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1 /*
2  * Copyright (c) 2022 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_SHADOW_RENDER_SLOT_H
17 #define CORE__RENDER__NODE__RENDER_NODE_DEFAULT_SHADOW_RENDER_SLOT_H
18 
19 #include <3d/render/intf_render_data_store_default_light.h>
20 #include <3d/render/intf_render_data_store_default_material.h>
21 #include <3d/render/render_data_defines_3d.h>
22 #include <base/containers/unordered_map.h>
23 #include <base/containers/vector.h>
24 #include <base/util/formats.h>
25 #include <base/util/uid.h>
26 #include <core/namespace.h>
27 #include <render/device/pipeline_state_desc.h>
28 #include <render/nodecontext/intf_pipeline_descriptor_set_binder.h>
29 #include <render/nodecontext/intf_render_node.h>
30 #include <render/render_data_structures.h>
31 #include <render/resource_handle.h>
32 
33 #include "render/render_node_scene_util.h"
34 
35 CORE3D_BEGIN_NAMESPACE()
36 class IRenderDataStoreDefaultCamera;
37 class IRenderDataStoreDefaultScene;
38 
39 class RenderNodeDefaultShadowRenderSlot final : public RENDER_NS::IRenderNode {
40 public:
41     RenderNodeDefaultShadowRenderSlot() = default;
42     ~RenderNodeDefaultShadowRenderSlot() override = default;
43 
44     void InitNode(RENDER_NS::IRenderNodeContextManager& renderNodeContextMgr) override;
45     void PreExecuteFrame() override;
46     void ExecuteFrame(RENDER_NS::IRenderCommandList& cmdList) override;
47     ExecuteFlags GetExecuteFlags() const override;
48 
49     struct ShadowBuffers {
50         BASE_NS::string depthName;
51         BASE_NS::string vsmColorName;
52 
53         RENDER_NS::RenderHandleReference depthHandle;
54         RENDER_NS::RenderHandleReference vsmColorHandle;
55 
56         BASE_NS::Format depthFormat { BASE_NS::Format::BASE_FORMAT_D16_UNORM };
57         BASE_NS::Format colorFormat { BASE_NS::Format::BASE_FORMAT_R16G16_UNORM };
58 
59         // full size of atlas
60         uint32_t width { 2u };
61         uint32_t height { 2u };
62 
63         IRenderDataStoreDefaultLight::ShadowTypes shadowTypes {};
64     };
65 
66     struct ShaderStateData {
67         RENDER_NS::RenderHandle shader;
68         RENDER_NS::RenderHandle gfxState;
69         uint64_t hash { 0 };
70         RENDER_NS::RenderHandle defaultShader;
71         RENDER_NS::RenderHandle defaultShaderState;
72     };
73     struct ShadowTypeShaders {
74         RENDER_NS::RenderHandle basic;
75         RENDER_NS::RenderHandle basicState;
76     };
77 
78     struct PsoCreationValue {
79         RENDER_NS::RenderHandle psoHandle;
80         bool hasImageData { false };
81     };
82 
83     // for plugin / factory interface
84     static constexpr BASE_NS::Uid UID { "ce5b861e-09a0-4dfa-84f1-c1a9986f1fdf" };
85     static constexpr const char* const TYPE_NAME = "RenderNodeDefaultShadowRenderSlot";
86     static constexpr IRenderNode::BackendFlags BACKEND_FLAGS = IRenderNode::BackendFlagBits::BACKEND_FLAG_BITS_DEFAULT;
87     static constexpr IRenderNode::ClassType CLASS_TYPE = IRenderNode::ClassType::CLASS_TYPE_NODE;
88     static IRenderNode* Create();
89     static void Destroy(IRenderNode* instance);
90 
91 private:
92     RENDER_NS::IRenderNodeContextManager* renderNodeContextMgr_ { nullptr };
93 
94     struct UboHandles {
95         RENDER_NS::RenderHandleReference generalData;
96     };
97 
98     void ParseRenderNodeInputs();
99     void RenderSubmeshes(RENDER_NS::IRenderCommandList& cmdList,
100         const IRenderDataStoreDefaultMaterial& dataStoreMaterial,
101         const IRenderDataStoreDefaultLight::ShadowType shadowType, const RenderCamera& camera, const RenderLight& light,
