From 0da520d22f27c8d333d1690ae6e50061452e211b Mon Sep 17 00:00:00 2001 From: Leonid Gaev Date: Thu, 14 Jun 2012 18:36:35 +0600 Subject: [PATCH] Add light sort in camera --- src/alternativa/engine3d/core/Camera3D.as | 36 +++++++++ src/alternativa/engine3d/core/Light3D.as | 11 +++ .../engine3d/lights/AmbientLight.as | 1 + .../engine3d/lights/DirectionalLight.as | 1 + src/alternativa/engine3d/lights/OmniLight.as | 1 + src/alternativa/engine3d/lights/SpotLight.as | 1 + .../engine3d/materials/ShaderProgram.as | 1 - .../engine3d/materials/StandardMaterial.as | 77 +++++++++---------- .../engine3d/materials/TextureMaterial.as | 1 + src/alternativa/engine3d/shadows/Shadow.as | 7 +- 10 files changed, 91 insertions(+), 46 deletions(-) diff --git a/src/alternativa/engine3d/core/Camera3D.as b/src/alternativa/engine3d/core/Camera3D.as index 9f792e3..ab1cbc7 100644 --- a/src/alternativa/engine3d/core/Camera3D.as +++ b/src/alternativa/engine3d/core/Camera3D.as @@ -319,6 +319,10 @@ public class Camera3D extends Object3D { } lightsLength = j; lights.length = j; + + // Sort lights by types + if (lightsLength > 0) sortLights(0, lightsLength - 1); + // Check getting in frustum and occluding if (root.culling >= 0 && (root.boundBox == null || occludersLength == 0 || !root.boundBox.checkOcclusion(occluders, occludersLength, root.localToCameraTransform))) { // Check if the ray crossing the bounding box @@ -397,6 +401,38 @@ public class Camera3D extends Object3D { cpuTimer = -1; } + + /** + * @private + */ + private function sortLights(l:int, r:int):void { + var i:int = l; + var j:int = r; + var left:Light3D; + var index:int = (r + l) >> 1; + var m:Light3D = lights[index]; + var mid:int = m.type; + var right:Light3D; + do { + while ((left = lights[i]).type < mid) { + i++; + } + while (mid < (right = lights[j]).type) { + j--; + } + if (i <= j) { + lights[i++] = right; + lights[j--] = left; + } + } while (i <= j); + if (l < j) { + sortLights(l, j); + } + if (i < r) { + sortLights(i, r); + } + } + /** * Transforms point from global space to screen space. The view property should be defined. * @param point Point in global space. diff --git a/src/alternativa/engine3d/core/Light3D.as b/src/alternativa/engine3d/core/Light3D.as index 31fae99..2554144 100644 --- a/src/alternativa/engine3d/core/Light3D.as +++ b/src/alternativa/engine3d/core/Light3D.as @@ -24,6 +24,16 @@ package alternativa.engine3d.core { */ public class Light3D extends Object3D { + /** + * @private + */ + alternativa3d var type:int = 0; + alternativa3d static const AMBIENT:int = 1; + alternativa3d static const DIRECTIONAL:int = 2; + alternativa3d static const OMNI:int = 3; + alternativa3d static const SPOT:int = 4; + alternativa3d static const SHADOW_BIT:int = 0x100; + /** * @private */ @@ -124,6 +134,7 @@ package alternativa.engine3d.core { if (_shadow != null) _shadow._light = null; _shadow = value; if (value != null) value._light = this; + type = (value != null) ? type & ~SHADOW_BIT : type | SHADOW_BIT; } } } diff --git a/src/alternativa/engine3d/lights/AmbientLight.as b/src/alternativa/engine3d/lights/AmbientLight.as index 829462b..10fba53 100644 --- a/src/alternativa/engine3d/lights/AmbientLight.as +++ b/src/alternativa/engine3d/lights/AmbientLight.as @@ -30,6 +30,7 @@ package alternativa.engine3d.lights { * @param color Light color. */ public function AmbientLight(color:uint) { + this.type = AMBIENT; this.color = color; } diff --git a/src/alternativa/engine3d/lights/DirectionalLight.as b/src/alternativa/engine3d/lights/DirectionalLight.as index a5bc48f..a1e2547 100644 --- a/src/alternativa/engine3d/lights/DirectionalLight.as +++ b/src/alternativa/engine3d/lights/DirectionalLight.as @@ -31,6 +31,7 @@ package alternativa.engine3d.lights { * @param color Color of light source. */ public function DirectionalLight(color:uint) { + this.type = DIRECTIONAL; this.color = color; } diff --git a/src/alternativa/engine3d/lights/OmniLight.as