Batch.cpp 40 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 USE_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 USE_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. // Set pass / material-specific renderstates
  158. if (pass_ && material_)
  159. {
  160. bool isShadowPass = pass_->GetType() == PASS_SHADOW;
  161. graphics->SetBlendMode(pass_->GetBlendMode());
  162. renderer->SetCullMode(isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode(), camera_);
  163. if (!isShadowPass)
  164. {
  165. const BiasParameters& depthBias = material_->GetDepthBias();
  166. graphics->SetDepthBias(depthBias.constantBias_, depthBias.slopeScaledBias_);
  167. }
  168. graphics->SetDepthTest(pass_->GetDepthTestMode());
  169. graphics->SetDepthWrite(pass_->GetDepthWrite());
  170. }
  171. // Set shaders
  172. graphics->SetShaders(vertexShader_, pixelShader_);
  173. // Set global frame parameters
  174. if (graphics->NeedParameterUpdate(SP_FRAME, (void*)0))
  175. {
  176. Scene* scene = view->GetScene();
  177. if (scene)
  178. {
  179. float elapsedTime = scene->GetElapsedTime();
  180. graphics->SetShaderParameter(VSP_ELAPSEDTIME, elapsedTime);
  181. graphics->SetShaderParameter(PSP_ELAPSEDTIME, elapsedTime);
  182. }
  183. }
  184. // Set camera shader parameters
  185. unsigned cameraHash = overrideView_ ? (unsigned)(size_t)camera_ + 4 : (unsigned)(size_t)camera_;
  186. if (graphics->NeedParameterUpdate(SP_CAMERA, reinterpret_cast<void*>(cameraHash)))
  187. {
  188. Matrix3x4 cameraEffectiveTransform = camera_->GetEffectiveWorldTransform();
  189. graphics->SetShaderParameter(VSP_CAMERAPOS, cameraEffectiveTransform.Translation());
  190. graphics->SetShaderParameter(VSP_CAMERAROT, cameraEffectiveTransform.RotationMatrix());
  191. float nearClip = camera_->GetNearClip();
  192. float farClip = camera_->GetFarClip();
  193. graphics->SetShaderParameter(VSP_NEARCLIP, nearClip);
  194. graphics->SetShaderParameter(VSP_FARCLIP, farClip);
  195. graphics->SetShaderParameter(PSP_NEARCLIP, nearClip);
  196. graphics->SetShaderParameter(PSP_FARCLIP, farClip);
  197. Vector4 depthMode = Vector4::ZERO;
  198. if (camera_->IsOrthographic())
  199. {
  200. depthMode.x_ = 1.0f;
  201. #ifdef USE_OPENGL
  202. depthMode.z_ = 0.5f;
  203. depthMode.w_ = 0.5f;
  204. #else
  205. depthMode.z_ = 1.0f;
  206. #endif
  207. }
  208. else
  209. depthMode.w_ = 1.0f / camera_->GetFarClip();
  210. graphics->SetShaderParameter(VSP_DEPTHMODE, depthMode);
  211. Vector3 nearVector, farVector;
  212. camera_->GetFrustumSize(nearVector, farVector);
  213. Vector4 viewportParams(farVector.x_, farVector.y_, farVector.z_, 0.0f);
  214. graphics->SetShaderParameter(VSP_FRUSTUMSIZE, viewportParams);
  215. Matrix4 projection = camera_->GetProjection();
  216. #ifdef USE_OPENGL
  217. // Add constant depth bias manually to the projection matrix due to glPolygonOffset() inconsistency
  218. float constantBias = 2.0f * graphics->GetDepthConstantBias();
  219. // On OpenGL ES slope-scaled bias can not be guaranteed to be available, and the shadow filtering is more coarse,
  220. // so use a higher constant bias
  221. #ifdef GL_ES_VERSION_2_0
  222. constantBias *= 2.0f;
  223. #endif
  224. projection.m22_ += projection.m32_ * constantBias;
  225. projection.m23_ += projection.m33_ * constantBias;
  226. #endif
  227. if (overrideView_)
  228. graphics->SetShaderParameter(VSP_VIEWPROJ, projection);
  229. else
  230. graphics->SetShaderParameter(VSP_VIEWPROJ, projection * camera_->GetView());
  231. }
  232. // Set viewport shader parameters
  233. IntVector2 rtSize = graphics->GetRenderTargetDimensions();
