You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
cocos_lib/cocos/renderer/pipeline/xr/ar/ARBackground.cpp

420 lines
15 KiB

/****************************************************************************
Copyright (c) 2022-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "pipeline/xr/ar/ARBackground.h"
#include "ar/ARModule.h"
#include "base/memory/Memory.h"
#include "gfx-base/GFXCommandBuffer.h"
#include "gfx-base/GFXDef-common.h"
#include "gfx-base/GFXDef.h"
#include "gfx-base/GFXDevice.h"
#include "gfx-base/GFXTexture.h"
#include "pipeline/Define.h"
#include "pipeline/PipelineStateManager.h"
#include "pipeline/forward/ForwardPipeline.h"
#include "platform/interfaces/modules/Device.h"
#include "scene/Camera.h"
namespace cc {
namespace pipeline {
ARBackground::~ARBackground() {
destroy();
}
void ARBackground::activate(RenderPipeline *pipeline, gfx::Device *dev) {
_device = dev;
#pragma region _shader
ShaderSources<StandardShaderSource> sources;
sources.glsl4 = {
R"(
precision highp float;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 0) out vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0, 1);
v_texCoord = a_texCoord;
}
)",
R"(
precision highp float;
layout(location = 0) in vec2 v_texCoord;
layout(set = 1, binding = 0) uniform sampler2D u_YTex;
layout(set = 1, binding = 1) uniform sampler2D u_CbCrTex;
layout(set = 1, binding = 2) uniform Transfer_Mat {
mat4 u_YCbCrToRGB;
};
layout(location = 0) out vec4 o_color;
void main() {
vec4 ycbcr = vec4(texture(u_YTex, v_texCoord).r, texture(u_CbCrTex, v_texCoord).rg, 1);
o_color = u_YCbCrToRGB * ycbcr;
}
)",
};
sources.glsl3 = {
R"(
in vec2 a_position;
in vec2 a_texCoord;
layout(std140) uniform Mats {
mat4 u_MVP;
mat4 u_CoordMatrix;
};
out vec2 v_texCoord;
void main() {
v_texCoord = (u_CoordMatrix * vec4(a_texCoord, 0, 1)).xy;
gl_Position = u_MVP * vec4(a_position, 0, 1);
}
)",
R"(
#extension GL_OES_EGL_image_external_essl3 : require
precision mediump float;
in vec2 v_texCoord;
uniform samplerExternalOES u_texture;
out vec4 o_color;
void main() {
o_color = texture(u_texture, v_texCoord);
}
)",
};
sources.glsl1 = {
R"(
attribute vec2 a_position;
attribute vec2 a_texCoord;
uniform mat4 u_MVP;
uniform mat4 u_CoordMatrix;
varying vec2 v_texCoord;
void main() {
v_texCoord = (u_CoordMatrix * vec4(a_texCoord, 0, 1)).xy;
gl_Position = u_MVP * vec4(a_position, 0, 1);
}
)",
R"(
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 v_texCoord;
uniform samplerExternalOES u_texture;
void main() {
gl_FragColor = texture2D(u_texture, v_texCoord);
}
)",
};
StandardShaderSource &source = getAppropriateShaderSource(sources);
gfx::ShaderStageList shaderStageList;
gfx::ShaderStage vertexShaderStage;
vertexShaderStage.stage = gfx::ShaderStageFlagBit::VERTEX;
vertexShaderStage.source = source.vert;
shaderStageList.emplace_back(std::move(vertexShaderStage));
gfx::ShaderStage fragmentShaderStage;
fragmentShaderStage.stage = gfx::ShaderStageFlagBit::FRAGMENT;
fragmentShaderStage.source = source.frag;
