Batch.cpp 37 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "Geometry.h"
  25. #include "Graphics.h"
  26. #include "GraphicsImpl.h"
  27. #include "Material.h"
  28. #include "Node.h"
  29. #include "Renderer.h"
  30. #include "Profiler.h"
  31. #include "Scene.h"
  32. #include "ShaderVariation.h"
  33. #include "Sort.h"
  34. #include "Technique.h"
  35. #include "Texture2D.h"
  36. #include "VertexBuffer.h"
  37. #include "View.h"
  38. #include "Zone.h"
  39. #include "DebugNew.h"
  40. namespace Urho3D
  41. {
  42. inline bool CompareBatchesState(Batch* lhs, Batch* rhs)
  43. {
  44. if (lhs->sortKey_ != rhs->sortKey_)
  45. return lhs->sortKey_ < rhs->sortKey_;
  46. else
  47. return lhs->distance_ < rhs->distance_;
  48. }
  49. inline bool CompareBatchesFrontToBack(Batch* lhs, Batch* rhs)
  50. {
  51. if (lhs->distance_ != rhs->distance_)
  52. return lhs->distance_ < rhs->distance_;
  53. else
  54. return lhs->sortKey_ < rhs->sortKey_;
  55. }
  56. inline bool CompareBatchesBackToFront(Batch* lhs, Batch* rhs)
  57. {
  58. if (lhs->distance_ != rhs->distance_)
  59. return lhs->distance_ > rhs->distance_;
  60. else
  61. return lhs->sortKey_ < rhs->sortKey_;
  62. }
  63. inline bool CompareInstancesFrontToBack(const InstanceData& lhs, const InstanceData& rhs)
  64. {
  65. return lhs.distance_ < rhs.distance_;
  66. }
  67. void CalculateShadowMatrix(Matrix4& dest, LightBatchQueue* queue, unsigned split, Renderer* renderer, const Vector3& translation)
  68. {
  69. Camera* shadowCamera = queue->shadowSplits_[split].shadowCamera_;
  70. const IntRect& viewport = queue->shadowSplits_[split].shadowViewport_;
  71. Matrix3x4 posAdjust(translation, Quaternion::IDENTITY, 1.0f);
  72. Matrix3x4 shadowView(shadowCamera->GetView());
  73. Matrix4 shadowProj(shadowCamera->GetProjection());
  74. Matrix4 texAdjust(Matrix4::IDENTITY);
  75. Texture2D* shadowMap = queue->shadowMap_;
  76. if (!shadowMap)
  77. return;
  78. float width = (float)shadowMap->GetWidth();
  79. float height = (float)shadowMap->GetHeight();
  80. Vector2 offset(
  81. (float)viewport.left_ / width,
  82. (float)viewport.top_ / height
  83. );
  84. Vector2 scale(
  85. 0.5f * (float)viewport.Width() / width,
  86. 0.5f * (float)viewport.Height() / height
  87. );
  88. #ifdef URHO3D_OPENGL
  89. offset.x_ += scale.x_;
  90. offset.y_ += scale.y_;
  91. offset.y_ = 1.0f - offset.y_;
  92. // If using 4 shadow samples, offset the position diagonally by half pixel
  93. if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT)
  94. {
  95. offset.x_ -= 0.5f / width;
  96. offset.y_ -= 0.5f / height;
  97. }
  98. texAdjust.SetTranslation(Vector3(offset.x_, offset.y_, 0.5f));
  99. texAdjust.SetScale(Vector3(scale.x_, scale.y_, 0.5f));
  100. #else
  101. offset.x_ += scale.x_ + 0.5f / width;
  102. offset.y_ += scale.y_ + 0.5f / height;
  103. if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT)
  104. {
  105. offset.x_ -= 0.5f / width;
  106. offset.y_ -= 0.5f / height;
  107. }
  108. scale.y_ = -scale.y_;
  109. texAdjust.SetTranslation(Vector3(offset.x_, offset.y_, 0.0f));
  110. texAdjust.SetScale(Vector3(scale.x_, scale.y_, 1.0f));
  111. #endif
  112. dest = texAdjust * shadowProj * shadowView * posAdjust;
  113. }
  114. void CalculateSpotMatrix(Matrix4& dest, Light* light, const Vector3& translation)
  115. {
  116. Node* lightNode = light->GetNode();
  117. Matrix3x4 posAdjust(translation, Quaternion::IDENTITY, 1.0f);
  118. Matrix3x4 spotView = Matrix3x4(lightNode->GetWorldPosition(), lightNode->GetWorldRotation(), 1.0f).Inverse();
  119. Matrix4 spotProj(Matrix4::ZERO);
  120. Matrix4 texAdjust(Matrix4::IDENTITY);
  121. // Make the projected light slightly smaller than the shadow map to prevent light spill
  122. float h = 1.005f / tanf(light->GetFov() * M_DEGTORAD * 0.5f);
  123. float w = h / light->GetAspectRatio();
  124. spotProj.m00_ = w;
  125. spotProj.m11_ = h;
  126. spotProj.m22_ = 1.0f / Max(light->GetRange(), M_EPSILON);
  127. spotProj.m32_ = 1.0f;
  128. #ifdef URHO3D_OPENGL