b/src/alternativa/engine3d/lights/OmniLight.as index ee23aec..07c55ae 100644 --- a/src/alternativa/engine3d/lights/OmniLight.as +++ b/src/alternativa/engine3d/lights/OmniLight.as @@ -39,6 +39,7 @@ package alternativa.engine3d.lights { * @param attenuationEnd Distance from at which falloff is complete. */ public function OmniLight(color:uint, attenuationBegin:Number, attenuationEnd:Number) { + this.type = OMNI; this.color = color; this.attenuationBegin = attenuationBegin; this.attenuationEnd = attenuationEnd; diff --git a/src/alternativa/engine3d/lights/SpotLight.as b/src/alternativa/engine3d/lights/SpotLight.as index fdd8d9e..4f54935 100644 --- a/src/alternativa/engine3d/lights/SpotLight.as +++ b/src/alternativa/engine3d/lights/SpotLight.as @@ -54,6 +54,7 @@ package alternativa.engine3d.lights { * @param falloff Adjusts the angle of a light's falloff. The Falloff value is measured in radians. */ public function SpotLight(color:uint, attenuationBegin:Number, attenuationEnd:Number, hotspot:Number, falloff:Number) { + this.type = SPOT; this.color = color; this.attenuationBegin = attenuationBegin; this.attenuationEnd = attenuationEnd; diff --git a/src/alternativa/engine3d/materials/ShaderProgram.as b/src/alternativa/engine3d/materials/ShaderProgram.as index edef8f8..6c928ed 100644 --- a/src/alternativa/engine3d/materials/ShaderProgram.as +++ b/src/alternativa/engine3d/materials/ShaderProgram.as @@ -20,7 +20,6 @@ package alternativa.engine3d.materials { */ public class ShaderProgram { - public var key:String; public var program:Program3D; public var vertexShader:Linker; diff --git a/src/alternativa/engine3d/materials/StandardMaterial.as b/src/alternativa/engine3d/materials/StandardMaterial.as index 59e5ba0..b22080a 100644 --- a/src/alternativa/engine3d/materials/StandardMaterial.as +++ b/src/alternativa/engine3d/materials/StandardMaterial.as @@ -51,17 +51,18 @@ package alternativa.engine3d.materials { */ public class StandardMaterial extends TextureMaterial { - private static const LIGHT_MAP:int = 1; - private static const GLOSSINESS_MAP:int = 2; - private static const SPECULAR_MAP:int = 4; - private static const OPACITY_MAP:int = 8; - private static const NORMAL_MAP_SPACE_BIT:int = 4; - private static const ALPHA_TEST_BIT:int = 6; - private static const OMNI_LIGHT_BIT:int = 8; - private static const DIRECTIONAL_LIGHT_BIT:int = 11; - private static const SPOT_LIGHT_BIT:int = 14; - private static const OBJECT_TYPE_BIT:int = 17; - + private static const LIGHT_MAP_BIT:int = 1; + private static const GLOSSINESS_MAP_BIT:int = 2; + private static const SPECULAR_MAP_BIT:int = 4; + private static const OPACITY_MAP_BIT:int = 8; + private static const NORMAL_MAP_SPACE_OFFSET:int = 4; // shift value + private static const ALPHA_TEST_OFFSET:int = 6; + private static const OMNI_LIGHT_OFFSET:int = 8; + private static const DIRECTIONAL_LIGHT_OFFSET:int = 11; + private static const SPOT_LIGHT_OFFSET:int = 14; + private static const SHADOW_OFFSET:int = 17; + // TODO: remove double cash by transform procedure. It increase speed by 1% +// private static const OBJECT_TYPE_BIT:int = 19; private static var caches:Dictionary = new Dictionary(true); private var cachedContext3D:Context3D; @@ -529,16 +530,9 @@ package alternativa.engine3d.materials { * @param lightsLength */ private function getProgram(object:Object3D, programs:Array, camera:Camera3D, materialKey:int, opacityMap:TextureResource, alphaTest:int, lightsGroup:Vector., lightsLength:int, isFirstGroup:Boolean, shadowedLight:Light3D):StandardMaterialProgram { - var key:int = materialKey + (opacityMap != null ? OPACITY_MAP : 0) + alphaTest << ALPHA_TEST_BIT; + var key:int = materialKey | (opacityMap != null ? OPACITY_MAP_BIT : 0) | (alphaTest << ALPHA_TEST_OFFSET); var program:StandardMaterialProgram = programs[key]; -// var programsCount:int = programs.length; -// for (var i:int = 0; i 0) { @@ -1085,20 +1079,20 @@ package alternativa.engine3d.materials { // Group of lights without shadow // Form key - materialKey = (isFirstGroup)?