Files
cocos-engine/native/cocos/scene/Model.cpp
troublemaker52025 e723e5aa3a Add renderMesh bias for v3.5.0 (#10102)
* Add renderMesh bias for v3.5.0

* fix ci error

* change function name

* fix merge error

* update

* update 2

* update

* update

* update 2
2022-02-24 23:27:09 +08:00

135 lines
6.2 KiB
C++

/****************************************************************************
Copyright (c) 2021-2022 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 engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 "scene/Model.h"
#include "renderer/pipeline/Define.h"
#include "renderer/pipeline/RenderPipeline.h"
#include "scene/RenderScene.h"
#include "scene/SubModel.h"
namespace cc {
namespace scene {
void Model::uploadMat4AsVec4x3(const Mat4 &mat, float *v1, float *v2, float *v3) {
uint size = sizeof(float) * 4;
memcpy(v1, mat.m, size);
memcpy(v2, mat.m + 4, size);
memcpy(v3, mat.m + 8, size);
v1[3] = mat.m[12];
v2[3] = mat.m[13];
v3[3] = mat.m[14];
}
void Model::updateTransform(uint32_t /*stamp*/) {
Node *node = _transform;
if (node->getFlagsChanged() || node->getDirtyFlag()) {
node->updateWorldTransform();
_transformUpdated = true;
if (_modelBounds.getValid() && _worldBounds) {
_modelBounds.transform(node->getWorldMatrix(), _worldBounds);
}
if (_scene) {
_scene->updateOctree(this);
}
}
}
void Model::updateUBOs(uint32_t stamp) {
for (SubModel *subModel : _subModels) {
subModel->update();
}
_updateStamp = stamp;
if (!_transformUpdated) {
return;
}
_transformUpdated = false;
getTransform()->updateWorldTransform();
const auto & worldMatrix = getTransform()->getWorldMatrix();
int idx = _instMatWorldIdx;
Mat4 mat4;
std::array<float, pipeline::UBOLocal::COUNT> bufferView;
if (idx >= 0) {
const std::vector<uint8_t *> &attrs = getInstancedAttributeBlock()->views;
uploadMat4AsVec4x3(worldMatrix,
reinterpret_cast<float *>(attrs[idx]),
reinterpret_cast<float *>(attrs[idx + 1]),
reinterpret_cast<float *>(attrs[idx + 2]));
} else if (_localBuffer) {
memcpy(bufferView.data() + pipeline::UBOLocal::MAT_WORLD_OFFSET, worldMatrix.m, sizeof(Mat4));
Mat4::inverseTranspose(worldMatrix, &mat4);
memcpy(bufferView.data() + pipeline::UBOLocal::MAT_WORLD_IT_OFFSET, mat4.m, sizeof(Mat4));
const float lightmapUVParam[4] = {_lightmapSettings._lightmapUVParam.x, _lightmapSettings._lightmapUVParam.y,
_lightmapSettings._lightmapUVParam.z, _lightmapSettings._lightmapUVParam.w};
memcpy(bufferView.data() + pipeline::UBOLocal::LIGHTINGMAP_UVPARAM, lightmapUVParam, sizeof(lightmapUVParam));
const float localShadowBias[4] = {_shadowBias, _shadowNormalBias, 0.0F, 0.0F};
memcpy(bufferView.data() + pipeline::UBOLocal::LOCAL_SHADOW_BIAS, &localShadowBias, sizeof(localShadowBias));
_localBuffer->update(bufferView.data(), pipeline::UBOLocal::SIZE);
const bool enableOcclusionQuery = pipeline::RenderPipeline::getInstance()->getOcclusionQueryEnabled();
if (enableOcclusionQuery) {
updateWorldBoundUBOs();
}
}
}
void Model::updateLightingmap(const Vec4 &lightmapUVParam, gfx::Sampler *sampler, gfx::Texture *lightmap) {
_lightmapSettings._lightmapUVParam = lightmapUVParam;
_lightmapSettings._sampler = sampler;
_lightmapSettings._lightmap = lightmap;
for (const SubModel *subModel : _subModels) {
if (sampler && lightmap) {
gfx::DescriptorSet *descriptorSet = subModel->getDescriptorSet();
descriptorSet->bindSampler(pipeline::LIGHTMAPTEXTURE::BINDING, sampler);
descriptorSet->bindTexture(pipeline::LIGHTMAPTEXTURE::BINDING, lightmap);
descriptorSet->update();
}
}
}
void Model::updateWorldBoundUBOs() {
if (_worldBoundBuffer) {
std::array<float, pipeline::UBOWorldBound::COUNT> worldBoundBufferView;
const Vec3 & center = _worldBounds ? _worldBounds->getCenter() : Vec3{0.0F, 0.0F, 0.0F};
const Vec3 & halfExtents = _worldBounds ? _worldBounds->getHalfExtents() : Vec3{1.0F, 1.0F, 1.0F};
const Vec4 worldBoundCenter{center.x, center.y, center.z, 0.0F};
const Vec4 worldBoundHalfExtents{halfExtents.x, halfExtents.y, halfExtents.z, 1.0F};
memcpy(worldBoundBufferView.data() + pipeline::UBOWorldBound::WORLD_BOUND_CENTER, &worldBoundCenter.x, sizeof(Vec4));
memcpy(worldBoundBufferView.data() + pipeline::UBOWorldBound::WORLD_BOUND_HALF_EXTENTS, &worldBoundHalfExtents.x, sizeof(Vec4));
_worldBoundBuffer->update(worldBoundBufferView.data(), pipeline::UBOWorldBound::SIZE);
}
}
void Model::setSubModel(uint32_t idx, SubModel *subModel) {
subModel->setOwner(this);
if (idx >= static_cast<uint32_t>(_subModels.size())) {
_subModels.emplace_back(subModel);
return;
}
_subModels[idx] = subModel;
}
} // namespace scene
} // namespace cc