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render-additive-light-queue.ts
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render-additive-light-queue.ts
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/**
* @packageDocumentation
* @module pipeline
*/
import { GFXCommandBuffer } from '../gfx/command-buffer';
import { IRenderObject, UBOForwardLight, SetIndex } from './define';
import { Light, LightType, SphereLight, SpotLight, Model, SubModel } from '../renderer/scene';
import { BatchingSchemes } from '../renderer/core/pass';
import { PipelineStateManager } from './pipeline-state-manager';
import { DSPool, ShaderPool, PassView, PassPool, SubModelPool, SubModelView, ShaderHandle } from '../renderer/core/memory-pools';
import { Vec3, nextPow2 } from '../../core/math';
import { RenderView } from './render-view';
import { sphere, intersect } from '../geometry';
import { GFXDevice, GFXRenderPass, GFXBuffer, GFXBufferUsageBit, GFXMemoryUsageBit } from '../gfx';
import { Pool } from '../memop';
import { InstancedBuffer } from './instanced-buffer';
import { BatchedBuffer } from './batched-buffer';
import { ForwardPipeline } from '../../../exports/base';
import { RenderInstancedQueue } from './render-instanced-queue';
import { RenderBatchedQueue } from './render-batched-queue';
import { getPhaseID } from './pass-phase';
interface IAdditiveLightPass {
subModel: SubModel;
passIdx: number;
dynamicOffsets: number[];
}
const _lightPassPool = new Pool<IAdditiveLightPass>(() => ({ subModel: null!, passIdx: -1, dynamicOffsets: [] }), 16);
const _vec4Array = new Float32Array(4);
const _sphere = sphere.create(0, 0, 0, 1);
const _dynamicOffsets: number[] = [];
const _lightIndices: number[] = [];
function cullSphereLight (light: SphereLight, model: Model) {
return !!(model.worldBounds && !intersect.aabb_aabb(model.worldBounds, light.aabb));
}
function cullSpotLight (light: SpotLight, model: Model) {
return !!(model.worldBounds &&
(!intersect.aabb_aabb(model.worldBounds, light.aabb) || !intersect.aabb_frustum(model.worldBounds, light.frustum)));
}
const _phaseID = getPhaseID('forward-add');
function getLightPassIndex (subModels: SubModel[]) {
for (let j = 0; j < subModels.length; j++) {
const passes = subModels[j].passes;
for (let k = 0; k < passes.length; k++) {
if (passes[k].phase === _phaseID) {
return k;
}
}
}
return -1;
}
/**
* @zh 叠加光照队列。
*/
export class RenderAdditiveLightQueue {
private _device: GFXDevice;
private _validLights: Light[] = [];
private _lightPasses: IAdditiveLightPass[] = [];
private _lightBufferCount = 16;
private _lightBufferStride: number;
private _lightBufferElementCount: number;
private _lightBuffer: GFXBuffer;
private _firstlightBufferView: GFXBuffer;
private _lightBufferData: Float32Array;
private _isHDR: boolean;
private _fpScale: number;
private _renderObjects: IRenderObject[];
private _instancedQueue: RenderInstancedQueue;
private _batchedQueue: RenderBatchedQueue;
private _lightMeterScale: number = 10000.0;
constructor (pipeline: ForwardPipeline) {
this._device = pipeline.device;
this._isHDR = pipeline.isHDR;
this._fpScale = pipeline.fpScale;
this._renderObjects = pipeline.renderObjects;
this._instancedQueue = new RenderInstancedQueue();
this._batchedQueue = new RenderBatchedQueue();
this._lightBufferStride = Math.ceil(UBOForwardLight.SIZE / this._device.uboOffsetAlignment) * this._device.uboOffsetAlignment;
this._lightBufferElementCount = this._lightBufferStride / Float32Array.BYTES_PER_ELEMENT;
this._lightBuffer = this._device.createBuffer({