((lightMap != null) ? LIGHT_MAP : 0) : 0; - materialKey += - ((_normalMapSpace==NormalMapSpace.OBJECT) ? 1 : (_normalMapSpace==NormalMapSpace.TANGENT_LEFT_HANDED) ? 2 : 3) << NORMAL_MAP_SPACE_BIT + - (glossinessMap != null) ? GLOSSINESS_MAP : 0 + - (specularMap != null) ? SPECULAR_MAP : 0; + materialKey = (isFirstGroup)?((lightMap != null) ? LIGHT_MAP_BIT : 0) : 0; + materialKey |= + (_normalMapSpace << NORMAL_MAP_SPACE_OFFSET) | + ((glossinessMap != null) ? GLOSSINESS_MAP_BIT : 0) | + ((specularMap != null) ? SPECULAR_MAP_BIT : 0); for (j = 0; j < lightGroupLength; j++) { light = lightGroup[j]; if (light is OmniLight) OmniLightCount++; else if (light is DirectionalLight) DirectionalLightCount++; else if (light is SpotLight) SpotLightCount++; } - materialKey += OmniLightCount << OMNI_LIGHT_BIT; - materialKey += DirectionalLightCount << DIRECTIONAL_LIGHT_BIT; - materialKey += SpotLightCount << SPOT_LIGHT_BIT; + materialKey |= OmniLightCount << OMNI_LIGHT_OFFSET; + materialKey |= DirectionalLightCount << DIRECTIONAL_LIGHT_OFFSET; + materialKey |= SpotLightCount << SPOT_LIGHT_OFFSET; // Create program and drawUnit for group @@ -1139,15 +1133,14 @@ package alternativa.engine3d.materials { light = shadowGroup[j]; // Form key - materialKey = (isFirstGroup)?((lightMap != null) ? LIGHT_MAP : 0) : 0; - materialKey += - ((_normalMapSpace==NormalMapSpace.OBJECT) ? 1 : (_normalMapSpace==NormalMapSpace.TANGENT_LEFT_HANDED) ? 2 : 3) << NORMAL_MAP_SPACE_BIT + - (glossinessMap != null) ? GLOSSINESS_MAP : 0 + - (specularMap != null) ? SPECULAR_MAP : 0; - - if (light is OmniLight) materialKey += light.shadow.type << OMNI_LIGHT_BIT; - else if (light is DirectionalLight) materialKey += light.shadow.type << DIRECTIONAL_LIGHT_BIT; - else if (light is SpotLight) materialKey += light.shadow.type << SPOT_LIGHT_BIT; + materialKey = (isFirstGroup)?((lightMap != null) ? LIGHT_MAP_BIT : 0) : 0; + materialKey |= (_normalMapSpace << NORMAL_MAP_SPACE_OFFSET) | + ((glossinessMap != null) ? GLOSSINESS_MAP_BIT : 0) | + ((specularMap != null) ? SPECULAR_MAP_BIT : 0); + materialKey |= light.shadow.type << SHADOW_OFFSET; + if (light is OmniLight) materialKey |= 1 << OMNI_LIGHT_OFFSET; + else if (light is DirectionalLight) materialKey |= 1 << DIRECTIONAL_LIGHT_OFFSET; + else if (light is SpotLight) materialKey |= 1 << SPOT_LIGHT_OFFSET; // Для группы создаем программу и дроуюнит // Opaque pass diff --git a/src/alternativa/engine3d/materials/TextureMaterial.as b/src/alternativa/engine3d/materials/TextureMaterial.as index 3504555..b98ac30 100644 --- a/src/alternativa/engine3d/materials/TextureMaterial.as +++ b/src/alternativa/engine3d/materials/TextureMaterial.as @@ -172,6 +172,7 @@ package alternativa.engine3d.materials { private function getProgram(object:Object3D, programs:Vector., camera:Camera3D, opacityMap:TextureResource, alphaTest:int):TextureMaterialProgram { var key:int = (opacityMap != null ? 3 : 0) + alphaTest; var program:TextureMaterialProgram = programs[key]; + if (program == null) { // Make program // Vertex shader diff --git a/src/alternativa/engine3d/shadows/Shadow.as b/src/alternativa/engine3d/shadows/Shadow.as index 03628d0..d73526a 100644 --- a/src/alternativa/engine3d/shadows/Shadow.as +++ b/src/alternativa/engine3d/shadows/Shadow.as @@ -23,8 +23,9 @@ package alternativa.engine3d.shadows { */ public class Shadow { - alternativa3d static const SIMPLE_MODE:int = 6; - alternativa3d static const PCF_MODE:int = 7; + alternativa3d static const NONE_MODE:int = 0; + alternativa3d static const SIMPLE_MODE:int = 1; + alternativa3d static const PCF_MODE:int = 2; /** * Debug mode. @@ -35,7 +36,7 @@ package alternativa.engine3d.shadows { * @private * Key for processing in materials. */ - alternativa3d var type:int = 6; + alternativa3d var type:int = 0; /** * @private