  234. IntRect viewport = graphics->GetViewport();
  235. unsigned viewportHash = (viewport.left_) | (viewport.top_ << 8) | (viewport.right_ << 16) | (viewport.bottom_ << 24);
  236. if (graphics->NeedParameterUpdate(SP_VIEWPORT, reinterpret_cast<void*>(viewportHash)))
  237. {
  238. float rtWidth = (float)rtSize.x_;
  239. float rtHeight = (float)rtSize.y_;
  240. float widthRange = 0.5f * viewport.Width() / rtWidth;
  241. float heightRange = 0.5f * viewport.Height() / rtHeight;
  242. #ifdef USE_OPENGL
  243. Vector4 bufferUVOffset(((float)viewport.left_) / rtWidth + widthRange,
  244. 1.0f - (((float)viewport.top_) / rtHeight + heightRange), widthRange, heightRange);
  245. #else
  246. Vector4 bufferUVOffset((0.5f + (float)viewport.left_) / rtWidth + widthRange,
  247. (0.5f + (float)viewport.top_) / rtHeight + heightRange, widthRange, heightRange);
  248. #endif
  249. graphics->SetShaderParameter(VSP_GBUFFEROFFSETS, bufferUVOffset);
  250. float sizeX = 1.0f / rtWidth;
  251. float sizeY = 1.0f / rtHeight;
  252. graphics->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(sizeX, sizeY, 0.0f, 0.0f));
  253. }
  254. // Set model or skinning transforms
  255. if (setModelTransform && graphics->NeedParameterUpdate(SP_OBJECTTRANSFORM, worldTransform_))
  256. {
  257. if (geometryType_ == GEOM_SKINNED)
  258. {
  259. graphics->SetShaderParameter(VSP_SKINMATRICES, reinterpret_cast<const float*>(worldTransform_),
  260. 12 * numWorldTransforms_);
  261. }
  262. else
  263. graphics->SetShaderParameter(VSP_MODEL, *worldTransform_);
  264. // Set the orientation for billboards, either from the object itself or from the camera
  265. if (geometryType_ == GEOM_BILLBOARD)
  266. {
  267. if (numWorldTransforms_ > 1)
  268. graphics->SetShaderParameter(VSP_BILLBOARDROT, worldTransform_[1].RotationMatrix());
  269. else
  270. graphics->SetShaderParameter(VSP_BILLBOARDROT, cameraNode->GetWorldRotation().RotationMatrix());
  271. }
  272. }
  273. // Set zone-related shader parameters
  274. BlendMode blend = graphics->GetBlendMode();
  275. // If the pass is additive, override fog color to black so that shaders do not need a separate additive path
  276. bool overrideFogColorToBlack = blend == BLEND_ADD || blend == BLEND_ADDALPHA;
  277. unsigned zoneHash = (unsigned)(size_t)zone_;
  278. if (overrideFogColorToBlack)
  279. zoneHash += 0x80000000;
  280. if (zone_ && graphics->NeedParameterUpdate(SP_ZONE, reinterpret_cast<void*>(zoneHash)))
  281. {
  282. graphics->SetShaderParameter(VSP_AMBIENTSTARTCOLOR, zone_->GetAmbientStartColor());
  283. graphics->SetShaderParameter(VSP_AMBIENTENDCOLOR, zone_->GetAmbientEndColor().ToVector4() - zone_->GetAmbientStartColor().ToVector4());
  284. const BoundingBox& box = zone_->GetBoundingBox();
  285. Vector3 boxSize = box.Size();
  286. Matrix3x4 adjust(Matrix3x4::IDENTITY);
  287. adjust.SetScale(Vector3(1.0f / boxSize.x_, 1.0f / boxSize.y_, 1.0f / boxSize.z_));
  288. adjust.SetTranslation(Vector3(0.5f, 0.5f, 0.5f));
  289. Matrix3x4 zoneTransform = adjust * zone_->GetInverseWorldTransform();
  290. graphics->SetShaderParameter(VSP_ZONE, zoneTransform);
  291. graphics->SetShaderParameter(PSP_AMBIENTCOLOR, zone_->GetAmbientColor());
  292. graphics->SetShaderParameter(PSP_FOGCOLOR, overrideFogColorToBlack ? Color::BLACK : zone_->GetFogColor());
  293. float farClip = camera_->GetFarClip();
  294. float fogStart = Min(zone_->GetFogStart(), farClip);
  295. float fogEnd = Min(zone_->GetFogEnd(), farClip);
  296. if (fogStart >= fogEnd * (1.0f - M_LARGE_EPSILON))
  297. fogStart = fogEnd * (1.0f - M_LARGE_EPSILON);
  298. float fogRange = Max(fogEnd - fogStart, M_EPSILON);
