System.register(["__unresolved_0", "cc", "cc/env", "__unresolved_1"], function (_export, _context) { "use strict"; var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, DEBUG, EDITOR, assert, clamp, geometry, gfx, Layers, Material, pipeline, renderer, rendering, sys, Vec2, Vec3, Vec4, cclegacy, PipelineEventType, warn, makePipelineSettings, PipelineConfigs, CameraConfigs, _crd, AABB, Sphere, intersect, ClearFlagBit, Color, Format, FormatFeatureBit, LoadOp, StoreOp, TextureType, Viewport, scene, CameraUsage, CSMLevel, LightType, defaultSettings, QueueHint, SceneFlags, ResourceFlags, ResourceResidency; function forwardNeedClearColor(camera) { return !!(camera.clearFlag & (ClearFlagBit.COLOR | ClearFlagBit.STENCIL << 1)); } function getCsmMainLightViewport(light, w, h, level, vp, screenSpaceSignY) { if (light.shadowFixedArea || light.csmLevel === CSMLevel.LEVEL_1) { vp.left = 0; vp.top = 0; vp.width = Math.trunc(w); vp.height = Math.trunc(h); } else { vp.left = Math.trunc(level % 2 * 0.5 * w); if (screenSpaceSignY > 0) { vp.top = Math.trunc((1 - Math.floor(level / 2)) * 0.5 * h); } else { vp.top = Math.trunc(Math.floor(level / 2) * 0.5 * h); } vp.width = Math.trunc(0.5 * w); vp.height = Math.trunc(0.5 * h); } vp.left = Math.max(0, vp.left); vp.top = Math.max(0, vp.top); vp.width = Math.max(1, vp.width); vp.height = Math.max(1, vp.height); } function setupPipelineConfigs(ppl, configs) { var sampleFeature = FormatFeatureBit.SAMPLED_TEXTURE | FormatFeatureBit.LINEAR_FILTER; var device = ppl.device; // Platform configs.isWeb = !sys.isNative; configs.isWebGL1 = device.gfxAPI === gfx.API.WEBGL; configs.isWebGPU = device.gfxAPI === gfx.API.WEBGPU; configs.isMobile = sys.isMobile; // Rendering configs.isHDR = ppl.pipelineSceneData.isHDR; // Has tone mapping configs.useFloatOutput = ppl.getMacroBool('CC_USE_FLOAT_OUTPUT'); configs.toneMappingType = ppl.pipelineSceneData.postSettings.toneMappingType; // Shadow var shadowInfo = ppl.pipelineSceneData.shadows; configs.shadowEnabled = shadowInfo.enabled; configs.shadowMapFormat = pipeline.supportsR32FloatTexture(ppl.device) ? Format.R32F : Format.RGBA8; configs.shadowMapSize.set(shadowInfo.size); configs.usePlanarShadow = shadowInfo.enabled && shadowInfo.type === renderer.scene.ShadowType.Planar; // Device configs.screenSpaceSignY = ppl.device.capabilities.screenSpaceSignY; configs.supportDepthSample = (ppl.device.getFormatFeatures(Format.DEPTH_STENCIL) & sampleFeature) === sampleFeature; // Constants var screenSpaceSignY = device.capabilities.screenSpaceSignY; configs.platform.x = configs.isMobile ? 1.0 : 0.0; configs.platform.w = screenSpaceSignY * 0.5 + 0.5 << 1 | device.capabilities.clipSpaceSignY * 0.5 + 0.5; } function setupPostProcessConfigs(pipelineConfigs, settings, cameraConfigs) { cameraConfigs.enableDOF = pipelineConfigs.supportDepthSample && settings.depthOfField.enabled && !!settings.depthOfField.material; cameraConfigs.enableBloom = settings.bloom.enabled && !!settings.bloom.material; cameraConfigs.enableColorGrading = settings.colorGrading.enabled && !!settings.colorGrading.material && !!settings.colorGrading.colorGradingMap; cameraConfigs.enableFXAA = settings.fxaa.enabled && !!settings.fxaa.material; cameraConfigs.enablePostProcess = cameraConfigs.enableDOF || cameraConfigs.enableBloom || cameraConfigs.enableColorGrading || cameraConfigs.enableFXAA; } function setupCameraConfigs(camera, pipelineConfigs, cameraConfigs) { var window = camera.window; var isMainGameWindow = camera.cameraUsage === CameraUsage.GAME && !!window.swapchain; var isEditorView = camera.cameraUsage === CameraUsage.SCENE_VIEW || camera.cameraUsage === CameraUsage.PREVIEW; cameraConfigs.colorName = window.colorName; cameraConfigs.depthStencilName = window.depthStencilName; cameraConfigs.useFullPipeline = (camera.visibility & Layers.Enum.DEFAULT) !== 0; cameraConfigs.enableMainLightShadowMap = pipelineConfigs.shadowEnabled && !pipelineConfigs.usePlanarShadow && !!camera.scene && !!camera.scene.mainLight && camera.scene.mainLight.shadowEnabled; cameraConfigs.enableMainLightPlanarShadowMap = pipelineConfigs.shadowEnabled && pipelineConfigs.usePlanarShadow && !!camera.scene && !!camera.scene.mainLight && camera.scene.mainLight.shadowEnabled; cameraConfigs.enablePlanarReflectionProbe = isMainGameWindow || camera.cameraUsage === CameraUsage.SCENE_VIEW; cameraConfigs.enableProfiler = DEBUG && isMainGameWindow; cameraConfigs.settings = camera.pipelineSettings ? camera.pipelineSettings : defaultSettings; setupPostProcessConfigs(pipelineConfigs, cameraConfigs.settings, cameraConfigs); if (isEditorView) { var editorSettings = rendering.getEditorPipelineSettings(); if (editorSettings) { cameraConfigs.settings = editorSettings; setupPostProcessConfigs(pipelineConfigs, cameraConfigs.settings, cameraConfigs); } } // MSAA cameraConfigs.enableMSAA = cameraConfigs.settings.msaa.enabled && !pipelineConfigs.isWeb // TODO(zhouzhenglong): remove this constraint && !pipelineConfigs.isWebGL1; // Shading scale cameraConfigs.shadingScale = cameraConfigs.settings.shadingScale; cameraConfigs.enableShadingScale = cameraConfigs.settings.enableShadingScale && cameraConfigs.shadingScale !== 1.0; // FSR (Depend on Shading scale) cameraConfigs.enableFSR = cameraConfigs.settings.fsr.enabled && !!cameraConfigs.settings.fsr.material && cameraConfigs.enableShadingScale && cameraConfigs.shadingScale < 1.0; // Forward rendering (Depend on MSAA and TBR) cameraConfigs.singleForwardRadiancePass = pipelineConfigs.isMobile || cameraConfigs.enableMSAA; cameraConfigs.enableHDR = cameraConfigs.useFullPipeline && pipelineConfigs.useFloatOutput; cameraConfigs.radianceFormat = cameraConfigs.enableHDR ? gfx.Format.RGBA16F : gfx.Format.RGBA8; } function _reportPossibleCrUseOfPipelineSettings(extras) { _reporterNs.report("PipelineSettings", "./builtin-pipeline-types", _context.meta, extras); } function _reportPossibleCrUseOfmakePipelineSettings(extras) { _reporterNs.report("makePipelineSettings", "./builtin-pipeline-types", _context.meta, extras); } return { setters: [function (_unresolved_) { _reporterNs = _unresolved_; }, function (_cc) { _cclegacy = _cc.cclegacy; __checkObsolete__ = _cc.