  129. texAdjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f));
  130. texAdjust.SetScale(Vector3(0.5f, -0.5f, 0.5f));
  131. #else
  132. texAdjust.SetTranslation(Vector3(0.5f, 0.5f, 0.0f));
  133. texAdjust.SetScale(Vector3(0.5f, -0.5f, 1.0f));
  134. #endif
  135. dest = texAdjust * spotProj * spotView * posAdjust;
  136. }
  137. void Batch::CalculateSortKey()
  138. {
  139. unsigned shaderID = ((*((unsigned*)&vertexShader_) / sizeof(ShaderVariation)) + (*((unsigned*)&pixelShader_) / sizeof(ShaderVariation))) & 0x3fff;
  140. if (!isBase_)
  141. shaderID |= 0x8000;
  142. if (pass_ && pass_->GetAlphaMask())
  143. shaderID |= 0x4000;
  144. unsigned lightQueueID = (*((unsigned*)&lightQueue_) / sizeof(LightBatchQueue)) & 0xffff;
  145. unsigned materialID = (*((unsigned*)&material_) / sizeof(Material)) & 0xffff;
  146. unsigned geometryID = (*((unsigned*)&geometry_) / sizeof(Geometry)) & 0xffff;
  147. sortKey_ = (((unsigned long long)shaderID) << 48) | (((unsigned long long)lightQueueID) << 32) |
  148. (((unsigned long long)materialID) << 16) | geometryID;
  149. }
  150. void Batch::Prepare(View* view, bool setModelTransform) const
  151. {
  152. if (!vertexShader_ || !pixelShader_)
  153. return;
  154. Graphics* graphics = view->GetGraphics();
  155. Renderer* renderer = view->GetRenderer();
  156. Node* cameraNode = camera_ ? camera_->GetNode() : 0;
  157. Light* light = lightQueue_ ? lightQueue_->light_ : 0;
  158. Texture2D* shadowMap = lightQueue_ ? lightQueue_->shadowMap_ : 0;
  159. // Set pass / material-specific renderstates
  160. if (pass_ && material_)
  161. {
  162. bool isShadowPass = pass_->GetType() == PASS_SHADOW;
  163. BlendMode blend = pass_->GetBlendMode();
  164. // Turn additive blending into subtract if the light is negative
  165. if (light && light->IsNegative())
  166. {
  167. if (blend == BLEND_ADD)
  168. blend = BLEND_SUBTRACT;
  169. else if (blend == BLEND_ADDALPHA)
  170. blend = BLEND_SUBTRACTALPHA;
  171. }
  172. graphics->SetBlendMode(blend);
  173. renderer->SetCullMode(isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode(), camera_);
  174. if (!isShadowPass)
  175. {
  176. const BiasParameters& depthBias = material_->GetDepthBias();
  177. graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_);
  178. }
  179. graphics->SetDepthTest(pass_->GetDepthTestMode());
  180. graphics->SetDepthWrite(pass_->GetDepthWrite());
  181. }
  182. // Set shaders first. The available shader parameters and their register/uniform positions depend on the currently set shaders
  183. graphics->SetShaders(vertexShader_, pixelShader_);
  184. // Set global (per-frame) shader parameters
  185. if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0))
  186. view->SetGlobalShaderParameters();
  187. // Set camera shader parameters
  188. unsigned cameraHash = overrideView_ ? (unsigned)(size_t)camera_ + 4 : (unsigned)(size_t)camera_;
  189. if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<void*>(cameraHash)))
  190. view->SetCameraShaderParameters(camera_, true, overrideView_);
  191. // Set viewport shader parameters
  192. IntRect viewport = graphics->GetViewport();
  193. IntVector2 viewSize = IntVector2(viewport.Width(), viewport.Height());
  194. unsigned viewportHash = viewSize.x_ | (viewSize.y_ << 16);
  195. if (graphics->NeedParameterUpdate(SP_VIEWPORT, reinterpret_cast<void*>(viewportHash)))
  196. {
  197. // During renderpath commands the G-Buffer or viewport texture is assumed to always be viewport-sized
  198. view->SetGBufferShaderParameters(viewSize, IntRect(0, 0, viewSize.x_, viewSize.y_));
  199. }
  200. // Set model or skinning transforms
  201. if (setModelTransform && graphics->NeedParameterUpdate(SP_OBJECTTRANSFORM, worldTransform_))
  202. {
  203. if (geometryType_ == GEOM_SKINNED)
  204. {
  205. graphics->SetShaderParameter(VSP_SKINMATRICES, reinterpret_cast<const float*>(worldTransform_),
  206. 12 * numWorldTransforms_);
  207. }
  208. else
  209. graphics->SetShaderParameter(VSP_MODEL, *worldTransform_);
