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/****************************************************************************
Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CSMLayers.h"
#include "core/Root.h"
#include "gfx-base/GFXDevice.h"
#include "pipeline/PipelineSceneData.h"
#include "pipeline/RenderPipeline.h"
#include "pipeline/custom/RenderInterfaceTypes.h"
#include "scene/RenderScene.h"
#include "scene/Shadow.h"
namespace cc {
namespace pipeline {
float ShadowTransformInfo::_maxLayerPosz{0.0F};
float ShadowTransformInfo::_maxLayerFarPlane{0.0F};
ShadowTransformInfo::ShadowTransformInfo(uint32_t level) : _level(level) {
_validFrustum.setType(geometry::ShapeEnum::SHAPE_FRUSTUM_ACCURATE);
_splitFrustum.setType(geometry::ShapeEnum::SHAPE_FRUSTUM_ACCURATE);
_lightViewFrustum.setType(geometry::ShapeEnum::SHAPE_FRUSTUM_ACCURATE);
}
void ShadowTransformInfo::createMatrix(const geometry::Frustum &splitFrustum, const scene::DirectionalLight *dirLight, float shadowMapWidth, bool isOnlyCulling) {
const float invisibleOcclusionRange = dirLight->getShadowInvisibleOcclusionRange();
const gfx::Device *device = gfx::Device::getInstance();
const Root *root = Root::getInstance();
geometry::Frustum::copy(&_lightViewFrustum, splitFrustum);
const float projectionSinY = device->getCapabilities().clipSpaceSignY;
const float clipSpaceMinZ = device->getCapabilities().clipSpaceMinZ;
// view matrix with range back
Mat4 matShadowTrans;
Mat4::fromRT(dirLight->getNode()->getRotation(), Vec3::ZERO, &matShadowTrans);
Mat4 matShadowView = matShadowTrans.getInversed();
const Mat4 shadowViewArbitaryPos = matShadowView.clone();
_lightViewFrustum.transform(matShadowView);
// bounding box in light space
geometry::AABB::fromPoints(Vec3(100000.0F, 100000.0F, 100000.0F),
Vec3(-100000.0F, -100000.0F, -100000.0F),
&_castLightViewBoundingBox);
_castLightViewBoundingBox.merge(_lightViewFrustum);
float orthoSizeWidth = 0.0F;
float orthoSizeHeight = 0.0F;
if (dirLight->getCSMOptimizationMode() == scene::CSMOptimizationMode::DISABLE_ROTATION_FIX) {
orthoSizeWidth = _castLightViewBoundingBox.halfExtents.x;
orthoSizeHeight = _castLightViewBoundingBox.halfExtents.y;
} else {
orthoSizeWidth = orthoSizeHeight = _lightViewFrustum.vertices[0].distance(_lightViewFrustum.vertices[6]);
}
const auto csmLevel = root->getPipeline()->getPipelineSceneData()->getCSMSupported() ? dirLight->getCSMLevel() : scene::CSMLevel::LEVEL_1;
if (csmLevel != scene::CSMLevel::LEVEL_1 && dirLight->getCSMOptimizationMode() ==
scene::CSMOptimizationMode::REMOVE_DUPLICATES) {
if (_level >= static_cast<uint32_t>(csmLevel) - 1U) {
_maxLayerFarPlane = _castLightViewBoundingBox.halfExtents.z;
_maxLayerPosz = _castLightViewBoundingBox.center.z;
} else {
const float alignFarPlaneDist = fabsf(_castLightViewBoundingBox.center.z - _maxLayerPosz) + _maxLayerFarPlane;
_castLightViewBoundingBox.halfExtents.z = fmaxf(_castLightViewBoundingBox.center.z, alignFarPlaneDist);
}
}
const float r = _castLightViewBoundingBox.getHalfExtents().z;
_shadowCameraFar = r * 2.0F + invisibleOcclusionRange;
const Vec3 &center = _castLightViewBoundingBox.getCenter();
Vec3 shadowPos(center.x, center.y, center.z + r + invisibleOcclusionRange);
shadowPos.transformMat4(shadowPos, matShadowTrans);
Mat4::fromRT(dirLight->getNode()->getRotation(), shadowPos, &matShadowTrans);
matShadowView = matShadowTrans.getInversed();
if (!isOnlyCulling) {
// snap to whole texels
const float halfOrthoSizeWidth = orthoSizeWidth * 0.5F;
const float halfOrthoSizeHeight = orthoSizeHeight * 0.5F;
Mat4 matShadowProj;
Mat4::createOrthographicOffCenter(-halfOrthoSizeWidth, halfOrthoSizeWidth, -halfOrthoSizeHeight, halfOrthoSizeHeight,
0.1F, _shadowCameraFar, clipSpaceMinZ, projectionSinY, 0U, &matShadowProj);
Mat4 matShadowViewProjArbitaryPos;
Mat4::multiply(matShadowProj, shadowViewArbitaryPos, &matShadowViewProjArbitaryPos);
Vec3 projPos;
projPos.transformMat4(shadowPos, matShadowViewProjArbitaryPos);
const float invActualSize = 2.0F / shadowMapWidth;
const Vec2 texelSize(invActualSize, invActualSize);
const float modX = fmodf(projPos.x, texelSize.x);
const float modY = fmodf(projPos.y, texelSize.y);
const Vec3 projSnap(projPos.x - modX, projPos.y - modY, projPos.z);
const Mat4 matShadowViewProjArbitaryPosInv = matShadowViewProjArbitaryPos.getInversed();
Vec3 snap;
snap.transformMat4(projSnap, matShadowViewProjArbitaryPosInv);
Mat4::fromRT(dirLight->getNode()->getRotation(), snap, &matShadowTrans);
matShadowView = matShadowTrans.getInversed();
// fill data
