/**************************************************************************** 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. ****************************************************************************/ #pragma once #include "Define.h" #include "cocos/base/Macros.h" #include "scene/Define.h" namespace cc { namespace scene { class Camera; class Pass; class ReflectionProbe; } // namespace scene namespace pipeline { struct RenderObject; class RenderInstancedQueue; class RenderPipeline; //const uint32_t phaseID(PassPhase::getPhaseID("shadow-caster")); class CC_DLL ReflectionProbeBatchedQueue final { public: explicit ReflectionProbeBatchedQueue(RenderPipeline *); ~ReflectionProbeBatchedQueue(); void destroy(); void clear(); void gatherRenderObjects(const scene::Camera *, gfx::CommandBuffer *, const scene::ReflectionProbe *probe); void add(const scene::Model *); void recordCommandBuffer(gfx::Device *, gfx::RenderPass *, gfx::CommandBuffer *); void resetMacro(); bool isUseReflectMapPass(const scene::SubModel *subModel) const; private: int getDefaultPassIndex(const scene::SubModel *subModel) const; int getReflectMapPassIndex(const scene::SubModel *subModel) const; // weak reference RenderPipeline *_pipeline{nullptr}; // weak reference ccstd::vector _subModels; // weak reference ccstd::vector _passes; // weak reference ccstd::vector _shaders; // manage memory manually RenderInstancedQueue *_instancedQueue{nullptr}; uint32_t _phaseID{0}; uint32_t _phaseReflectMapID{0}; ccstd::vector _rgbeSubModels; ccstd::vector _patches; }; } // namespace pipeline } // namespace cc