102         const uint32_t shadowPassIdx);
103     void UpdateSet0(RENDER_NS::IRenderCommandList& cmdList, const uint32_t shadowPassIdx);
104 
105     void UpdateGeneralDataUniformBuffers(const IRenderDataStoreDefaultLight& dataStoreLight);
106     void CreateDefaultShaderData();
107     PsoCreationValue CreateNewPso(const ShaderStateData& ssd, const RENDER_NS::GraphicsState::InputAssembly& ia,
108         const RENDER_NS::ShaderSpecializationConstantDataView& specialization, const RenderSubmeshFlags submeshFlags);
109     RENDER_NS::RenderPass CreateRenderPass(const ShadowBuffers& buffers);
110     void ProcessSlotSubmeshes(const IRenderDataStoreDefaultCamera& dataStoreCamera,
111         const IRenderDataStoreDefaultMaterial& dataStoreMaterial, const uint32_t shadowCameraIdx);
112     void ProcessBuffersAndDescriptors();
113     void UpdateCurrentScene(
114         const IRenderDataStoreDefaultScene& dataStoreScene, const IRenderDataStoreDefaultLight& dataStoreLight);
115 
116     PsoCreationValue GetSubmeshPso(const ShaderStateData& ssd, const RENDER_NS::GraphicsState::InputAssembly& ia,
117         const RenderDataDefaultMaterial::SubmeshMaterialFlags& submeshMaterialFlags,
118         const RenderSubmeshFlags submeshFlags);
119 
120     struct JsonInputs {
121         RENDER_NS::RenderSlotSortType sortType { RENDER_NS::RenderSlotSortType::NONE };
122         RENDER_NS::RenderSlotCullType cullType { RENDER_NS::RenderSlotCullType::NONE };
123 
124         uint32_t nodeFlags { 0u };
125         uint32_t renderSlotId { 0u };
126         uint32_t renderSlotVsmId { 0u };
127     };
128     JsonInputs jsonInputs_;
129 
130     struct CurrentScene {
131         BASE_NS::Math::UVec2 res { 0u, 0u };
132         RENDER_NS::ViewportDesc viewportDesc;
133         RENDER_NS::ScissorDesc scissorDesc;
134         BASE_NS::Math::Vec4 sceneTimingData { 0.0f, 0.0f, 0.0f, 0.0f };
135 
136         uint32_t renderSlotId { ~0u };
137     };
138     CurrentScene currentScene_;
139 
140     SceneRenderDataStores stores_;
141     ShadowBuffers shadowBuffers_;
142 
143     struct AllDescriptorSets {
144         RENDER_NS::IDescriptorSetBinder::Ptr set0[DefaultMaterialLightingConstants::MAX_SHADOW_COUNT];
145     };
146     AllDescriptorSets allDescriptorSets_;
147 
148     ShadowTypeShaders pcfShaders_;
149     ShadowTypeShaders vsmShaders_;
150 
151     struct PerShaderData {
152         RENDER_NS::RenderHandle shaderHandle;
153         RENDER_NS::RenderHandle psoHandle;
154         RENDER_NS::RenderHandle stateHandle;
155         bool hasSet2Images { false };
156     };
157     struct AllShaderData {
158         BASE_NS::vector<PerShaderData> perShaderData;
159         // shader hash, per shader data index
160         BASE_NS::unordered_map<uint64_t, uint32_t> shaderIdToData;
161 
162         bool slotHasShaders { false };
163         RENDER_NS::RenderHandle defaultPlHandle;
164         RENDER_NS::RenderHandle defaultVidHandle;
165         RENDER_NS::PipelineLayout defaultPipelineLayout;
166         BASE_NS::vector<RENDER_NS::ShaderSpecialization::Constant> defaultSpecilizationConstants;
167         RENDER_NS::BindableImage defaultBaseColor;
168     };
169     AllShaderData allShaderData_;
170 
171     UboHandles uboHandles_;
172     SceneBufferHandles sceneBuffers_;
173 
174     RENDER_NS::RenderPass renderPass_;
175     BASE_NS::vector<SlotSubmeshIndex> sortedSlotSubmeshes_;
176 
177     bool validShadowNode_ { true };
178     uint32_t shadowCount_ { 0U };
179 };
180 CORE3D_END_NAMESPACE()
181 
182 #endif // CORE__RENDER__NODE__RENDER_NODE_DEFAULT_SHADOW_RENDER_SLOT_H
183