Mat4 matShadowViewProj;
Mat4::multiply(matShadowProj, matShadowView, &matShadowViewProj);
_matShadowView = matShadowView.clone();
_matShadowProj = matShadowProj.clone();
_matShadowViewProj = matShadowViewProj.clone();
}
_validFrustum.createOrtho(orthoSizeWidth, orthoSizeHeight, 0.1F, _shadowCameraFar, matShadowTrans);
}
void ShadowTransformInfo::copyToValidFrustum(const geometry::Frustum &validFrustum) {
geometry::Frustum::copy(&_validFrustum, validFrustum);
}
void ShadowTransformInfo::calculateValidFrustumOrtho(float width, float height, float nearClamp, float farClamp, const Mat4 &transform) {
_validFrustum.createOrtho(width, height, nearClamp, farClamp, transform);
}
void ShadowTransformInfo::calculateSplitFrustum(float start, float end, float aspect, float fov, const Mat4 &transform) {
_splitFrustum.split(start, end, aspect, fov, transform);
}
CSMLayerInfo::CSMLayerInfo(uint32_t level) : ShadowTransformInfo(level) {
calculateAtlas(level);
}
void CSMLayerInfo::calculateAtlas(uint32_t level) {
const gfx::Device *device = gfx::Device::getInstance();
const float clipSpaceSignY = device->getCapabilities().clipSpaceSignY;
const float x = floorf(static_cast<float>(level % 2U)) - 0.5F;
const float y = clipSpaceSignY * (0.5F - floorf(static_cast<float>(level) / 2U));
_csmAtlas.set(0.5F, 0.5F, x, y);
}
CSMLayers::CSMLayers() {
_specialLayer = ccnew ShadowTransformInfo(1U);
for (uint32_t i = 0; i < static_cast<uint32_t>(scene::CSMLevel::LEVEL_4); ++i) {
_layers[i] = ccnew CSMLayerInfo(i);
}
}
CSMLayers::~CSMLayers() {
CC_SAFE_DELETE(_specialLayer);
for (const auto *shadowCSMLayer : _layers) {
CC_SAFE_DELETE(shadowCSMLayer);
}
}
void CSMLayers::update(const PipelineSceneData *sceneData, const scene::Camera *camera) {
CC_ASSERT(sceneData);
CC_ASSERT(camera);
const scene::Shadows *shadowInfo = sceneData->getShadows();
const scene::RenderScene *const scene = camera->getScene();
const Root *root = Root::getInstance();
scene::DirectionalLight *dirLight = scene->getMainLight();
CC_ASSERT(dirLight);
const auto levelCount = root->getPipeline()->getPipelineSceneData()->getCSMSupported() ? static_cast<uint32_t>(dirLight->getCSMLevel()) : 1U;
CC_ASSERT(levelCount <= static_cast<uint32_t>(scene::CSMLevel::LEVEL_4));
const float shadowDistance = dirLight->getShadowDistance();
if (!shadowInfo->isEnabled() || !dirLight->isShadowEnabled()) {
return;
}
if (dirLight->isShadowFixedArea()) {
updateFixedArea(dirLight);
} else {
if (dirLight->isCSMNeedUpdate() || _levelCount != levelCount ||
std::abs(_shadowDistance - shadowDistance) > 1.0F) {
splitFrustumLevels(dirLight);
_levelCount = levelCount;
_shadowDistance = shadowDistance;
}
calculateCSM(camera, dirLight, shadowInfo);
}
}
void CSMLayers::updateFixedArea(const scene::DirectionalLight *dirLight) const {
const gfx::Device *device = gfx::Device::getInstance();
const float x = dirLight->getShadowOrthoSize();
const float y = dirLight->getShadowOrthoSize();
const float nearClamp = dirLight->getShadowNear();
const float farClamp = dirLight->getShadowFar();
const float projectionSinY = device->getCapabilities().clipSpaceSignY;
const float clipSpaceMinZ = device->getCapabilities().clipSpaceMinZ;
Mat4 matShadowTrans;
Mat4::fromRT(dirLight->getNode()->getWorldRotation(),
dirLight->getNode()->getWorldPosition(), &matShadowTrans);
const Mat4 matShadowView = matShadowTrans.getInversed();
Mat4 matShadowProj;
Mat4::createOrthographicOffCenter(-x, x, -y, y, -nearClamp,
farClamp, clipSpaceMinZ, projectionSinY, 0U, &matShadowProj);
Mat4 matShadowViewProj;
Mat4::multiply(matShadowProj, matShadowView, &matShadowViewProj);
_specialLayer->setMatShadowView(matShadowView);
_specialLayer->setMatShadowProj(matShadowProj);
_specialLayer->setMatShadowViewProj(matShadowViewProj);
_specialLayer->calculateValidFrustumOrtho(x * 2.0F, y * 2.0F, nearClamp, farClamp, matShadowTrans);
}
void CSMLayers::splitFrustumLevels(scene::DirectionalLight *dirLight) {
const Root *root = Root::getInstance();
constexpr float nd = 0.1F;
const float fd = dirLight->getShadowDistance();
const float ratio = fd / nd;
const auto level = root->getPipeline()->getPipelineSceneData()->getCSMSupported() ? static_cast<uint32_t>(dirLight->getCSMLevel()) : 1U;
const float lambda = dirLight->getCSMLayerLambda();
_layers.at(0)->setSplitCameraNear(nd);
for (uint32_t i = 1; i < level; ++i) {
// i ÷ numbers of level
const float si = static_cast<float>(i) / static_cast<float>(level);
const float preNear = lambda * (nd * powf(ratio, si)) + (1.0F - lambda) * (nd + (fd - nd) * si);