memUsage: GFXMemoryUsageBit.HOST | GFXMemoryUsageBit.DEVICE,
usage: GFXBufferUsageBit.UNIFORM,
stride: this._lightBufferStride,
size: this._lightBufferStride * this._lightBufferCount,
});
this._firstlightBufferView = this._device.createBuffer({
buffer: this._lightBuffer,
offset: 0,
range: UBOForwardLight.SIZE,
});
this._lightBufferData = new Float32Array(this._lightBufferElementCount * this._lightBufferCount);
}
public gatherLightPasses (view: RenderView) {
const validLights = this._validLights;
const sphereLights = view.camera.scene!.sphereLights;
this._instancedQueue.clear();
this._batchedQueue.clear();
validLights.length = 0;
for (let i = 0; i < this._lightPasses.length; i++) {
const lp = this._lightPasses[i];
lp.dynamicOffsets.length = 0;
}
_lightPassPool.freeArray(this._lightPasses);
this._lightPasses.length = 0;
for (let i = 0; i < sphereLights.length; i++) {
const light = sphereLights[i];
sphere.set(_sphere, light.position.x, light.position.y, light.position.z, light.range);
if (intersect.sphere_frustum(_sphere, view.camera.frustum)) {
validLights.push(light);
}
}
const spotLights = view.camera.scene!.spotLights;
for (let i = 0; i < spotLights.length; i++) {
const light = spotLights[i];
sphere.set(_sphere, light.position.x, light.position.y, light.position.z, light.range);
if (intersect.sphere_frustum(_sphere, view.camera.frustum)) {
validLights.push(light);
}
}
if (!validLights.length) return;
this._updateUBOs(view);
for (let i = 0; i < this._renderObjects.length; i++) {
const ro = this._renderObjects[i];
const model = ro.model;
const subModels = model.subModels;
// this assumes light pass index is the same for all submodels
const lightPassIdx = getLightPassIndex(subModels);
if (lightPassIdx < 0) continue;
_lightIndices.length = 0;
for (let l = 0; l < validLights.length; l++) {
const light = validLights[l];
let isCulled = false;
switch (light.type) {
case LightType.SPHERE:
isCulled = cullSphereLight(light as SphereLight, model);
break;
case LightType.SPOT:
isCulled = cullSpotLight(light as SpotLight, model);
break;
}
if (!isCulled) {
_lightIndices.push(l);
}
}
if (!_lightIndices.length) continue;
for (let j = 0; j < subModels.length; j++) {
const subModel = subModels[j];
const pass = subModel.passes[lightPassIdx];
const batchingScheme = pass.batchingScheme;
subModel.descriptorSet.bindBuffer(UBOForwardLight.BLOCK.binding, this._firstlightBufferView);
subModel.descriptorSet.update();
if (batchingScheme === BatchingSchemes.INSTANCING) { // instancing
for (let l = 0; l < _lightIndices.length; l++) {
const idx = _lightIndices[l];
const buffer = InstancedBuffer.get(pass, idx);
buffer.merge(subModel, model.instancedAttributes, lightPassIdx);
buffer.dynamicOffsets[0] = this._lightBufferStride * idx;
this._instancedQueue.queue.add(buffer);
}
} else if (batchingScheme === BatchingSchemes.VB_MERGING) { // vb-merging
for (let l = 0; l < _lightIndices.length; l++) {
const idx = _lightIndices[l];
const buffer = BatchedBuffer.get(pass, idx);
buffer.merge(subModel, lightPassIdx, ro);
buffer.dynamicOffsets[0] = this._lightBufferStride * idx;
this._batchedQueue.queue.add(buffer);
}
} else { // standard draw
const lp = _lightPassPool.alloc();
lp.subModel = subModel;
lp.passIdx = lightPassIdx;
for (let l = 0; l < _lightIndices.length; l++) {
lp.dynamicOffsets.push(this._lightBufferStride * _lightIndices[l]);
}
this._lightPasses.push(lp);
}
}
}
}
public recordCommandBuffer (device: GFXDevice, renderPass: GFXRenderPass, cmdBuff: GFXCommandBuffer) {
