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166 lines
6.1 KiB
166 lines
6.1 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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#include "PlanarShadowQueue.h"
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#include "Define.h"
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#include "InstancedBuffer.h"
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#include "PipelineSceneData.h"
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#include "PipelineStateManager.h"
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#include "RenderInstancedQueue.h"
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#include "RenderPipeline.h"
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#include "core/geometry/AABB.h"
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#include "gfx-base/GFXDevice.h"
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#include "scene/Camera.h"
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#include "scene/Model.h"
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#include "scene/RenderScene.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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PlanarShadowQueue::PlanarShadowQueue(RenderPipeline *pipeline)
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: _pipeline(pipeline),
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_phaseID(getPhaseID("planar-shadow")) {
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_instancedQueue = ccnew RenderInstancedQueue;
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}
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PlanarShadowQueue::~PlanarShadowQueue() {
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destroy();
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}
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void PlanarShadowQueue::gatherShadowPasses(scene::Camera *camera, gfx::CommandBuffer *cmdBuffer) {
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clear();
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const PipelineSceneData *sceneData = _pipeline->getPipelineSceneData();
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scene::Shadows *shadowInfo = sceneData->getShadows();
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if (shadowInfo == nullptr || !shadowInfo->isEnabled() || shadowInfo->getType() != scene::ShadowType::PLANAR || shadowInfo->getNormal().length() < 0.000001F) {
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return;
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}
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const auto *scene = camera->getScene();
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const bool shadowVisible = camera->getVisibility() & static_cast<uint32_t>(LayerList::DEFAULT);
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if (!scene->getMainLight() || !shadowVisible) {
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return;
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}
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const auto &models = scene->getModels();
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for (const auto &model : models) {
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if (scene->isCulledByLod(camera, model)) {
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continue;
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}
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if (!model->isEnabled() || !model->isCastShadow() || !model->getNode()) {
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continue;
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}
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if (model->getWorldBounds() && model->isCastShadow()) {
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_castModels.emplace_back(model);
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}
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}
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geometry::AABB ab;
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for (const auto *model : _castModels) {
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// frustum culling
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model->getWorldBounds()->transform(shadowInfo->getMatLight(), &ab);
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if (!ab.aabbFrustum(camera->getFrustum())) {
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continue;
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}
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const auto &subModels = model->getSubModels();
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for (const auto &subModel : subModels) {
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const auto shadowPassIdx = getShadowPassIndex(subModel);
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if (shadowPassIdx == -1) {
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_subModelArray.emplace_back(subModel);
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_shaderArray.emplace_back(shadowInfo->getPlanarShader(subModel->getPatches()));
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_passArray.emplace_back((*shadowInfo->getMaterial()->getPasses())[0]);
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continue;
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}
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auto *const pass = subModel->getPass(shadowPassIdx);
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const auto batchingScheme = pass->getBatchingScheme();
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if (batchingScheme == scene::BatchingSchemes::INSTANCING) {
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auto *instancedBuffer = pass->getInstancedBuffer();
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instancedBuffer->merge(subModel, shadowPassIdx);
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_instancedQueue->add(instancedBuffer);
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} else { // standard draw
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_subModelArray.emplace_back(subModel);
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_shaderArray.emplace_back(subModel->getShader(shadowPassIdx));
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_passArray.emplace_back(pass);
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}
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}
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}
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_instancedQueue->uploadBuffers(cmdBuffer);
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}
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void PlanarShadowQueue::clear() {
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_castModels.clear();
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_subModelArray.clear();
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_shaderArray.clear();
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_passArray.clear();
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if (_instancedQueue) _instancedQueue->clear();
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}
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void PlanarShadowQueue::recordCommandBuffer(gfx::Device *device, gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuffer, uint32_t subpassID) {
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const PipelineSceneData *sceneData = _pipeline->getPipelineSceneData();
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const auto *shadowInfo = sceneData->getShadows();
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if (shadowInfo == nullptr || !shadowInfo->isEnabled() || shadowInfo->getType() != scene::ShadowType::PLANAR || shadowInfo->getNormal().length() < 0.000001F) {
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return;
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}
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_instancedQueue->recordCommandBuffer(device, renderPass, cmdBuffer);
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for (size_t i = 0; i < _subModelArray.size(); ++i) {
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const auto *const subModel = _subModelArray[i];
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auto *const shader = _shaderArray[i];
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const auto *pass = _passArray[i];
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auto *const ia = subModel->getInputAssembler();
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auto *const pso = PipelineStateManager::getOrCreatePipelineState(pass, shader, ia, renderPass, subpassID);
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cmdBuffer->bindPipelineState(pso);
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cmdBuffer->bindDescriptorSet(materialSet, pass->getDescriptorSet());
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cmdBuffer->bindDescriptorSet(localSet, subModel->getDescriptorSet());
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cmdBuffer->bindInputAssembler(ia);
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cmdBuffer->draw(ia);
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}
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}
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void PlanarShadowQueue::destroy() {
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_pipeline = nullptr;
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CC_SAFE_DELETE(_instancedQueue);
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_castModels.clear();
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_subModelArray.clear();
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}
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int PlanarShadowQueue::getShadowPassIndex(const scene::SubModel *subModel) const {
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int i = 0;
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for (const auto &pass : *(subModel->getPasses())) {
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if (pass->getPhase() == _phaseID) {
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return i;
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}
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++i;
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}
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return -1;
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}
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} // namespace pipeline
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} // namespace cc
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