  299. Vector4 fogParams(fogEnd / farClip, farClip / fogRange, 0.0f, 0.0f);
  300. Node* zoneNode = zone_->GetNode();
  301. if (zone_->GetHeightFog() && zoneNode)
  302. {
  303. Vector3 worldFogHeightVec = zoneNode->GetWorldTransform() * Vector3(0.0f, zone_->GetFogHeight(), 0.0f);
  304. fogParams.z_ = worldFogHeightVec.y_;
  305. fogParams.w_ = zone_->GetFogHeightScale() / Max(zoneNode->GetWorldScale().y_, M_EPSILON);
  306. }
  307. graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams);
  308. }
  309. // Set light-related shader parameters
  310. Light* light = 0;
  311. Texture2D* shadowMap = 0;
  312. if (lightQueue_)
  313. {
  314. light = lightQueue_->light_;
  315. shadowMap = lightQueue_->shadowMap_;
  316. if (graphics->NeedParameterUpdate(SP_VERTEXLIGHTS, lightQueue_) && graphics->HasShaderParameter(VS, VSP_VERTEXLIGHTS))
  317. {
  318. Vector4 vertexLights[MAX_VERTEX_LIGHTS * 3];
  319. const PODVector<Light*>& lights = lightQueue_->vertexLights_;
  320. for (unsigned i = 0; i < lights.Size(); ++i)
  321. {
  322. Light* vertexLight = lights[i];
  323. Node* vertexLightNode = vertexLight->GetNode();
  324. LightType type = vertexLight->GetLightType();
  325. // Attenuation
  326. float invRange, cutoff, invCutoff;
  327. if (type == LIGHT_DIRECTIONAL)
  328. invRange = 0.0f;
  329. else
  330. invRange = 1.0f / Max(vertexLight->GetRange(), M_EPSILON);
  331. if (type == LIGHT_SPOT)
  332. {
  333. cutoff = Cos(vertexLight->GetFov() * 0.5f);
  334. invCutoff = 1.0f / (1.0f - cutoff);
  335. }
  336. else
  337. {
  338. cutoff = -1.0f;
  339. invCutoff = 1.0f;
  340. }
  341. // Color
  342. float fade = 1.0f;
  343. float fadeEnd = vertexLight->GetDrawDistance();
  344. float fadeStart = vertexLight->GetFadeDistance();
  345. // Do fade calculation for light if both fade & draw distance defined
  346. if (vertexLight->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
  347. fade = Min(1.0f - (vertexLight->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
  348. Color color = vertexLight->GetColor() * fade;
  349. vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange);
  350. // Direction
  351. vertexLights[i * 3 + 1] = Vector4(-(vertexLightNode->GetWorldDirection()), cutoff);
  352. // Position
  353. vertexLights[i * 3 + 2] = Vector4(vertexLightNode->GetWorldPosition(), invCutoff);
  354. }
  355. if (lights.Size())
  356. graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4);
  357. }
  358. }
  359. if (light && graphics->NeedParameterUpdate(SP_LIGHT, light))
  360. {
  361. // Deferred light volume batches operate in a camera-centered space. Detect from material, zone & pass all being null
  362. bool isLightVolume = !material_ && !pass_ && !zone_;
  363. Matrix3x4 cameraEffectiveTransform = camera_->GetEffectiveWorldTransform();
  364. Vector3 cameraEffectivePos = cameraEffectiveTransform.Translation();
  365. Node* lightNode = light->GetNode();
  366. Matrix3 lightWorldRotation = lightNode->GetWorldRotation().RotationMatrix();
  367. graphics->SetShaderParameter(VSP_LIGHTDIR, lightWorldRotation * Vector3::BACK);
  368. float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
  369. graphics->SetShaderParameter(VSP_LIGHTPOS, Vector4(lightNode->GetWorldPosition(), atten));
  370. if (graphics->HasShaderParameter(VS, VSP_LIGHTMATRICES))
  371. {
  372. switch (light->GetLightType())
  373. {
  374. case LIGHT_DIRECTIONAL:
  375. {
  376. Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
  377. unsigned numSplits = lightQueue_->shadowSplits_.Size();
  378. for (unsigned i = 0; i < numSplits; ++i)
  379. CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, Vector3::ZERO);
