Esempio n. 1
0
        private LightShaderGroupDynamic FindOrCreateLightShaderGroup(LightGroupKey lightGroupKey, ProcessLightsParameters parameters)
        {
            LightShaderGroupDynamic lightShaderGroup;

            // Check to see if this combination of parameters has already been stored as a group:
            if (!lightShaderGroupPool.TryGetValue(lightGroupKey, out lightShaderGroup))
            {
                // If a group with the same key has not already been added, create it:
                ILightShadowMapShaderGroupData shadowGroupData = CreateShadowMapShaderGroupData(lightGroupKey.ShadowRenderer, lightGroupKey.ShadowType);

                lightShaderGroup = CreateLightShaderGroup(parameters.Context, shadowGroupData);
                lightShaderGroup.SetViews(parameters.Views);

                lightShaderGroupPool.Add(lightGroupKey, lightShaderGroup);
            }

            return(lightShaderGroup);
        }
Esempio n. 2
0
        public override void ProcessLights(ProcessLightsParameters parameters)
        {
            if (parameters.LightCollection.Count == 0)
            {
                return;
            }

            // Check if we have a fallback renderer next in the chain, in case we don't need shadows
            bool hasNextRenderer = parameters.RendererIndex < (parameters.Renderers.Length - 1);

            ILightShadowMapRenderer currentShadowRenderer = null;
            LightShadowType         currentShadowType     = 0;

            // Start by filtering/sorting what can be processed
            shadowComparer.ShadowMapTexturesPerLight = parameters.ShadowMapTexturesPerLight;
            shadowComparer.Lights = parameters.LightCollection;
            parameters.LightIndices.Sort(0, parameters.LightIndices.Count, shadowComparer);

            // Loop over the number of lights + 1 where the last iteration will always flush the last batch of lights
            for (int j = 0; j < parameters.LightIndices.Count + 1;)
            {
                // TODO: Eventually move this loop to a separate function that returns a structure.

                // These variables will contain the relevant parameters of the next usable light:
                LightShadowType         nextShadowType     = 0;
                ILightShadowMapRenderer nextShadowRenderer = null;
                LightShadowMapTexture   nextShadowTexture  = null;
                RenderLight             nextLight          = null;

                // Find the next light whose attributes aren't null:
                if (j < parameters.LightIndices.Count)
                {
                    nextLight = parameters.LightCollection[parameters.LightIndices[j]];

                    if (parameters.ShadowMapRenderer != null &&
                        parameters.ShadowMapTexturesPerLight.TryGetValue(nextLight, out nextShadowTexture) &&
                        nextShadowTexture.Atlas != null)    // atlas could not be allocated? treat it as a non-shadowed texture
                    {
                        nextShadowType     = nextShadowTexture.ShadowType;
                        nextShadowRenderer = nextShadowTexture.Renderer;
                    }
                }

                // Flush current group
                // If we detect that the previous light's attributes don't match the next one's, create a new group (or add to an existing one that has the same attributes):
                if (j == parameters.LightIndices.Count ||
                    currentShadowType != nextShadowType ||
                    currentShadowRenderer != nextShadowRenderer) // TODO: Refactor this into a little structure instead.
                {
                    if (processedLights.Count > 0)
                    {
                        var lightGroupKey = new LightGroupKey(currentShadowRenderer, currentShadowType);
                        LightShaderGroupDynamic lightShaderGroup = FindOrCreateLightShaderGroup(lightGroupKey, parameters);

                        // Add view and lights to the current group:
                        var allowedLightCount = lightShaderGroup.AddView(parameters.ViewIndex, parameters.View, processedLights.Count);
                        for (int i = 0; i < allowedLightCount; ++i)
                        {
                            LightDynamicEntry light = processedLights[i];
                            lightShaderGroup.AddLight(light.Light, light.ShadowMapTexture);
                        }

                        // TODO: assign extra lights to non-shadow rendering if possible
                        //for (int i = lightCount; i < processedLights.Count; ++i)
                        //    XXX.AddLight(processedLights[i], null);

                        // Add the current light shader group to the collection if it hasn't already been added:
                        var lightShaderGroupEntry = new LightShaderGroupEntry <LightGroupKey>(lightGroupKey, lightShaderGroup);
                        if (!lightShaderGroups.Contains(lightShaderGroupEntry))
                        {
                            lightShaderGroups.Add(lightShaderGroupEntry);
                        }

