1 /*
2 * Copyright (c) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #ifndef CORE__RENDER__NODE__RENDER_NODE_DEFAULT_SHADOWS_BLUR_H
17 #define CORE__RENDER__NODE__RENDER_NODE_DEFAULT_SHADOWS_BLUR_H
18
19 #include <3d/render/intf_render_data_store_default_light.h>
20 #include <base/containers/vector.h>
21 #include <base/math/vector.h>
22 #include <base/util/uid.h>
23 #include <core/namespace.h>
24 #include <render/device/gpu_resource_desc.h>
25 #include <render/device/pipeline_state_desc.h>
26 #include <render/nodecontext/intf_pipeline_descriptor_set_binder.h>
27 #include <render/nodecontext/intf_render_node.h>
28 #include <render/render_data_structures.h>
29 #include <render/resource_handle.h>
30
31 #include "render/render_node_scene_util.h"
32
CORE3D_BEGIN_NAMESPACE()33 CORE3D_BEGIN_NAMESPACE()
34 class RenderNodeDefaultShadowsBlur final : public RENDER_NS::IRenderNode {
35 public:
36 RenderNodeDefaultShadowsBlur() = default;
37 ~RenderNodeDefaultShadowsBlur() override = default;
38
39 void InitNode(RENDER_NS::IRenderNodeContextManager& renderNodeContextMgr) override;
40 void PreExecuteFrame() override;
41 void ExecuteFrame(RENDER_NS::IRenderCommandList& cmdList) override;
42 ExecuteFlags GetExecuteFlags() const override;
43
44 // for plugin / factory interface
45 static constexpr BASE_NS::Uid UID { "6bf65ac3-6ede-4baa-a61a-2207085b235c" };
46 static constexpr char const* const TYPE_NAME = "RenderNodeDefaultShadowsBlur";
47 static constexpr IRenderNode::BackendFlags BACKEND_FLAGS = IRenderNode::BackendFlagBits::BACKEND_FLAG_BITS_DEFAULT;
48 static constexpr IRenderNode::ClassType CLASS_TYPE = IRenderNode::ClassType::CLASS_TYPE_NODE;
49 static IRenderNode* Create();
50 static void Destroy(IRenderNode* instance);
51
52 private:
53 RENDER_NS::IRenderNodeContextManager* renderNodeContextMgr_ { nullptr };
54
55 struct TemporaryImage {
56 RENDER_NS::RenderHandleReference imageHandle;
57 uint32_t width { 0u };
58 uint32_t height { 0u };
59 BASE_NS::Format format { BASE_NS::Format::BASE_FORMAT_UNDEFINED };
60 RENDER_NS::SampleCountFlags sampleCountFlags { RENDER_NS::SampleCountFlagBits::CORE_SAMPLE_COUNT_1_BIT };
61 };
62
63 void ProcessSingleShadow(RENDER_NS::IRenderCommandList& cmdList, const uint32_t drawIdx,
64 const RENDER_NS::RenderHandle imageHandle, const TemporaryImage& tempImage);
65 void RenderData(RENDER_NS::IRenderCommandList& cmdList, const RENDER_NS::RenderPass& renderPassBase,
66 const RENDER_NS::ViewportDesc& viewport, const RENDER_NS::ScissorDesc& scissor,
67 const RENDER_NS::RenderHandle inputHandle, const RENDER_NS::RenderHandle outputHandle, const uint32_t drawIdx,
68 const BASE_NS::Math::Vec4 texSizeInvTexSize);
69 void RenderBlur(RENDER_NS::IRenderCommandList& cmdList, const RENDER_NS::RenderPass& renderPass,
70 const RENDER_NS::ViewportDesc& viewport, const RENDER_NS::ScissorDesc& scissor,
71 const RENDER_NS::IDescriptorSetBinder::Ptr& binder, const BASE_NS::Math::Vec4& texSizeInvTexSize,
72 const BASE_NS::Math::Vec4& dir, RENDER_NS::RenderHandle imageHandle);
73 void CreateDescriptorSets();
74
75 void ExplicitInputBarrier(RENDER_NS::IRenderCommandList& cmdList, const RENDER_NS::RenderHandle handle);
76 void ExplicitOutputBarrier(RENDER_NS::IRenderCommandList& cmdList, const RENDER_NS::RenderHandle handle);
77
78 TemporaryImage temporaryImage_;
79 RENDER_NS::RenderHandle shadowColorBufferHandle_;
80
81 RENDER_NS::RenderHandle samplerHandle_;
82 RENDER_NS::RenderHandle bufferHandle_;
83
84 struct AllDescriptorSets {
85 RENDER_NS::IDescriptorSetBinder::Ptr globalSet;
86
87 BASE_NS::vector<RENDER_NS::IDescriptorSetBinder::Ptr> set1Horizontal;
88 BASE_NS::vector<RENDER_NS::IDescriptorSetBinder::Ptr> set1Vertical;
89 };
90 AllDescriptorSets allDescriptorSets_;
91
92 struct ShaderData {
93 RENDER_NS::RenderHandle shaderHandle;
94 RENDER_NS::PushConstant pushConstant;
95
96 RENDER_NS::RenderHandle psoHandle;
97 };
98 ShaderData shaderData_;
99
100 SceneRenderDataStores stores_;
101
102 IRenderDataStoreDefaultLight::ShadowTypes shadowTypes_;
103 uint32_t shadowCount_ { 0U };
104 };
105 CORE3D_END_NAMESPACE()
106
107 #endif // CORE__RENDER__NODE__RENDER_NODE_DEFAULT_SHADOWS_BLUR_H
108