  210. // Set the orientation for billboards, either from the object itself or from the camera
  211. if (geometryType_ == GEOM_BILLBOARD)
  212. {
  213. if (numWorldTransforms_ > 1)
  214. graphics->SetShaderParameter(VSP_BILLBOARDROT, worldTransform_[1].RotationMatrix());
  215. else
  216. graphics->SetShaderParameter(VSP_BILLBOARDROT, cameraNode->GetWorldRotation().RotationMatrix());
  217. }
  218. }
  219. // Set zone-related shader parameters
  220. BlendMode blend = graphics->GetBlendMode();
  221. // If the pass is additive, override fog color to black so that shaders do not need a separate additive path
  222. bool overrideFogColorToBlack = blend == BLEND_ADD || blend == BLEND_ADDALPHA;
  223. unsigned zoneHash = (unsigned)(size_t)zone_;
  224. if (overrideFogColorToBlack)
  225. zoneHash += 0x80000000;
  226. if (zone_ && graphics->NeedParameterUpdate(SP_ZONE, reinterpret_cast<void*>(zoneHash)))
  227. {
  228. graphics->SetShaderParameter(VSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor());
  229. graphics->SetShaderParameter(VSP_AMBIENTENDCOLOR, zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4());
  230. const BoundingBox& box = zone_->GetBoundingBox();
  231. Vector3 boxSize = box.Size();
  232. Matrix3x4 adjust(Matrix3x4::IDENTITY);
  233. adjust.SetScale(Vector3(1.0f / boxSize.x_, 1.0f / boxSize.y_, 1.0f / boxSize.z_));
  234. adjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f));
  235. Matrix3x4 zoneTransform = adjust * zone_->GetInverseWorldTransform();
  236. graphics->SetShaderParameter(VSP_ZONE, zoneTransform);
  237. graphics->SetShaderParameter(PSP_AMBIENTCOLOR, zone_->GetAmbientColor());
  238. graphics->SetShaderParameter(PSP_FOGCOLOR, overrideFogColorToBlack ? Color::BLACK : zone_->GetFogColor());
  239. float farClip = camera_->GetFarClip();
  240. float fogStart = Min(zone_->GetFogStart(), farClip);
  241. float fogEnd = Min(zone_->GetFogEnd(), farClip);
  242. if (fogStart >= fogEnd * (1.0f - M_LARGE_EPSILON))
  243. fogStart = fogEnd * (1.0f - M_LARGE_EPSILON);
  244. float fogRange = Max(fogEnd - fogStart, M_EPSILON);
  245. Vector4 fogParams(fogEnd / farClip, farClip / fogRange, 0.0f, 0.0f);
  246. Node* zoneNode = zone_->GetNode();
  247. if (zone_->GetHeightFog() && zoneNode)
  248. {
  249. Vector3 worldFogHeightVec = zoneNode->GetWorldTransform() * Vector3(0.0f, zone_->GetFogHeight(), 0.0f);
  250. fogParams.z_ = worldFogHeightVec.y_;
  251. fogParams.w_ = zone_->GetFogHeightScale() / Max(zoneNode->GetWorldScale().y_, M_EPSILON);
  252. }
  253. graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams);
  254. }
  255. // Set light-related shader parameters
  256. if (lightQueue_)
  257. {
  258. if (graphics->NeedParameterUpdate(SP_VERTEXLIGHTS, lightQueue_) && graphics->HasShaderParameter(VS, VSP_VERTEXLIGHTS))
  259. {
  260. Vector4 vertexLights[MAX_VERTEX_LIGHTS * 3];
  261. const PODVector<Light*>& lights = lightQueue_->vertexLights_;
  262. for (unsigned i = 0; i < lights.Size(); ++i)
  263. {
  264. Light* vertexLight = lights[i];
  265. Node* vertexLightNode = vertexLight->GetNode();
  266. LightType type = vertexLight->GetLightType();
  267. // Attenuation
  268. float invRange, cutoff, invCutoff;
  269. if (type == LIGHT_DIRECTIONAL)
  270. invRange = 0.0f;
  271. else
  272. invRange = 1.0f / Max(vertexLight->GetRange(), M_EPSILON);
  273. if (type == LIGHT_SPOT)
  274. {
  275. cutoff = Cos(vertexLight->GetFov() * 0.5f);
  276. invCutoff = 1.0f / (1.0f - cutoff);
  277. }
  278. else
  279. {
  280. cutoff = -1.0f;
  281. invCutoff = 1.0f;
  282. }
  283. // Color
  284. float fade = 1.0f;
  285. float fadeEnd = vertexLight->GetDrawDistance();
  286. float fadeStart = vertexLight->GetFadeDistance();
  287. // Do fade calculation for light if both fade & draw distance defined
  288. if (vertexLight->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
  289. fade = Min(1.0f - (vertexLight->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
  290. Color color = vertexLight->GetEffectiveColor() * fade;