  380. graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
  381. }
  382. break;
  383. case LIGHT_SPOT:
  384. {
  385. Matrix4 shadowMatrices[2];
  386. CalculateSpotMatrix(shadowMatrices[0], light, Vector3::ZERO);
  387. bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP);
  388. if (isShadowed)
  389. CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, Vector3::ZERO);
  390. graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
  391. }
  392. break;
  393. case LIGHT_POINT:
  394. {
  395. Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
  396. // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
  397. // the next parameter
  398. #ifdef USE_OPENGL
  399. graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 16);
  400. #else
  401. graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 12);
  402. #endif
  403. }
  404. break;
  405. }
  406. }
  407. float fade = 1.0f;
  408. float fadeEnd = light->GetDrawDistance();
  409. float fadeStart = light->GetFadeDistance();
  410. // Do fade calculation for light if both fade & draw distance defined
  411. if (light->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
  412. fade = Min(1.0f - (light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
  413. graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetColor(), light->GetSpecularIntensity()) * fade);
  414. graphics->SetShaderParameter(PSP_LIGHTDIR, lightWorldRotation * Vector3::BACK);
  415. graphics->SetShaderParameter(PSP_LIGHTPOS, Vector4((isLightVolume ? (lightNode->GetWorldPosition() -
  416. cameraEffectivePos) : lightNode->GetWorldPosition()), atten));
  417. if (graphics->HasShaderParameter(PS, PSP_LIGHTMATRICES))
  418. {
  419. switch (light->GetLightType())
  420. {
  421. case LIGHT_DIRECTIONAL:
  422. {
  423. Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
  424. unsigned numSplits = lightQueue_->shadowSplits_.Size();
  425. for (unsigned i = 0; i < numSplits; ++i)
  426. {
  427. CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer, isLightVolume ? cameraEffectivePos :
  428. Vector3::ZERO);
  429. }
  430. graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
  431. }
  432. break;
  433. case LIGHT_SPOT:
  434. {
  435. Matrix4 shadowMatrices[2];
  436. CalculateSpotMatrix(shadowMatrices[0], light, cameraEffectivePos);
  437. bool isShadowed = lightQueue_->shadowMap_ != 0;
  438. if (isShadowed)
  439. {
  440. CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer, isLightVolume ? cameraEffectivePos :
  441. Vector3::ZERO);
  442. }
  443. graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
  444. }
  445. break;
  446. case LIGHT_POINT:
  447. {
  448. Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
  449. // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
  450. // the next parameter
  451. #ifdef USE_OPENGL
  452. graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 16);
  453. #else
  454. graphics->SetShaderParameter(PSP_LIGHTMATRICES, lightVecRot.Data(), 12);
  455. #endif
  456. }
  457. break;
  458. }
  459. }
  460. // Set shadow mapping shader parameters
  461. if (shadowMap)
  462. {
  463. {
  464. unsigned faceWidth = shadowMap->GetWidth() / 2;
  465. unsigned faceHeight = shadowMap->GetHeight() / 3;
  466. float width = (float)shadowMap->GetWidth();
  467. float height = (float)shadowMap->GetHeight();
  468. #ifdef USE_OPENGL
  469. float mulX = (float)(faceWidth - 3) / width;
  470. float mulY = (float)(faceHeight - 3) / height;
  471. float addX = 1.5f / width;
  472. float addY = 1.5f / height;
  473. #else
  474. float mulX = (float)(faceWidth - 4) / width;