shaderStageList.emplace_back(std::move(fragmentShaderStage));
gfx::AttributeList attributeList = {
{"a_position", gfx::Format::RG32F, false, 0, false, 0},
{"a_texCoord", gfx::Format::RG32F, false, 0, false, 1},
};
#if CC_PLATFORM == CC_PLATFORM_ANDROID
gfx::UniformBlockList blockList = {{materialSet, 0, "Mats", {{"u_MVP", gfx::Type::MAT4, 1}, {"u_CoordMatrix", gfx::Type::MAT4, 1}}, 2}};
gfx::UniformSamplerTextureList samplerTextures = {{materialSet, 1, "u_texture", gfx::Type::SAMPLER2D, 1}};
#elif CC_PLATFORM == CC_PLATFORM_MAC_IOS
gfx::UniformBlockList blockList = {{materialSet, 2, "Transfer_Mat", {{"u_YCbCrToRGB", gfx::Type::MAT4, 1}}, 1}};
gfx::UniformSamplerTextureList samplerTextures = {{materialSet, 0, "u_YTex", gfx::Type::SAMPLER2D, 1}, {materialSet, 1, "u_CbCrTex", gfx::Type::SAMPLER2D, 1}};
#endif
gfx::ShaderInfo shaderInfo;
shaderInfo.name = "ARBackGround";
shaderInfo.stages = std::move(shaderStageList);
shaderInfo.attributes = attributeList;
shaderInfo.blocks = std::move(blockList);
shaderInfo.samplerTextures = std::move(samplerTextures);
_shader = _device->createShader(shaderInfo);
#pragma endregion
#pragma region _inputAssembler
#if CC_PLATFORM == CC_PLATFORM_ANDROID
float vertices[] = {-1, -1, 0, 0,
-1, 1, 0, 1,
1, -1, 1, 0,
1, 1, 1, 1};
#elif CC_PLATFORM == CC_PLATFORM_MAC_IOS
float vertices[] = {-1, -1, 0, 1,
-1, 1, 0, 0,
1, -1, 1, 1,
1, 1, 1, 0};
#endif
_vertexBuffer = _device->createBuffer({
gfx::BufferUsage::VERTEX,
gfx::MemoryUsage::DEVICE,
sizeof(vertices),
4 * sizeof(float),
});
_vertexBuffer->update(vertices, sizeof(vertices));
uint16_t indices[] = {0, 2, 1, 1, 2, 3};
gfx::BufferInfo indexBufferInfo = {
gfx::BufferUsageBit::INDEX,
gfx::MemoryUsage::DEVICE,
sizeof(indices),
sizeof(uint16_t),
};
auto *indexBuffer = _device->createBuffer(indexBufferInfo);
indexBuffer->update(indices, sizeof(indices));
gfx::DrawInfo drawInfo;
drawInfo.indexCount = 6;
gfx::BufferInfo indirectBufferInfo = {
gfx::BufferUsageBit::INDIRECT,
gfx::MemoryUsage::DEVICE,
sizeof(gfx::DrawInfo),
sizeof(gfx::DrawInfo),
};
auto *indirectBuffer = _device->createBuffer(indirectBufferInfo);
indirectBuffer->update(&drawInfo, sizeof(gfx::DrawInfo));
gfx::InputAssemblerInfo inputAssemblerInfo;
inputAssemblerInfo.attributes = std::move(attributeList);
inputAssemblerInfo.vertexBuffers.emplace_back(_vertexBuffer);
inputAssemblerInfo.indexBuffer = indexBuffer;
inputAssemblerInfo.indirectBuffer = indirectBuffer;
_inputAssembler = _device->createInputAssembler(inputAssemblerInfo);
#pragma endregion
gfx::DescriptorSetLayoutInfo dslInfo;
#if CC_PLATFORM == CC_PLATFORM_ANDROID
dslInfo.bindings.push_back({0, gfx::DescriptorType::UNIFORM_BUFFER, 1, gfx::ShaderStageFlagBit::VERTEX});
dslInfo.bindings.push_back({1, gfx::DescriptorType::SAMPLER_TEXTURE, 1, gfx::ShaderStageFlagBit::FRAGMENT});
#elif CC_PLATFORM == CC_PLATFORM_MAC_IOS
dslInfo.bindings.push_back({0, gfx::DescriptorType::SAMPLER_TEXTURE, 1, gfx::ShaderStageFlagBit::FRAGMENT});
