Add light sort in camera

This commit is contained in:
Leonid Gaev
2012-06-14 18:36:35 +06:00
parent 53677cda9b
commit 0da520d22f
10 changed files with 91 additions and 46 deletions

View File

@@ -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 <code>view</code> property should be defined.
* @param point Point in global space.

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@@ -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;
}
}
}

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@@ -30,6 +30,7 @@ package alternativa.engine3d.lights {
* @param color Light color.
*/
public function AmbientLight(color:uint) {
this.type = AMBIENT;
this.color = color;
}

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@@ -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;
}

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@@ -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;

View File

@@ -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;

View File

@@ -20,7 +20,6 @@ package alternativa.engine3d.materials {
*/
public class ShaderProgram {
public var key:String;
public var program:Program3D;
public var vertexShader:Linker;

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@@ -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.<Light3D>, 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<programsCount; i++){
// if (programs[i].key == key){
// program = StandardMaterialProgram(programs[i]);
// }
// }
// trace(programsCount);
if (program == null) {
var vertexLinker:Linker = new Linker(Context3DProgramType.VERTEX);
var fragmentLinker:Linker = new Linker(Context3DProgramType.FRAGMENT);
@@ -1005,12 +999,12 @@ package alternativa.engine3d.materials {
cachedContext3D = camera.context3D;
programsCache = caches[cachedContext3D];
if (programsCache == null) {
programsCache = new Dictionary(true);
programsCache = new Dictionary(false);
caches[cachedContext3D] = programsCache;
}
}
var optionsPrograms:Array = programsCache[object.transformProcedure];
var optionsPrograms:Array;
optionsPrograms = programsCache[object.transformProcedure];
if (optionsPrograms == null) {
optionsPrograms = new Array();
programsCache[object.transformProcedure] = optionsPrograms;
@@ -1047,9 +1041,9 @@ package alternativa.engine3d.materials {
if (groupsCount == 0 && shadowGroupLength == 0) {
// There is only Ambient light on the scene
// Form key
materialKey = (lightMap != null) ? LIGHT_MAP : 0 +
(glossinessMap != null) ? GLOSSINESS_MAP : 0 +
(specularMap != null) ? SPECULAR_MAP : 0;
materialKey = ((lightMap != null) ? LIGHT_MAP_BIT : 0) |
((glossinessMap != null) ? GLOSSINESS_MAP_BIT : 0) |
((specularMap != null) ? SPECULAR_MAP_BIT : 0);
if (opaquePass && alphaThreshold <= alpha) {
if (alphaThreshold > 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

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@@ -172,6 +172,7 @@ package alternativa.engine3d.materials {
private function getProgram(object:Object3D, programs:Vector.<TextureMaterialProgram>, 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

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@@ -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