  291. vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange);
  292. // Direction
  293. vertexLights[i * 3 + 1] = Vector4(-(vertexLightNode->GetWorldDirection()), cutoff);
  294. // Position
  295. vertexLights[i * 3 + 2] = Vector4(vertexLightNode->GetWorldPosition(), invCutoff);
  296. }
  297. if (lights.Size())
  298. graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4);
  299. }
  300. }
  301. if (light && graphics->NeedParameterUpdate(SP_LIGHT, light))
  302. {
  303. // Deferred light volume batches operate in a camera-centered space. Detect from material, zone & pass all being null
  304. bool isLightVolume = !material_ && !pass_ && !zone_;
  305. Matrix3x4 cameraEffectiveTransform = camera_->GetEffectiveWorldTransform();
  306. Vector3 cameraEffectivePos = cameraEffectiveTransform.Translation();
  307. Node* lightNode = light->GetNode();
  308. Matrix3 lightWorldRotation = lightNode->GetWorldRotation().RotationMatrix();
  309. graphics->SetShaderParameter(VSP_LIGHTDIR, lightWorldRotation * Vector3::BACK);
  310. float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
  311. graphics->SetShaderParameter(VSP_LIGHTPOS, Vector4(lightNode->GetWorldPosition(), atten));
  312. if (graphics->HasShaderParameter(VS, VSP_LIGHTMATRICES))
  313. {
  314. switch (light->GetLightType())
  315. {
  316. case LIGHT_DIRECTIONAL:
  317. {
  318. Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
  319. unsigned numSplits = lightQueue_->shadowSplits_.Size();
  320. for (unsigned i = 0; i < numSplits; ++i)
  321. CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, Vector3::ZERO);
  322. graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
  323. }
  324. break;
  325. case LIGHT_SPOT:
  326. {
  327. Matrix4 shadowMatrices[2];
  328. CalculateSpotMatrix(shadowMatrices[0], light, Vector3::ZERO);
  329. bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP);
  330. if (isShadowed)
  331. CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, Vector3::ZERO);
  332. graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
  333. }
  334. break;
  335. case LIGHT_POINT:
  336. {
  337. Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
  338. // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
  339. // the next parameter
  340. #ifdef URHO3D_OPENGL
  341. graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 16);
  342. #else
  343. graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 12);
  344. #endif
  345. }
  346. break;
  347. }
  348. }
  349. float fade = 1.0f;
  350. float fadeEnd = light->GetDrawDistance();
  351. float fadeStart = light->GetFadeDistance();
  352. // Do fade calculation for light if both fade & draw distance defined
  353. if (light->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
  354. fade = Min(1.0f - (light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
  355. // Negative lights will use subtract blending, so write absolute RGB values to the shader parameter
  356. graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetEffectiveColor().Abs(),
  357. light->GetEffectiveSpecularIntensity()) * fade);
  358. graphics->SetShaderParameter(PSP_LIGHTDIR, lightWorldRotation * Vector3::BACK);
  359. graphics->SetShaderParameter(PSP_LIGHTPOS, Vector4((isLightVolume ? (lightNode->GetWorldPosition() -
  360. cameraEffectivePos) : lightNode->GetWorldPosition()), atten));
  361. if (graphics->HasShaderParameter(PS, PSP_LIGHTMATRICES))
  362. {
  363. switch (light->GetLightType())
  364. {
  365. case LIGHT_DIRECTIONAL:
  366. {
  367. Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
  368. unsigned numSplits = lightQueue_->shadowSplits_.Size();
  369. for (unsigned i = 0; i < numSplits; ++i)
  370. {
  371. CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, isLightVolume ? cameraEffectivePos :
  372. Vector3::ZERO);
  373. }
  374. graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
  375. }
  376. break;
  377. case LIGHT_SPOT:
  378. {
  379. Matrix4 shadowMatrices[2];
  380. CalculateSpotMatrix(shadowMatrices[0], light, cameraEffectivePos);