__checkObsolete__; __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__; assert = _cc.assert; clamp = _cc.clamp; geometry = _cc.geometry; gfx = _cc.gfx; Layers = _cc.Layers; Material = _cc.Material; pipeline = _cc.pipeline; renderer = _cc.renderer; rendering = _cc.rendering; sys = _cc.sys; Vec2 = _cc.Vec2; Vec3 = _cc.Vec3; Vec4 = _cc.Vec4; cclegacy = _cc.cclegacy; PipelineEventType = _cc.PipelineEventType; warn = _cc.warn; }, function (_ccEnv) { DEBUG = _ccEnv.DEBUG; EDITOR = _ccEnv.EDITOR; }, function (_unresolved_2) { makePipelineSettings = _unresolved_2.makePipelineSettings; }], execute: function () { _crd = true; _cclegacy._RF.push({}, "ff9b0GZzgRM/obMbHGfCNbk", "builtin-pipeline", undefined); /* Copyright (c) 2021-2024 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. */ __checkObsolete__(['assert', 'clamp', 'geometry', 'gfx', 'Layers', 'Material', 'pipeline', 'renderer', 'rendering', 'sys', 'Vec2', 'Vec3', 'Vec4', 'cclegacy', 'PipelineEventType', 'PipelineEventProcessor', 'ReflectionProbeManager', 'warn']); ({ AABB, Sphere, intersect } = geometry); ({ ClearFlagBit, Color, Format, FormatFeatureBit, LoadOp, StoreOp, TextureType, Viewport } = gfx); ({ scene } = renderer); ({ CameraUsage, CSMLevel, LightType } = scene); PipelineConfigs = class PipelineConfigs { constructor() { this.isWeb = false; this.isWebGL1 = false; this.isWebGPU = false; this.isMobile = false; this.isHDR = false; this.useFloatOutput = false; this.toneMappingType = 0; // 0: ACES, 1: None this.shadowEnabled = false; this.shadowMapFormat = Format.R32F; this.shadowMapSize = new Vec2(1, 1); this.usePlanarShadow = false; this.screenSpaceSignY = 1; this.supportDepthSample = false; this.mobileMaxSpotLightShadowMaps = 1; this.platform = new Vec4(0, 0, 0, 0); } }; defaultSettings = (_crd && makePipelineSettings === void 0 ? (_reportPossibleCrUseOfmakePipelineSettings({ error: Error() }), makePipelineSettings) : makePipelineSettings)(); CameraConfigs = class CameraConfigs { constructor() { this.colorName = ''; this.depthStencilName = ''; this.enableMainLightShadowMap = false; this.enableMainLightPlanarShadowMap = false; this.enablePostProcess = false; this.enableProfiler = false; this.enableShadingScale = false; this.enableMSAA = false; this.enableDOF = false; this.enableBloom = false; this.enableColorGrading = false; this.enableFXAA = false; this.enableFSR = false; this.enableHDR = false; this.enablePlanarReflectionProbe = false; this.useFullPipeline = false; this.singleForwardRadiancePass = false; this.radianceFormat = gfx.Format.RGBA8; this.shadingScale = 0.5; this.settings = defaultSettings; } }; if (rendering) { ({ QueueHint, SceneFlags, ResourceFlags, ResourceResidency } = rendering); class ForwardLighting { constructor() { // Active lights this.lights = []; // Active spot lights with shadows (Mutually exclusive with `lights`) this.shadowEnabledSpotLights = []; // Internal cached resources this._sphere = Sphere.create(0, 0, 0, 1); this._boundingBox = new AABB(); this._rangedDirLightBoundingBox = new AABB(0.0, 0.0, 0.0, 0.5, 0.5, 0.5); } // ---------------------------------------------------------------- // Interface // ---------------------------------------------------------------- cullLights(scene, frustum, cameraPos) { // TODO(zhouzhenglong): Make light culling native this.lights.length = 0; this.shadowEnabledSpotLights.length = 0; // spot lights for (var light of scene.spotLights) { if (light.baked) { continue; } Sphere.set(this._sphere, light.position.x, light.position.y, light.position.z, light.range); if (intersect.sphereFrustum(this._sphere, frustum)) { if (light.shadowEnabled) { this.shadowEnabledSpotLights.push(light); } else { this.lights.push(light); } } } // sphere lights for (var _light of scene.sphereLights) { if (_light.baked) { continue; } Sphere.set(this._sphere, _light.position.x, _light.position.y, _light.position.z, _light.range); if (intersect.sphereFrustum(this._sphere, frustum)) { this.lights.push(_light); } } // point lights for (var _light2 of scene.pointLights) { if (_light2.baked) { continue; } Sphere.set(this._sphere, _light2.position.x, _light2.position.y, _light2.position.z, _light2.range); if (intersect.sphereFrustum(this._sphere, frustum)) { this.lights.push(_light2); } } // ranged dir lights for (var _light3 of scene.rangedDirLights) { AABB.transform(this._boundingBox, this._rangedDirLightBoundingBox, _light3.node.getWorldMatrix()); if (intersect.aabbFrustum(this._boundingBox, frustum)) { this.lights.push(_light3); } } if (cameraPos) { this.shadowEnabledSpotLights.sort((lhs, rhs) => Vec3.squaredDistance(cameraPos, lhs.position) - Vec3.squaredDistance(cameraPos, rhs.position)); } } _addLightQueues(camera, pass) { for (var light of this.lights) { var queue = pass.addQueue(QueueHint.BLEND, 'forward-add'); switch (light.type) { case LightType.SPHERE: queue.name = 'sphere-light'; break; case LightType.SPOT: queue.name = 'spot-light'; break; case LightType.POINT: queue.name = 'point-light'; break; case LightType.RANGED_DIRECTIONAL: queue.name = 'ranged-directional-light'; break; default: queue.name = 'unknown-light'; } queue.addScene(camera, SceneFlags.BLEND, light); } } addSpotlightShadowPasses(ppl, camera, maxNumShadowMaps) { var i = 0; for (var light of this.shadowEnabledSpotLights) { var shadowMapSize = ppl.pipelineSceneData.shadows.size; var shadowPass = ppl.addRenderPass(shadowMapSize.x, shadowMapSize.y, 'default'); shadowPass.name = "SpotLightShadowPass" + i; shadowPass.addRenderTarget("SpotShadowMap" + i, LoadOp.CLEAR, StoreOp.STORE, new Color(1, 1, 1, 1)); shadowPass.addDepthStencil("SpotShadowDepth" + i, LoadOp.CLEAR, StoreOp.DISCARD); shadowPass.addQueue(QueueHint.NONE, 'shadow-caster').addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK | SceneFlags.SHADOW_CASTER).useLightFrustum(light); ++i; if (i >= maxNumShadowMaps) { break; } } } addLightQueues(pass, camera, maxNumShadowMaps) { this._addLightQueues(camera, pass); var i = 0; for (var light of this.shadowEnabledSpotLights) { // Add spot-light pass // Save last RenderPass to the `pass` variable // TODO(zhouzhenglong): Fix per queue addTexture pass.addTexture("SpotShadowMap" + i, 'cc_spotShadowMap'); var queue = pass.addQueue(QueueHint.BLEND, 'forward-add'); queue.addScene(camera, SceneFlags.BLEND, light); ++i; if (i >= maxNumShadowMaps) { break; } } } // Notice: ForwardLighting cannot handle a lot of lights. // If there are too many lights, the performance