/**************************************************************************** Copyright (c) 2022-2023 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 "ReflectionProbeBatchedQueue.h" #include "Define.h" #include "InstancedBuffer.h" #include "PipelineSceneData.h" #include "PipelineStateManager.h" #include "RenderInstancedQueue.h" #include "core/geometry/AABB.h" #include "core/geometry/Intersect.h" #include "forward/ForwardPipeline.h" #include "gfx-base/GFXCommandBuffer.h" #include "gfx-base/GFXDevice.h" #include "renderer/core/ProgramLib.h" #include "scene/Camera.h" #include "scene/Define.h" #include "scene/ReflectionProbe.h" #include "scene/ReflectionProbeManager.h" #include "scene/Skybox.h" namespace cc { namespace pipeline { const ccstd::string CC_USE_RGBE_OUTPUT = "CC_USE_RGBE_OUTPUT"; const cc::scene::IMacroPatch MACRO_PATCH_RGBE_OUTPUT{CC_USE_RGBE_OUTPUT, true}; ReflectionProbeBatchedQueue::ReflectionProbeBatchedQueue(RenderPipeline *pipeline) : _phaseID(getPhaseID("default")), _phaseReflectMapID(getPhaseID("reflect-map")) { _pipeline = pipeline; _instancedQueue = ccnew RenderInstancedQueue; } ReflectionProbeBatchedQueue::~ReflectionProbeBatchedQueue() { destroy(); } void ReflectionProbeBatchedQueue::destroy() { CC_SAFE_DELETE(_instancedQueue) } void ReflectionProbeBatchedQueue::gatherRenderObjects(const scene::Camera *camera, gfx::CommandBuffer *cmdBuffer, const scene::ReflectionProbe *probe) { if (probe == nullptr) { return; } clear(); const PipelineSceneData *sceneData = _pipeline->getPipelineSceneData(); const scene::Skybox *skyBox = sceneData->getSkybox(); const scene::RenderScene *const scene = camera->getScene(); if (static_cast(probe->getCamera()->getClearFlag()) & skyboxFlag) { if (skyBox != nullptr && skyBox->isEnabled() && skyBox->getModel()) { add(skyBox->getModel()); } } for (const auto &model : scene->getModels()) { const auto *node = model->getNode(); const auto *worldBounds = model->getWorldBounds(); if (scene->isCulledByLod(camera, model)) { continue; } if (!node || !model->isEnabled() || !worldBounds || !model->getBakeToReflectionProbe()) continue; uint32_t visibility = probe->getVisibility(); if (((visibility & node->getLayer()) != node->getLayer()) && (!(visibility & static_cast(model->getVisFlags())))) { continue; } if (probe->getProbeType() == scene::ReflectionProbe::ProbeType::CUBE) { if (aabbWithAABB(*worldBounds, *probe->getBoundingBox())) { add(model); } } else { if (worldBounds->aabbFrustum(probe->getCamera()->getFrustum())) { add(model); } } } _instancedQueue->uploadBuffers(cmdBuffer); } void ReflectionProbeBatchedQueue::clear() { _subModels.clear(); _shaders.clear(); _passes.clear(); _rgbeSubModels.clear(); if (_instancedQueue) _instancedQueue->clear(); } void ReflectionProbeBatchedQueue::add(const scene::Model *model) { for (const auto &subModel : model->getSubModels()) { // Filter transparent objects const bool isTransparent = subModel->getPass(0)->getBlendState()->targets[0].blend; if (isTransparent) { continue; } auto passIdx = getReflectMapPassIndex(subModel); bool bUseReflectPass = true; if (passIdx == -1) { passIdx = getDefaultPassIndex(subModel); bUseReflectPass = false; } if (passIdx == -1) { continue; } auto *pass = subModel->getPass(passIdx); const auto batchingScheme = pass->getBatchingScheme(); if (!bUseReflectPass) { _patches.clear(); for (const auto &patch : subModel->getPatches()) { _patches.push_back(patch); } _patches.emplace_back(MACRO_PATCH_RGBE_OUTPUT); subModel->onMacroPatchesStateChanged(_patches); _rgbeSubModels.emplace_back(subModel); } if (batchingScheme == scene::BatchingSchemes::INSTANCING) { auto *instancedBuffer = subModel->getPass(passIdx)->getInstancedBuffer(); instancedBuffer->merge(subModel, passIdx); _instancedQueue->add(instancedBuffer); } else { // standard draw _subModels.emplace_back(subModel); _shaders.emplace_back(subModel->getShader(passIdx)); _passes.emplace_back(pass); } } } void ReflectionProbeBatchedQueue::recordCommandBuffer(gfx::Device *device, gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuffer) { _instancedQueue->recordCommandBuffer(device, renderPass, cmdBuffer); for (size_t i = 0; i < _subModels.size(); i++) { const auto *const subModel = _subModels[i]; auto *const shader = _shaders[i]; const auto *pass = _passes[i]; auto *const ia = subModel->getInputAssembler(); auto *const pso = PipelineStateManager::getOrCreatePipelineState(pass, shader, ia, renderPass); cmdBuffer->bindPipelineState(pso); cmdBuffer->bindDescriptorSet(materialSet, pass->getDescriptorSet()); cmdBuffer->bindDescriptorSet(localSet, subModel->getDescriptorSet()); cmdBuffer->bindInputAssembler(ia); cmdBuffer->draw(ia); } resetMacro(); if (_instancedQueue) _instancedQueue->clear(); } void ReflectionProbeBatchedQueue::resetMacro() { for (const auto &subModel : _rgbeSubModels) { _patches.clear(); for (const auto &patch : subModel->getPatches()) { _patches.push_back(patch); } for (auto iter = _patches.begin(); iter != _patches.end(); iter++) { if (iter->name == CC_USE_RGBE_OUTPUT) { _patches.erase(iter); const_cast(subModel)->onMacroPatchesStateChanged(_patches); break; } } } } bool ReflectionProbeBatchedQueue::isUseReflectMapPass(const scene::SubModel *subModel) const { auto passIdx = getReflectMapPassIndex(subModel); return passIdx != -1; } int ReflectionProbeBatchedQueue::getDefaultPassIndex(const scene::SubModel *subModel) const { int i = 0; for (const auto &pass : *(subModel->getPasses())) { if (pass->getPhase() == _phaseID) { return i; } ++i; } return -1; } int ReflectionProbeBatchedQueue::getReflectMapPassIndex(const scene::SubModel *subModel) const { int i = 0; for (const auto &pass : *(subModel->getPasses())) { if (pass->getPhase() == _phaseReflectMapID) { return i; } ++i; } return -1; } } // namespace pipeline } // namespace cc