  381. bool isShadowed = lightQueue_->shadowMap_ != 0;
  382. if (isShadowed)
  383. {
  384. CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, isLightVolume ? cameraEffectivePos :
  385. Vector3::ZERO);
  386. }
  387. graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
  388. }
  389. break;
  390. case LIGHT_POINT:
  391. {
  392. Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
  393. // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
  394. // the next parameter
  395. #ifdef URHO3D_OPENGL
  396. graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 16);
  397. #else
  398. graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 12);
  399. #endif
  400. }
  401. break;
  402. }
  403. }
  404. // Set shadow mapping shader parameters
  405. if (shadowMap)
  406. {
  407. {
  408. // Calculate point light shadow sampling offsets (unrolled cube map)
  409. unsigned faceWidth = shadowMap->GetWidth() / 2;
  410. unsigned faceHeight = shadowMap->GetHeight() / 3;
  411. float width = (float)shadowMap->GetWidth();
  412. float height = (float)shadowMap->GetHeight();
  413. #ifdef URHO3D_OPENGL
  414. float mulX = (float)(faceWidth - 3) / width;
  415. float mulY = (float)(faceHeight - 3) / height;
  416. float addX = 1.5f / width;
  417. float addY = 1.5f / height;
  418. #else
  419. float mulX = (float)(faceWidth - 4) / width;
  420. float mulY = (float)(faceHeight - 4) / height;
  421. float addX = 2.5f / width;
  422. float addY = 2.5f / height;
  423. #endif
  424. // If using 4 shadow samples, offset the position diagonally by half pixel
  425. if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT)
  426. {
  427. addX -= 0.5f / width;
  428. addY -= 0.5f / height;
  429. }
  430. graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY));
  431. }
  432. {
  433. // Calculate shadow camera depth parameters for point light shadows and shadow fade parameters for
  434. // directional light shadows, stored in the same uniform
  435. Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
  436. float nearClip = shadowCamera->GetNearClip();
  437. float farClip = shadowCamera->GetFarClip();
  438. float q = farClip / (farClip - nearClip);
  439. float r = -q * nearClip;
  440. const CascadeParameters& parameters = light->GetShadowCascade();
  441. float viewFarClip = camera_->GetFarClip();
  442. float shadowRange = parameters.GetShadowRange();
  443. float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip;
  444. float fadeEnd = shadowRange / viewFarClip;
  445. float fadeRange = fadeEnd - fadeStart;
  446. graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange));
  447. }
  448. {
  449. float intensity = light->GetShadowIntensity();
  450. float fadeStart = light->GetShadowFadeDistance();
  451. float fadeEnd = light->GetShadowDistance();
  452. if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart)
  453. intensity = Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f));
  454. float pcfValues = (1.0f - intensity);
  455. float samples = renderer->GetShadowQuality() >= SHADOWQUALITY_HIGH_16BIT ? 4.0f : 1.0f;
  456. graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues / samples, intensity, 0.0f, 0.0f));
  457. }
  458. float sizeX = 1.0f / (float)shadowMap->GetWidth();
  459. float sizeY = 1.0f / (float)shadowMap->GetHeight();
  460. graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector4(sizeX, sizeY, 0.0f, 0.0f));
  461. Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE);
  462. if (lightQueue_->shadowSplits_.Size() > 1)
  463. lightSplits.x_ = lightQueue_->shadowSplits_[0].farSplit_ / camera_->GetFarClip();
  464. if (lightQueue_->shadowSplits_.Size() > 2)
  465. lightSplits.y_ = lightQueue_->shadowSplits_[1].farSplit_ / camera_->GetFarClip();
  466. if (lightQueue_->shadowSplits_.Size() > 3)
  467. lightSplits.z_ = lightQueue_->shadowSplits_[2].farSplit_ / camera_->GetFarClip();
  468. graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits);
  469. }
  470. }
  471. // Set material-specific shader parameters and textures