this._instancedQueue.recordCommandBuffer(device, renderPass, cmdBuff);
this._batchedQueue.recordCommandBuffer(device, renderPass, cmdBuff);
for (let i = 0; i < this._lightPasses.length; i++) {
const { subModel, passIdx, dynamicOffsets } = this._lightPasses[i];
const shader = ShaderPool.get(SubModelPool.get(subModel.handle, SubModelView.SHADER_0 + passIdx) as ShaderHandle);
const pass = subModel.passes[passIdx];
const ia = subModel.inputAssembler;
const pso = PipelineStateManager.getOrCreatePipelineState(device, pass.handle, shader, renderPass, ia);
const matDS = DSPool.get(PassPool.get(pass.handle, PassView.DESCRIPTOR_SET));
const localDS = subModel.descriptorSet;
cmdBuff.bindPipelineState(pso);
cmdBuff.bindDescriptorSet(SetIndex.MATERIAL, matDS);
cmdBuff.bindInputAssembler(ia);
for (let j = 0; j < dynamicOffsets.length; ++j) {
_dynamicOffsets[0] = dynamicOffsets[j];
cmdBuff.bindDescriptorSet(SetIndex.LOCAL, localDS, _dynamicOffsets);
cmdBuff.draw(ia);
}
}
}
protected _updateUBOs (view: RenderView) {
const exposure = view.camera.exposure;
if (this._validLights.length > this._lightBufferCount) {
this._firstlightBufferView.destroy();
this._lightBufferCount = nextPow2(this._validLights.length);
this._lightBuffer.resize(this._lightBufferStride * this._lightBufferCount);
this._lightBufferData = new Float32Array(this._lightBufferElementCount * this._lightBufferCount);
this._firstlightBufferView.initialize({
buffer: this._lightBuffer,
offset: 0,
range: UBOForwardLight.SIZE,
});
}
for(let l = 0, offset = 0; l < this._validLights.length; l++, offset += this._lightBufferElementCount) {
const light = this._validLights[l];
switch (light.type) {
case LightType.SPHERE:
const sphereLit = light as SphereLight;
Vec3.toArray(_vec4Array, sphereLit.position);
_vec4Array[3] = 0;
this._lightBufferData.set(_vec4Array, offset + UBOForwardLight.LIGHT_POS_OFFSET);
_vec4Array[0] = sphereLit.size;
_vec4Array[1] = sphereLit.range;
_vec4Array[2] = 0.0;
this._lightBufferData.set(_vec4Array, offset + UBOForwardLight.LIGHT_SIZE_RANGE_ANGLE_OFFSET);
Vec3.toArray(_vec4Array, light.color);
if (light.useColorTemperature) {
const tempRGB = light.colorTemperatureRGB;
_vec4Array[0] *= tempRGB.x;
_vec4Array[1] *= tempRGB.y;
_vec4Array[2] *= tempRGB.z;
}
if (this._isHDR) {
_vec4Array[3] = sphereLit.luminance * this._fpScale * this._lightMeterScale;
} else {
_vec4Array[3] = sphereLit.luminance * exposure * this._lightMeterScale;
}
this._lightBufferData.set(_vec4Array, offset + UBOForwardLight.LIGHT_COLOR_OFFSET);
break;
case LightType.SPOT:
const spotLit = light as SpotLight;
Vec3.toArray(_vec4Array, spotLit.position);
_vec4Array[3] = 1;
this._lightBufferData.set(_vec4Array, offset + UBOForwardLight.LIGHT_POS_OFFSET);
_vec4Array[0] = spotLit.size;
_vec4Array[1] = spotLit.range;
_vec4Array[2] = spotLit.spotAngle;
this._lightBufferData.set(_vec4Array, offset + UBOForwardLight.LIGHT_SIZE_RANGE_ANGLE_OFFSET);
Vec3.toArray(_vec4Array, spotLit.direction);
this._lightBufferData.set(_vec4Array, offset + UBOForwardLight.LIGHT_DIR_OFFSET);
Vec3.toArray(_vec4Array, light.color);
if (light.useColorTemperature) {
const tempRGB = light.colorTemperatureRGB;
_vec4Array[0] *= tempRGB.x;
_vec4Array[1] *= tempRGB.y;
_vec4Array[2] *= tempRGB.z;
}
if (this._isHDR) {
_vec4Array[3] = spotLit.luminance * this._fpScale * this._lightMeterScale;
} else {
_vec4Array[3] = spotLit.luminance * exposure * this._lightMeterScale;
}
this._lightBufferData.set(_vec4Array, offset + UBOForwardLight.LIGHT_COLOR_OFFSET);
break;
}
}
this._lightBuffer.update(this._lightBufferData);
}
}