will be very poor. // If many lights are needed, please implement a forward+ or deferred rendering pipeline. addLightPasses(colorName, depthStencilName, depthStencilStoreOp, id, // window id width, height, camera, viewport, ppl, pass) { this._addLightQueues(camera, pass); var count = 0; var shadowMapSize = ppl.pipelineSceneData.shadows.size; for (var light of this.shadowEnabledSpotLights) { var shadowPass = ppl.addRenderPass(shadowMapSize.x, shadowMapSize.y, 'default'); shadowPass.name = 'SpotlightShadowPass'; // Reuse csm shadow map shadowPass.addRenderTarget("ShadowMap" + id, LoadOp.CLEAR, StoreOp.STORE, new Color(1, 1, 1, 1)); shadowPass.addDepthStencil("ShadowDepth" + id, LoadOp.CLEAR, StoreOp.DISCARD); shadowPass.addQueue(QueueHint.NONE, 'shadow-caster').addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK | SceneFlags.SHADOW_CASTER).useLightFrustum(light); // Add spot-light pass // Save last RenderPass to the `pass` variable ++count; var storeOp = count === this.shadowEnabledSpotLights.length ? depthStencilStoreOp : StoreOp.STORE; pass = ppl.addRenderPass(width, height, 'default'); pass.name = 'SpotlightWithShadowMap'; pass.setViewport(viewport); pass.addRenderTarget(colorName, LoadOp.LOAD); pass.addDepthStencil(depthStencilName, LoadOp.LOAD, storeOp); pass.addTexture("ShadowMap" + id, 'cc_spotShadowMap'); var queue = pass.addQueue(QueueHint.BLEND, 'forward-add'); queue.addScene(camera, SceneFlags.BLEND, light); } return pass; } isMultipleLightPassesNeeded() { return this.shadowEnabledSpotLights.length > 0; } } class BuiltinPipelineBuilder { constructor() { this._pipelineEvent = cclegacy.director.root.pipelineEvent; // Internal cached resources this._clearColor = new Color(0, 0, 0, 1); this._clearColorTransparentBlack = new Color(0, 0, 0, 0); this._reflectionProbeClearColor = new Vec3(0, 0, 0); this._viewport = new Viewport(); this._configs = new PipelineConfigs(); this._cameraConfigs = new CameraConfigs(); // DepthOfField this._cocParams = new Vec4(0, 0, 0, 0); this._cocTexSize = new Vec4(0, 0, 0, 0); // Bloom this._bloomParams = new Vec4(0, 0, 0, 0); this._bloomTexSize = new Vec4(0, 0, 0, 0); this._bloomWidths = []; this._bloomHeights = []; this._bloomTexNames = []; // Color Grading this._colorGradingTexSize = new Vec2(0, 0); // FXAA this._fxaaParams = new Vec4(0, 0, 0, 0); // FSR this._fsrParams = new Vec4(0, 0, 0, 0); this._fsrTexSize = new Vec4(0, 0, 0, 0); // Materials this._copyAndTonemapMaterial = new Material(); // Internal States this._initialized = false; // TODO(zhouzhenglong): Make default effect asset loading earlier and remove this flag // Forward lighting this.forwardLighting = new ForwardLighting(); } // ---------------------------------------------------------------- // Interface // ---------------------------------------------------------------- windowResize(ppl, window, camera, nativeWidth, nativeHeight) { setupPipelineConfigs(ppl, this._configs); setupCameraConfigs(camera, this._configs, this._cameraConfigs); var settings = this._cameraConfigs.settings; var id = window.renderWindowId; var width = this._cameraConfigs.enableShadingScale ? Math.max(Math.floor(nativeWidth * this._cameraConfigs.shadingScale), 1) : nativeWidth; var height = this._cameraConfigs.enableShadingScale ? Math.max(Math.floor(nativeHeight * this._cameraConfigs.shadingScale), 1) : nativeHeight; // Render Window (UI) ppl.addRenderWindow(this._cameraConfigs.colorName, Format.RGBA8, nativeWidth, nativeHeight, window, this._cameraConfigs.depthStencilName); if (this._cameraConfigs.enableShadingScale) { ppl.addDepthStencil("ScaledSceneDepth" + id, Format.DEPTH_STENCIL, width, height); ppl.addRenderTarget("ScaledRadiance" + id, this._cameraConfigs.radianceFormat, width, height); ppl.addRenderTarget("ScaledLdrColor" + id, Format.RGBA8, width, height); } else { ppl.addDepthStencil("SceneDepth" + id, Format.DEPTH_STENCIL, width, height); ppl.addRenderTarget("Radiance" + id, this._cameraConfigs.radianceFormat, width, height); ppl.addRenderTarget("LdrColor" + id, Format.RGBA8, width, height); } if (this._cameraConfigs.enableFSR) { ppl.addRenderTarget("FsrColor" + id, Format.RGBA8, nativeWidth, nativeHeight); } // MsaaRadiance if (this._cameraConfigs.enableMSAA) { // Notice: We never store multisample results. // These samples are always resolved and discarded at the end of the render pass. // So the ResourceResidency should be MEMORYLESS. if (this._cameraConfigs.enableHDR) { ppl.addTexture("MsaaRadiance" + id, TextureType.TEX2D, this._cameraConfigs.radianceFormat, width, height, 1, 1, 1, settings.msaa.sampleCount, ResourceFlags.COLOR_ATTACHMENT, ResourceResidency.MEMORYLESS); } else { ppl.addTexture("MsaaRadiance" + id, TextureType.TEX2D, Format.RGBA8, width, height, 1, 1, 1, settings.msaa.sampleCount, ResourceFlags.COLOR_ATTACHMENT, ResourceResidency.MEMORYLESS); } ppl.addTexture("MsaaDepthStencil" + id, TextureType.TEX2D, Format.DEPTH_STENCIL, width, height, 1, 1, 1, settings.msaa.sampleCount, ResourceFlags.DEPTH_STENCIL_ATTACHMENT, ResourceResidency.MEMORYLESS); } // Mainlight ShadowMap ppl.addRenderTarget("ShadowMap" + id, this._configs.shadowMapFormat, this._configs.shadowMapSize.x, this._configs.shadowMapSize.y); ppl.addDepthStencil("ShadowDepth" + id, Format.DEPTH_STENCIL, this._configs.shadowMapSize.x, this._configs.shadowMapSize.y); // Spot-light shadow maps if (this._cameraConfigs.singleForwardRadiancePass) { var count = this._configs.mobileMaxSpotLightShadowMaps; for (var i = 0; i !== count; ++i) { ppl.addRenderTarget("SpotShadowMap" + i, this._configs.shadowMapFormat, this._configs.shadowMapSize.x, this._configs.shadowMapSize.y); ppl.addDepthStencil("SpotShadowDepth" + i, Format.DEPTH_STENCIL, this._configs.shadowMapSize.x, this._configs.shadowMapSize.y); } } // --------------------------------------------------------- // Post Process // --------------------------------------------------------- // DepthOfField if (this._cameraConfigs.enableDOF) { var halfWidth = Math.max(Math.floor(width / 2), 1); var halfHeight = Math.max(Math.floor(height / 2), 1); // `DofCoc${id}` texture will reuse ldrColorName ppl.addRenderTarget("DofRadiance" + id, this._cameraConfigs.radianceFormat, width, height); ppl.addRenderTarget("DofPrefilter" + id, this._cameraConfigs.radianceFormat, halfWidth, halfHeight); ppl.addRenderTarget("DofBokeh" + id, this._cameraConfigs.radianceFormat, halfWidth, halfHeight); ppl.addRenderTarget("DofFilter" + id, this._cameraConfigs.radianceFormat, halfWidth, halfHeight); } // Bloom (Kawase Dual Filter) if (this._cameraConfigs.enableBloom) { var bloomWidth = width; var bloomHeight = height; for (var _i = 0; _i !