  472. if (material_)
  473. {
  474. if (graphics->NeedParameterUpdate(SP_MATERIAL, material_))
  475. {
  476. const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters();
  477. for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  478. graphics->SetShaderParameter(i->first_, i->second_.value_);
  479. }
  480. const SharedPtr<Texture>* textures = material_->GetTextures();
  481. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  482. {
  483. TextureUnit unit = (TextureUnit)i;
  484. if (textures[i] && graphics->HasTextureUnit(unit))
  485. graphics->SetTexture(i, textures[i]);
  486. }
  487. }
  488. // Set light-related textures
  489. if (light)
  490. {
  491. if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP))
  492. graphics->SetTexture(TU_SHADOWMAP, shadowMap);
  493. if (graphics->HasTextureUnit(TU_LIGHTRAMP))
  494. {
  495. Texture* rampTexture = light->GetRampTexture();
  496. if (!rampTexture)
  497. rampTexture = renderer->GetDefaultLightRamp();
  498. graphics->SetTexture(TU_LIGHTRAMP, rampTexture);
  499. }
  500. if (graphics->HasTextureUnit(TU_LIGHTSHAPE))
  501. {
  502. Texture* shapeTexture = light->GetShapeTexture();
  503. if (!shapeTexture && light->GetLightType() == LIGHT_SPOT)
  504. shapeTexture = renderer->GetDefaultLightSpot();
  505. graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture);
  506. }
  507. }
  508. // Set zone texture if necessary
  509. if (zone_ && graphics->HasTextureUnit(TU_ZONE))
  510. graphics->SetTexture(TU_ZONE, zone_->GetZoneTexture());
  511. }
  512. void Batch::Draw(View* view) const
  513. {
  514. if (!geometry_->IsEmpty())
  515. {
  516. Prepare(view);
  517. geometry_->Draw(view->GetGraphics());
  518. }
  519. }
  520. void BatchGroup::SetTransforms(void* lockedData, unsigned& freeIndex)
  521. {
  522. // Do not use up buffer space if not going to draw as instanced
  523. if (geometryType_ != GEOM_INSTANCED)
  524. return;
  525. startIndex_ = freeIndex;
  526. Matrix3x4* dest = (Matrix3x4*)lockedData;
  527. dest += freeIndex;
  528. for (unsigned i = 0; i < instances_.Size(); ++i)
  529. *dest++ = *instances_[i].worldTransform_;
  530. freeIndex += instances_.Size();
  531. }
  532. void BatchGroup::Draw(View* view) const
  533. {
  534. Graphics* graphics = view->GetGraphics();
  535. Renderer* renderer = view->GetRenderer();
  536. if (instances_.Size() && !geometry_->IsEmpty())
  537. {
  538. // Draw as individual objects if instancing not supported
  539. VertexBuffer* instanceBuffer = renderer->GetInstancingBuffer();
  540. if (!instanceBuffer || geometryType_ != GEOM_INSTANCED)
  541. {
  542. Batch::Prepare(view, false);
  543. graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
  544. graphics->SetVertexBuffers(geometry_->GetVertexBuffers(), geometry_->GetVertexElementMasks());
  545. for (unsigned i = 0; i < instances_.Size(); ++i)
  546. {
  547. if (graphics->NeedParameterUpdate(SP_OBJECTTRANSFORM, instances_[i].worldTransform_))
  548. graphics->SetShaderParameter(VSP_MODEL, *instances_[i].worldTransform_);
  549. graphics->Draw(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
  550. geometry_->GetVertexStart(), geometry_->GetVertexCount());
  551. }
  552. }
  553. else
  554. {
  555. Batch::Prepare(view, false);
  556. // Get the geometry vertex buffers, then add the instancing stream buffer
  557. // Hack: use a const_cast to avoid dynamic allocation of new temp vectors
  558. Vector<SharedPtr<VertexBuffer> >& vertexBuffers = const_cast<Vector<SharedPtr<VertexBuffer> >&>
  559. (geometry_->GetVertexBuffers());
  560. PODVector<unsigned>& elementMasks = const_cast<PODVector<unsigned>&>(geometry_->GetVertexElementMasks());
  561. vertexBuffers.Push(SharedPtr<VertexBuffer>(instanceBuffer));
  562. elementMasks.Push(instanceBuffer->GetElementMask());
  563. // No stream offset support, instancing buffer not pre-filled with transforms: have to fill now
  564. if (startIndex_ == M_MAX_UNSIGNED)
  565. {
  566. unsigned startIndex = 0;
  567. while (startIndex < instances_.Size())