  475. float mulY = (float)(faceHeight - 4) / height;
  476. float addX = 2.5f / width;
  477. float addY = 2.5f / height;
  478. #endif
  479. // If using 4 shadow samples, offset the position diagonally by half pixel
  480. if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT)
  481. {
  482. addX -= 0.5f / width;
  483. addY -= 0.5f / height;
  484. }
  485. graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY));
  486. }
  487. {
  488. Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
  489. float nearClip = shadowCamera->GetNearClip();
  490. float farClip = shadowCamera->GetFarClip();
  491. float q = farClip / (farClip - nearClip);
  492. float r = -q * nearClip;
  493. const CascadeParameters& parameters = light->GetShadowCascade();
  494. float viewFarClip = camera_->GetFarClip();
  495. float shadowRange = parameters.GetShadowRange();
  496. float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip;
  497. float fadeEnd = shadowRange / viewFarClip;
  498. float fadeRange = fadeEnd - fadeStart;
  499. graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange));
  500. }
  501. {
  502. float intensity = light->GetShadowIntensity();
  503. float fadeStart = light->GetShadowFadeDistance();
  504. float fadeEnd = light->GetShadowDistance();
  505. if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart)
  506. intensity = Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f));
  507. float pcfValues = (1.0f - intensity);
  508. float samples = renderer->GetShadowQuality() >= SHADOWQUALITY_HIGH_16BIT ? 4.0f : 1.0f;
  509. graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues / samples, intensity, 0.0f, 0.0f));
  510. }
  511. float sizeX = 1.0f / (float)shadowMap->GetWidth();
  512. float sizeY = 1.0f / (float)shadowMap->GetHeight();
  513. graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector4(sizeX, sizeY, 0.0f, 0.0f));
  514. Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE);
  515. if (lightQueue_->shadowSplits_.Size() > 1)
  516. lightSplits.x_ = lightQueue_->shadowSplits_[0].farSplit_ / camera_->GetFarClip();
  517. if (lightQueue_->shadowSplits_.Size() > 2)
  518. lightSplits.y_ = lightQueue_->shadowSplits_[1].farSplit_ / camera_->GetFarClip();
  519. if (lightQueue_->shadowSplits_.Size() > 3)
  520. lightSplits.z_ = lightQueue_->shadowSplits_[2].farSplit_ / camera_->GetFarClip();
  521. graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits);
  522. }
  523. }
  524. // Set material-specific shader parameters and textures
  525. if (material_)
  526. {
  527. if (graphics->NeedParameterUpdate(SP_MATERIAL, material_))
  528. {
  529. const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters();
  530. for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  531. graphics->SetShaderParameter(i->first_, i->second_.value_);
  532. }
  533. const SharedPtr<Texture>* textures = material_->GetTextures();
  534. for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
  535. {
  536. TextureUnit unit = (TextureUnit)i;
  537. if (textures[i] && graphics->HasTextureUnit(unit))
  538. graphics->SetTexture(i, textures[i]);
  539. }
  540. }
  541. // Set light-related textures
  542. if (light)
  543. {
  544. if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP))
  545. graphics->SetTexture(TU_SHADOWMAP, shadowMap);
  546. if (graphics->HasTextureUnit(TU_LIGHTRAMP))
  547. {
  548. Texture* rampTexture = light->GetRampTexture();
  549. if (!rampTexture)
  550. rampTexture = renderer->GetDefaultLightRamp();
  551. graphics->SetTexture(TU_LIGHTRAMP, rampTexture);
  552. }
  553. if (graphics->HasTextureUnit(TU_LIGHTSHAPE))
  554. {