// Slightly increase the overlap to avoid fracture
const float nextFar = preNear * 1.005F;
_layers[i]->setSplitCameraNear(preNear);
_layers[i - 1]->setSplitCameraFar(nextFar);
}
// numbers of level - 1
_layers[level - 1]->setSplitCameraFar(fd);
dirLight->setCSMNeedUpdate(false);
}
void CSMLayers::calculateCSM(const scene::Camera *camera, const scene::DirectionalLight *dirLight, const scene::Shadows *shadowInfo) {
const Root *root = Root::getInstance();
const auto level = root->getPipeline()->getPipelineSceneData()->getCSMSupported() ? dirLight->getCSMLevel() : scene::CSMLevel::LEVEL_1;
const float shadowMapWidth = level != scene::CSMLevel::LEVEL_1 ? shadowInfo->getSize().x * 0.5F : shadowInfo->getSize().x;
if (shadowMapWidth < 0.999F) {
return;
}
const Mat4 mat4Trans = getCameraWorldMatrix(camera);
for (int i = static_cast<int>(level) - 1; i >= 0; --i) {
auto *layer = _layers[i];
const float nearClamp = layer->getSplitCameraNear();
const float farClamp = layer->getSplitCameraFar();
layer->calculateSplitFrustum(nearClamp, farClamp, camera->getAspect(), camera->getFov(), mat4Trans);
layer->createMatrix(layer->getSplitFrustum(), dirLight, shadowMapWidth, false);
}
if (level == scene::CSMLevel::LEVEL_1) {
_specialLayer->setShadowCameraFar(_layers[0]->getShadowCameraFar());
_specialLayer->setMatShadowView(_layers[0]->getMatShadowView().clone());
_specialLayer->setMatShadowProj(_layers[0]->getMatShadowProj().clone());
_specialLayer->setMatShadowViewProj(_layers[0]->getMatShadowViewProj().clone());
_specialLayer->copyToValidFrustum(_layers[0]->getValidFrustum());
} else {
_specialLayer->calculateSplitFrustum(0.1F, dirLight->getShadowDistance(), camera->getAspect(), camera->getFov(), mat4Trans);
_specialLayer->createMatrix(_specialLayer->getSplitFrustum(), dirLight, shadowMapWidth, true);
}
}
Mat4 CSMLayers::getCameraWorldMatrix(const scene::Camera *camera) {
const Node *cameraNode = camera->getNode();
const Vec3 &position = cameraNode->getWorldPosition();
const Quaternion &rotation = cameraNode->getWorldRotation();
Mat4 out;
Mat4::fromRT(rotation, position, &out);
return out;
}
} // namespace pipeline
} // namespace cc

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/****************************************************************************
Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "base/TypeDef.h"
#include "core/geometry/Frustum.h"
#include "math/Mat4.h"
#include "pipeline/Define.h"
#include "scene/Camera.h"
#include "scene/DirectionalLight.h"
#include "scene/Shadow.h"
namespace cc {
namespace pipeline {
class PipelineSceneData;
class ShadowTransformInfo {
public:
explicit ShadowTransformInfo(uint32_t level);
~ShadowTransformInfo() = default;
inline uint32_t getLevel() const { return _level; }
inline RenderObjectList &getShadowObjects() { return _shadowObjects; }
inline void setShadowObjects(RenderObjectList &&ro) { _shadowObjects = std::forward<RenderObjectList>(ro); }
inline void addShadowObject(RenderObject &&obj) { _shadowObjects.emplace_back(obj); }
inline void clearShadowObjects() { _shadowObjects.clear(); }
inline float getShadowCameraFar() const { return _shadowCameraFar; }
inline void setShadowCameraFar(float shadowCameraFar) { _shadowCameraFar = shadowCameraFar; }
inline const Mat4 &getMatShadowView() const { return _matShadowView; }
inline void setMatShadowView(const Mat4 &matShadowView) { _matShadowView = matShadowView; }
inline const Mat4 &getMatShadowProj() const { return _matShadowProj; }
inline void setMatShadowProj(const Mat4 &matShadowProj) { _matShadowProj = matShadowProj; }
inline const Mat4 &getMatShadowViewProj() const { return _matShadowViewProj; }
inline void setMatShadowViewProj(const Mat4 &matShadowViewProj) { _matShadowViewProj = matShadowViewProj; }
inline const geometry::Frustum &getValidFrustum() const { return _validFrustum; }
inline const geometry::Frustum &getSplitFrustum() const { return _splitFrustum; }
inline const geometry::Frustum &getLightViewFrustum() const { return _lightViewFrustum; }
inline const geometry::AABB &getCastLightViewBoundingBox() const { return _castLightViewBoundingBox; }
void createMatrix(const geometry::Frustum &splitFrustum, const scene::DirectionalLight *dirLight, float shadowMapWidth, bool isOnlyCulling);
void copyToValidFrustum(const geometry::Frustum &validFrustum);
void calculateValidFrustumOrtho(float width, float height, float nearClamp, float farClamp, const Mat4 &transform);
void calculateSplitFrustum(float start, float end, float aspect, float fov, const Mat4 &transform);