  568. {
  569. unsigned instances = instances_.Size() - startIndex;
  570. if (instances > instanceBuffer->GetVertexCount())
  571. instances = instanceBuffer->GetVertexCount();
  572. // Copy the transforms
  573. Matrix3x4* dest = (Matrix3x4*)instanceBuffer->Lock(0, instances, true);
  574. if (dest)
  575. {
  576. for (unsigned i = 0; i < instances; ++i)
  577. dest[i] = *instances_[i + startIndex].worldTransform_;
  578. instanceBuffer->Unlock();
  579. graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
  580. graphics->SetVertexBuffers(vertexBuffers, elementMasks);
  581. graphics->DrawInstanced(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(),
  582. geometry_->GetIndexCount(), geometry_->GetVertexStart(), geometry_->GetVertexCount(), instances);
  583. }
  584. startIndex += instances;
  585. }
  586. }
  587. // Stream offset supported and instancing buffer has been already filled, so just draw
  588. else
  589. {
  590. graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
  591. graphics->SetVertexBuffers(vertexBuffers, elementMasks, startIndex_);
  592. graphics->DrawInstanced(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
  593. geometry_->GetVertexStart(), geometry_->GetVertexCount(), instances_.Size());
  594. }
  595. // Remove the instancing buffer & element mask now
  596. vertexBuffers.Pop();
  597. elementMasks.Pop();
  598. }
  599. }
  600. }
  601. unsigned BatchGroupKey::ToHash() const
  602. {
  603. return ((unsigned)(size_t)zone_) / sizeof(Zone) +
  604. ((unsigned)(size_t)lightQueue_) / sizeof(LightBatchQueue) +
  605. ((unsigned)(size_t)pass_) / sizeof(Pass) +
  606. ((unsigned)(size_t)material_) / sizeof(Material) +
  607. ((unsigned)(size_t)geometry_) / sizeof(Geometry);
  608. }
  609. void BatchQueue::Clear(int maxSortedInstances)
  610. {
  611. batches_.Clear();
  612. sortedBatches_.Clear();
  613. batchGroups_.Clear();
  614. maxSortedInstances_ = maxSortedInstances;
  615. }
  616. void BatchQueue::SortBackToFront()
  617. {
  618. sortedBatches_.Resize(batches_.Size());
  619. for (unsigned i = 0; i < batches_.Size(); ++i)
  620. sortedBatches_[i] = &batches_[i];
  621. Sort(sortedBatches_.Begin(), sortedBatches_.End(), CompareBatchesBackToFront);
  622. // Do not actually sort batch groups, just list them
  623. sortedBatchGroups_.Resize(batchGroups_.Size());
  624. unsigned index = 0;
  625. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  626. sortedBatchGroups_[index++] = &i->second_;
  627. }
  628. void BatchQueue::SortFrontToBack()
  629. {
  630. sortedBatches_.Clear();
  631. for (unsigned i = 0; i < batches_.Size(); ++i)
  632. sortedBatches_.Push(&batches_[i]);
  633. SortFrontToBack2Pass(sortedBatches_);
  634. // Sort each group front to back
  635. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  636. {
  637. if (i->second_.instances_.Size() <= maxSortedInstances_)
  638. {
  639. Sort(i->second_.instances_.Begin(), i->second_.instances_.End(), CompareInstancesFrontToBack);
  640. if (i->second_.instances_.Size())
  641. i->second_.distance_ = i->second_.instances_[0].distance_;
  642. }
  643. else
  644. {
  645. float minDistance = M_INFINITY;
  646. for (PODVector<InstanceData>::ConstIterator j = i->second_.instances_.Begin(); j != i->second_.instances_.End(); ++j)
  647. minDistance = Min(minDistance, j->distance_);
  648. i->second_.distance_ = minDistance;
  649. }
  650. }
  651. sortedBatchGroups_.Resize(batchGroups_.Size());
  652. unsigned index = 0;
  653. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  654. sortedBatchGroups_[index++] = &i->second_;
  655. SortFrontToBack2Pass(reinterpret_cast<PODVector<Batch*>& >(sortedBatchGroups_));
  656. }
  657. void BatchQueue::SortFrontToBack2Pass(PODVector<Batch*>& batches)
  658. {
  659. // Mobile devices likely use a tiled deferred approach, with which front-to-back sorting is irrelevant. The 2-pass
  660. // method is also time consuming, so just sort with state having priority
  661. #ifdef GL_ES_VERSION_2_0