  555. Texture* shapeTexture = light->GetShapeTexture();
  556. if (!shapeTexture && light->GetLightType() == LIGHT_SPOT)
  557. shapeTexture = renderer->GetDefaultLightSpot();
  558. graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture);
  559. }
  560. }
  561. }
  562. void Batch::Draw(View* view) const
  563. {
  564. if (!geometry_->IsEmpty())
  565. {
  566. Prepare(view);
  567. geometry_->Draw(view->GetGraphics());
  568. }
  569. }
  570. void BatchGroup::SetTransforms(void* lockedData, unsigned& freeIndex)
  571. {
  572. // Do not use up buffer space if not going to draw as instanced
  573. if (geometryType_ != GEOM_INSTANCED)
  574. return;
  575. startIndex_ = freeIndex;
  576. Matrix3x4* dest = (Matrix3x4*)lockedData;
  577. dest += freeIndex;
  578. for (unsigned i = 0; i < instances_.Size(); ++i)
  579. *dest++ = *instances_[i].worldTransform_;
  580. freeIndex += instances_.Size();
  581. }
  582. void BatchGroup::Draw(View* view) const
  583. {
  584. Graphics* graphics = view->GetGraphics();
  585. Renderer* renderer = view->GetRenderer();
  586. if (instances_.Size() && !geometry_->IsEmpty())
  587. {
  588. // Draw as individual objects if instancing not supported
  589. VertexBuffer* instanceBuffer = renderer->GetInstancingBuffer();
  590. if (!instanceBuffer || geometryType_ != GEOM_INSTANCED)
  591. {
  592. Batch::Prepare(view, false);
  593. graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
  594. graphics->SetVertexBuffers(geometry_->GetVertexBuffers(), geometry_->GetVertexElementMasks());
  595. for (unsigned i = 0; i < instances_.Size(); ++i)
  596. {
  597. if (graphics->NeedParameterUpdate(SP_OBJECTTRANSFORM, instances_[i].worldTransform_))
  598. graphics->SetShaderParameter(VSP_MODEL, *instances_[i].worldTransform_);
  599. graphics->Draw(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
  600. geometry_->GetVertexStart(), geometry_->GetVertexCount());
  601. }
  602. }
  603. else
  604. {
  605. Batch::Prepare(view, false);
  606. // Get the geometry vertex buffers, then add the instancing stream buffer
  607. // Hack: use a const_cast to avoid dynamic allocation of new temp vectors
  608. Vector<SharedPtr<VertexBuffer> >& vertexBuffers = const_cast<Vector<SharedPtr<VertexBuffer> >&>
  609. (geometry_->GetVertexBuffers());
  610. PODVector<unsigned>& elementMasks = const_cast<PODVector<unsigned>&>(geometry_->GetVertexElementMasks());
  611. vertexBuffers.Push(SharedPtr<VertexBuffer>(instanceBuffer));
  612. elementMasks.Push(instanceBuffer->GetElementMask());
  613. // No stream offset support, instancing buffer not pre-filled with transforms: have to fill now
  614. if (startIndex_ == M_MAX_UNSIGNED)
  615. {
  616. unsigned startIndex = 0;
  617. while (startIndex < instances_.Size())
  618. {
  619. unsigned instances = instances_.Size() - startIndex;
  620. if (instances > instanceBuffer->GetVertexCount())
  621. instances = instanceBuffer->GetVertexCount();
  622. // Copy the transforms
  623. Matrix3x4* dest = (Matrix3x4*)instanceBuffer->Lock(0, instances, true);
  624. if (dest)
  625. {
  626. for (unsigned i = 0; i < instances; ++i)
  627. dest[i] = *instances_[i + startIndex].worldTransform_;
  628. instanceBuffer->Unlock();
  629. graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
  630. graphics->SetVertexBuffers(vertexBuffers, elementMasks);
  631. graphics->DrawInstanced(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(),
  632. geometry_->GetIndexCount(), geometry_->GetVertexStart(), geometry_->GetVertexCount(), instances);
  633. }
  634. startIndex += instances;
  635. }
  636. }
  637. // Stream offset supported and instancing buffer has been already filled, so just draw