private:
// global set
static float _maxLayerPosz;
static float _maxLayerFarPlane;
// Level is a vector, Indicates the location.range: [0 ~ 3]
uint32_t _level{1U};
float _shadowCameraFar{0.0F};
Mat4 _matShadowView;
Mat4 _matShadowProj;
Mat4 _matShadowViewProj;
geometry::Frustum _validFrustum;
// debug renderer value
geometry::Frustum _splitFrustum;
geometry::Frustum _lightViewFrustum;
geometry::AABB _castLightViewBoundingBox;
RenderObjectList _shadowObjects;
};
class CSMLayerInfo : public ShadowTransformInfo {
public:
explicit CSMLayerInfo(uint32_t level);
~CSMLayerInfo() = default;
inline float getSplitCameraNear() const { return _splitCameraNear; }
inline void setSplitCameraNear(float splitCameraNear) { _splitCameraNear = splitCameraNear; }
inline float getSplitCameraFar() const { return _splitCameraFar; }
inline void setSplitCameraFar(float splitCameraFar) { _splitCameraFar = splitCameraFar; }
inline const Vec4 &getCSMAtlas() const { return _csmAtlas; }
private:
void calculateAtlas(uint32_t level);
float _splitCameraNear{0.0F};
float _splitCameraFar{0.0F};
Vec4 _csmAtlas;
};
class CSMLayers {
public:
CSMLayers();
~CSMLayers();
void update(const PipelineSceneData *sceneData, const scene::Camera *camera);
inline const RenderObjectList &getCastShadowObjects() const { return _castShadowObjects; }
inline void setCastShadowObjects(RenderObjectList &&ro) { _castShadowObjects = std::forward<RenderObjectList>(ro); }
inline void addCastShadowObject(RenderObject &&obj) { _castShadowObjects.emplace_back(obj); }
inline void clearCastShadowObjects() { _castShadowObjects.clear(); }
inline RenderObjectList &getLayerObjects() { return _layerObjects; }
inline void setLayerObjects(RenderObjectList &&ro) { _layerObjects = std::forward<RenderObjectList>(ro); }
inline void addLayerObject(RenderObject &&obj) { _layerObjects.emplace_back(obj); }
inline void clearLayerObjects() { _layerObjects.clear(); }
inline const ccstd::array<CSMLayerInfo *, 4> &getLayers() const { return _layers; }
inline ShadowTransformInfo *getSpecialLayer() const { return _specialLayer; }
private:
static Mat4 getCameraWorldMatrix(const scene::Camera *camera);
void splitFrustumLevels(scene::DirectionalLight *dirLight);
void updateFixedArea(const scene::DirectionalLight *dirLight) const;
void calculateCSM(const scene::Camera *camera, const scene::DirectionalLight *dirLight, const scene::Shadows *shadowInfo);
// LevelCount is a scalar, Indicates the number.
uint32_t _levelCount{0U};
// The ShadowTransformInfo object for 'fixed area shadow' || 'maximum clipping info' || 'CSM layers = 1'.
ShadowTransformInfo *_specialLayer{nullptr};
float _shadowDistance{0.0F};
ccstd::array<CSMLayerInfo *, 4> _layers{};
RenderObjectList _castShadowObjects;
RenderObjectList _layerObjects;
};
} // namespace pipeline
} // namespace cc

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/****************************************************************************
Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "ShadowFlow.h"
#include "CSMLayers.h"
#include "ShadowStage.h"
#include "gfx-base/GFXDevice.h"
#include "pipeline//Define.h"
#include "pipeline/GlobalDescriptorSetManager.h"
#include "pipeline/PipelineSceneData.h"
#include "pipeline/RenderPipeline.h"
#include "pipeline/SceneCulling.h"
#include "profiler/Profiler.h"
#include "scene/Camera.h"
#include "scene/DirectionalLight.h"
#include "scene/RenderScene.h"
#include "scene/Shadow.h"
#include "scene/SpotLight.h"
namespace cc {
namespace pipeline {
ccstd::unordered_map<ccstd::hash_t, IntrusivePtr<cc::gfx::RenderPass>> ShadowFlow::renderPassHashMap;
RenderFlowInfo ShadowFlow::initInfo = {
"ShadowFlow",
static_cast<uint32_t>(ForwardFlowPriority::SHADOW),
static_cast<uint32_t>(RenderFlowTag::SCENE),
{},
};
const RenderFlowInfo &ShadowFlow::getInitializeInfo() { return ShadowFlow::initInfo; }
ShadowFlow::ShadowFlow() = default;
ShadowFlow::~ShadowFlow() = default;
bool ShadowFlow::initialize(const RenderFlowInfo &info) {
RenderFlow::initialize(info);
if (_stages.empty()) {
auto *shadowStage = ccnew ShadowStage;
shadowStage->initialize(ShadowStage::getInitializeInfo());
_stages.emplace_back(shadowStage);
}
return true;
}
void ShadowFlow::activate(RenderPipeline *pipeline) {
RenderFlow::activate(pipeline);
// 0: SHADOWMAP_FLOAT, 1: SHADOWMAP_RGBE.
const int32_t isRGBE = supportsR32FloatTexture(pipeline->getDevice()) ? 0 : 1;
pipeline->setValue("CC_SHADOWMAP_FORMAT", isRGBE);
// 0: SHADOWMAP_LINER_DEPTH_OFF, 1: SHADOWMAP_LINER_DEPTH_ON.