== settings.bloom.iterations + 1; ++_i) { bloomWidth = Math.max(Math.floor(bloomWidth / 2), 1); bloomHeight = Math.max(Math.floor(bloomHeight / 2), 1); ppl.addRenderTarget("BloomTex" + id + "_" + _i, this._cameraConfigs.radianceFormat, bloomWidth, bloomHeight); } } // Color Grading if (this._cameraConfigs.enableColorGrading && settings.colorGrading.material && settings.colorGrading.colorGradingMap) { settings.colorGrading.material.setProperty('colorGradingMap', settings.colorGrading.colorGradingMap); } // FXAA if (this._cameraConfigs.enableFXAA && this._cameraConfigs.enableShadingScale) { ppl.addRenderTarget("AaColor" + id, Format.RGBA8, width, height); } } setup(cameras, ppl) { // TODO(zhouzhenglong): Make default effect asset loading earlier and remove _initMaterials if (this._initMaterials(ppl)) { return; } // Render cameras // log(`==================== One Frame ====================`); for (var camera of cameras) { // Skip invalid camera if (!camera.scene || !camera.window) { continue; } // Setup camera configs setupCameraConfigs(camera, this._configs, this._cameraConfigs); // log(`Setup camera: ${camera.node!.name}, window: ${camera.window.renderWindowId}, isFull: ${this._cameraConfigs.useFullPipeline}, ` // + `size: ${camera.window.width}x${camera.window.height}`); this._pipelineEvent.emit(PipelineEventType.RENDER_CAMERA_BEGIN, camera); // Build pipeline if (this._cameraConfigs.useFullPipeline) { this._buildForwardPipeline(ppl, camera, camera.scene); } else { this._buildSimplePipeline(ppl, camera); } this._pipelineEvent.emit(PipelineEventType.RENDER_CAMERA_END, camera); } } // ---------------------------------------------------------------- // Pipelines // ---------------------------------------------------------------- _buildSimplePipeline(ppl, camera) { var width = Math.max(Math.floor(camera.window.width), 1); var height = Math.max(Math.floor(camera.window.height), 1); var colorName = this._cameraConfigs.colorName; var depthStencilName = this._cameraConfigs.depthStencilName; var viewport = camera.viewport; // Reduce C++/TS interop this._viewport.left = Math.round(viewport.x * width); this._viewport.top = Math.round(viewport.y * height); // Here we must use camera.viewport.width instead of camera.viewport.z, which // is undefined on native platform. The same as camera.viewport.height. this._viewport.width = Math.max(Math.round(viewport.width * width), 1); this._viewport.height = Math.max(Math.round(viewport.height * height), 1); var clearColor = camera.clearColor; // Reduce C++/TS interop this._clearColor.x = clearColor.x; this._clearColor.y = clearColor.y; this._clearColor.z = clearColor.z; this._clearColor.w = clearColor.w; var pass = ppl.addRenderPass(width, height, 'default'); // bind output render target if (forwardNeedClearColor(camera)) { pass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColor); } else { pass.addRenderTarget(colorName, LoadOp.LOAD, StoreOp.STORE); } // bind depth stencil buffer if (camera.clearFlag & ClearFlagBit.DEPTH_STENCIL) { pass.addDepthStencil(depthStencilName, LoadOp.CLEAR, StoreOp.DISCARD, camera.clearDepth, camera.clearStencil, camera.clearFlag & ClearFlagBit.DEPTH_STENCIL); } else { pass.addDepthStencil(depthStencilName, LoadOp.LOAD, StoreOp.DISCARD); } pass.setViewport(this._viewport); // The opaque queue is used for Reflection probe preview pass.addQueue(QueueHint.OPAQUE).addScene(camera, SceneFlags.OPAQUE); // The blend queue is used for UI and Gizmos var flags = SceneFlags.BLEND | SceneFlags.UI; if (this._cameraConfigs.enableProfiler) { flags |= SceneFlags.PROFILER; pass.showStatistics = true; } pass.addQueue(QueueHint.BLEND).addScene(camera, flags); } _buildForwardPipeline(ppl, camera, scene) { // Init var settings = this._cameraConfigs.settings; var nativeWidth = Math.max(Math.floor(camera.window.width), 1); var nativeHeight = Math.max(Math.floor(camera.window.height), 1); var width = this._cameraConfigs.enableShadingScale ? Math.max(Math.floor(nativeWidth * this._cameraConfigs.shadingScale), 1) : nativeWidth; var height = this._cameraConfigs.enableShadingScale ? Math.max(Math.floor(nativeHeight * this._cameraConfigs.shadingScale), 1) : nativeHeight; var id = camera.window.renderWindowId; var colorName = this._cameraConfigs.colorName; var sceneDepth = this._cameraConfigs.enableShadingScale ? "ScaledSceneDepth" + id : "SceneDepth" + id; var radianceName = this._cameraConfigs.enableShadingScale ? "ScaledRadiance" + id : "Radiance" + id; var ldrColorName = this._cameraConfigs.enableShadingScale ? "ScaledLdrColor" + id : "LdrColor" + id; var mainLight = scene.mainLight; // Forward Lighting (Light Culling) this.forwardLighting.cullLights(scene, camera.frustum); // Main Directional light CSM Shadow Map if (this._cameraConfigs.enableMainLightShadowMap) { assert(!!mainLight); this._addCascadedShadowMapPass(ppl, id, mainLight, camera); } // Spot light shadow maps (Mobile or MSAA) if (this._cameraConfigs.singleForwardRadiancePass) { // Currently, only support 1 spot light with shadow map on mobile platform. // TODO(zhouzhenglong): Relex this limitation. this.forwardLighting.addSpotlightShadowPasses(ppl, camera, this._configs.mobileMaxSpotLightShadowMaps); } this._tryAddReflectionProbePasses(ppl, id, mainLight, camera.scene); // Forward Lighting var lastPass; if (this._cameraConfigs.enablePostProcess) { // Post Process // Radiance and DoF if (this._cameraConfigs.enableDOF) { assert(!!settings.depthOfField.material); var dofRadianceName = "DofRadiance" + id; // Disable MSAA, depth stencil cannot be resolved cross-platformly this._addForwardRadiancePasses(ppl, id, camera, width, height, mainLight, dofRadianceName, sceneDepth, true, StoreOp.STORE); this._addDepthOfFieldPasses(ppl, settings, settings.depthOfField.material, id, camera, width, height, dofRadianceName, sceneDepth, radianceName, ldrColorName); } else { this._addForwardRadiancePasses(ppl, id, camera, width, height, mainLight, radianceName, sceneDepth); } // Bloom if (this._cameraConfigs.enableBloom) { assert(!!settings.bloom.material); this._addKawaseDualFilterBloomPasses(ppl, settings, settings.bloom.material, id, width, height, radianceName); } // Tone Mapping and FXAA if (this._cameraConfigs.enableFXAA) { assert(!!settings.fxaa.material); var copyAndTonemapPassNeeded = this._cameraConfigs.enableHDR || this._cameraConfigs.enableColorGrading; var ldrColorBufferName = copyAndTonemapPassNeeded ? ldrColorName : radianceName; // FXAA is applied after tone mapping if (copyAndTonemapPassNeeded) { this._addCopyAndTonemapPass(ppl, settings, width, height, radianceName, ldrColorBufferName); } // Apply FXAA if (this._cameraConfigs.enableShadingScale) { var aaColorName = "AaColor" + id; // Apply FXAA on scaled image this._addFxaaPass(ppl, settings.fxaa.material, width, height, ldrColorBufferName, aaColorName); // Copy FXAA result to screen if (this._cameraConfigs.enableFSR && settings.fsr.material) { // Apply FSR lastPass = this._addFsrPass(ppl, settings, settings.fsr.material, id, width, height, aaColorName, nativeWidth, nativeHeight, colorName); } else { // Scale FXAA result to screen lastPass = this._addCopyPass(ppl, nativeWidth, nativeHeight, aaColorName, colorName); } } else { // Image not scaled, output FXAA result to screen directly lastPass = this._addFxaaPass(ppl, settings.fxaa.material, nativeWidth, nativeHeight, ldrColorBufferName, colorName); } } else { // No FXAA (Size might be scaled) lastPass = this._addTonemapResizeOrSuperResolutionPasses(ppl, settings, id, width, height, radianceName, ldrColorName, nativeWidth, nativeHeight, colorName); } } else if (this._cameraConfigs.enableHDR || this._cameraConfigs.enableShadingScale) { // HDR or Scaled LDR this._addForwardRadiancePasses(ppl, id, camera, width, height, mainLight, radianceName, sceneDepth); lastPass = this._addTonemapResizeOrSuperResolutionPasses(ppl, settings, id, width, height, radianceName, ldrColorName, nativeWidth, nativeHeight, colorName); } else { // LDR (Size is not scaled) lastPass = this._addForwardRadiancePasses(ppl, id, camera, nativeWidth, nativeHeight, mainLight, colorName, this._cameraConfigs.depthStencilName); } // UI size is not scaled, does not have AA this._addUIQueue(camera, lastPass); } // ---------------------------------------------------------------- // Common Passes // ---------------------------------------------------------------- _addTonemapResizeOrSuperResolutionPasses(ppl, settings, id, width, height, radianceName, ldrColorName, nativeWidth, nativeHeight, colorName) { var lastPass; if (this._cameraConfigs.enableFSR && settings.fsr.material) { // Apply FSR this._addCopyAndTonemapPass(ppl, settings, width, height, radianceName, ldrColorName); lastPass = this._addFsrPass(ppl, settings, settings.fsr.material, id, width, height, ldrColorName, nativeWidth, nativeHeight, colorName); } else { // Output HDR/LDR result to screen directly (Size might be scaled) lastPass = this._addCopyAndTonemapPass(ppl, settings, nativeWidth, nativeHeight, radianceName, colorName); } return lastPass; } _addCascadedShadowMapPass(ppl, id, light, camera) { // ---------------------------------------------------------------- // Dynamic states // ---------------------------------------------------------------- var width = ppl.pipelineSceneData.shadows.size.x; var height = ppl.pipelineSceneData.shadows.size.y; this._viewport.left = 0; this._viewport.top = 0; this._viewport.width = width; this._viewport.height = height; // ---------------------------------------------------------------- // CSM Shadow Map // ---------------------------------------------------------------- var pass = ppl.addRenderPass(width, height, 'default'); pass.name = 'CascadedShadowMap'; pass.addRenderTarget("ShadowMap" + id, LoadOp.CLEAR, StoreOp.STORE, new Color(1, 1, 1, 1)); pass.addDepthStencil("ShadowDepth" + id, LoadOp.CLEAR, StoreOp.DISCARD); var csmLevel = ppl.pipelineSceneData.csmSupported ? light.csmLevel : 1; // Add shadow map viewports for (var level = 0; level !== csmLevel; ++level) { getCsmMainLightViewport(light, width, height, level, this._viewport, this._configs.screenSpaceSignY); var queue = pass.addQueue(QueueHint.NONE, 'shadow-caster'); if (!this._configs.isWebGPU) { // Temporary workaround for WebGPU queue.setViewport(this._viewport); } queue.addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK | SceneFlags.SHADOW_CASTER).useLightFrustum(light, level); } } _addCopyPass(ppl, width, height, input, output) { var pass = ppl.addRenderPass(width, height, 'cc-tone-mapping'); pass.addRenderTarget(output, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); pass.addTexture(input, 'inputTexture'); pass.setVec4('g_platform', this._configs.platform); pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(this._copyAndTonemapMaterial, 1); return pass; } _addCopyAndTonemapPass(ppl, settings, width, height, radianceName, colorName) { var pass; if (this._cameraConfigs.enableColorGrading && settings.colorGrading.material && settings.colorGrading.colorGradingMap) { var lutTex = settings.colorGrading.colorGradingMap; this._colorGradingTexSize.x = lutTex.width; this._colorGradingTexSize.y = lutTex.height; var isSquareMap = lutTex.width === lutTex.height; if (isSquareMap) { pass = ppl.addRenderPass(width, height, 'cc-color-grading-8x8'); } else { pass = ppl.addRenderPass(width, height, 'cc-color-grading-nx1'); } pass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); pass.addTexture(radianceName, 'sceneColorMap'); pass.setVec4('g_platform', this._configs.platform); pass.setVec2('lutTextureSize', this._colorGradingTexSize); pass.setFloat('contribute', settings.colorGrading.contribute); pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(settings.colorGrading.material, isSquareMap ? 1 : 0); } else { pass = ppl.addRenderPass(width, height, 'cc-tone-mapping'); pass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); pass.addTexture(radianceName, 'inputTexture'); pass.setVec4('g_platform', this._configs.platform); if (settings.toneMapping.material) { pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(settings.toneMapping.material, 0); } else { pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(this._copyAndTonemapMaterial, 0); } } return pass; } _buildForwardMainLightPass(pass, id, camera, colorName, depthStencilName, depthStencilStoreOp, mainLight, scene) { if (scene === void 0) { scene = null; } // set viewport pass.setViewport(this._viewport); var colorStoreOp = this._cameraConfigs.enableMSAA ? StoreOp.DISCARD : StoreOp.STORE; // bind output render target if (forwardNeedClearColor(camera)) { pass.addRenderTarget(colorName, LoadOp.CLEAR, colorStoreOp, this._clearColor); } else { pass.addRenderTarget(colorName, LoadOp.LOAD, colorStoreOp); } // bind depth stencil buffer if (DEBUG) { if (colorName === this._cameraConfigs.colorName && depthStencilName !