dslInfo.bindings.push_back({1, gfx::DescriptorType::SAMPLER_TEXTURE, 1, gfx::ShaderStageFlagBit::FRAGMENT});
dslInfo.bindings.push_back({2, gfx::DescriptorType::UNIFORM_BUFFER, 1, gfx::ShaderStageFlagBit::FRAGMENT});
#endif
_descriptorSetLayout = _device->createDescriptorSetLayout(dslInfo);
_descriptorSet = _device->createDescriptorSet({_descriptorSetLayout});
#if CC_PLATFORM == CC_PLATFORM_ANDROID
gfx::BufferInfo uniformBufferInfo = {
gfx::BufferUsage::UNIFORM,
gfx::MemoryUsage::DEVICE,
2 * sizeof(Mat4),
};
_uniformBuffer = _device->createBuffer(uniformBufferInfo);
float mats[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, -1, 0,
0, 0, -1, 1,
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1};
_uniformBuffer->update(mats, 2 * sizeof(Mat4));
#elif CC_PLATFORM == CC_PLATFORM_MAC_IOS
gfx::BufferInfo transferUniformBufferInfo = {
gfx::BufferUsage::UNIFORM,
gfx::MemoryUsage::DEVICE,
sizeof(Mat4),
};
float transferMats[] = {
1.0000f, 1.0000f, 1.0000f, 0.0000f,
0.0000f, -.3441f, 1.7720f, 0.0000f,
1.4020f, -.7141f, 0.0000f, 0.0000f,
-.7010f, 0.5291f, -.8860f, 1.0000f};
_ycbcrTransferBuffer = _device->createBuffer(transferUniformBufferInfo);
_ycbcrTransferBuffer->update(transferMats, sizeof(Mat4));
#endif
_pipelineLayout = _device->createPipelineLayout({{pipeline->getDescriptorSetLayout(), _descriptorSetLayout}});
#if CC_PLATFORM == CC_PLATFORM_ANDROID
// background id
glGenTextures(1, &_glTex);
#endif
}
void ARBackground::render(cc::scene::Camera *camera, gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuffer) {
auto *const armodule = cc::ar::ARModule::get();
if (!armodule) return;
int apiState = armodule->getAPIState();
if (apiState < 0) return;
#if CC_PLATFORM == CC_PLATFORM_ANDROID
if (armodule->getTexInitFlag()) {
gfx::SamplerInfo samplerInfo = {
gfx::Filter::LINEAR,
gfx::Filter::LINEAR,
gfx::Filter::NONE,
gfx::Address::CLAMP,
gfx::Address::CLAMP,
gfx::Address::CLAMP,
};
auto *sampler = _device->getSampler(samplerInfo);
armodule->setCameraTextureName(static_cast<int>(_glTex));
gfx::TextureInfo textureInfo;
textureInfo.usage = gfx::TextureUsage::SAMPLED | gfx::TextureUsage::TRANSFER_SRC;
textureInfo.format = gfx::Format::RGBA8;
textureInfo.width = camera->getWidth();
textureInfo.height = camera->getHeight();
textureInfo.externalRes = reinterpret_cast<void *>(_glTex);
gfx::Texture *backgroundTex = _device->createTexture(textureInfo);
_descriptorSet->bindBuffer(0, _uniformBuffer);
_descriptorSet->bindSampler(1, sampler);
_descriptorSet->bindTexture(1, backgroundTex);
_descriptorSet->update();
armodule->resetTexInitFlag();
}
#elif CC_PLATFORM == CC_PLATFORM_MAC_IOS
if (armodule->getTexInitFlag()) {
auto *pixelBuffer = armodule->getCameraTextureRef();
if (pixelBuffer != nullptr) {
gfx::SamplerInfo samplerInfo;
auto *sampler = _device->getSampler(samplerInfo);
gfx::TextureInfo yTexInfo;
yTexInfo.usage = gfx::TextureUsage::SAMPLED | gfx::TextureUsage::TRANSFER_SRC;
yTexInfo.format = gfx::Format::R8;