const int32_t isLinear = 0;
pipeline->setValue("CC_SHADOWMAP_USE_LINEAR_DEPTH", isLinear);
// 0: UNIFORM_VECTORS_LESS_EQUAL_64, 1: UNIFORM_VECTORS_GREATER_EQUAL_125.
const auto csmSupported = pipeline->getDevice()->getCapabilities().maxFragmentUniformVectors >=
(UBOGlobal::COUNT + UBOCamera::COUNT + UBOShadow::COUNT + UBOCSM::COUNT) >> 2;
pipeline->getPipelineSceneData()->setCSMSupported(csmSupported);
pipeline->setValue("CC_SUPPORT_CASCADED_SHADOW_MAP", csmSupported);
// 0: CC_SHADOW_NONE, 1: CC_SHADOW_PLANAR, 2: CC_SHADOW_MAP
pipeline->setValue("CC_SHADOW_TYPE", 0);
// 0: PCFType.HARD, 1: PCFType.SOFT, 2: PCFType.SOFT_2X, 3: PCFType.SOFT_4X
pipeline->setValue("CC_DIR_SHADOW_PCF_TYPE", static_cast<int32_t>(scene::PCFType::HARD));
// 0: CC_DIR_LIGHT_SHADOW_PLANAR, 1: CC_DIR_LIGHT_SHADOW_UNIFORM, 2: CC_DIR_LIGHT_SHADOW_CASCADED, 3: CC_DIR_LIGHT_SHADOW_VARIANCE
pipeline->setValue("CC_DIR_LIGHT_SHADOW_TYPE", 0);
// 0: CC_CASCADED_LAYERS_TRANSITION_OFF, 1: CC_CASCADED_LAYERS_TRANSITION_ON
pipeline->setValue("CC_CASCADED_LAYERS_TRANSITION", 0);
pipeline->onGlobalPipelineStateChanged();
}
void ShadowFlow::render(scene::Camera *camera) {
CC_PROFILE(ShadowFlowRender);
const auto *sceneData = _pipeline->getPipelineSceneData();
const auto *csmLayers = sceneData->getCSMLayers();
auto *shadowInfo = sceneData->getShadows();
if (shadowInfo == nullptr || !shadowInfo->isEnabled() || shadowInfo->getType() != scene::ShadowType::SHADOW_MAP) {
return;
}
lightCollecting();
if (csmLayers->getCastShadowObjects().empty() && sceneData->getRenderObjects().empty()) {
clearShadowMap(camera);
return;
}
if (shadowInfo->isShadowMapDirty()) {
_pipeline->getGlobalDSManager()->bindTexture(SHADOWMAP::BINDING, nullptr);
_pipeline->getGlobalDSManager()->bindTexture(SPOTSHADOWMAP::BINDING, nullptr);
}
const auto &shadowFramebufferMap = sceneData->getShadowFramebufferMap();
const scene::DirectionalLight *mainLight = camera->getScene()->getMainLight();
if (mainLight) {
gfx::DescriptorSet *globalDS = _pipeline->getDescriptorSet();
if (!shadowFramebufferMap.count(mainLight)) {
initShadowFrameBuffer(_pipeline, mainLight);
} else {
if (shadowInfo->isShadowMapDirty()) {
resizeShadowMap(mainLight, globalDS);
}
}
gfx::Framebuffer *shadowFrameBuffer = shadowFramebufferMap.at(mainLight);
if (mainLight->isShadowFixedArea()) {
renderStage(globalDS, camera, mainLight, shadowFrameBuffer);
} else {
const auto level = _pipeline->getPipelineSceneData()->getCSMSupported() ? static_cast<uint32_t>(mainLight->getCSMLevel()) : 1U;
for (uint32_t i = 0; i < level; ++i) {
renderStage(globalDS, camera, mainLight, shadowFrameBuffer, i);
}
}
}
for (const auto *light : _validLights) {
gfx::DescriptorSet *ds = _pipeline->getGlobalDSManager()->getOrCreateDescriptorSet(light);
if (!shadowFramebufferMap.count(light)) {
initShadowFrameBuffer(_pipeline, light);
} else {
if (shadowInfo->isShadowMapDirty()) {
resizeShadowMap(light, ds);
}
}
gfx::Framebuffer *shadowFrameBuffer = shadowFramebufferMap.at(light);
renderStage(ds, camera, light, shadowFrameBuffer);
}
shadowInfo->setShadowMapDirty(false);
}
void ShadowFlow::renderStage(gfx::DescriptorSet *globalDS, scene::Camera *camera, const scene::Light *light, gfx::Framebuffer *framebuffer, uint32_t level) {
for (auto &stage : _stages) {
auto *shadowStage = static_cast<ShadowStage *>(stage.get());
shadowStage->setUsage(globalDS, light, framebuffer, level);
shadowStage->render(camera);
}
}
void ShadowFlow::lightCollecting() {
_validLights.clear();
const ccstd::vector<const scene::Light *> validPunctualLights = _pipeline->getPipelineSceneData()->getValidPunctualLights();
for (const scene::Light *light : validPunctualLights) {
if (light->getType() == scene::LightType::SPOT) {
const auto *spotLight = static_cast<const scene::SpotLight *>(light);
if (spotLight->isShadowEnabled()) {
_validLights.emplace_back(light);
}
}
}
}
void ShadowFlow::clearShadowMap(scene::Camera *camera) {
const auto *sceneData = _pipeline->getPipelineSceneData();
const auto &shadowFramebufferMap = sceneData->getShadowFramebufferMap();
const scene::DirectionalLight *mainLight = camera->getScene()->getMainLight();
if (mainLight) {
gfx::DescriptorSet *globalDS = _pipeline->getDescriptorSet();
if (!shadowFramebufferMap.count(mainLight)) {
initShadowFrameBuffer(_pipeline, mainLight);
}