== this._cameraConfigs.depthStencilName) { warn('Default framebuffer cannot use custom depth stencil buffer'); } } if (camera.clearFlag & ClearFlagBit.DEPTH_STENCIL) { pass.addDepthStencil(depthStencilName, LoadOp.CLEAR, depthStencilStoreOp, camera.clearDepth, camera.clearStencil, camera.clearFlag & ClearFlagBit.DEPTH_STENCIL); } else { pass.addDepthStencil(depthStencilName, LoadOp.LOAD, depthStencilStoreOp); } // Set shadow map if enabled if (this._cameraConfigs.enableMainLightShadowMap) { pass.addTexture("ShadowMap" + id, 'cc_shadowMap'); } // TODO(zhouzhenglong): Separate OPAQUE and MASK queue // add opaque and mask queue pass.addQueue(QueueHint.NONE) // Currently we put OPAQUE and MASK into one queue, so QueueHint is NONE .addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK, mainLight || undefined, scene ? scene : undefined); } _addDepthOfFieldPasses(ppl, settings, dofMaterial, id, camera, width, height, dofRadianceName, depthStencil, radianceName, ldrColorName) { // https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/ this._cocParams.x = settings.depthOfField.focusDistance; this._cocParams.y = settings.depthOfField.focusRange; this._cocParams.z = settings.depthOfField.bokehRadius; this._cocParams.w = 0.0; this._cocTexSize.x = 1.0 / width; this._cocTexSize.y = 1.0 / height; this._cocTexSize.z = width; this._cocTexSize.w = height; var halfWidth = Math.max(Math.floor(width / 2), 1); var halfHeight = Math.max(Math.floor(height / 2), 1); var cocName = ldrColorName; var prefilterName = "DofPrefilter" + id; var bokehName = "DofBokeh" + id; var filterName = "DofFilter" + id; // CoC var cocPass = ppl.addRenderPass(width, height, 'cc-dof-coc'); cocPass.addRenderTarget(cocName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); cocPass.addTexture(depthStencil, 'DepthTex'); cocPass.setVec4('g_platform', this._configs.platform); cocPass.setMat4('proj', camera.matProj); cocPass.setVec4('cocParams', this._cocParams); cocPass.addQueue(QueueHint.OPAQUE).addCameraQuad(camera, dofMaterial, 0); // addCameraQuad will set camera related UBOs // Downsample and Prefilter var prefilterPass = ppl.addRenderPass(halfWidth, halfHeight, 'cc-dof-prefilter'); prefilterPass.addRenderTarget(prefilterName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); prefilterPass.addTexture(dofRadianceName, 'colorTex'); prefilterPass.addTexture(cocName, 'cocTex'); prefilterPass.setVec4('g_platform', this._configs.platform); prefilterPass.setVec4('mainTexTexelSize', this._cocTexSize); prefilterPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(dofMaterial, 1); // Bokeh blur var bokehPass = ppl.addRenderPass(halfWidth, halfHeight, 'cc-dof-bokeh'); bokehPass.addRenderTarget(bokehName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); bokehPass.addTexture(prefilterName, 'prefilterTex'); bokehPass.setVec4('g_platform', this._configs.platform); bokehPass.setVec4('mainTexTexelSize', this._cocTexSize); bokehPass.setVec4('cocParams', this._cocParams); bokehPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(dofMaterial, 2); // Filtering var filterPass = ppl.addRenderPass(halfWidth, halfHeight, 'cc-dof-filter'); filterPass.addRenderTarget(filterName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); filterPass.addTexture(bokehName, 'bokehTex'); filterPass.setVec4('g_platform', this._configs.platform); filterPass.setVec4('mainTexTexelSize', this._cocTexSize); filterPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(dofMaterial, 3); // Combine var combinePass = ppl.addRenderPass(width, height, 'cc-dof-combine'); combinePass.addRenderTarget(radianceName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); combinePass.addTexture(dofRadianceName, 'colorTex'); combinePass.addTexture(cocName, 'cocTex'); combinePass.addTexture(filterName, 'filterTex'); combinePass.setVec4('g_platform', this._configs.platform); combinePass.setVec4('cocParams', this._cocParams); combinePass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(dofMaterial, 4); } _addKawaseDualFilterBloomPasses(ppl, settings, bloomMaterial, id, width, height, radianceName) { // Based on Kawase Dual Filter Blur. Saves bandwidth on mobile devices. // eslint-disable-next-line max-len // https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_slides.pdf // Size: [prefilter(1/2), downsample(1/4), downsample(1/8), downsample(1/16), ...] var iterations = settings.bloom.iterations; var sizeCount = iterations + 1; this._bloomWidths.length = sizeCount; this._bloomHeights.length = sizeCount; this._bloomWidths[0] = Math.max(Math.floor(width / 2), 1); this._bloomHeights[0] = Math.max(Math.floor(height / 2), 1); for (var i = 1; i !== sizeCount; ++i) { this._bloomWidths[i] = Math.max(Math.floor(this._bloomWidths[i - 1] / 2), 1); this._bloomHeights[i] = Math.max(Math.floor(this._bloomHeights[i - 1] / 2), 1); } // Bloom texture names this._bloomTexNames.length = sizeCount; for (var _i2 = 0; _i2 !== sizeCount; ++_i2) { this._bloomTexNames[_i2] = "BloomTex" + id + "_" + _i2; } // Setup bloom parameters this._bloomParams.x = this._configs.useFloatOutput ? 1 : 0; this._bloomParams.x = 0; // unused this._bloomParams.z = settings.bloom.threshold; this._bloomParams.w = settings.bloom.enableAlphaMask ? 1 : 0; // Prefilter pass var prefilterPass = ppl.addRenderPass(this._bloomWidths[0], this._bloomHeights[0], 'cc-bloom-prefilter'); prefilterPass.addRenderTarget(this._bloomTexNames[0], LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); prefilterPass.addTexture(radianceName, 'inputTexture'); prefilterPass.setVec4('g_platform', this._configs.platform); prefilterPass.setVec4('bloomParams', this._bloomParams); prefilterPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(bloomMaterial, 0); // Downsample passes for (var _i3 = 1; _i3 !