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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #pragma once
- #include "../Container/Ptr.h"
- #include "../Graphics/Drawable.h"
- #include "../Graphics/Material.h"
- #include "../Math/MathDefs.h"
- #include "../Math/Matrix3x4.h"
- #include "../Math/Rect.h"
- namespace Urho3D
- {
- class Camera;
- class Drawable;
- class Geometry;
- class Light;
- class Material;
- class Matrix3x4;
- class Pass;
- class ShaderVariation;
- class Texture2D;
- class VertexBuffer;
- class View;
- class Zone;
- struct LightBatchQueue;
- /// Queued 3D geometry draw call.
- struct Batch
- {
- /// Construct with defaults.
- Batch() = default;
- /// Construct from a drawable's source batch.
- explicit Batch(const SourceBatch& rhs) :
- distance_(rhs.distance_),
- renderOrder_(rhs.material_ ? rhs.material_->GetRenderOrder() : DEFAULT_RENDER_ORDER),
- isBase_(false),
- geometry_(rhs.geometry_),
- material_(rhs.material_),
- worldTransform_(rhs.worldTransform_),
- numWorldTransforms_(rhs.numWorldTransforms_),
- instancingData_(rhs.instancingData_),
- lightQueue_(nullptr),
- geometryType_(rhs.geometryType_)
- {
- }
- /// Calculate state sorting key, which consists of base pass flag, light, pass and geometry.
- void CalculateSortKey();
- /// Prepare for rendering.
- void Prepare(View* view, Camera* camera, bool setModelTransform, bool allowDepthWrite) const;
- /// Prepare and draw.
- void Draw(View* view, Camera* camera, bool allowDepthWrite) const;
- /// State sorting key.
- hash64 sortKey_{};
- /// Distance from camera.
- float distance_{};
- /// 8-bit render order modifier from material.
- i8 renderOrder_{};
- /// 8-bit light mask for stencil marking in deferred rendering.
- unsigned char lightMask_{};
- /// Base batch flag. This tells to draw the object fully without light optimizations.
- bool isBase_{};
- /// Geometry.
- Geometry* geometry_{};
- /// Material.
- Material* material_{};
- /// World transform(s). For a skinned model, these are the bone transforms.
- const Matrix3x4* worldTransform_{};
- /// Number of world transforms.
- i32 numWorldTransforms_{};
- /// Per-instance data. If not null, must contain enough data to fill instancing buffer.
- void* instancingData_{};
- /// Zone.
- Zone* zone_{};
- /// Light properties.
- LightBatchQueue* lightQueue_{};
- /// Material pass.
- Pass* pass_{};
- /// Vertex shader.
- ShaderVariation* vertexShader_{};
- /// Pixel shader.
- ShaderVariation* pixelShader_{};
- /// %Geometry type.
- GeometryType geometryType_{};
- };
- /// Data for one geometry instance.
- struct InstanceData
- {
- /// Construct undefined.
- InstanceData() = default;
- /// Construct with transform, instancing data and distance.
- InstanceData(const Matrix3x4* worldTransform, const void* instancingData, float distance) :
- worldTransform_(worldTransform),
- instancingData_(instancingData),
- distance_(distance)
- {
- }
- /// World transform.
- const Matrix3x4* worldTransform_{};
- /// Instancing data buffer.
- const void* instancingData_{};
- /// Distance from camera.
- float distance_{};
- };
- /// Instanced 3D geometry draw call.
- struct BatchGroup : public Batch
- {
- /// Construct with defaults.
- BatchGroup() :
- startIndex_(NINDEX)
- {
- }
- /// Construct from a batch.
- explicit BatchGroup(const Batch& batch) :
- Batch(batch),
- startIndex_(NINDEX)
- {
- }
- /// Destruct.
- ~BatchGroup() = default;
- /// Add world transform(s) from a batch.
- void AddTransforms(const Batch& batch)
- {
- InstanceData newInstance;
- newInstance.distance_ = batch.distance_;
- newInstance.instancingData_ = batch.instancingData_;
- for (i32 i = 0; i < batch.numWorldTransforms_; ++i)
- {
- newInstance.worldTransform_ = &batch.worldTransform_[i];
- instances_.Push(newInstance);
- }
- }
- /// Pre-set the instance data. Buffer must be big enough to hold all data.
- void SetInstancingData(void* lockedData, i32 stride, i32& freeIndex);
- /// Prepare and draw.
- void Draw(View* view, Camera* camera, bool allowDepthWrite) const;
- /// Instance data.
- Vector<InstanceData> instances_;
- /// Instance stream start index, or NINDEX if transforms not pre-set.
- i32 startIndex_;
- };
- /// Instanced draw call grouping key.
- struct BatchGroupKey
- {
- /// Construct undefined.
- BatchGroupKey() = default;
- /// Construct from a batch.