auto *shadowFrameBuffer = shadowFramebufferMap.at(mainLight).get();
for (auto &stage : _stages) {
auto *shadowStage = static_cast<ShadowStage *>(stage.get());
shadowStage->setUsage(globalDS, mainLight, shadowFrameBuffer);
shadowStage->render(camera);
}
}
for (const auto *light : _validLights) {
gfx::DescriptorSet *ds = _pipeline->getGlobalDSManager()->getOrCreateDescriptorSet(light);
if (!shadowFramebufferMap.count(light)) {
initShadowFrameBuffer(_pipeline, light);
}
auto *shadowFrameBuffer = shadowFramebufferMap.at(light).get();
for (auto &stage : _stages) {
auto *shadowStage = static_cast<ShadowStage *>(stage.get());
shadowStage->setUsage(ds, light, shadowFrameBuffer);
shadowStage->clearFramebuffer(camera);
}
}
}
void ShadowFlow::resizeShadowMap(const scene::Light *light, gfx::DescriptorSet *ds) {
const auto *sceneData = _pipeline->getPipelineSceneData();
const auto *shadowInfo = sceneData->getShadows();
auto *device = gfx::Device::getInstance();
const auto width = static_cast<uint32_t>(shadowInfo->getSize().x);
const auto height = static_cast<uint32_t>(shadowInfo->getSize().y);
const auto format = supportsR32FloatTexture(device) ? gfx::Format::R32F : gfx::Format::RGBA8;
gfx::Framebuffer *framebuffer = sceneData->getShadowFramebufferMap().at(light);
auto *colorTexture = gfx::Device::getInstance()->createTexture({
gfx::TextureType::TEX2D,
gfx::TextureUsageBit::COLOR_ATTACHMENT | gfx::TextureUsageBit::SAMPLED,
format,
width,
height,
});
const auto &renderTargets = framebuffer->getColorTextures();
for (auto *renderTarget : renderTargets) {
const auto iter = std::find(_usedTextures.begin(), _usedTextures.end(), renderTarget);
_usedTextures.erase(iter);
}
_usedTextures.emplace_back(colorTexture);
switch (light->getType()) {
case scene::LightType::DIRECTIONAL:
ds->bindTexture(SHADOWMAP::BINDING, colorTexture);
break;
case scene::LightType::SPOT:
ds->bindTexture(SPOTSHADOWMAP::BINDING, colorTexture);
break;
default:
break;
}
ds->forceUpdate();
auto *depthStencilTexture = device->createTexture({
gfx::TextureType::TEX2D,
gfx::TextureUsageBit::DEPTH_STENCIL_ATTACHMENT,
gfx::Format::DEPTH,
width,
height,
});
auto *oldDepthStencilTexture = framebuffer->getDepthStencilTexture();
const auto iter = std::find(_usedTextures.begin(), _usedTextures.end(), oldDepthStencilTexture);
_usedTextures.erase(iter);
_usedTextures.emplace_back(depthStencilTexture);
framebuffer->destroy();
framebuffer->initialize({
_renderPass,
{colorTexture},
depthStencilTexture,
});
}
void ShadowFlow::initShadowFrameBuffer(const RenderPipeline *pipeline, const scene::Light *light) {
auto *device = gfx::Device::getInstance();
const auto *sceneData = _pipeline->getPipelineSceneData();
const auto *shadowInfo = sceneData->getShadows();
const auto &shadowMapSize = shadowInfo->getSize();
const auto width = static_cast<uint32_t>(shadowMapSize.x);
const auto height = static_cast<uint32_t>(shadowMapSize.y);
const auto format = supportsR32FloatTexture(device) ? gfx::Format::R32F : gfx::Format::RGBA8;
const gfx::ColorAttachment colorAttachment{
format,
gfx::SampleCount::X1,
gfx::LoadOp::CLEAR,
gfx::StoreOp::STORE,
device->getGeneralBarrier({
gfx::AccessFlagBit::FRAGMENT_SHADER_READ_TEXTURE,
gfx::AccessFlagBit::FRAGMENT_SHADER_READ_TEXTURE,
}),
};
const gfx::DepthStencilAttachment depthStencilAttachment{
gfx::Format::DEPTH,
gfx::SampleCount::X1,
gfx::LoadOp::CLEAR,
gfx::StoreOp::DISCARD,
gfx::LoadOp::CLEAR,
gfx::StoreOp::DISCARD,
device->getGeneralBarrier({
gfx::AccessFlagBit::DEPTH_STENCIL_ATTACHMENT_WRITE,
gfx::AccessFlagBit::DEPTH_STENCIL_ATTACHMENT_WRITE,
}),
};
gfx::RenderPassInfo rpInfo;
rpInfo.colorAttachments.emplace_back(colorAttachment);
rpInfo.depthStencilAttachment = depthStencilAttachment;
ccstd::hash_t rpHash = cc::gfx::RenderPass::computeHash(rpInfo);
const auto iter = renderPassHashMap.find(rpHash);
if (iter != renderPassHashMap.end()) {
_renderPass = iter->second;
} else {
_renderPass = device->createRenderPass(rpInfo);
renderPassHashMap.insert({rpHash, _renderPass});
}
auto *colorTexture = device->createTexture({
gfx::TextureType::TEX2D,
gfx::TextureUsageBit::COLOR_ATTACHMENT | gfx::TextureUsageBit::SAMPLED,
format,
width,
height,
});
_usedTextures.emplace_back(colorTexture);
gfx::Texture *depthStencilTexture = device->createTexture({
gfx::TextureType::TEX2D,
gfx::TextureUsageBit::DEPTH_STENCIL_ATTACHMENT | gfx::TextureUsageBit::SAMPLED,
