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playcanvas

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PlayCanvas WebGL game engine

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import { Debug } from '../../core/debug.js'; import { now } from '../../core/time.js'; import { Color } from '../../core/math/color.js'; import { Mat4 } from '../../core/math/mat4.js'; import { Vec3 } from '../../core/math/vec3.js'; import { Vec4 } from '../../core/math/vec4.js'; import { UNIFORMTYPE_MAT4, UNIFORM_BUFFER_DEFAULT_SLOT_NAME, SHADERSTAGE_VERTEX, SHADERSTAGE_FRAGMENT } from '../../platform/graphics/constants.js'; import { DebugGraphics } from '../../platform/graphics/debug-graphics.js'; import { drawQuadWithShader } from '../graphics/quad-render-utils.js'; import { shadowTypeInfo, LIGHTTYPE_OMNI, LIGHTTYPE_DIRECTIONAL, SHADOWUPDATE_NONE, SHADOWUPDATE_THISFRAME, BLUR_GAUSSIAN, SHADER_SHADOW } from '../constants.js'; import { ShaderPass } from '../shader-pass.js'; import { shaderChunks } from '../shader-lib/chunks/chunks.js'; import { createShaderFromCode } from '../shader-lib/utils.js'; import { LightCamera } from './light-camera.js'; import { UniformBufferFormat, UniformFormat } from '../../platform/graphics/uniform-buffer-format.js'; import { BindGroupFormat, BindUniformBufferFormat } from '../../platform/graphics/bind-group-format.js'; import { BlendState } from '../../platform/graphics/blend-state.js'; /** * @import { Camera } from '../camera.js' * @import { LayerComposition } from '../composition/layer-composition.js' * @import { LightTextureAtlas } from '../lighting/light-texture-atlas.js' * @import { Light } from '../light.js' * @import { MeshInstance } from '../mesh-instance.js' * @import { Renderer } from './renderer.js' * @import { ShaderPassInfo } from '../shader-pass.js' */ var tempSet = new Set(); var shadowCamView = new Mat4(); var shadowCamViewProj = new Mat4(); var pixelOffset = new Float32Array(2); var blurScissorRect = new Vec4(1, 1, 0, 0); var viewportMatrix = new Mat4(); function gauss(x, sigma) { return Math.exp(-(x * x) / (2.0 * sigma * sigma)); } function gaussWeights(kernelSize) { var sigma = (kernelSize - 1) / (2 * 3); var halfWidth = (kernelSize - 1) * 0.5; var values = new Array(kernelSize); var sum = 0.0; for(var i = 0; i < kernelSize; ++i){ values[i] = gauss(i - halfWidth, sigma); sum += values[i]; } for(var i1 = 0; i1 < kernelSize; ++i1){ values[i1] /= sum; } return values; } class ShadowRenderer { // creates shadow camera for a light and sets up its constant properties static createShadowCamera(shadowType, type, face) { var shadowCam = LightCamera.create('ShadowCamera', type, face); var shadowInfo = shadowTypeInfo.get(shadowType); Debug.assert(shadowInfo); var _shadowInfo_vsm; var isVsm = (_shadowInfo_vsm = shadowInfo == null ? void 0 : shadowInfo.vsm) != null ? _shadowInfo_vsm : false; var _shadowInfo_pcf; var isPcf = (_shadowInfo_pcf = shadowInfo == null ? void 0 : shadowInfo.pcf) != null ? _shadowInfo_pcf : false; // don't clear the color buffer if rendering a depth map if (isVsm) { shadowCam.clearColor = new Color(0, 0, 0, 0); } else { shadowCam.clearColor = new Color(1, 1, 1, 1); } shadowCam.clearDepthBuffer = true; shadowCam.clearStencilBuffer = false; // clear color buffer only when using it shadowCam.clearColorBuffer = !isPcf; return shadowCam; } _cullShadowCastersInternal(meshInstances, visible, camera) { var numInstances = meshInstances.length; for(var i = 0; i < numInstances; i++){ var meshInstance = meshInstances[i]; if (meshInstance.castShadow) { if (!meshInstance.cull || meshInstance._isVisible(camera)) { meshInstance.visibleThisFrame = true; visible.push(meshInstance); } } } } /** * Culls the list of shadow casters used by the light by the camera, storing visible mesh * instances in the specified array. * * @param {LayerComposition} comp - The layer composition used as a source of shadow casters, * if those are not provided directly. * @param {Light} light - The light. * @param {MeshInstance[]} visible - The array to store visible mesh instances in. * @param {Camera} camera - The camera. * @param {MeshInstance[]} [casters] - Optional array of mesh instances to use as casters. */ cullShadowCasters(comp, light, visible, camera, casters) { visible.length = 0; // if the casters are supplied, use them if (casters) { this._cullShadowCastersInternal(casters, visible, camera); } else { // for each layer var layers = comp.layerList; var len = layers.length; for(var i = 0; i < len; i++){ var layer = layers[i]; if (layer._lightsSet.has(light)) { // layer can be in the list two times (opaque, transp), add casters only one time if (!tempSet.has(layer)) { tempSet.add(layer); this._cullShadowCastersInternal(layer.shadowCasters, visible, camera); } } } tempSet.clear(); } // this sorts the shadow casters by the shader id visible.sort(this.sortCompareShader); } sortCompareShader(drawCallA, drawCallB) { var keyA = drawCallA._sortKeyShadow; var keyB = drawCallB._sortKeyShadow; if (keyA === keyB) { return drawCallB.mesh.id - drawCallA.mesh.id; } return keyB - keyA; } setupRenderState(device, light) { // Set standard shadowmap states var isClustered = this.renderer.scene.clusteredLightingEnabled; var useShadowSampler = isClustered ? light._isPcf : light._isPcf && light._type !== LIGHTTYPE_OMNI; // for non-clustered, point light is using depth encoded in color buffer (should change to shadow sampler) device.setBlendState(useShadowSampler ? this.blendStateNoWrite : this.blendStateWrite); device.setDepthState(light.shadowDepthState); device.setStencilState(null, null); } dispatchUniforms(light, shadowCam, lightRenderData, face) { var shadowCamNode = shadowCam._node; // position / range if (light._type !== LIGHTTYPE_DIRECTIONAL) { this.renderer.dispatchViewPos(shadowCamNode.getPosition()); this.shadowMapLightRadiusId.setValue(light.attenuationEnd); } // view-projection shadow matrix shadowCamView.setTRS(shadowCamNode.getPosition(), shadowCamNode.getRotation(), Vec3.ONE).invert(); shadowCamViewProj.mul2(shadowCam.projectionMatrix, shadowCamView); // viewport handling var rectViewport = lightRenderData.shadowViewport; shadowCam.rect = rectViewport; shadowCam.scissorRect = lightRenderData.shadowScissor; viewportMatrix.setViewport(rectViewport.x, rectViewport.y, rectViewport.z, rectViewport.w); lightRenderData.shadowMatrix.mul2(viewportMatrix, shadowCamViewProj); if (light._type === LIGHTTYPE_DIRECTIONAL) { // copy matrix to shadow cascade palette light._shadowMatrixPalette.set(lightRenderData.shadowMatrix.data, face * 16); } } /** * @param {Light} light - The light. * @returns {number} Index of shadow pass info. */ getShadowPass(light) { var _this_shadowPassCache_lightType; // get shader pass from cache for this light type and shadow type var lightType = light._type; var shadowType = light._shadowType; var shadowPassInfo = (_this_shadowPassCache_lightType = this.shadowPassCache[lightType]) == null ? void 0 : _this_shadowPassCache_lightType[shadowType]; if (!shadowPassInfo) { // new shader pass if not in cache var shadowPassName = "ShadowPass_" + lightType + "_" + shadowType; shadowPassInfo = ShaderPass.get(this.device).allocate(shadowPassName, { isShadow: true, lightType: lightType, shadowType: shadowType }); // add it to the cache if (!this.shadowPassCache[lightType]) { this.shadowPassCache[lightType] = []; } this.shadowPassCache[lightType][shadowType] = shadowPassInfo; } return shadowPassInfo.index; } /** * @param {MeshInstance[]} visibleCasters - Visible mesh instances. * @param {Light} light - The light. * @param {Camera} camera - The camera. */ submitCasters(visibleCasters, light, camera) { var device = this.device; var renderer = this.renderer; var scene = renderer.scene; var passFlags = 1 << SHADER_SHADOW; var shadowPass = this.getShadowPass(light); var cameraShaderParams = camera.shaderParams; // reverse face culling when shadow map has flipY set to true which cases reversed winding order var flipFactor = camera.renderTarget.flipY ? -1 : 1; // Render var count = visibleCasters.length; for(var i = 0; i < count; i++){ var meshInstance = visibleCasters[i]; var mesh = meshInstance.mesh; meshInstance.ensureMaterial(device); var material = meshInstance.material; DebugGraphics.pushGpuMarker(device, "Node: " + meshInstance.node.name + ", Material: " + material.name); // set basic material states/parameters renderer.setBaseConstants(device, material); renderer.setSkinning(device, meshInstance); if (material.dirty) { material.updateUniforms(device, scene); material.dirty = false; } renderer.setupCullMode(true, flipFactor, meshInstance); // Uniforms I (shadow): material material.setParameters(device); // Uniforms II (shadow): meshInstance overrides meshInstance.setParameters(device, passFlags); var shaderInstance = meshInstance.getShaderInstance(shadowPass, 0, scene, cameraShaderParams, this.viewUniformFormat, this.viewBindGroupFormat); var shadowShader = shaderInstance.shader; Debug.assert(shadowShader, "no shader for pass " + shadowPass, material); // sort shadow casters by shader meshInstance._sortKeyShadow = shadowShader.id; device.setShader(shadowShader); // set buffers renderer.setVertexBuffers(device, mesh); renderer.setMorphing(device, meshInstance.morphInstance); this.renderer.setupMeshUniformBuffers(shaderInstance, meshInstance); var style = meshInstance.renderStyle; device.setIndexBuffer(mesh.indexBuffer[style]); // draw renderer.drawInstance(device, meshInstance, mesh, style); renderer._shadowDrawCalls++; DebugGraphics.popGpuMarker(device); } } needsShadowRendering(light) { var needs = light.enabled && light.castShadows && light.shadowUpdateMode !== SHADOWUPDATE_NONE && light.visibleThisFrame; if (light.shadowUpdateMode === SHADOWUPDATE_THISFRAME) { light.shadowUpdateMode = SHADOWUPDATE_NONE; } if (needs) { this.renderer._shadowMapUpdates += light.numShadowFaces; } return needs; } getLightRenderData(light, camera, face) { // directional shadows are per camera, so get appropriate render data return light.getRenderData(light._type === LIGHTTYPE_DIRECTIONAL ? camera : null, face); } setupRenderPass(renderPass, shadowCamera, clearRenderTarget) { var rt = shadowCamera.renderTarget; renderPass.init(rt); renderPass.depthStencilOps.clearDepthValue = 1; renderPass.depthStencilOps.clearDepth = clearRenderTarget; // if rendering to depth buffer if (rt.depthBuffer) { renderPass.depthStencilOps.storeDepth = true; } else { renderPass.colorOps.clearValue.copy(shadowCamera.clearColor); renderPass.colorOps.clear = clearRenderTarget; renderPass.depthStencilOps.storeDepth = false; } // not sampling dynamically generated cubemaps renderPass.requiresCubemaps = false; } // prepares render target / render target settings to allow render pass to be set up prepareFace(light, camera, face) { var type = light._type; var lightRenderData = this.getLightRenderData(light, camera, face); var shadowCam = lightRenderData.shadowCamera; // assign render target for the face var renderTargetIndex = type === LIGHTTYPE_DIRECTIONAL ? 0 : face; shadowCam.renderTarget = light._shadowMap.renderTargets[renderTargetIndex]; return shadowCam; } renderFace(light, camera, face, clear, insideRenderPass) { if (insideRenderPass === void 0) insideRenderPass = true; var device = this.device; var shadowMapStartTime = now(); DebugGraphics.pushGpuMarker(device, "SHADOW " + light._node.name + " FACE " + face); var lightRenderData = this.getLightRenderData(light, camera, face); var shadowCam = lightRenderData.shadowCamera; this.dispatchUniforms(light, shadowCam, lightRenderData, face); var rt = shadowCam.renderTarget; var renderer = this.renderer; renderer.setCameraUniforms(shadowCam, rt); if (device.supportsUniformBuffers) { renderer.setupViewUniformBuffers(lightRenderData.viewBindGroups, this.viewUniformFormat, this.viewBindGroupFormat, 1); } if (insideRenderPass) { renderer.setupViewport(shadowCam, rt); // clear here is used to clear a viewport inside render target. if (clear) { renderer.clear(shadowCam); } } else { // this is only used by lightmapper, till it's converted to render passes renderer.clearView(shadowCam, rt, true, false); } this.setupRenderState(device, light); // render mesh instances this.submitCasters(lightRenderData.visibleCasters, light, shadowCam); DebugGraphics.popGpuMarker(device); renderer._shadowMapTime += now() - shadowMapStartTime; } render(light, camera, insideRenderPass) { if (insideRenderPass === void 0) insideRenderPass = true; if (this.needsShadowRendering(light)) { var faceCount = light.numShadowFaces; // render faces for(var face = 0; face < faceCount; face++){ this.prepareFace(light, camera, face); this.renderFace(light, camera, face, true, insideRenderPass); } // apply vsm this.renderVsm(light, camera); } } renderVsm(light, camera) { // VSM blur if light supports