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159 lines
7.2 KiB
159 lines
7.2 KiB
/****************************************************************************
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Copyright (c) 2020-2023 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 "Define.h"
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#include "base/RefCounted.h"
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#include "core/assets/Material.h"
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#include "renderer/gfx-base/GFXFramebuffer.h"
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#include "renderer/pipeline/shadow/CSMLayers.h"
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namespace cc {
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namespace gfx {
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class Framebuffer;
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}
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namespace scene {
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class Pass;
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class Ambient;
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class Shadows;
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class Skybox;
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class Fog;
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class Octree;
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class Light;
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class Skin;
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class PostSettings;
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} // namespace scene
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namespace gi {
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class LightProbes;
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}
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namespace pipeline {
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class CC_DLL PipelineSceneData : public RefCounted {
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public:
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PipelineSceneData();
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~PipelineSceneData() override;
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virtual void activate(gfx::Device *device);
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void destroy();
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virtual void updatePipelineSceneData() {}
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inline void setShadowFramebuffer(const scene::Light *light, gfx::Framebuffer *framebuffer) { _shadowFrameBufferMap[light] = framebuffer; }
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inline const ccstd::unordered_map<const scene::Light *, IntrusivePtr<gfx::Framebuffer>> &getShadowFramebufferMap() const { return _shadowFrameBufferMap; }
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inline const RenderObjectList &getRenderObjects() const { return _renderObjects; }
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inline void setRenderObjects(RenderObjectList &&ro) { _renderObjects = std::forward<RenderObjectList>(ro); }
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inline const ccstd::vector<const scene::Light *> &getValidPunctualLights() const { return _validPunctualLights; }
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inline void setValidPunctualLights(ccstd::vector<const scene::Light *> lights) { _validPunctualLights = std::move(lights); }
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inline bool isHDR() const { return _isHDR; }
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inline void setHDR(bool val) { _isHDR = val; }
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inline scene::Shadows *getShadows() const { return _shadow; }
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inline CSMLayers *getCSMLayers() const { return _csmLayers; }
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inline scene::Ambient *getAmbient() const { return _ambient; }
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inline scene::Skybox *getSkybox() const { return _skybox; }
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inline scene::Fog *getFog() const { return _fog; }
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inline scene::Octree *getOctree() const { return _octree; }
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inline gi::LightProbes *getLightProbes() const { return _lightProbes; }
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inline scene::Skin *getSkin() const { return _skin; }
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inline scene::PostSettings *getPostSettings() const { return _postSettings; }
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inline gfx::InputAssembler *getOcclusionQueryInputAssembler() const { return _occlusionQueryInputAssembler; }
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inline scene::Pass *getOcclusionQueryPass() const { return _occlusionQueryPass; }
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inline gfx::Shader *getOcclusionQueryShader() const { return _occlusionQueryShader; }
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inline const ccstd::vector<IntrusivePtr<Material>> &getGeometryRendererMaterials() const { return _geometryRendererMaterials; }
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inline const ccstd::vector<scene::Pass *> &getGeometryRendererPasses() const { return _geometryRendererPasses; }
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inline const ccstd::vector<gfx::Shader *> &getGeometryRendererShaders() const { return _geometryRendererShaders; }
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inline scene::Pass *getDebugRendererPass() const { return _debugRendererPass; }
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inline gfx::Shader *getDebugRendererShader() const { return _debugRendererShader; }
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inline void addRenderObject(RenderObject &&obj) { _renderObjects.emplace_back(obj); }
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inline void clearRenderObjects() { _renderObjects.clear(); }
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inline void addValidPunctualLight(scene::Light *light) { _validPunctualLights.emplace_back(light); }
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inline void clearValidPunctualLights() { _validPunctualLights.clear(); }
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inline float getShadingScale() const { return _shadingScale; }
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inline void setShadingScale(float val) { _shadingScale = val; }
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inline bool getCSMSupported() const { return _csmSupported; }
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inline void setCSMSupported(bool val) { _csmSupported = val; }
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inline scene::Model *getStandardSkinModel() const { return _standardSkinModel.get(); }
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void setStandardSkinModel(scene::Model *val);
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inline scene::Model *getSkinMaterialModel() const { return _skinMaterialModel.get(); }
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void setSkinMaterialModel(scene::Model *val);
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protected:
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void initOcclusionQuery();
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void initGeometryRenderer();
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void initDebugRenderer();
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gfx::InputAssembler *createOcclusionQueryIA();
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static constexpr uint32_t GEOMETRY_RENDERER_TECHNIQUE_COUNT{6};
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IntrusivePtr<gfx::Buffer> _occlusionQueryVertexBuffer;
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IntrusivePtr<gfx::Buffer> _occlusionQueryIndicesBuffer;
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IntrusivePtr<gfx::InputAssembler> _occlusionQueryInputAssembler;
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IntrusivePtr<Material> _occlusionQueryMaterial{nullptr};
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IntrusivePtr<Material> _debugRendererMaterial{nullptr};
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IntrusivePtr<scene::Model> _standardSkinModel;
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IntrusivePtr<scene::Model> _skinMaterialModel;
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gfx::Shader *_occlusionQueryShader{nullptr}; // weak reference
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scene::Pass *_occlusionQueryPass{nullptr}; // weak reference
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gfx::Shader *_debugRendererShader{nullptr}; // weak reference
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scene::Pass *_debugRendererPass{nullptr}; // weak reference
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gfx::Device *_device{nullptr}; // weak reference
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// manage memory manually
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scene::Fog *_fog{nullptr};
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// manage memory manually
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scene::Ambient *_ambient{nullptr};
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// manage memory manually
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scene::Skybox *_skybox{nullptr};
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// manage memory manually
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scene::Shadows *_shadow{nullptr};
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// manage memory manually
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scene::Octree *_octree{nullptr};
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// manage memory manually
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gi::LightProbes *_lightProbes{nullptr};
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// manage memory manually
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scene::Skin *_skin{nullptr};
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// manage memory manually
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CSMLayers *_csmLayers{nullptr};
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// manage memory manually
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scene::PostSettings *_postSettings{nullptr};
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bool _isHDR{true};
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bool _csmSupported{true};
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float _shadingScale{1.0F};
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RenderObjectList _renderObjects;
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ccstd::vector<IntrusivePtr<Material>> _geometryRendererMaterials;
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// `scene::Light *`: weak reference
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ccstd::vector<const scene::Light *> _validPunctualLights;
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ccstd::vector<scene::Pass *> _geometryRendererPasses; // weak reference
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ccstd::vector<gfx::Shader *> _geometryRendererShaders; // weak reference
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ccstd::unordered_map<const scene::Light *, IntrusivePtr<gfx::Framebuffer>> _shadowFrameBufferMap;
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};
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} // namespace pipeline
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} // namespace cc
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