                        processedLights.Clear();
                    }

                    // Start next group
                    currentShadowType     = nextShadowType;
                    currentShadowRenderer = nextShadowRenderer;
                }

                if (j < parameters.LightIndices.Count)
                {
                    // Do we need to process non shadowing lights or defer it to something else?
                    if (nextShadowTexture == null && hasNextRenderer)
                    {
                        // Break out so the remaining lights can be handled by the next renderer
                        break;
                    }

                    parameters.LightIndices.RemoveAt(j);
                    processedLights.Add(new LightDynamicEntry(nextLight, nextShadowTexture));
                }
                else
                {
                    j++;
                }
            }

            processedLights.Clear();
        }
Esempio n. 3
0
 public LightShaderGroupEntry(LightGroupKey key, LightShaderGroup value)
 {
     Key   = key;
     Value = value;
 }
Esempio n. 4
0
        public override void ProcessLights(ProcessLightsParameters parameters)
        {
            if (parameters.LightCollection.Count == 0)
            {
                return;
            }

            ILightShadowMapRenderer currentShadowRenderer = null;
            LightShadowType         currentShadowType     = 0;

            // Start by filtering/sorting what can be processed
            shadowComparer.ShadowMapTexturesPerLight = parameters.ShadowMapTexturesPerLight;
            parameters.LightCollection.Sort(parameters.LightStart, parameters.LightEnd - parameters.LightStart, shadowComparer);

            for (int index = parameters.LightStart; index <= parameters.LightEnd; index++)
            {
                LightShadowType         nextShadowType     = 0;
                ILightShadowMapRenderer nextShadowRenderer = null;

                LightShadowMapTexture nextShadowTexture = null;
                LightComponent        nextLight         = null;
                if (index < parameters.LightEnd)
                {
                    nextLight = parameters.LightCollection[index];

                    if (parameters.ShadowMapRenderer != null &&
                        parameters.ShadowMapTexturesPerLight.TryGetValue(nextLight, out nextShadowTexture) &&
                        nextShadowTexture.Atlas != null)    // atlas could not be allocated? treat it as a non-shadowed texture
                    {
                        nextShadowType     = nextShadowTexture.ShadowType;
                        nextShadowRenderer = nextShadowTexture.Renderer;
                    }
                }

                // Flush current group
                if (index == parameters.LightEnd || currentShadowType != nextShadowType || currentShadowRenderer != nextShadowRenderer)
                {
                    if (processedLights.Count > 0)
                    {
                        var lightGroupKey = new LightGroupKey(currentShadowRenderer, currentShadowType);
                        LightShaderGroupDynamic lightShaderGroup;
                        if (!lightShaderGroupPool.TryGetValue(lightGroupKey, out lightShaderGroup))
                        {
                            ILightShadowMapShaderGroupData shadowGroupData = null;
                            if (currentShadowRenderer != null)
                            {
                                shadowGroupData = currentShadowRenderer.CreateShaderGroupData(currentShadowType);
                            }

                            lightShaderGroup = CreateLightShaderGroup(parameters.Context, shadowGroupData);
                            lightShaderGroup.SetViews(parameters.Views);

                            lightShaderGroupPool.Add(lightGroupKey, lightShaderGroup);
                        }

                        // Add view and lights
                        var allowedLightCount = lightShaderGroup.AddView(parameters.ViewIndex, parameters.View, processedLights.Count);
                        for (int i = 0; i < allowedLightCount; ++i)
                        {
                            var light = processedLights[i];
                            lightShaderGroup.AddLight(light.Light, light.ShadowMapTexture);
                        }

                        // TODO: assign extra lights to non-shadow rendering if possible
                        //for (int i = lightCount; i < processedLights.Count; ++i)
                        //    XXX.AddLight(processedLights[i], null);

                        var lightShaderGroupEntry = new LightShaderGroupEntry(lightGroupKey, lightShaderGroup);
                        if (!lightShaderGroups.Contains(lightShaderGroupEntry))
                        {
                            lightShaderGroups.Add(lightShaderGroupEntry);
                        }

                        processedLights.Clear();
                    }

                    // Start next group
                    currentShadowType     = nextShadowType;
                    currentShadowRenderer = nextShadowRenderer;
                }

                if (index < parameters.LightEnd)
                {
                    // Do we need to process non shadowing lights or defer it to something else?
                    if (nextShadowTexture == null && NonShadowRenderer != null)
                    {
                        parameters.LightStart = index;
                        NonShadowRenderer.ProcessLights(parameters);
                        break;
                    }

                    processedLights.Add(new LightDynamicEntry(nextLight, nextShadowTexture));
                }
            }

            processedLights.Clear();
        }
Esempio n. 5
0
        public override void ProcessLights(ProcessLightsParameters parameters)
        {
            if (parameters.LightCollection.Count == 0)
            {
                return;
            }

