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* Add renderMesh bias for v3.5.0 * fix ci error * change function name * fix merge error * update * update 2 * update * update * update 2
135 lines
6.2 KiB
C++
135 lines
6.2 KiB
C++
/****************************************************************************
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Copyright (c) 2021-2022 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 engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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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 "scene/Model.h"
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#include "renderer/pipeline/Define.h"
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#include "renderer/pipeline/RenderPipeline.h"
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#include "scene/RenderScene.h"
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#include "scene/SubModel.h"
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namespace cc {
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namespace scene {
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void Model::uploadMat4AsVec4x3(const Mat4 &mat, float *v1, float *v2, float *v3) {
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uint size = sizeof(float) * 4;
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memcpy(v1, mat.m, size);
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memcpy(v2, mat.m + 4, size);
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memcpy(v3, mat.m + 8, size);
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v1[3] = mat.m[12];
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v2[3] = mat.m[13];
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v3[3] = mat.m[14];
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}
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void Model::updateTransform(uint32_t /*stamp*/) {
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Node *node = _transform;
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if (node->getFlagsChanged() || node->getDirtyFlag()) {
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node->updateWorldTransform();
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_transformUpdated = true;
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if (_modelBounds.getValid() && _worldBounds) {
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_modelBounds.transform(node->getWorldMatrix(), _worldBounds);
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}
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if (_scene) {
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_scene->updateOctree(this);
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}
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}
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}
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void Model::updateUBOs(uint32_t stamp) {
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for (SubModel *subModel : _subModels) {
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subModel->update();
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}
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_updateStamp = stamp;
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if (!_transformUpdated) {
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return;
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}
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_transformUpdated = false;
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getTransform()->updateWorldTransform();
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const auto & worldMatrix = getTransform()->getWorldMatrix();
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int idx = _instMatWorldIdx;
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Mat4 mat4;
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std::array<float, pipeline::UBOLocal::COUNT> bufferView;
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if (idx >= 0) {
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const std::vector<uint8_t *> &attrs = getInstancedAttributeBlock()->views;
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uploadMat4AsVec4x3(worldMatrix,
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reinterpret_cast<float *>(attrs[idx]),
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reinterpret_cast<float *>(attrs[idx + 1]),
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reinterpret_cast<float *>(attrs[idx + 2]));
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} else if (_localBuffer) {
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memcpy(bufferView.data() + pipeline::UBOLocal::MAT_WORLD_OFFSET, worldMatrix.m, sizeof(Mat4));
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Mat4::inverseTranspose(worldMatrix, &mat4);
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memcpy(bufferView.data() + pipeline::UBOLocal::MAT_WORLD_IT_OFFSET, mat4.m, sizeof(Mat4));
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const float lightmapUVParam[4] = {_lightmapSettings._lightmapUVParam.x, _lightmapSettings._lightmapUVParam.y,
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_lightmapSettings._lightmapUVParam.z, _lightmapSettings._lightmapUVParam.w};
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memcpy(bufferView.data() + pipeline::UBOLocal::LIGHTINGMAP_UVPARAM, lightmapUVParam, sizeof(lightmapUVParam));
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const float localShadowBias[4] = {_shadowBias, _shadowNormalBias, 0.0F, 0.0F};
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memcpy(bufferView.data() + pipeline::UBOLocal::LOCAL_SHADOW_BIAS, &localShadowBias, sizeof(localShadowBias));
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_localBuffer->update(bufferView.data(), pipeline::UBOLocal::SIZE);
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const bool enableOcclusionQuery = pipeline::RenderPipeline::getInstance()->getOcclusionQueryEnabled();
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if (enableOcclusionQuery) {
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updateWorldBoundUBOs();
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}
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}
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}
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void Model::updateLightingmap(const Vec4 &lightmapUVParam, gfx::Sampler *sampler, gfx::Texture *lightmap) {
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_lightmapSettings._lightmapUVParam = lightmapUVParam;
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_lightmapSettings._sampler = sampler;
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_lightmapSettings._lightmap = lightmap;
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for (const SubModel *subModel : _subModels) {
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if (sampler && lightmap) {
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gfx::DescriptorSet *descriptorSet = subModel->getDescriptorSet();
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descriptorSet->bindSampler(pipeline::LIGHTMAPTEXTURE::BINDING, sampler);
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descriptorSet->bindTexture(pipeline::LIGHTMAPTEXTURE::BINDING, lightmap);
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descriptorSet->update();
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}
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}
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}
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void Model::updateWorldBoundUBOs() {
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if (_worldBoundBuffer) {
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std::array<float, pipeline::UBOWorldBound::COUNT> worldBoundBufferView;
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const Vec3 & center = _worldBounds ? _worldBounds->getCenter() : Vec3{0.0F, 0.0F, 0.0F};
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const Vec3 & halfExtents = _worldBounds ? _worldBounds->getHalfExtents() : Vec3{1.0F, 1.0F, 1.0F};
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const Vec4 worldBoundCenter{center.x, center.y, center.z, 0.0F};
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const Vec4 worldBoundHalfExtents{halfExtents.x, halfExtents.y, halfExtents.z, 1.0F};
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memcpy(worldBoundBufferView.data() + pipeline::UBOWorldBound::WORLD_BOUND_CENTER, &worldBoundCenter.x, sizeof(Vec4));
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memcpy(worldBoundBufferView.data() + pipeline::UBOWorldBound::WORLD_BOUND_HALF_EXTENTS, &worldBoundHalfExtents.x, sizeof(Vec4));
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_worldBoundBuffer->update(worldBoundBufferView.data(), pipeline::UBOWorldBound::SIZE);
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}
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}
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void Model::setSubModel(uint32_t idx, SubModel *subModel) {
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subModel->setOwner(this);
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if (idx >= static_cast<uint32_t>(_subModels.size())) {
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_subModels.emplace_back(subModel);
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return;
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}
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_subModels[idx] = subModel;
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}
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} // namespace scene
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} // namespace cc
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