Files
cocos-engine/cocos/rendering/render-shadow-map-batched-queue.ts
2023-09-25 09:42:15 +08:00

180 lines
7.2 KiB
TypeScript

/*
Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
https://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.
*/
import { cclegacy } from '@base/global';
import { SubModel } from '../render-scene/scene/submodel';
import { isEnableEffect, SetIndex } from './define';
import { Device, RenderPass, Shader, CommandBuffer } from '../gfx';
import { getPhaseID } from './pass-phase';
import { PipelineStateManager } from './pipeline-state-manager';
import { Pass, BatchingSchemes } from '../render-scene/core/pass';
import { RenderInstancedQueue } from './render-instanced-queue';
import { ShadowType } from '../render-scene/scene/shadows';
import { Light, LightType } from '../render-scene/scene/light';
import { geometry } from '../core';
import { Model } from '../render-scene/scene/model';
import { Camera, DirectionalLight, SpotLight } from '../render-scene/scene';
import { shadowCulling } from './scene-culling';
import { PipelineRuntime } from './custom/pipeline';
let _phaseID = getPhaseID('shadow-caster');
function getShadowPassIndex (subModel: SubModel): number {
const passes = subModel.passes;
const r = cclegacy.rendering;
if (isEnableEffect()) _phaseID = r.getPhaseID(r.getPassID('default'), 'shadow-caster');
for (let k = 0; k < passes.length; k++) {
if (((!r || !r.enableEffectImport) && passes[k].phase === _phaseID)
|| (isEnableEffect() && passes[k].phaseID === _phaseID)) {
return k;
}
}
return -1;
}
/**
* @zh
* 阴影渲染队列
*/
export class RenderShadowMapBatchedQueue {
private _pipeline: PipelineRuntime;
private _subModelsArray: SubModel[] = [];
private _passArray: Pass[] = [];
private _shaderArray: Shader[] = [];
private _instancedQueue: RenderInstancedQueue;
public constructor (pipeline: PipelineRuntime) {
this._pipeline = pipeline;
this._instancedQueue = new RenderInstancedQueue();
}
public gatherLightPasses (camera: Camera, light: Light, cmdBuff: CommandBuffer, level = 0): void {
this.clear();
const sceneData = this._pipeline.pipelineSceneData;
const shadowInfo = sceneData.shadows;
if (light && shadowInfo.enabled && shadowInfo.type === ShadowType.ShadowMap) {
switch (light.type) {
case LightType.DIRECTIONAL:
// eslint-disable-next-line no-case-declarations
const dirLight = light as DirectionalLight;
if (dirLight.shadowEnabled) {
const csmLayers = sceneData.csmLayers;
let layer;
if (dirLight.shadowFixedArea) {
layer = csmLayers.specialLayer;
} else {
layer = csmLayers.layers[level];
}
shadowCulling(camera, sceneData, layer);
const dirShadowObjects = layer.shadowObjects;
for (let i = 0; i < dirShadowObjects.length; i++) {
const ro = dirShadowObjects[i];
const model = ro.model;
this.add(model, level);
}
}
break;
case LightType.SPOT:
// eslint-disable-next-line no-case-declarations
const spotLight = light as SpotLight;
if (spotLight.shadowEnabled) {
const visibility = spotLight.visibility;
const castShadowObjects = sceneData.csmLayers.castShadowObjects;
for (let i = 0; i < castShadowObjects.length; i++) {
const ro = castShadowObjects[i];
const model = ro.model;
if (model.worldBounds) {
if (((visibility & model.node.layer) !== model.node.layer)
|| !geometry.intersect.aabbFrustum(model.worldBounds, spotLight.frustum)) { continue; }
}
this.add(model, level);
}
}
break;
default:
}
this._instancedQueue.uploadBuffers(cmdBuff);
}
}
/**
* @zh
* clear light-Batched-Queue
*/
public clear (): void {
this._subModelsArray.length = 0;
this._shaderArray.length = 0;
this._passArray.length = 0;
this._instancedQueue.clear();
}
public add (model: Model, level: number): void {
const subModels = model.subModels;
for (let j = 0; j < subModels.length; j++) {
const subModel = subModels[j];
const shadowPassIdx = getShadowPassIndex(subModel);
if (shadowPassIdx < 0) { continue; }
const pass = subModel.passes[shadowPassIdx];
const batchingScheme = pass.batchingScheme;
if (batchingScheme === BatchingSchemes.INSTANCING) { // instancing
const buffer = pass.getInstancedBuffer(level);
buffer.merge(subModel, shadowPassIdx);
this._instancedQueue.queue.add(buffer);
} else {
const shader = subModel.shaders[shadowPassIdx];
this._subModelsArray.push(subModel);
if (shader) this._shaderArray.push(shader);
this._passArray.push(pass);
}
}
}
/**
* @zh
* record CommandBuffer
*/
public recordCommandBuffer (device: Device, renderPass: RenderPass, cmdBuff: CommandBuffer): void {
this._instancedQueue.recordCommandBuffer(device, renderPass, cmdBuff);
for (let i = 0; i < this._subModelsArray.length; ++i) {
const subModel = this._subModelsArray[i];
const shader = this._shaderArray[i];
const pass = this._passArray[i];
const ia = subModel.inputAssembler;
const pso = PipelineStateManager.getOrCreatePipelineState(device, pass, shader, renderPass, ia);
const descriptorSet = pass.descriptorSet;
cmdBuff.bindPipelineState(pso);
cmdBuff.bindDescriptorSet(SetIndex.MATERIAL, descriptorSet);
cmdBuff.bindDescriptorSet(SetIndex.LOCAL, subModel.descriptorSet);
cmdBuff.bindInputAssembler(ia);
cmdBuff.draw(ia);
}
}
}