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- //
- // Copyright (c) 2008-2014 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 "Camera.h"
- #include "Geometry.h"
- #include "Graphics.h"
- #include "GraphicsImpl.h"
- #include "Material.h"
- #include "Node.h"
- #include "Renderer.h"
- #include "Profiler.h"
- #include "Scene.h"
- #include "ShaderVariation.h"
- #include "Sort.h"
- #include "Technique.h"
- #include "Texture2D.h"
- #include "VertexBuffer.h"
- #include "View.h"
- #include "Zone.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- inline bool CompareBatchesState(Batch* lhs, Batch* rhs)
- {
- 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->distance_ != rhs->distance_)
- 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->distance_ > rhs->distance_;
- else
- return lhs->sortKey_ < rhs->sortKey_;
- }
- inline bool CompareInstancesFrontToBack(const InstanceData& lhs, const InstanceData& rhs)
- {
- return lhs.distance_ < rhs.distance_;
- }
- void CalculateShadowMatrix(Matrix4& dest, LightBatchQueue* queue, unsigned split, 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->GetView());
- 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.Width() / width,
- 0.5f * (float)viewport.Height() / height
- );
-
- #ifdef URHO3D_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;
- }
- 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)
- {
- Node* lightNode = light->GetNode();
- Matrix3x4 posAdjust(translation, Quaternion::IDENTITY, 1.0f);
- 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 URHO3D_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 * posAdjust;
- }
- void Batch::CalculateSortKey()
- {
- unsigned shaderID = ((*((unsigned*)&vertexShader_) / sizeof(ShaderVariation)) + (*((unsigned*)&pixelShader_) / sizeof(ShaderVariation))) & 0x3fff;
- if (!isBase_)
- shaderID |= 0x8000;
- if (pass_ && pass_->GetAlphaMask())
- shaderID |= 0x4000;
-
- unsigned lightQueueID = (*((unsigned*)&lightQueue_) / sizeof(LightBatchQueue)) & 0xffff;
- unsigned materialID = (*((unsigned*)&material_) / sizeof(Material)) & 0xffff;
- unsigned geometryID = (*((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, bool setModelTransform) 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 pass / material-specific renderstates
- if (pass_ && material_)
- {
- bool isShadowPass = pass_->GetType() == PASS_SHADOW;
-
- 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);
- renderer->SetCullMode(isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode(), camera_);
- if (!isShadowPass)
- {
- const BiasParameters& depthBias = material_->GetDepthBias();
- graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_);
- }
- graphics->SetDepthTest(pass_->GetDepthTestMode());
- graphics->SetDepthWrite(pass_->GetDepthWrite());
- }
-
- // Set shaders first. The available shader parameters and their register/uniform positions depend on the currently set shaders
- graphics->SetShaders(vertexShader_, pixelShader_);
-
- // Set global (per-frame) shader parameters
- if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0))
- view->SetGlobalShaderParameters();
-
- // Set camera shader parameters
- unsigned cameraHash = overrideView_ ? (unsigned)(size_t)camera_ + 4 : (unsigned)(size_t)camera_;
- if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<void*>(cameraHash)))
- view->SetCameraShaderParameters(camera_, true, overrideView_);
-
- // Set viewport shader parameters
- IntRect viewport = graphics->GetViewport();
- IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
- unsigned viewportHash = viewSize.x_ | (viewSize.y_ << 16);
-
- if (graphics->NeedParameterUpdate(SP_VIEWPORT, reinterpret_cast<void*>(viewportHash)))
- {
- // 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_OBJECTTRANSFORM, 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<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());
-
- 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 (graphics->NeedParameterUpdate(SP_VERTEXLIGHTS, lightQueue_) && graphics->HasShaderParameter(VS, VSP_VERTEXLIGHTS))
- {
- 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);
- }
-
- if (lights.Size())
- graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4);
- }
- }
-
- if (light && graphics->NeedParameterUpdate(SP_LIGHT, light))
- {
- // Deferred light volume batches operate in a camera-centered space. Detect from material, zone & pass all being null
- bool isLightVolume = !material_ && !pass_ && !zone_;
-
- Matrix3x4 cameraEffectiveTransform = camera_->GetEffectiveWorldTransform();
- Vector3 cameraEffectivePos = cameraEffectiveTransform.Translation();
- Node* lightNode = light->GetNode();
- Matrix3 lightWorldRotation = lightNode->GetWorldRotation().RotationMatrix();
-
- graphics->SetShaderParameter(VSP_LIGHTDIR, lightWorldRotation * Vector3::BACK);
-
- float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
- graphics->SetShaderParameter(VSP_LIGHTPOS, Vector4(lightNode->GetWorldPosition(), atten));
-
- if (graphics->HasShaderParameter(VS, VSP_LIGHTMATRICES))
- {
- switch (light->GetLightType())
- {
- case LIGHT_DIRECTIONAL:
- {
- Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
- unsigned numSplits = lightQueue_->shadowSplits_.Size();
- for (unsigned i = 0; i < numSplits; ++i)
- CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, Vector3::ZERO);
-
- graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
- }
- break;
-
- case LIGHT_SPOT:
- {
- Matrix4 shadowMatrices[2];
-
- CalculateSpotMatrix(shadowMatrices[0], light, Vector3::ZERO);
- bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP);
- if (isShadowed)
- CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, Vector3::ZERO);
-
- 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 URHO3D_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, lightWorldRotation * Vector3::BACK);
- graphics->SetShaderParameter(PSP_LIGHTPOS, Vector4((isLightVolume ? (lightNode->GetWorldPosition() -
- cameraEffectivePos) : lightNode->GetWorldPosition()), atten));
-
- if (graphics->HasShaderParameter(PS, PSP_LIGHTMATRICES))
- {
- switch (light->GetLightType())
- {
- case LIGHT_DIRECTIONAL:
- {
- Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
- unsigned numSplits = lightQueue_->shadowSplits_.Size();
- for (unsigned i = 0; i < numSplits; ++i)
- {
- CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, isLightVolume ? cameraEffectivePos :
- Vector3::ZERO);
- }
- graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
- }
- break;
-
- case LIGHT_SPOT:
- {
- Matrix4 shadowMatrices[2];
-
- CalculateSpotMatrix(shadowMatrices[0], light, cameraEffectivePos);
- bool isShadowed = lightQueue_->shadowMap_ != 0;
- if (isShadowed)
- {
- CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, isLightVolume ? cameraEffectivePos :
- Vector3::ZERO);
- }
-
- 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 URHO3D_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 = shadowMap->GetWidth() / 2;
- unsigned faceHeight = shadowMap->GetHeight() / 3;
- float width = (float)shadowMap->GetWidth();
- float height = (float)shadowMap->GetHeight();
- #ifdef URHO3D_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;
- }
- 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 = renderer->GetShadowQuality() >= SHADOWQUALITY_HIGH_16BIT ? 4.0f : 1.0f;
- 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, Vector4(sizeX, sizeY, 0.0f, 0.0f));
-
- 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);
- }
- }
-
- // Set material-specific shader parameters and textures
- if (material_)
- {
- if (graphics->NeedParameterUpdate(SP_MATERIAL, material_))
- {
- 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 SharedPtr<Texture>* textures = material_->GetTextures();
- for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
- {
- TextureUnit unit = (TextureUnit)i;
- if (textures[i] && graphics->HasTextureUnit(unit))
- graphics->SetTexture(i, textures[i]);
- }
- }
-
- // 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);
- }
- }
-
- // Set zone texture if necessary
- if (zone_ && graphics->HasTextureUnit(TU_ZONE))
- graphics->SetTexture(TU_ZONE, zone_->GetZoneTexture());
- }
- void Batch::Draw(View* view) const
- {
- if (!geometry_->IsEmpty())
- {
- Prepare(view);
- geometry_->Draw(view->GetGraphics());
- }
- }
- void BatchGroup::SetTransforms(void* lockedData, unsigned& freeIndex)
- {
- // Do not use up buffer space if not going to draw as instanced
- if (geometryType_ != GEOM_INSTANCED)
- 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(View* view) const
- {
- Graphics* graphics = view->GetGraphics();
- Renderer* renderer = view->GetRenderer();
-
- if (instances_.Size() && !geometry_->IsEmpty())
- {
- // Draw as individual objects if instancing not supported
- VertexBuffer* instanceBuffer = renderer->GetInstancingBuffer();
- if (!instanceBuffer || geometryType_ != GEOM_INSTANCED)
- {
- Batch::Prepare(view, false);
-
- graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
- graphics->SetVertexBuffers(geometry_->GetVertexBuffers(), geometry_->GetVertexElementMasks());
-
- for (unsigned i = 0; i < instances_.Size(); ++i)
- {
- if (graphics->NeedParameterUpdate(SP_OBJECTTRANSFORM, 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, 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 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();
-
- // Copy the transforms
- Matrix3x4* dest = (Matrix3x4*)instanceBuffer->Lock(0, instances, true);
- if (dest)
- {
- 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();
- }
- }
- }
- unsigned BatchGroupKey::ToHash() const
- {
- return ((unsigned)(size_t)zone_) / sizeof(Zone) +
- ((unsigned)(size_t)lightQueue_) / sizeof(LightBatchQueue) +
- ((unsigned)(size_t)pass_) / sizeof(Pass) +
- ((unsigned)(size_t)material_) / sizeof(Material) +
- ((unsigned)(size_t)geometry_) / sizeof(Geometry);
- }
- void BatchQueue::Clear(int maxSortedInstances)
- {
- batches_.Clear();
- sortedBatches_.Clear();
- batchGroups_.Clear();
- maxSortedInstances_ = 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);
-
- // Do not actually sort batch groups, just list them
- sortedBatchGroups_.Resize(batchGroups_.Size());
-
- unsigned index = 0;
- for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- sortedBatchGroups_[index++] = &i->second_;
- }
- 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 = (batch->sortKey_ >> 32);
- HashMap<unsigned, unsigned>::ConstIterator j = shaderRemapping_.Find(shaderID);
- if (j != shaderRemapping_.End())
- shaderID = j->second_;
- else
- {
- shaderID = shaderRemapping_[shaderID] = freeShaderID | (shaderID & 0xc0000000);
- ++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::SetTransforms(void* lockedData, unsigned& freeIndex)
- {
- for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
- i->second_.SetTransforms(lockedData, freeIndex);
- }
- void BatchQueue::Draw(View* view, bool markToStencil, bool usingLightOptimization) 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);
- }
- // 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_, batch->camera_);
- else
- graphics->SetScissorTest(false);
- }
-
- batch->Draw(view);
- }
- }
- 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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