// TODO: need improvement
// here do not effect exactly, just for CC_ASSERT in TextureValidator::doInit
yTexInfo.width = 1;
yTexInfo.height = 1;
yTexInfo.externalRes = pixelBuffer;
yTexInfo.layerCount = 0;
gfx::TextureInfo cbcrTexInfo;
cbcrTexInfo.usage = gfx::TextureUsage::SAMPLED | gfx::TextureUsage::TRANSFER_SRC;
cbcrTexInfo.format = gfx::Format::RG8;
// TODO: need improvement
// here do not effect exactly, just for CC_ASSERT in TextureValidator::doInit
cbcrTexInfo.width = 1;
cbcrTexInfo.height = 1;
cbcrTexInfo.externalRes = pixelBuffer;
cbcrTexInfo.layerCount = 1;
gfx::Texture *yTex = _device->createTexture(yTexInfo);
gfx::Texture *cbcrTex = _device->createTexture(cbcrTexInfo);
_descriptorSet->bindSampler(0, sampler);
_descriptorSet->bindTexture(0, yTex);
_descriptorSet->bindSampler(1, sampler);
_descriptorSet->bindTexture(1, cbcrTex);
_descriptorSet->bindBuffer(2, _ycbcrTransferBuffer);
_descriptorSet->update();
armodule->resetTexInitFlag();
}
}
#endif
auto data = armodule->getCameraTexCoords();
#if CC_PLATFORM == CC_PLATFORM_ANDROID
if (apiState > 1) {
float vertices[] = {-1, -1, data[2], data[3],
-1, 1, data[0], data[1],
1, -1, data[6], data[7],
1, 1, data[4], data[5]};
_vertexBuffer->update(vertices, sizeof(vertices));
} else {
float vertices[] = {-1, -1, data[0], data[1],
-1, 1, data[2], data[3],
1, -1, data[4], data[5],
1, 1, data[6], data[7]};
_vertexBuffer->update(vertices, sizeof(vertices));
}
#elif CC_PLATFORM == CC_PLATFORM_MAC_IOS
float vertices[] = {-1, -1, data[2], data[3],
-1, 1, data[0], data[1],
1, -1, data[6], data[7],
1, 1, data[4], data[5]};
_vertexBuffer->update(vertices, sizeof(vertices));
#endif
gfx::PipelineStateInfo pipelineInfo;
pipelineInfo.shader = _shader;
pipelineInfo.pipelineLayout = _pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.inputState = {_inputAssembler->getAttributes()};
_pipelineState = _device->createPipelineState(pipelineInfo);
cmdBuffer->bindInputAssembler(_inputAssembler);
cmdBuffer->bindPipelineState(_pipelineState);
cmdBuffer->bindDescriptorSet(materialSet, _descriptorSet);
cmdBuffer->draw(_inputAssembler);
}
template <typename T>
T &ARBackground::getAppropriateShaderSource(ShaderSources<T> &sources) {
switch (_device->getGfxAPI()) {
case gfx::API::GLES2:
return sources.glsl1;
case gfx::API::GLES3:
return sources.glsl3;
case gfx::API::METAL:
case gfx::API::VULKAN:
return sources.glsl4;
default: break;
}
return sources.glsl4;
}
void ARBackground::destroy() {
CC_SAFE_DESTROY_AND_DELETE(_shader);
CC_SAFE_DESTROY_AND_DELETE(_vertexBuffer);
#if CC_PLATFORM == CC_PLATFORM_ANDROID
CC_SAFE_DESTROY_AND_DELETE(_uniformBuffer);
#elif CC_PLATFORM == CC_PLATFORM_MAC_IOS
CC_SAFE_DESTROY_AND_DELETE(_ycbcrTransferBuffer);
#endif
CC_SAFE_DESTROY_AND_DELETE(_inputAssembler);
CC_SAFE_DESTROY_AND_DELETE(_descriptorSetLayout);
CC_SAFE_DESTROY_AND_DELETE(_descriptorSet);
CC_SAFE_DESTROY_AND_DELETE(_pipelineLayout);
CC_SAFE_DESTROY_AND_DELETE(_pipelineState);
}
} // namespace pipeline
} // namespace cc