gfx::Format::DEPTH,
width,
height,
});
_usedTextures.emplace_back(depthStencilTexture);
gfx::Framebuffer *framebuffer = device->createFramebuffer({
_renderPass,
{colorTexture},
depthStencilTexture,
});
pipeline->getPipelineSceneData()->setShadowFramebuffer(light, framebuffer);
}
void ShadowFlow::destroy() {
_pipeline->getGlobalDSManager()->bindTexture(SHADOWMAP::BINDING, nullptr);
_pipeline->getGlobalDSManager()->bindTexture(SPOTSHADOWMAP::BINDING, nullptr);
_renderPass = nullptr;
renderPassHashMap.clear();
_usedTextures.clear();
_validLights.clear();
RenderFlow::destroy();
}
} // namespace pipeline
} // namespace cc

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/****************************************************************************
Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "../RenderFlow.h"
#include "scene/Define.h"
namespace cc {
namespace pipeline {
class ForwardPipeline;
class CC_DLL ShadowFlow : public RenderFlow {
public:
ShadowFlow();
~ShadowFlow() override;
static const RenderFlowInfo &getInitializeInfo();
bool initialize(const RenderFlowInfo &info) override;
void activate(RenderPipeline *pipeline) override;
void render(scene::Camera *camera) override;
void destroy() override;
private:
void renderStage(gfx::DescriptorSet *globalDS, scene::Camera *camera, const scene::Light *light, gfx::Framebuffer *framebuffer, uint32_t level = 0);
void lightCollecting();
void clearShadowMap(scene::Camera *camera);
void resizeShadowMap(const scene::Light *light, gfx::DescriptorSet *ds);
void initShadowFrameBuffer(const RenderPipeline *pipeline, const scene::Light *light);
static RenderFlowInfo initInfo;
// weak reference
gfx::RenderPass *_renderPass{nullptr};
// weak reference
ccstd::vector<const scene::Light *> _validLights;
ccstd::vector<IntrusivePtr<gfx::Texture>> _usedTextures;
static ccstd::unordered_map<ccstd::hash_t, IntrusivePtr<cc::gfx::RenderPass>> renderPassHashMap;
};
} // namespace pipeline
} // namespace cc

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/****************************************************************************
Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "ShadowStage.h"
#include "../Define.h"
#include "../PipelineSceneData.h"
#include "../PipelineUBO.h"
#include "../RenderPipeline.h"
#include "../ShadowMapBatchedQueue.h"
#include "gfx-base/GFXCommandBuffer.h"
#include "gfx-base/GFXFramebuffer.h"
#include "math/Vec2.h"
#include "profiler/Profiler.h"
#include "scene/Camera.h"
#include "scene/DirectionalLight.h"
#include "scene/Light.h"
#include "scene/Shadow.h"
#include "scene/SpotLight.h"
namespace cc {
namespace pipeline {
ShadowStage::ShadowStage() = default;
ShadowStage::~ShadowStage() = default;
RenderStageInfo ShadowStage::initInfo = {
"ShadowStage",
static_cast<uint32_t>(ForwardStagePriority::FORWARD),
static_cast<uint32_t>(RenderFlowTag::SCENE),
{}};
const RenderStageInfo &ShadowStage::getInitializeInfo() { return ShadowStage::initInfo; }
bool ShadowStage::initialize(const RenderStageInfo &info) {
RenderStage::initialize(info);
auto *descriptor = ccnew RenderQueueDesc(true, RenderQueueSortMode::BACK_TO_FRONT, {"default"});
_renderQueueDescriptors.emplace_back(descriptor);
return true;
}
void ShadowStage::activate(RenderPipeline *pipeline, RenderFlow *flow) {
RenderStage::activate(pipeline, flow);
_additiveShadowQueue = ccnew ShadowMapBatchedQueue(pipeline);
_isShadowMapCleared = false;
}
void ShadowStage::render(scene::Camera *camera) {
CC_PROFILE(ShadowStageRender);
const auto *sceneData = _pipeline->getPipelineSceneData();
const auto *shadowInfo = sceneData->getShadows();
if (!_light || !_framebuffer) {
return;
}
if (_light->getType() == scene::LightType::DIRECTIONAL) {
const auto *dirLight = static_cast<const scene::DirectionalLight *>(_light);
if (!dirLight->isShadowEnabled()) return;
}
if (_light->getType() == scene::LightType::SPOT) {
const auto *spotLight = static_cast<const scene::SpotLight *>(_light);
if (!spotLight->isShadowEnabled()) return;
}
auto *cmdBuffer = _pipeline->getCommandBuffers()[0];
_pipeline->getPipelineUBO()->updateShadowUBOLight(_globalDS, _light, _level);
_additiveShadowQueue->gatherLightPasses(camera, _light, cmdBuffer, _level);
const Vec2 &shadowMapSize = shadowInfo->getSize();
switch (_light->getType()) {
case scene::LightType::DIRECTIONAL: {
