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177 lines
6.3 KiB
177 lines
6.3 KiB
/****************************************************************************
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Copyright (c) 2022-2023 Xiamen Yaji Software Co., Ltd.
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https://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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#include "renderer/pipeline/deferred/DeferredPipelineSceneData.h"
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#include "renderer/pipeline/RenderPipeline.h"
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#include "renderer/pipeline/deferred/BloomStage.h"
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#include "scene/Pass.h"
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#include "scene/Shadow.h"
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namespace cc {
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namespace pipeline {
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DeferredPipelineSceneData::DeferredPipelineSceneData() = default;
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DeferredPipelineSceneData::~DeferredPipelineSceneData() = default;
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void DeferredPipelineSceneData::activate(gfx::Device *device) {
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PipelineSceneData::activate(device);
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initPipelinePassInfo();
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}
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void DeferredPipelineSceneData::updatePipelineSceneData() {
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updatePipelinePassInfo();
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}
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void DeferredPipelineSceneData::initPipelinePassInfo() {
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// builtin deferred material
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_lightingMaterial = ccnew Material();
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_lightingMaterial->setUuid("builtin-deferred-material");
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IMaterialInfo materialInfo;
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materialInfo.effectName = "pipeline/deferred-lighting";
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_lightingMaterial->initialize(materialInfo);
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for (const auto &pass : *_lightingMaterial->getPasses()) {
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pass->tryCompile();
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}
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_bloomMaterial = ccnew Material();
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_bloomMaterial->setUuid("builtin-bloom-material");
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materialInfo.effectName = "pipeline/bloom";
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_bloomMaterial->initialize(materialInfo);
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for (const auto &pass : *_bloomMaterial->getPasses()) {
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pass->tryCompile();
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}
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_postProcessMaterial = ccnew Material();
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_postProcessMaterial->setUuid("builtin-post-process-material");
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#if ENABLE_ANTIALIAS_FXAA > 0
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_antiAliasing = AntiAliasing::FXAA;
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#endif
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materialInfo.effectName = "pipeline/post-process";
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MacroRecord record{{"ANTIALIAS_TYPE", static_cast<int32_t>(_antiAliasing)}};
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materialInfo.defines = record;
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_postProcessMaterial->initialize(materialInfo);
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for (const auto &pass : *_postProcessMaterial->getPasses()) {
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pass->tryCompile();
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}
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updatePipelinePassInfo();
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}
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void DeferredPipelineSceneData::setAntiAliasing(AntiAliasing value) {
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_antiAliasing = value;
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if (_postProcessMaterial) {
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auto &defines = (*_postProcessMaterial->getPasses())[0]->getDefines();
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defines.emplace("ANTIALIAS_TYPE", static_cast<int32_t>(value));
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auto *renderMat = ccnew Material();
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IMaterialInfo materialInfo;
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materialInfo.effectAsset = _postProcessMaterial->getEffectAsset();
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materialInfo.defines = defines;
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renderMat->initialize(materialInfo);
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for (const auto &pass : *renderMat->getPasses()) {
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pass->tryCompile();
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}
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_postProcessMaterial = renderMat;
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}
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}
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void DeferredPipelineSceneData::updateBloomPass() {
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if (!_bloomMaterial) {
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return;
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}
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auto &bloomPasses = *_bloomMaterial->getPasses();
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_bloomPrefilterPass = bloomPasses[BLOOM_PREFILTERPASS_INDEX];
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_bloomPrefilterPass->beginChangeStatesSilently();
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_bloomPrefilterPass->tryCompile();
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_bloomPrefilterPass->endChangeStatesSilently();
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_bloomPrefilterPassShader = _bloomPrefilterPass->getShaderVariant();
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for (uint32_t i = 0; i < MAX_BLOOM_FILTER_PASS_NUM; ++i) {
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scene::Pass *downsamplePass = bloomPasses[BLOOM_DOWNSAMPLEPASS_INDEX + i];
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downsamplePass->beginChangeStatesSilently();
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downsamplePass->tryCompile();
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downsamplePass->endChangeStatesSilently();
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scene::Pass *upsamplePass = bloomPasses[BLOOM_UPSAMPLEPASS_INDEX + i];
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upsamplePass->beginChangeStatesSilently();
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upsamplePass->tryCompile();
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upsamplePass->endChangeStatesSilently();
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_bloomUpSamplePasses.emplace_back(upsamplePass);
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_bloomDownSamplePasses.emplace_back(downsamplePass);
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}
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_bloomCombinePass = bloomPasses[BLOOM_COMBINEPASS_INDEX];
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_bloomCombinePass->beginChangeStatesSilently();
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_bloomCombinePass->tryCompile();
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_bloomCombinePass->endChangeStatesSilently();
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_bloomCombinePassShader = _bloomCombinePass->getShaderVariant();
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_bloomUpSamplePassShader = bloomPasses[BLOOM_UPSAMPLEPASS_INDEX]->getShaderVariant();
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_bloomDownSamplePassShader = bloomPasses[BLOOM_DOWNSAMPLEPASS_INDEX]->getShaderVariant();
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}
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void DeferredPipelineSceneData::updatePostProcessPass() {
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if (!_postProcessMaterial) {
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return;
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}
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_postPass = (*_postProcessMaterial->getPasses())[0];
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_postPass->beginChangeStatesSilently();
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_postPass->tryCompile();
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_postPass->endChangeStatesSilently();
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_postPassShader = _postPass->getShaderVariant();
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}
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void DeferredPipelineSceneData::updatePipelinePassInfo() {
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updateBloomPass();
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updatePostProcessPass();
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updateDeferredPassInfo();
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}
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void DeferredPipelineSceneData::updateDeferredPassInfo() {
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updateDeferredLightPass();
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}
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void DeferredPipelineSceneData::updateDeferredLightPass() {
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if (!_lightingMaterial) {
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return;
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}
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// It's temporary solution for main light shadowmap
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if (RenderPipeline::getInstance()) {
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RenderPipeline::getInstance()->setValue("CC_RECEIVE_SHADOW", 1);
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}
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_lightPass = (*_lightingMaterial->getPasses())[0];
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_lightPass->beginChangeStatesSilently();
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_lightPass->tryCompile();
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_lightPass->endChangeStatesSilently();
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_lightPassShader = _lightPass->getShaderVariant();
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}
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} // namespace pipeline
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} // namespace cc
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