/**************************************************************************** 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 "ShadowMapBatchedQueue.h" #include "Define.h" #include "InstancedBuffer.h" #include "PipelineSceneData.h" #include "PipelineStateManager.h" #include "RenderInstancedQueue.h" #include "SceneCulling.h" #include "forward/ForwardPipeline.h" #include "gfx-base/GFXCommandBuffer.h" #include "gfx-base/GFXDevice.h" #include "scene/Camera.h" #include "scene/DirectionalLight.h" #include "scene/Shadow.h" #include "scene/SpotLight.h" #include "shadow/CSMLayers.h" namespace cc { namespace pipeline { ShadowMapBatchedQueue::ShadowMapBatchedQueue(RenderPipeline *pipeline) : _phaseID(getPhaseID("shadow-caster")) { _pipeline = pipeline; _instancedQueue = ccnew RenderInstancedQueue; } ShadowMapBatchedQueue::~ShadowMapBatchedQueue() = default; void ShadowMapBatchedQueue::gatherLightPasses(const scene::Camera *camera, const scene::Light *light, gfx::CommandBuffer *cmdBuffer, uint32_t level) { clear(); const PipelineSceneData *sceneData = _pipeline->getPipelineSceneData(); const scene::Shadows *shadowInfo = sceneData->getShadows(); const CSMLayers *csmLayers = sceneData->getCSMLayers(); if (light && shadowInfo->isEnabled() && shadowInfo->getType() == scene::ShadowType::SHADOW_MAP) { switch (light->getType()) { case scene::LightType::DIRECTIONAL: { const auto *dirLight = static_cast(light); if (shadowInfo->isEnabled() && shadowInfo->getType() == scene::ShadowType::SHADOW_MAP) { if (dirLight->isShadowEnabled()) { ShadowTransformInfo *layer; if (dirLight->isShadowFixedArea()) { layer = csmLayers->getSpecialLayer(); } else { layer = csmLayers->getLayers()[level]; } bool isCullingEnable = camera->isCullingEnabled(); if (isCullingEnable) { shadowCulling(_pipeline, camera, layer); } const RenderObjectList &dirShadowObjects = layer->getShadowObjects(); for (const auto &ro : dirShadowObjects) { add(ro.model); } } } } break; case scene::LightType::SPOT: { const auto *spotLight = static_cast(light); const RenderObjectList &castShadowObjects = csmLayers->getCastShadowObjects(); if (spotLight->isShadowEnabled()) { const auto visibility = spotLight->getVisibility(); geometry::AABB ab; for (const auto &ro : castShadowObjects) { const auto *model = ro.model; if ((visibility & model->getNode()->getLayer()) != model->getNode()->getLayer() || !model->isEnabled() || !model->isCastShadow() || !model->getNode()) { continue; } if (model->getWorldBounds()) { if (model->getWorldBounds()->aabbFrustum(spotLight->getFrustum())) { add(model); } } } } } break; default: break; } _instancedQueue->uploadBuffers(cmdBuffer); } } void ShadowMapBatchedQueue::clear() { _subModels.clear(); _shaders.clear(); _passes.clear(); if (_instancedQueue) _instancedQueue->clear(); } void ShadowMapBatchedQueue::add(const scene::Model *model) { for (const auto &subModel : model->getSubModels()) { const auto shadowPassIdx = getShadowPassIndex(subModel); if (shadowPassIdx == -1) { continue; } const auto *pass = subModel->getPass(shadowPassIdx); const auto batchingScheme = pass->getBatchingScheme(); if (batchingScheme == scene::BatchingSchemes::INSTANCING) { auto *instancedBuffer = subModel->getPass(shadowPassIdx)->getInstancedBuffer(); instancedBuffer->merge(subModel, shadowPassIdx); _instancedQueue->add(instancedBuffer); } else { // standard draw _subModels.emplace_back(subModel); _shaders.emplace_back(subModel->getShader(shadowPassIdx)); _passes.emplace_back(pass); } } } void ShadowMapBatchedQueue::recordCommandBuffer(gfx::Device *device, gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuffer) const { _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); } } void ShadowMapBatchedQueue::destroy() { CC_SAFE_DELETE(_instancedQueue) } int ShadowMapBatchedQueue::getShadowPassIndex(const scene::SubModel *subModel) const { int i = 0; for (const auto &pass : *(subModel->getPasses())) { if (pass->getPhase() == _phaseID) { return i; } ++i; } return -1; } } // namespace pipeline } // namespace cc