vsm (directional and spot in general) if (light._isVsm && light._vsmBlurSize > 1) { // in clustered mode, only directional light can be vms var isClustered = this.renderer.scene.clusteredLightingEnabled; if (!isClustered || light._type === LIGHTTYPE_DIRECTIONAL) { this.applyVsmBlur(light, camera); } } } getVsmBlurShader(blurMode, filterSize) { var cache = this.blurVsmShader; var blurShader = cache[blurMode][filterSize]; if (!blurShader) { this.blurVsmWeights[filterSize] = gaussWeights(filterSize); var blurVS = shaderChunks.fullscreenQuadVS; var blurFS = "#define SAMPLES " + filterSize + "\n"; blurFS += this.blurVsmShaderCode[blurMode]; var blurShaderName = "blurVsm" + blurMode + filterSize; blurShader = createShaderFromCode(this.device, blurVS, blurFS, blurShaderName); cache[blurMode][filterSize] = blurShader; } return blurShader; } applyVsmBlur(light, camera) { var device = this.device; DebugGraphics.pushGpuMarker(device, "VSM " + light._node.name); // render state device.setBlendState(BlendState.NOBLEND); var lightRenderData = light.getRenderData(light._type === LIGHTTYPE_DIRECTIONAL ? camera : null, 0); var shadowCam = lightRenderData.shadowCamera; var origShadowMap = shadowCam.renderTarget; // temporary render target for blurring // TODO: this is probably not optimal and shadow map could have depth buffer on in addition to color buffer, // and for blurring only one buffer is needed. var tempShadowMap = this.renderer.shadowMapCache.get(device, light); var tempRt = tempShadowMap.renderTargets[0]; var blurMode = light.vsmBlurMode; var filterSize = light._vsmBlurSize; var blurShader = this.getVsmBlurShader(blurMode, filterSize); blurScissorRect.z = light._shadowResolution - 2; blurScissorRect.w = blurScissorRect.z; // Blur horizontal this.sourceId.setValue(origShadowMap.colorBuffer); pixelOffset[0] = 1 / light._shadowResolution; pixelOffset[1] = 0; this.pixelOffsetId.setValue(pixelOffset); if (blurMode === BLUR_GAUSSIAN) this.weightId.setValue(this.blurVsmWeights[filterSize]); drawQuadWithShader(device, tempRt, blurShader, null, blurScissorRect); // Blur vertical this.sourceId.setValue(tempRt.colorBuffer); pixelOffset[1] = pixelOffset[0]; pixelOffset[0] = 0; this.pixelOffsetId.setValue(pixelOffset); drawQuadWithShader(device, origShadowMap, blurShader, null, blurScissorRect); // return the temporary shadow map back to the cache this.renderer.shadowMapCache.add(light, tempShadowMap); DebugGraphics.popGpuMarker(device); } initViewBindGroupFormat() { if (this.device.supportsUniformBuffers && !this.viewUniformFormat) { // format of the view uniform buffer this.viewUniformFormat = new UniformBufferFormat(this.device, [ new UniformFormat('matrix_viewProjection', UNIFORMTYPE_MAT4) ]); // format of the view bind group - contains single uniform buffer, and no textures this.viewBindGroupFormat = new BindGroupFormat(this.device, [ new BindUniformBufferFormat(UNIFORM_BUFFER_DEFAULT_SLOT_NAME, SHADERSTAGE_VERTEX | SHADERSTAGE_FRAGMENT) ]); } } frameUpdate() { this.initViewBindGroupFormat(); } /** * @param {Renderer} renderer - The renderer. * @param {LightTextureAtlas} lightTextureAtlas - The shadow map atlas. */ constructor(renderer, lightTextureAtlas){ /** * A cache of shadow passes. First index is looked up by light type, second by shadow type. * * @type {ShaderPassInfo[][]} * @private */ this.shadowPassCache = []; this.device = renderer.device; /** @type {Renderer} */ this.renderer = renderer; /** @type {LightTextureAtlas} */ this.lightTextureAtlas = lightTextureAtlas; var scope = this.device.scope; // VSM this.sourceId = scope.resolve('source'); this.pixelOffsetId = scope.resolve('pixelOffset'); this.weightId = scope.resolve('weight[0]'); this.blurVsmShaderCode = [ shaderChunks.blurVSMPS, "#define GAUSS\n" + shaderChunks.blurVSMPS ]; // cache for vsm blur shaders this.blurVsmShader = [ {}, {} ]; this.blurVsmWeights = {}; // uniforms this.shadowMapLightRadiusId = scope.resolve('light_radius'); // view bind group format with its uniform buffer format this.viewUniformFormat = null; this.viewBindGroupFormat = null; // blend states this.blendStateWrite = new BlendState(); this.blendStateNoWrite = new BlendState(); this.blendStateNoWrite.setColorWrite(false, false, false, false); } } export { ShadowRenderer };