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171 lines
6.9 KiB
171 lines
6.9 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 "ShadowMapBatchedQueue.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 "SceneCulling.h"
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#include "forward/ForwardPipeline.h"
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#include "gfx-base/GFXCommandBuffer.h"
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#include "gfx-base/GFXDevice.h"
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#include "scene/Camera.h"
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#include "scene/DirectionalLight.h"
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#include "scene/Shadow.h"
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#include "scene/SpotLight.h"
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#include "shadow/CSMLayers.h"
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namespace cc {
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namespace pipeline {
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ShadowMapBatchedQueue::ShadowMapBatchedQueue(RenderPipeline *pipeline)
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: _phaseID(getPhaseID("shadow-caster")) {
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_pipeline = pipeline;
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_instancedQueue = ccnew RenderInstancedQueue;
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}
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ShadowMapBatchedQueue::~ShadowMapBatchedQueue() = default;
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void ShadowMapBatchedQueue::gatherLightPasses(const scene::Camera *camera, const scene::Light *light, gfx::CommandBuffer *cmdBuffer, uint32_t level) {
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clear();
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const PipelineSceneData *sceneData = _pipeline->getPipelineSceneData();
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const scene::Shadows *shadowInfo = sceneData->getShadows();
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const CSMLayers *csmLayers = sceneData->getCSMLayers();
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if (light && shadowInfo->isEnabled() && shadowInfo->getType() == scene::ShadowType::SHADOW_MAP) {
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switch (light->getType()) {
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case scene::LightType::DIRECTIONAL: {
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const auto *dirLight = static_cast<const scene::DirectionalLight *>(light);
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if (shadowInfo->isEnabled() && shadowInfo->getType() == scene::ShadowType::SHADOW_MAP) {
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if (dirLight->isShadowEnabled()) {
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ShadowTransformInfo *layer;
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if (dirLight->isShadowFixedArea()) {
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layer = csmLayers->getSpecialLayer();
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} else {
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layer = csmLayers->getLayers()[level];
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}
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bool isCullingEnable = camera->isCullingEnabled();
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if (isCullingEnable) {
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shadowCulling(_pipeline, camera, layer);
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}
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const RenderObjectList &dirShadowObjects = layer->getShadowObjects();
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for (const auto &ro : dirShadowObjects) {
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add(ro.model);
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}
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}
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}
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} break;
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case scene::LightType::SPOT: {
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const auto *spotLight = static_cast<const scene::SpotLight *>(light);
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const RenderObjectList &castShadowObjects = csmLayers->getCastShadowObjects();
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if (spotLight->isShadowEnabled()) {
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const auto visibility = spotLight->getVisibility();
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geometry::AABB ab;
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for (const auto &ro : castShadowObjects) {
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const auto *model = ro.model;
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if ((visibility & model->getNode()->getLayer()) != model->getNode()->getLayer() || !model->isEnabled() || !model->isCastShadow() || !model->getNode()) {
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continue;
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}
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if (model->getWorldBounds()) {
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if (model->getWorldBounds()->aabbFrustum(spotLight->getFrustum())) {
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add(model);
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}
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}
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}
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}
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} break;
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default:
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break;
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}
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_instancedQueue->uploadBuffers(cmdBuffer);
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}
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}
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void ShadowMapBatchedQueue::clear() {
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_subModels.clear();
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_shaders.clear();
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_passes.clear();
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if (_instancedQueue) _instancedQueue->clear();
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}
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void ShadowMapBatchedQueue::add(const scene::Model *model) {
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for (const auto &subModel : model->getSubModels()) {
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const auto shadowPassIdx = getShadowPassIndex(subModel);
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if (shadowPassIdx == -1) {
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continue;
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}
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const auto *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 = subModel->getPass(shadowPassIdx)->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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_subModels.emplace_back(subModel);
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_shaders.emplace_back(subModel->getShader(shadowPassIdx));
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_passes.emplace_back(pass);
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}
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}
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}
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void ShadowMapBatchedQueue::recordCommandBuffer(gfx::Device *device, gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuffer) const {
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_instancedQueue->recordCommandBuffer(device, renderPass, cmdBuffer);
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for (size_t i = 0; i < _subModels.size(); i++) {
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const auto *const subModel = _subModels[i];
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auto *const shader = _shaders[i];
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const auto *pass = _passes[i];
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auto *const ia = subModel->getInputAssembler();
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auto *const pso = PipelineStateManager::getOrCreatePipelineState(pass, shader, ia, renderPass);
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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 ShadowMapBatchedQueue::destroy() {
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CC_SAFE_DELETE(_instancedQueue)
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}
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int ShadowMapBatchedQueue::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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