  662. Sort(batches.Begin(), batches.End(), CompareBatchesState);
  663. #else
  664. // For desktop, first sort by distance and remap shader/material/geometry IDs in the sort key
  665. Sort(batches.Begin(), batches.End(), CompareBatchesFrontToBack);
  666. unsigned freeShaderID = 0;
  667. unsigned short freeMaterialID = 0;
  668. unsigned short freeGeometryID = 0;
  669. for (PODVector<Batch*>::Iterator i = batches.Begin(); i != batches.End(); ++i)
  670. {
  671. Batch* batch = *i;
  672. unsigned shaderID = (batch->sortKey_ >> 32);
  673. HashMap<unsigned, unsigned>::ConstIterator j = shaderRemapping_.Find(shaderID);
  674. if (j != shaderRemapping_.End())
  675. shaderID = j->second_;
  676. else
  677. {
  678. shaderID = shaderRemapping_[shaderID] = freeShaderID | (shaderID & 0xc0000000);
  679. ++freeShaderID;
  680. }
  681. unsigned short materialID = (unsigned short)(batch->sortKey_ & 0xffff0000);
  682. HashMap<unsigned short, unsigned short>::ConstIterator k = materialRemapping_.Find(materialID);
  683. if (k != materialRemapping_.End())
  684. materialID = k->second_;
  685. else
  686. {
  687. materialID = materialRemapping_[materialID] = freeMaterialID;
  688. ++freeMaterialID;
  689. }
  690. unsigned short geometryID = (unsigned short)(batch->sortKey_ & 0xffff);
  691. HashMap<unsigned short, unsigned short>::ConstIterator l = geometryRemapping_.Find(geometryID);
  692. if (l != geometryRemapping_.End())
  693. geometryID = l->second_;
  694. else
  695. {
  696. geometryID = geometryRemapping_[geometryID] = freeGeometryID;
  697. ++freeGeometryID;
  698. }
  699. batch->sortKey_ = (((unsigned long long)shaderID) << 32) || (((unsigned long long)materialID) << 16) | geometryID;
  700. }
  701. shaderRemapping_.Clear();
  702. materialRemapping_.Clear();
  703. geometryRemapping_.Clear();
  704. // Finally sort again with the rewritten ID's
  705. Sort(batches.Begin(), batches.End(), CompareBatchesState);
  706. #endif
  707. }
  708. void BatchQueue::SetTransforms(void* lockedData, unsigned& freeIndex)
  709. {
  710. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  711. i->second_.SetTransforms(lockedData, freeIndex);
  712. }
  713. void BatchQueue::Draw(View* view, bool markToStencil, bool usingLightOptimization) const
  714. {
  715. Graphics* graphics = view->GetGraphics();
  716. Renderer* renderer = view->GetRenderer();
  717. // If View has set up its own light optimizations, do not disturb the stencil/scissor test settings
  718. if (!usingLightOptimization)
  719. {
  720. graphics->SetScissorTest(false);
  721. // During G-buffer rendering, mark opaque pixels' lightmask to stencil buffer if requested
  722. if (!markToStencil)
  723. graphics->SetStencilTest(false);
  724. }
  725. // Instanced
  726. for (PODVector<BatchGroup*>::ConstIterator i = sortedBatchGroups_.Begin(); i != sortedBatchGroups_.End(); ++i)
  727. {
  728. BatchGroup* group = *i;
  729. if (markToStencil)
  730. graphics->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, group->lightMask_);
  731. group->Draw(view);
  732. }
  733. // Non-instanced
  734. for (PODVector<Batch*>::ConstIterator i = sortedBatches_.Begin(); i != sortedBatches_.End(); ++i)
  735. {
  736. Batch* batch = *i;
  737. if (markToStencil)
  738. graphics->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, batch->lightMask_);
  739. if (!usingLightOptimization)
  740. {
  741. // If drawing an alpha batch, we can optimize fillrate by scissor test
  742. if (!batch->isBase_ && batch->lightQueue_)
  743. renderer->OptimizeLightByScissor(batch->lightQueue_->light_, batch->camera_);
  744. else
  745. graphics->SetScissorTest(false);
  746. }
  747. batch->Draw(view);
  748. }
  749. }
  750. unsigned BatchQueue::GetNumInstances() const
  751. {
  752. unsigned total = 0;
  753. for (HashMap<BatchGroupKey, BatchGroup>::ConstIterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  754. {
  755. if (i->second_.geometryType_ == GEOM_INSTANCED)
  756. total += i->second_.instances_.Size();
  757. }
  758. return total;
  759. }
  760. }