  638. else
  639. {
  640. graphics->SetIndexBuffer(geometry_->GetIndexBuffer());
  641. graphics->SetVertexBuffers(vertexBuffers, elementMasks, startIndex_);
  642. graphics->DrawInstanced(geometry_->GetPrimitiveType(), geometry_->GetIndexStart(), geometry_->GetIndexCount(),
  643. geometry_->GetVertexStart(), geometry_->GetVertexCount(), instances_.Size());
  644. }
  645. // Remove the instancing buffer & element mask now
  646. vertexBuffers.Pop();
  647. elementMasks.Pop();
  648. }
  649. }
  650. }
  651. unsigned BatchGroupKey::ToHash() const
  652. {
  653. return ((unsigned)(size_t)zone_) / sizeof(Zone) +
  654. ((unsigned)(size_t)lightQueue_) / sizeof(LightBatchQueue) +
  655. ((unsigned)(size_t)pass_) / sizeof(Pass) +
  656. ((unsigned)(size_t)material_) / sizeof(Material) +
  657. ((unsigned)(size_t)geometry_) / sizeof(Geometry);
  658. }
  659. void BatchQueue::Clear(int maxSortedInstances)
  660. {
  661. batches_.Clear();
  662. sortedBatches_.Clear();
  663. batchGroups_.Clear();
  664. maxSortedInstances_ = maxSortedInstances;
  665. }
  666. void BatchQueue::SortBackToFront()
  667. {
  668. sortedBatches_.Resize(batches_.Size());
  669. for (unsigned i = 0; i < batches_.Size(); ++i)
  670. sortedBatches_[i] = &batches_[i];
  671. Sort(sortedBatches_.Begin(), sortedBatches_.End(), CompareBatchesBackToFront);
  672. // Do not actually sort batch groups, just list them
  673. sortedBatchGroups_.Resize(batchGroups_.Size());
  674. unsigned index = 0;
  675. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  676. sortedBatchGroups_[index++] = &i->second_;
  677. }
  678. void BatchQueue::SortFrontToBack()
  679. {
  680. sortedBatches_.Clear();
  681. for (unsigned i = 0; i < batches_.Size(); ++i)
  682. sortedBatches_.Push(&batches_[i]);
  683. SortFrontToBack2Pass(sortedBatches_);
  684. // Sort each group front to back
  685. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  686. {
  687. if (i->second_.instances_.Size() <= maxSortedInstances_)
  688. {
  689. Sort(i->second_.instances_.Begin(), i->second_.instances_.End(), CompareInstancesFrontToBack);
  690. if (i->second_.instances_.Size())
  691. i->second_.distance_ = i->second_.instances_[0].distance_;
  692. }
  693. else
  694. {
  695. float minDistance = M_INFINITY;
  696. for (PODVector<InstanceData>::ConstIterator j = i->second_.instances_.Begin(); j != i->second_.instances_.End(); ++j)
  697. minDistance = Min(minDistance, j->distance_);
  698. i->second_.distance_ = minDistance;
  699. }
  700. }
  701. sortedBatchGroups_.Resize(batchGroups_.Size());
  702. unsigned index = 0;
  703. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  704. sortedBatchGroups_[index++] = &i->second_;
  705. SortFrontToBack2Pass(reinterpret_cast<PODVector<Batch*>& >(sortedBatchGroups_));
  706. }
  707. void BatchQueue::SortFrontToBack2Pass(PODVector<Batch*>& batches)
  708. {
  709. // Mobile devices likely use a tiled deferred approach, with which front-to-back sorting is irrelevant. The 2-pass
  710. // method is also time consuming, so just sort with state having priority
  711. #ifdef GL_ES_VERSION_2_0
  712. Sort(batches.Begin(), batches.End(), CompareBatchesState);
  713. #else
  714. // For desktop, first sort by distance and remap shader/material/geometry IDs in the sort key
  715. Sort(batches.Begin(), batches.End(), CompareBatchesFrontToBack);
  716. unsigned freeShaderID = 0;
  717. unsigned short freeMaterialID = 0;
  718. unsigned short freeGeometryID = 0;
  719. for (PODVector<Batch*>::Iterator i = batches.Begin(); i != batches.End(); ++i)
  720. {
  721. Batch* batch = *i;