            // Check if we have a fallback renderer next in the chain, in case we don't need shadows
            bool hasNextRenderer = parameters.RendererIndex < (parameters.Renderers.Length - 1);

            ILightShadowMapRenderer currentShadowRenderer = null;
            LightShadowType         currentShadowType     = 0;

            // Start by filtering/sorting what can be processed
            shadowComparer.ShadowMapTexturesPerLight = parameters.ShadowMapTexturesPerLight;
            shadowComparer.Lights = parameters.LightCollection;
            parameters.LightIndices.Sort(0, parameters.LightIndices.Count, shadowComparer);

            // Loop over the number of lights + 1 where the last iteration will always flush the last batch of lights
            for (int j = 0; j < parameters.LightIndices.Count + 1;)
            {
                LightShadowType         nextShadowType     = 0;
                ILightShadowMapRenderer nextShadowRenderer = null;

                LightShadowMapTexture nextShadowTexture = null;
                LightComponent        nextLight         = null;
                if (j < parameters.LightIndices.Count)
                {
                    nextLight = parameters.LightCollection[parameters.LightIndices[j]];

                    if (parameters.ShadowMapRenderer != null &&
                        parameters.ShadowMapTexturesPerLight.TryGetValue(nextLight, out nextShadowTexture) &&
                        nextShadowTexture.Atlas != null)    // atlas could not be allocated? treat it as a non-shadowed texture
                    {
                        nextShadowType     = nextShadowTexture.ShadowType;
                        nextShadowRenderer = nextShadowTexture.Renderer;
                    }
                }

                // Flush current group
                if (j == parameters.LightIndices.Count || currentShadowType != nextShadowType || currentShadowRenderer != nextShadowRenderer)
                {
                    if (processedLights.Count > 0)
                    {
                        var lightGroupKey = new LightGroupKey(currentShadowRenderer, currentShadowType);
                        LightShaderGroupDynamic lightShaderGroup;
                        if (!lightShaderGroupPool.TryGetValue(lightGroupKey, out lightShaderGroup))
                        {
                            ILightShadowMapShaderGroupData shadowGroupData = null;
                            if (currentShadowRenderer != null)
                            {
                                shadowGroupData = currentShadowRenderer.CreateShaderGroupData(currentShadowType);
                            }

                            lightShaderGroup = CreateLightShaderGroup(parameters.Context, shadowGroupData);
                            lightShaderGroup.SetViews(parameters.Views);

                            lightShaderGroupPool.Add(lightGroupKey, lightShaderGroup);
                        }

                        // Add view and lights
                        var allowedLightCount = lightShaderGroup.AddView(parameters.ViewIndex, parameters.View, processedLights.Count);
                        for (int i = 0; i < allowedLightCount; ++i)
                        {
                            var light = processedLights[i];
                            lightShaderGroup.AddLight(light.Light, light.ShadowMapTexture);
                        }

                        // TODO: assign extra lights to non-shadow rendering if possible
                        //for (int i = lightCount; i < processedLights.Count; ++i)
                        //    XXX.AddLight(processedLights[i], null);

                        var lightShaderGroupEntry = new LightShaderGroupEntry(lightGroupKey, lightShaderGroup);
                        if (!lightShaderGroups.Contains(lightShaderGroupEntry))
                        {
                            lightShaderGroups.Add(lightShaderGroupEntry);
                        }

                        processedLights.Clear();
                    }

                    // Start next group
                    currentShadowType     = nextShadowType;
                    currentShadowRenderer = nextShadowRenderer;
                }


                if (j < parameters.LightIndices.Count)
                {
                    // Do we need to process non shadowing lights or defer it to something else?
                    if (nextShadowTexture == null && hasNextRenderer)
                    {
                        // Break out so the remaining lights can be handled by the next renderer
                        break;
                    }

                    parameters.LightIndices.RemoveAt(j);
                    processedLights.Add(new LightDynamicEntry(nextLight, nextShadowTexture));
                }
                else
                {
                    j++;
                }
            }

            processedLights.Clear();
        }