== sizeCount; ++_i3) { var downPass = ppl.addRenderPass(this._bloomWidths[_i3], this._bloomHeights[_i3], 'cc-bloom-downsample'); downPass.addRenderTarget(this._bloomTexNames[_i3], LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); downPass.addTexture(this._bloomTexNames[_i3 - 1], 'bloomTexture'); this._bloomTexSize.x = this._bloomWidths[_i3 - 1]; this._bloomTexSize.y = this._bloomHeights[_i3 - 1]; downPass.setVec4('g_platform', this._configs.platform); downPass.setVec4('bloomTexSize', this._bloomTexSize); downPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(bloomMaterial, 1); } // Upsample passes for (var _i4 = iterations; _i4-- > 0;) { var upPass = ppl.addRenderPass(this._bloomWidths[_i4], this._bloomHeights[_i4], 'cc-bloom-upsample'); upPass.addRenderTarget(this._bloomTexNames[_i4], LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); upPass.addTexture(this._bloomTexNames[_i4 + 1], 'bloomTexture'); this._bloomTexSize.x = this._bloomWidths[_i4 + 1]; this._bloomTexSize.y = this._bloomHeights[_i4 + 1]; upPass.setVec4('g_platform', this._configs.platform); upPass.setVec4('bloomTexSize', this._bloomTexSize); upPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(bloomMaterial, 2); } // Combine pass var combinePass = ppl.addRenderPass(width, height, 'cc-bloom-combine'); combinePass.addRenderTarget(radianceName, LoadOp.LOAD, StoreOp.STORE); combinePass.addTexture(this._bloomTexNames[0], 'bloomTexture'); combinePass.setVec4('g_platform', this._configs.platform); combinePass.setVec4('bloomParams', this._bloomParams); combinePass.addQueue(QueueHint.BLEND).addFullscreenQuad(bloomMaterial, 3); } _addFsrPass(ppl, settings, fsrMaterial, id, width, height, ldrColorName, nativeWidth, nativeHeight, colorName) { this._fsrTexSize.x = width; this._fsrTexSize.y = height; this._fsrTexSize.z = nativeWidth; this._fsrTexSize.w = nativeHeight; this._fsrParams.x = clamp(1.0 - settings.fsr.sharpness, 0.02, 0.98); var fsrColorName = "FsrColor" + id; var easuPass = ppl.addRenderPass(nativeWidth, nativeHeight, 'cc-fsr-easu'); easuPass.addRenderTarget(fsrColorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); easuPass.addTexture(ldrColorName, 'outputResultMap'); easuPass.setVec4('g_platform', this._configs.platform); easuPass.setVec4('fsrTexSize', this._fsrTexSize); easuPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(fsrMaterial, 0); var rcasPass = ppl.addRenderPass(nativeWidth, nativeHeight, 'cc-fsr-rcas'); rcasPass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); rcasPass.addTexture(fsrColorName, 'outputResultMap'); rcasPass.setVec4('g_platform', this._configs.platform); rcasPass.setVec4('fsrTexSize', this._fsrTexSize); rcasPass.setVec4('fsrParams', this._fsrParams); rcasPass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(fsrMaterial, 1); return rcasPass; } _addFxaaPass(ppl, fxaaMaterial, width, height, ldrColorName, colorName) { this._fxaaParams.x = width; this._fxaaParams.y = height; this._fxaaParams.z = 1 / width; this._fxaaParams.w = 1 / height; var pass = ppl.addRenderPass(width, height, 'cc-fxaa'); pass.addRenderTarget(colorName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); pass.addTexture(ldrColorName, 'sceneColorMap'); pass.setVec4('g_platform', this._configs.platform); pass.setVec4('texSize', this._fxaaParams); pass.addQueue(QueueHint.OPAQUE).addFullscreenQuad(fxaaMaterial, 0); return pass; } _addUIQueue(camera, pass) { var flags = SceneFlags.UI; if (this._cameraConfigs.enableProfiler) { flags |= SceneFlags.PROFILER; pass.showStatistics = true; } pass.addQueue(QueueHint.BLEND, 'default', 'default').addScene(camera, flags); } // ---------------------------------------------------------------- // Forward // ---------------------------------------------------------------- _addForwardRadiancePasses(ppl, id, camera, width, height, mainLight, colorName, depthStencilName, disableMSAA, depthStencilStoreOp) { if (disableMSAA === void 0) { disableMSAA = false; } if (depthStencilStoreOp === void 0) { depthStencilStoreOp = StoreOp.DISCARD; } // ---------------------------------------------------------------- // Dynamic states // ---------------------------------------------------------------- // Prepare camera clear color var clearColor = camera.clearColor; // Reduce C++/TS interop this._clearColor.x = clearColor.x; this._clearColor.y = clearColor.y; this._clearColor.z = clearColor.z; this._clearColor.w = clearColor.w; // Prepare camera viewport var viewport = camera.viewport; // Reduce C++/TS interop this._viewport.left = Math.round(viewport.x * width); this._viewport.top = Math.round(viewport.y * height); // Here we must use camera.viewport.width instead of camera.viewport.z, which // is undefined on native platform. The same as camera.viewport.height. this._viewport.width = Math.max(Math.round(viewport.width * width), 1); this._viewport.height = Math.max(Math.round(viewport.height * height), 1); // MSAA var enableMSAA = !disableMSAA && this._cameraConfigs.enableMSAA; assert(!enableMSAA || this._cameraConfigs.singleForwardRadiancePass); // ---------------------------------------------------------------- // Forward Lighting (Main Directional Light) // ---------------------------------------------------------------- var pass = this._cameraConfigs.singleForwardRadiancePass ? this._addForwardSingleRadiancePass(ppl, id, camera, enableMSAA, width, height, mainLight, colorName, depthStencilName, depthStencilStoreOp) : this._addForwardMultipleRadiancePasses(ppl, id, camera, width, height, mainLight, colorName, depthStencilName, depthStencilStoreOp); // Planar Shadow if (this._cameraConfigs.enableMainLightPlanarShadowMap) { this.addPlanarShadowQueue(camera, mainLight, pass); } // ---------------------------------------------------------------- // Forward Lighting (Blend) // ---------------------------------------------------------------- // Add transparent queue var sceneFlags = SceneFlags.BLEND | (camera.geometryRenderer ? SceneFlags.GEOMETRY : SceneFlags.NONE); pass.addQueue(QueueHint.BLEND).addScene(camera, sceneFlags, mainLight || undefined); return pass; } _addForwardSingleRadiancePass(ppl, id, camera, enableMSAA, width, height, mainLight, colorName, depthStencilName, depthStencilStoreOp) { assert(this._cameraConfigs.singleForwardRadiancePass); // ---------------------------------------------------------------- // Forward Lighting (Main Directional Light) // ---------------------------------------------------------------- var pass; if (enableMSAA) { var msaaRadianceName = "MsaaRadiance" + id; var msaaDepthStencilName = "MsaaDepthStencil" + id; var sampleCount = this._cameraConfigs.settings.msaa.sampleCount; var msPass = ppl.addMultisampleRenderPass(width, height, sampleCount, 0, 'default'); msPass.name = 'MsaaForwardPass'; // MSAA always discards depth stencil this._buildForwardMainLightPass(msPass, id, camera, msaaRadianceName, msaaDepthStencilName, StoreOp.DISCARD, mainLight); msPass.resolveRenderTarget(msaaRadianceName, colorName); pass = msPass; } else { pass = ppl.addRenderPass(width, height, 'default'); pass.name = 'ForwardPass'; this._buildForwardMainLightPass(pass, id, camera, colorName, depthStencilName, depthStencilStoreOp, mainLight); } assert(pass !