  722. unsigned shaderID = (batch->sortKey_ >> 32);
  723. HashMap<unsigned, unsigned>::ConstIterator j = shaderRemapping_.Find(shaderID);
  724. if (j != shaderRemapping_.End())
  725. shaderID = j->second_;
  726. else
  727. {
  728. shaderID = shaderRemapping_[shaderID] = freeShaderID | (shaderID & 0xc0000000);
  729. ++freeShaderID;
  730. }
  731. unsigned short materialID = (unsigned short)(batch->sortKey_ & 0xffff0000);
  732. HashMap<unsigned short, unsigned short>::ConstIterator k = materialRemapping_.Find(materialID);
  733. if (k != materialRemapping_.End())
  734. materialID = k->second_;
  735. else
  736. {
  737. materialID = materialRemapping_[materialID] = freeMaterialID;
  738. ++freeMaterialID;
  739. }
  740. unsigned short geometryID = (unsigned short)(batch->sortKey_ & 0xffff);
  741. HashMap<unsigned short, unsigned short>::ConstIterator l = geometryRemapping_.Find(geometryID);
  742. if (l != geometryRemapping_.End())
  743. geometryID = l->second_;
  744. else
  745. {
  746. geometryID = geometryRemapping_[geometryID] = freeGeometryID;
  747. ++freeGeometryID;
  748. }
  749. batch->sortKey_ = (((unsigned long long)shaderID) << 32) || (((unsigned long long)materialID) << 16) | geometryID;
  750. }
  751. shaderRemapping_.Clear();
  752. materialRemapping_.Clear();
  753. geometryRemapping_.Clear();
  754. // Finally sort again with the rewritten ID's
  755. Sort(batches.Begin(), batches.End(), CompareBatchesState);
  756. #endif
  757. }
  758. void BatchQueue::SetTransforms(void* lockedData, unsigned& freeIndex)
  759. {
  760. for (HashMap<BatchGroupKey, BatchGroup>::Iterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  761. i->second_.SetTransforms(lockedData, freeIndex);
  762. }
  763. void BatchQueue::Draw(View* view, bool markToStencil, bool usingLightOptimization) const
  764. {
  765. Graphics* graphics = view->GetGraphics();
  766. Renderer* renderer = view->GetRenderer();
  767. // If View has set up its own light optimizations, do not disturb the stencil/scissor test settings
  768. if (!usingLightOptimization)
  769. {
  770. graphics->SetScissorTest(false);
  771. // During G-buffer rendering, mark opaque pixels' lightmask to stencil buffer if requested
  772. if (!markToStencil)
  773. graphics->SetStencilTest(false);
  774. }
  775. // Instanced
  776. for (PODVector<BatchGroup*>::ConstIterator i = sortedBatchGroups_.Begin(); i != sortedBatchGroups_.End(); ++i)
  777. {
  778. BatchGroup* group = *i;
  779. if (markToStencil)
  780. graphics->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, group->lightMask_);
  781. group->Draw(view);
  782. }
  783. // Non-instanced
  784. for (PODVector<Batch*>::ConstIterator i = sortedBatches_.Begin(); i != sortedBatches_.End(); ++i)
  785. {
  786. Batch* batch = *i;
  787. if (markToStencil)
  788. graphics->SetStencilTest(true, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, batch->lightMask_);
  789. if (!usingLightOptimization)
  790. {
  791. // If drawing an alpha batch, we can optimize fillrate by scissor test
  792. if (!batch->isBase_ && batch->lightQueue_)
  793. renderer->OptimizeLightByScissor(batch->lightQueue_->light_, batch->camera_);
  794. else
  795. graphics->SetScissorTest(false);
  796. }
  797. batch->Draw(view);
  798. }
  799. }
  800. unsigned BatchQueue::GetNumInstances() const
  801. {
  802. unsigned total = 0;
  803. for (HashMap<BatchGroupKey, BatchGroup>::ConstIterator i = batchGroups_.Begin(); i != batchGroups_.End(); ++i)
  804. {
  805. if (i->second_.geometryType_ == GEOM_INSTANCED)
  806. total += i->second_.instances_.Size();
  807. }
  808. return total;
  809. }
  810. }