- explicit BatchGroupKey(const Batch& batch) :
- zone_(batch.zone_),
- lightQueue_(batch.lightQueue_),
- pass_(batch.pass_),
- material_(batch.material_),
- geometry_(batch.geometry_),
- renderOrder_(batch.renderOrder_)
- {
- }
- /// Zone.
- Zone* zone_;
- /// Light properties.
- LightBatchQueue* lightQueue_;
- /// Material pass.
- Pass* pass_;
- /// Material.
- Material* material_;
- /// Geometry.
- Geometry* geometry_;
- /// 8-bit render order modifier from material.
- i8 renderOrder_;
- /// Test for equality with another batch group key.
- bool operator ==(const BatchGroupKey& rhs) const
- {
- return zone_ == rhs.zone_ && lightQueue_ == rhs.lightQueue_ && pass_ == rhs.pass_ && material_ == rhs.material_ &&
- geometry_ == rhs.geometry_ && renderOrder_ == rhs.renderOrder_;
- }
- /// Test for inequality with another batch group key.
- bool operator !=(const BatchGroupKey& rhs) const
- {
- return zone_ != rhs.zone_ || lightQueue_ != rhs.lightQueue_ || pass_ != rhs.pass_ || material_ != rhs.material_ ||
- geometry_ != rhs.geometry_ || renderOrder_ != rhs.renderOrder_;
- }
- /// Return hash value.
- hash32 ToHash() const;
- };
- /// Queue that contains both instanced and non-instanced draw calls.
- struct BatchQueue
- {
- public:
- /// Clear for new frame by clearing all groups and batches.
- void Clear(int maxSortedInstances);
- /// Sort non-instanced draw calls back to front.
- void SortBackToFront();
- /// Sort instanced and non-instanced draw calls front to back.
- void SortFrontToBack();
- /// Sort batches front to back while also maintaining state sorting.
- void SortFrontToBack2Pass(Vector<Batch*>& batches);
- /// Pre-set instance data of all groups. The vertex buffer must be big enough to hold all data.
- void SetInstancingData(void* lockedData, i32 stride, i32& freeIndex);
- /// Draw.
- void Draw(View* view, Camera* camera, bool markToStencil, bool usingLightOptimization, bool allowDepthWrite) const;
- /// Return the combined amount of instances.
- i32 GetNumInstances() const;
- /// Return whether the batch group is empty.
- bool IsEmpty() const { return batches_.Empty() && batchGroups_.Empty(); }
- /// Instanced draw calls.
- HashMap<BatchGroupKey, BatchGroup> batchGroups_;
- /// Shader remapping table for 2-pass state and distance sort.
- HashMap<hash32, hash32> shaderRemapping_;
- /// Material remapping table for 2-pass state and distance sort.
- HashMap<hash16, hash16> materialRemapping_;
- /// Geometry remapping table for 2-pass state and distance sort.
- HashMap<hash16, hash16> geometryRemapping_;
- /// Unsorted non-instanced draw calls.
- Vector<Batch> batches_;
- /// Sorted non-instanced draw calls.
- Vector<Batch*> sortedBatches_;
- /// Sorted instanced draw calls.
- Vector<BatchGroup*> sortedBatchGroups_;
- /// Maximum sorted instances.
- i32 maxSortedInstances_;
- /// Whether the pass command contains extra shader defines.
- bool hasExtraDefines_;
- /// Vertex shader extra defines.
- String vsExtraDefines_;
- /// Pixel shader extra defines.
- String psExtraDefines_;
- /// Hash for vertex shader extra defines.
- StringHash vsExtraDefinesHash_;
- /// Hash for pixel shader extra defines.
- StringHash psExtraDefinesHash_;
- };
- /// Queue for shadow map draw calls.
- struct ShadowBatchQueue
- {
- /// Shadow map camera.
- Camera* shadowCamera_{};
- /// Shadow map viewport.
- IntRect shadowViewport_;
- /// Shadow caster draw calls.
- BatchQueue shadowBatches_;
- /// Directional light cascade near split distance.
- float nearSplit_{};
- /// Directional light cascade far split distance.
- float farSplit_{};
- };
- /// Queue for light related draw calls.
- struct LightBatchQueue
- {
- /// Per-pixel light.
- Light* light_;
- /// Light negative flag.
- bool negative_;
- /// Shadow map depth texture.
- Texture2D* shadowMap_;
- /// Lit geometry draw calls, base (replace blend mode).
- BatchQueue litBaseBatches_;
- /// Lit geometry draw calls, non-base (additive).
- BatchQueue litBatches_;
- /// Shadow map split queues.
- Vector<ShadowBatchQueue> shadowSplits_;
- /// Per-vertex lights.
- Vector<Light*> vertexLights_;
- /// Light volume draw calls.
- Vector<Batch> volumeBatches_;
- };
- }
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