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108 lines
4.0 KiB
108 lines
4.0 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/Ptr.h"
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#include "base/std/container/array.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 Light;
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class SpotLight;
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class SphereLight;
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class PointLight;
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class RangedDirectionalLight;
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} // namespace scene
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namespace pipeline {
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struct RenderObject;
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class RenderPipeline;
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class RenderInstancedQueue;
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class ForwardPipeline;
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struct AdditiveLightPass {
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const scene::SubModel *subModel{nullptr}; // weak reference
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const scene::Pass *pass{nullptr}; // weak reference
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gfx::Shader *shader{nullptr}; //weak reference
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ccstd::vector<uint32_t> dynamicOffsets;
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ccstd::vector<const scene::Light *> lights; //light is weak reference
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};
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class RenderAdditiveLightQueue final {
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public:
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explicit RenderAdditiveLightQueue(RenderPipeline *pipeline);
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~RenderAdditiveLightQueue() = default;
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void recordCommandBuffer(gfx::Device *device, scene::Camera *camera, gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuffer);
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void gatherLightPasses(const scene::Camera *camera, gfx::CommandBuffer *cmdBuffer);
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private:
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static bool cullSphereLight(const scene::SphereLight *light, const scene::Model *model);
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static bool cullSpotLight(const scene::SpotLight *light, const scene::Model *model);
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static bool cullPointLight(const scene::PointLight *light, const scene::Model *model);
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static bool cullRangedDirLight(const scene::RangedDirectionalLight *light, const scene::Model *model);
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void clear();
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void addRenderQueue(scene::SubModel *subModel, const scene::Model *model, scene::Pass *pass, uint32_t lightPassIdx);
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void updateUBOs(const scene::Camera *camera, gfx::CommandBuffer *cmdBuffer);
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void updateLightDescriptorSet(const scene::Camera *camera, gfx::CommandBuffer *cmdBuffer);
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bool getLightPassIndex(const scene::Model *model, ccstd::vector<uint32_t> *lightPassIndices) const;
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void lightCulling(const scene::Model *model);
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uint32_t _lightBufferStride{0};
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uint32_t _lightBufferElementCount{0};
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uint32_t _lightBufferCount{16};
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uint32_t _phaseID{0};
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// weak reference
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RenderPipeline *_pipeline{nullptr};
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IntrusivePtr<gfx::Buffer> _lightBuffer;
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IntrusivePtr<gfx::Buffer> _firstLightBufferView;
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float _lightMeterScale{10000.0F};
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AdditiveLightPass _instancedLightPass;
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ccstd::vector<uint32_t> _dynamicOffsets;
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ccstd::vector<uint32_t> _lightIndices;
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ccstd::vector<float> _lightBufferData;
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ccstd::array<float, UBOShadow::COUNT> _shadowUBO{};
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// weak reference
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ccstd::vector<const scene::Light *> _validPunctualLights;
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ccstd::vector<IntrusivePtr<RenderInstancedQueue>> _instancedQueues;
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ccstd::vector<AdditiveLightPass> _lightPasses;
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ccstd::vector<ccstd::vector<uint32_t>> _sortedPSOCIArray;
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};
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} // namespace pipeline
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} // namespace cc
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