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122 lines
3.8 KiB
122 lines
3.8 KiB
/****************************************************************************
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Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <cstdint>
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#include "cocos/math/Vec4.h"
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#include "cocos/renderer/gfx-base/GFXDevice.h"
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#include "cocos/renderer/pipeline/custom/LayoutGraphFwd.h"
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#include "cocos/renderer/pipeline/custom/NativeFwd.h"
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#include "cocos/renderer/pipeline/custom/NativePipelineFwd.h"
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#include "cocos/renderer/pipeline/custom/RenderGraphFwd.h"
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namespace cc {
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namespace scene {
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class Camera;
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class Light;
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class DirectionalLight;
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class Shadows;
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} // namespace scene
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namespace geometry {
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class Frustum;
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} // namespace geometry
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namespace gfx {
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class Device;
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} // namespace gfx
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namespace pipeline {
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class PipelineSceneData;
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} // namespace pipeline
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namespace render {
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void setCameraUBOValues(
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const scene::Camera &camera,
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const LayoutGraphData &layoutGraph,
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const pipeline::PipelineSceneData &cfg,
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const scene::DirectionalLight *mainLight,
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RenderData &data);
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void setLegacyTextureUBOView(
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gfx::Device &device,
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const LayoutGraphData &layoutGraph,
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const pipeline::PipelineSceneData &sceneData,
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RenderData &data);
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// For use shadow map
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void setShadowUBOView(
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gfx::Device &device,
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const LayoutGraphData &layoutGraph,
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const pipeline::PipelineSceneData &sceneData,
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const scene::DirectionalLight &mainLight,
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RenderData &data);
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// For build shadow map
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void setShadowUBOLightView(
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gfx::Device *device,
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const LayoutGraphData &layoutGraph,
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const pipeline::PipelineSceneData &sceneData,
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const BuiltinCascadedShadowMap *csm,
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const scene::Light &light,
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uint32_t level,
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RenderData &data);
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// Additive light
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void setLightUBO(
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const scene::Light *light, bool bHDR, float exposure,
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const scene::Shadows *shadowInfo,
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char *buffer, size_t bufferSize);
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void setPunctualLightShadowUBO(
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gfx::Device *device,
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const LayoutGraphData &layoutGraph,
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const pipeline::PipelineSceneData &pplSceneData,
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const scene::DirectionalLight *mainLight,
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const scene::Light &light,
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RenderData &data);
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// Render graph
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void updateRasterPassConstants(uint32_t width, uint32_t height, Setter &setter);
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// Geometry
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void setupQuadVertexBuffer(gfx::Device &device, const Vec4 &viewport, float vbData[16]);
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// Shadow
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const BuiltinCascadedShadowMap *getBuiltinShadowCSM(
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const PipelineRuntime &pplRuntime,
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const scene::Camera &camera,
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const scene::DirectionalLight *mainLight);
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const geometry::Frustum &getBuiltinShadowFrustum(
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const PipelineRuntime &pplRuntime,
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const scene::Camera &camera,
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const scene::DirectionalLight *mainLight,
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uint32_t level);
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} // namespace render
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} // namespace cc
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