80 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /****************************************************************************
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|  Copyright (c) 2022-2023 Xiamen Yaji Software Co., Ltd.
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| 
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|  http://www.cocos.com
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| 
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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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| 
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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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| 
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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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| 
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| #pragma once
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| 
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| #include "Define.h"
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| #include "cocos/base/Macros.h"
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| #include "scene/Define.h"
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| namespace cc {
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| namespace scene {
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| class Camera;
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| class Pass;
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| class ReflectionProbe;
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| } // namespace scene
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| namespace pipeline {
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| struct RenderObject;
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| class RenderInstancedQueue;
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| class RenderPipeline;
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| 
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| //const uint32_t phaseID(PassPhase::getPhaseID("shadow-caster"));
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| 
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| class CC_DLL ReflectionProbeBatchedQueue final {
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| public:
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|     explicit ReflectionProbeBatchedQueue(RenderPipeline *);
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|     ~ReflectionProbeBatchedQueue();
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| 
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|     void destroy();
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|     void clear();
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|     void gatherRenderObjects(const scene::Camera *, gfx::CommandBuffer *, const scene::ReflectionProbe *probe);
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|     void add(const scene::Model *);
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|     void recordCommandBuffer(gfx::Device *, gfx::RenderPass *, gfx::CommandBuffer *);
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| 
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|     void resetMacro();
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| 
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|     bool isUseReflectMapPass(const scene::SubModel *subModel) const;
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| 
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| private:
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|     int getDefaultPassIndex(const scene::SubModel *subModel) const;
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|     int getReflectMapPassIndex(const scene::SubModel *subModel) const;
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| 
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|     // weak reference
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|     RenderPipeline *_pipeline{nullptr};
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|     // weak reference
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|     ccstd::vector<const scene::SubModel *> _subModels;
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|     // weak reference
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|     ccstd::vector<scene::Pass *> _passes;
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|     // weak reference
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|     ccstd::vector<gfx::Shader *> _shaders;
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|     // manage memory manually
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|     RenderInstancedQueue *_instancedQueue{nullptr};
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|     uint32_t _phaseID{0};
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|     uint32_t _phaseReflectMapID{0};
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|     ccstd::vector<const scene::SubModel *> _rgbeSubModels;
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|     ccstd::vector<scene::IMacroPatch> _patches;
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| };
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| 
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| } // namespace pipeline
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| } // namespace cc
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