- }
- if (type == LIGHT_POINT)
- {
- Matrix4 lightVecRot(light->GetWorldRotation().RotationMatrix());
- graphics->SetShaderParameter(VSP_LIGHTVECROT, lightVecRot.GetData(), 16);
- }
- }
- }
- }
-
- // Set material-specific shader parameters and textures
- if (material_)
- {
- const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters();
- for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
- {
- if (graphics->NeedParameterUpdate(i->first_, material_))
- graphics->SetShaderParameter(i->first_, i->second_.value_);
- }
-
- const Vector<SharedPtr<Texture> >& textures = material_->GetTextures();
- if (graphics->NeedTextureUnit(TU_DIFFUSE))
- graphics->SetTexture(TU_DIFFUSE, textures[TU_DIFFUSE]);
- if (graphics->NeedTextureUnit(TU_NORMAL))
- graphics->SetTexture(TU_NORMAL, textures[TU_NORMAL]);
- if (graphics->NeedTextureUnit(TU_SPECULAR))
- graphics->SetTexture(TU_NORMAL, textures[TU_SPECULAR]);
- if (graphics->NeedTextureUnit(TU_DETAIL))
- graphics->SetTexture(TU_DETAIL, textures[TU_DETAIL]);
- if (graphics->NeedTextureUnit(TU_ENVIRONMENT))
- graphics->SetTexture(TU_ENVIRONMENT, textures[TU_ENVIRONMENT]);
- }
-
- // Set light-related textures
- if (light)
- {
- if (shadowMap && graphics->NeedTextureUnit(TU_SHADOWMAP))
- graphics->SetTexture(TU_SHADOWMAP, shadowMap);
- if (graphics->NeedTextureUnit(TU_LIGHTRAMP))
- {
- Texture* rampTexture = light->GetRampTexture();
- if (!rampTexture)
- rampTexture = renderer->GetDefaultLightRamp();
- graphics->SetTexture(TU_LIGHTRAMP, rampTexture);
- }
- if (graphics->NeedTextureUnit(TU_LIGHTSHAPE))
- {
- Texture* shapeTexture = light->GetShapeTexture();
- if (!shapeTexture && light->GetLightType() == LIGHT_SPOT)
- shapeTexture = renderer->GetDefaultLightSpot();
- graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture);
- }
- }
- }
- void Batch::Draw(Graphics* graphics, Renderer* renderer) const
- {
- Prepare(graphics, renderer);
- geometry_->Draw(graphics);
- }
- void BatchGroup::SetTransforms(Renderer* renderer, void* lockedData, unsigned& freeIndex)
- {
- // Do not use up buffer space if not going to draw as instanced
- if (geometry_->GetIndexCount() > (unsigned)renderer->GetMaxInstanceTriangles() * 3)
- return;
-
- startIndex_ = freeIndex;
- Matrix3x4* dest = (Matrix3x4*)lockedData;
- dest += freeIndex;
-
- for (unsigned i = 0; i < instances_.Size(); ++i)
- *dest++ = *instances_[i].worldTransform_;
-
- freeIndex += instances_.Size();
- }
- void BatchGroup::Draw(Graphics* graphics, Renderer* renderer) const
- {
- if (!instances_.Size())
- return;
-
- // Draw as individual objects if instancing not supported
- VertexBuffer* instanceBuffer = renderer->GetInstancingBuffer();
- if (!instanceBuffer || geometry_->GetIndexCount() > (unsigned)renderer->GetMaxInstanceTriangles() * 3)
- {
- Batch::Prepare(graphics, renderer, false);
-
- graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
- graphics->SetVertexBuffers(geometry_->GetVertexBuffers(), geometry_->GetVertexElementMasks());
-
- for (unsigned i = 0; i < instances_.Size(); ++i)
- {
- graphics->SetShaderParameter(VSP_MODEL, *instances_[i].worldTransform_);
- graphics->Draw(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
- geometry_->GetVertexStart(), geometry_->GetVertexCount());
- }
-
- graphics->ClearTransformSources();
- }
- else
- {
- Batch::Prepare(graphics, renderer, false);
-
- // 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());
- PODVector<unsigned>& elementMasks = const_cast<PODVector<unsigned>&>(geometry_->GetVertexElementMasks());
- vertexBuffers.Push(SharedPtr<VertexBuffer>(instanceBuffer));
- elementMasks.Push(instanceBuffer->GetElementMask());
-
- // No stream offset support, instancing buffer not pre-filled with transforms: have to lock and fill now
- if (startIndex_ == M_MAX_UNSIGNED)
- {
- unsigned startIndex = 0;
- while (startIndex < instances_.Size())
- {
- unsigned instances = instances_.Size() - startIndex;
- if (instances > instanceBuffer->GetVertexCount())
- instances = instanceBuffer->GetVertexCount();
-
- // Lock the instance stream buffer and copy the transforms
- void* data = instanceBuffer->Lock(0, instances, LOCK_DISCARD);
- if (!data)
- {
- // Remember to remove the instancing buffer and element mask
- vertexBuffers.Pop();
- elementMasks.Pop();
- return;
- }
- Matrix3x4* dest = (Matrix3x4*)data;
- for (unsigned i = 0; i < instances; ++i)
- dest[i] = *instances_[i + startIndex].worldTransform_;
- instanceBuffer->Unlock();
-
- graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
- graphics->SetVertexBuffers(vertexBuffers, elementMasks);
- graphics->DrawInstanced(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
- geometry_->GetVertexStart(), geometry_->GetVertexCount(), instances);
-
- startIndex += instances;
- }
- }
- // Stream offset supported, and instancing buffer has been already filled, so just draw
- else
- {
- graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