const auto *mainLight = static_cast<const scene::DirectionalLight *>(_light);
if (mainLight->isShadowFixedArea() || mainLight->getCSMLevel() == scene::CSMLevel::LEVEL_1 || !sceneData->getCSMSupported()) {
_renderArea.x = 0;
_renderArea.y = 0;
_renderArea.width = static_cast<uint32_t>(shadowMapSize.x);
_renderArea.height = static_cast<uint32_t>(shadowMapSize.y);
} else {
const gfx::Device *device = gfx::Device::getInstance();
const float screenSpaceSignY = device->getCapabilities().screenSpaceSignY;
_renderArea.x = static_cast<int>(static_cast<float>(_level % 2) * 0.5F * shadowMapSize.x);
if (screenSpaceSignY > 0.0F) {
_renderArea.y = static_cast<int>((1 - floorf(static_cast<float>(_level) / 2)) * 0.5F * shadowMapSize.y);
} else {
_renderArea.y = static_cast<int>((floorf(static_cast<float>(_level) / 2)) * 0.5F * shadowMapSize.y);
}
_renderArea.width = static_cast<int>(0.5F * shadowMapSize.x);
_renderArea.height = static_cast<int>(0.5F * shadowMapSize.y);
}
break;
}
case scene::LightType::SPOT: {
_renderArea.x = 0;
_renderArea.y = 0;
_renderArea.width = static_cast<uint32_t>(shadowMapSize.x);
_renderArea.height = static_cast<uint32_t>(shadowMapSize.y);
break;
}
default:
break;
}
_clearColors[0] = {1.0F, 1.0F, 1.0F, 1.0F};
auto *renderPass = _framebuffer->getRenderPass();
cmdBuffer->beginRenderPass(renderPass, _framebuffer, _renderArea,
_clearColors, camera->getClearDepth(), camera->getClearStencil());
const ccstd::array<uint32_t, 1> globalOffsets = {_pipeline->getPipelineUBO()->getCurrentCameraUBOOffset()};
cmdBuffer->bindDescriptorSet(globalSet, _globalDS, utils::toUint(globalOffsets.size()), globalOffsets.data());
_additiveShadowQueue->recordCommandBuffer(_device, renderPass, cmdBuffer);
cmdBuffer->endRenderPass();
_isShadowMapCleared = false;
}
void ShadowStage::destroy() {
_framebuffer = nullptr;
_globalDS = nullptr;
_light = nullptr;
CC_SAFE_DESTROY_AND_DELETE(_additiveShadowQueue);
RenderStage::destroy();
}
void ShadowStage::clearFramebuffer(const scene::Camera *camera) {
if (!_light || !_framebuffer || _isShadowMapCleared) {
return;
}
const auto *sceneData = _pipeline->getPipelineSceneData();
const auto *shadowInfo = sceneData->getShadows();
const Vec4 &viewport = camera->getViewport();
const Vec2 &shadowMapSize = shadowInfo->getSize();
auto *cmdBuffer = _pipeline->getCommandBuffers()[0];
_renderArea.x = static_cast<int>(viewport.x * shadowMapSize.x);
_renderArea.y = static_cast<int>(viewport.y * shadowMapSize.y);
_renderArea.width = static_cast<uint32_t>(viewport.z * shadowMapSize.x * sceneData->getShadingScale());
_renderArea.height = static_cast<uint32_t>(viewport.w * shadowMapSize.y * sceneData->getShadingScale());
_clearColors[0] = {1.0F, 1.0F, 1.0F, 1.0F};
auto *renderPass = _framebuffer->getRenderPass();
cmdBuffer->beginRenderPass(renderPass, _framebuffer, _renderArea,
_clearColors, camera->getClearDepth(), camera->getClearStencil());
cmdBuffer->endRenderPass();
_isShadowMapCleared = true;
}
} // namespace pipeline
} // namespace cc

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/****************************************************************************
Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "../RenderStage.h"
namespace cc {
namespace pipeline {
class RenderQueue;
class ShadowMapBatchedQueue;
class CC_DLL ShadowStage : public RenderStage {
public:
ShadowStage();
~ShadowStage() override;
static const RenderStageInfo &getInitializeInfo();
bool initialize(const RenderStageInfo &info) override;
void destroy() override;
void render(scene::Camera *camera) override;
void activate(RenderPipeline *pipeline, RenderFlow *flow) override;
inline void setFramebuffer(gfx::Framebuffer *framebuffer) { _framebuffer = framebuffer; }
inline void setUsage(gfx::DescriptorSet *globalDS, const scene::Light *light, gfx::Framebuffer *framebuffer, uint32_t level = 0) {
_globalDS = globalDS;
_light = light;
_framebuffer = framebuffer;
_level = level;
}
void clearFramebuffer(const scene::Camera *camera);
private:
static RenderStageInfo initInfo;
bool _isShadowMapCleared{false};
uint32_t _level;
gfx::DescriptorSet *_globalDS{nullptr};
const scene::Light *_light{nullptr};
gfx::Framebuffer *_framebuffer{nullptr};
ShadowMapBatchedQueue *_additiveShadowQueue{nullptr};
gfx::Rect _renderArea;
};
} // namespace pipeline
} // namespace cc