== undefined); // Forward Lighting (Additive Lights) this.forwardLighting.addLightQueues(pass, camera, this._configs.mobileMaxSpotLightShadowMaps); return pass; } addPlanarShadowQueue(camera, mainLight, pass) { pass.addQueue(QueueHint.BLEND, 'planar-shadow').addScene(camera, SceneFlags.SHADOW_CASTER | SceneFlags.PLANAR_SHADOW | SceneFlags.BLEND, mainLight || undefined); } _addForwardMultipleRadiancePasses(ppl, id, camera, width, height, mainLight, colorName, depthStencilName, depthStencilStoreOp) { assert(!this._cameraConfigs.singleForwardRadiancePass); // Forward Lighting (Main Directional Light) var pass = ppl.addRenderPass(width, height, 'default'); pass.name = 'ForwardPass'; var firstStoreOp = this.forwardLighting.isMultipleLightPassesNeeded() ? StoreOp.STORE : depthStencilStoreOp; this._buildForwardMainLightPass(pass, id, camera, colorName, depthStencilName, firstStoreOp, mainLight); // Forward Lighting (Additive Lights) pass = this.forwardLighting.addLightPasses(colorName, depthStencilName, depthStencilStoreOp, id, width, height, camera, this._viewport, ppl, pass); return pass; } _buildReflectionProbePass(pass, id, camera, colorName, depthStencilName, mainLight, scene) { if (scene === void 0) { scene = null; } // set viewport var colorStoreOp = this._cameraConfigs.enableMSAA ? StoreOp.DISCARD : StoreOp.STORE; // bind output render target if (forwardNeedClearColor(camera)) { this._reflectionProbeClearColor.x = camera.clearColor.x; this._reflectionProbeClearColor.y = camera.clearColor.y; this._reflectionProbeClearColor.z = camera.clearColor.z; var clearColor = rendering.packRGBE(this._reflectionProbeClearColor); this._clearColor.x = clearColor.x; this._clearColor.y = clearColor.y; this._clearColor.z = clearColor.z; this._clearColor.w = clearColor.w; pass.addRenderTarget(colorName, LoadOp.CLEAR, colorStoreOp, this._clearColor); } else { pass.addRenderTarget(colorName, LoadOp.LOAD, colorStoreOp); } // bind depth stencil buffer if (camera.clearFlag & ClearFlagBit.DEPTH_STENCIL) { pass.addDepthStencil(depthStencilName, LoadOp.CLEAR, StoreOp.DISCARD, camera.clearDepth, camera.clearStencil, camera.clearFlag & ClearFlagBit.DEPTH_STENCIL); } else { pass.addDepthStencil(depthStencilName, LoadOp.LOAD, StoreOp.DISCARD); } // Set shadow map if enabled if (this._cameraConfigs.enableMainLightShadowMap) { pass.addTexture("ShadowMap" + id, 'cc_shadowMap'); } // TODO(zhouzhenglong): Separate OPAQUE and MASK queue // add opaque and mask queue pass.addQueue(QueueHint.NONE, 'reflect-map') // Currently we put OPAQUE and MASK into one queue, so QueueHint is NONE .addScene(camera, SceneFlags.OPAQUE | SceneFlags.MASK | SceneFlags.REFLECTION_PROBE, mainLight || undefined, scene ? scene : undefined); } _tryAddReflectionProbePasses(ppl, id, mainLight, scene) { var reflectionProbeManager = cclegacy.internal.reflectionProbeManager; if (!reflectionProbeManager) { return; } var probes = reflectionProbeManager.getProbes(); var maxProbeCount = 4; var probeID = 0; for (var probe of probes) { if (!probe.needRender) { continue; } var area = probe.renderArea(); var width = Math.max(Math.floor(area.x), 1); var height = Math.max(Math.floor(area.y), 1); if (probe.probeType === renderer.scene.ProbeType.PLANAR) { if (!this._cameraConfigs.enablePlanarReflectionProbe) { continue; } var window = probe.realtimePlanarTexture.window; var colorName = "PlanarProbeRT" + probeID; var depthStencilName = "PlanarProbeDS" + probeID; // ProbeResource ppl.addRenderWindow(colorName, this._cameraConfigs.radianceFormat, width, height, window); ppl.addDepthStencil(depthStencilName, gfx.Format.DEPTH_STENCIL, width, height, ResourceResidency.MEMORYLESS); // Rendering var probePass = ppl.addRenderPass(width, height, 'default'); probePass.name = "PlanarReflectionProbe" + probeID; this._buildReflectionProbePass(probePass, id, probe.camera, colorName, depthStencilName, mainLight, scene); } else if (EDITOR) { for (var faceIdx = 0; faceIdx < probe.bakedCubeTextures.length; faceIdx++) { probe.updateCameraDir(faceIdx); var _window = probe.bakedCubeTextures[faceIdx].window; var _colorName = "CubeProbeRT" + probeID + faceIdx; var _depthStencilName = "CubeProbeDS" + probeID + faceIdx; // ProbeResource ppl.addRenderWindow(_colorName, this._cameraConfigs.radianceFormat, width, height, _window); ppl.addDepthStencil(_depthStencilName, gfx.Format.DEPTH_STENCIL, width, height, ResourceResidency.MEMORYLESS); // Rendering var _probePass = ppl.addRenderPass(width, height, 'default'); _probePass.name = "CubeProbe" + probeID + faceIdx; this._buildReflectionProbePass(_probePass, id, probe.camera, _colorName, _depthStencilName, mainLight, scene); } probe.needRender = false; } ++probeID; if (probeID === maxProbeCount) { break; } } } _initMaterials(ppl) { if (this._initialized) { return 0; } setupPipelineConfigs(ppl, this._configs); // When add new effect asset, please add its uuid to the dependentAssets in cc.config.json. this._copyAndTonemapMaterial._uuid = "builtin-pipeline-tone-mapping-material"; this._copyAndTonemapMaterial.initialize({ effectName: 'pipeline/post-process/tone-mapping' }); if (this._copyAndTonemapMaterial.effectAsset) { this._initialized = true; } return this._initialized ? 0 : 1; } } rendering.setCustomPipeline('Builtin', new BuiltinPipelineBuilder()); } // if (rendering) _cclegacy._RF.pop(); _crd = false; } }; }); //# sourceMappingURL=59b7958b47eec6168615a6469581f8f48e26cb00.js.map