- graphics->SetVertexBuffers(vertexBuffers, elementMasks, startIndex_);
- graphics->DrawInstanced(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
- geometry_->GetVertexStart(), geometry_->GetVertexCount(), instances_.Size());
- }
-
- // Remove the instancing buffer & element mask now
- vertexBuffers.Pop();
- elementMasks.Pop();
- }
- }
- void BatchQueue::Clear()
- {
- batches_.Clear();
- sortedBaseBatches_.Clear();
- sortedBatches_.Clear();
- baseBatchGroups_.Clear();
- batchGroups_.Clear();
- }
- void BatchQueue::AddBatch(const Batch& batch)
- {
- // Important: this function does not check whether the batch can actually be instanced. It must have been checked before,
- // including setting the correct vertex shader (non-instanced or instanced)
- if (batch.geometryType_ != GEOM_INSTANCED)
- batches_.Push(batch);
- else
- {
- Map<BatchGroupKey, BatchGroup>* groups = batch.isBase_ ? &baseBatchGroups_ : &batchGroups_;
- BatchGroupKey key(batch);
-
- Map<BatchGroupKey, BatchGroup>::Iterator i = groups->Find(key);
- if (i == groups->End())
- {
- // Create a new group based on the batch
- BatchGroup newGroup(batch);
- newGroup.instances_.Push(InstanceData(batch.worldTransform_, batch.distance_));
- groups->Insert(MakePair(key, newGroup));
- }
- else
- i->second_.instances_.Push(InstanceData(batch.worldTransform_, batch.distance_));
- }
- }
- void BatchQueue::SortBackToFront()
- {
- sortedBaseBatches_.Clear();
- sortedBatches_.Resize(batches_.Size());
-
- for (unsigned i = 0; i < batches_.Size(); ++i)
- sortedBatches_[i] = &batches_[i];
-
- Sort(sortedBatches_.Begin(), sortedBatches_.End(), CompareBatchesBackToFront);
-
- // Do not actually sort batch groups, just list them
- sortedBaseBatchGroups_.Resize(baseBatchGroups_.Size());
- sortedBatchGroups_.Resize(batchGroups_.Size());
-
- unsigned index = 0;
- for (Map<BatchGroupKey, BatchGroup>::Iterator i = baseBatchGroups_.Begin(); i != baseBatchGroups_.End(); ++i)
- sortedBaseBatchGroups_[index++] = &i->second_;
- index = 0;
- for (Map<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- sortedBatchGroups_[index++] = &i->second_;
- }
- void BatchQueue::SortFrontToBack()
- {
- sortedBaseBatches_.Clear();
- sortedBatches_.Clear();
-
- // Must explicitly divide into base and non-base batches, so that priorities do not get mixed up between
- // instanced and non-instanced batches
- for (unsigned i = 0; i < batches_.Size(); ++i)
- {
- if (batches_[i].isBase_)
- sortedBaseBatches_.Push(&batches_[i]);
- else
- sortedBatches_.Push(&batches_[i]);
- }
-
- Sort(sortedBaseBatches_.Begin(), sortedBaseBatches_.End(), CompareBatchesFrontToBack);
- Sort(sortedBatches_.Begin(), sortedBatches_.End(), CompareBatchesFrontToBack);
-
- // Sort each group front to back
- for (Map<BatchGroupKey, BatchGroup>::Iterator i = baseBatchGroups_.Begin(); i != baseBatchGroups_.End(); ++i)
- Sort(i->second_.instances_.Begin(), i->second_.instances_.End(), CompareInstancesFrontToBack);
- for (Map<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- Sort(i->second_.instances_.Begin(), i->second_.instances_.End(), CompareInstancesFrontToBack);
-
- // Now sort batch groups by the distance of the first batch
- sortedBaseBatchGroups_.Resize(baseBatchGroups_.Size());
- sortedBatchGroups_.Resize(batchGroups_.Size());
-
- unsigned index = 0;
- for (Map<BatchGroupKey, BatchGroup>::Iterator i = baseBatchGroups_.Begin(); i != baseBatchGroups_.End(); ++i)
- sortedBaseBatchGroups_[index++] = &i->second_;
- index = 0;
- for (Map<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- sortedBatchGroups_[index++] = &i->second_;
-
- Sort(sortedBaseBatchGroups_.Begin(), sortedBaseBatchGroups_.End(), CompareBatchGroupsFrontToBack);
- Sort(sortedBatchGroups_.Begin(), sortedBatchGroups_.End(), CompareBatchGroupsFrontToBack);
- }
- void BatchQueue::SetTransforms(Renderer* renderer, void* lockedData, unsigned& freeIndex)
- {
- for (Map<BatchGroupKey, BatchGroup>::Iterator i = baseBatchGroups_.Begin(); i != baseBatchGroups_.End(); ++i)
- i->second_.SetTransforms(renderer, lockedData, freeIndex);
- for (Map<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- i->second_.SetTransforms(renderer, lockedData, freeIndex);
- }
- unsigned BatchQueue::GetNumInstances(Renderer* renderer) const
- {
- unsigned total = 0;
- unsigned maxIndexCount = renderer->GetMaxInstanceTriangles() * 3;
-
- // This is for the purpose of calculating how much space is needed in the instancing buffer. Do not add groups
- // that have too many triangles
- for (Map<BatchGroupKey, BatchGroup>::ConstIterator i = baseBatchGroups_.Begin(); i != baseBatchGroups_.End(); ++i)
- {
- if (i->second_.geometry_->GetIndexCount() <= maxIndexCount)
- total += i->second_.instances_.Size();
- }
- for (Map<BatchGroupKey, BatchGroup>::ConstIterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- {
- if (i->second_.geometry_->GetIndexCount() <= maxIndexCount)
- total += i->second_.instances_.Size();
- }
-
- return total;
- }
|