/
define.ts
442 lines (387 loc) · 17 KB
/
define.ts
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
/**
* @category pipeline
*/
import { GFXBuffer } from '../gfx/buffer';
import { GFXCommandBuffer } from '../gfx/command-buffer';
import { GFXBindingType, GFXType } from '../gfx/define';
import { GFXSampler } from '../gfx/sampler';
import { GFXUniformBlock, GFXUniformSampler } from '../gfx/shader';
import { GFXTextureView } from '../gfx/texture-view';
import { Pass } from '../renderer/core/pass';
import { Model } from '../renderer/scene/model';
import { SubModel } from '../renderer/scene/submodel';
import { Layers } from '../scene-graph/layers';
export const PIPELINE_FLOW_FORWARD: string = 'ForwardFlow';
export const PIPELINE_FLOW_SMAA: string = 'SMAAFlow';
export const PIPELINE_FLOW_TONEMAP: string = 'ToneMapFlow';
/**
* @en The predefined render pass stage ids
* @zh 预设的渲染阶段。
*/
export enum RenderPassStage {
DEFAULT = 100,
}
cc.RenderPassStage = RenderPassStage;
/**
* @en The predefined render priorities
* @zh 预设的渲染优先级。
*/
export enum RenderPriority {
MIN = 0,
MAX = 0xff,
DEFAULT = 0x80,
}
/**
* @en Render object interface
* @zh 渲染对象接口。
*/
export interface IRenderObject {
model: Model;
depth: number;
}
/*
* @en The render pass interface
* @zh 渲染过程接口。
*/
export interface IRenderPass {
hash: number;
depth: number;
shaderId: number;
subModel: SubModel;
cmdBuff: GFXCommandBuffer;
}
/**
* @en Render batch interface
* @zh 渲染批次接口。
*/
export interface IRenderBatch {
pass: Pass;
}
/**
* @en Render queue descriptor
* @zh 渲染队列描述。
*/
export interface IRenderQueueDesc {
isTransparent: boolean;
phases: number;
sortFunc: (a: IRenderPass, b: IRenderPass) => number;
}
const MAX_BINDING_SUPPORTED = 24; // from WebGL 2 spec
/**
* @en The uniform bindings
* @zh Uniform 参数绑定。
*/
export enum UniformBinding {
// UBOs
UBO_GLOBAL = MAX_BINDING_SUPPORTED - 1,
UBO_SHADOW = MAX_BINDING_SUPPORTED - 2,
UBO_LOCAL = MAX_BINDING_SUPPORTED - 3,
UBO_FORWARD_LIGHTS = MAX_BINDING_SUPPORTED - 4,
UBO_SKINNING_ANIMATION = MAX_BINDING_SUPPORTED - 5,
UBO_SKINNING_TEXTURE = MAX_BINDING_SUPPORTED - 6,
UBO_UI = MAX_BINDING_SUPPORTED - 7,
UBO_MORPH = MAX_BINDING_SUPPORTED - 8,
UBO_BUILTIN_BINDING_END = MAX_BINDING_SUPPORTED - 9,
// samplers
SAMPLER_JOINTS = MAX_BINDING_SUPPORTED + 1,
SAMPLER_ENVIRONMENT = MAX_BINDING_SUPPORTED + 2,
SAMPLER_MORPH_POSITION = MAX_BINDING_SUPPORTED + 3,
SAMPLER_MORPH_NORMAL = MAX_BINDING_SUPPORTED + 4,
SAMPLER_MORPH_TANGENT = MAX_BINDING_SUPPORTED + 5,
SAMPLER_LIGHTING_MAP = MAX_BINDING_SUPPORTED + 6,
// rooms left for custom bindings
// effect importer prepares bindings according to this
CUSTUM_UBO_BINDING_END_POINT = UniformBinding.UBO_BUILTIN_BINDING_END,
CUSTOM_SAMPLER_BINDING_START_POINT = MAX_BINDING_SUPPORTED + 7,
}
/**
* @en Check whether the given uniform binding is a builtin binding
* @zh 检查指定的 UniformBinding 是否是引擎内置的
* @param binding
*/
export const isBuiltinBinding = (binding: number) =>
binding >= UniformBinding.CUSTUM_UBO_BINDING_END_POINT && binding < UniformBinding.CUSTOM_SAMPLER_BINDING_START_POINT;
/**
* @en The global uniform buffer object
* @zh 全局 UBO。
*/
export class UBOGlobal {
public static TIME_OFFSET: number = 0;
public static SCREEN_SIZE_OFFSET: number = UBOGlobal.TIME_OFFSET + 4;
public static SCREEN_SCALE_OFFSET: number = UBOGlobal.SCREEN_SIZE_OFFSET + 4;
public static NATIVE_SIZE_OFFSET: number = UBOGlobal.SCREEN_SCALE_OFFSET + 4;
public static MAT_VIEW_OFFSET: number = UBOGlobal.NATIVE_SIZE_OFFSET + 4;
public static MAT_VIEW_INV_OFFSET: number = UBOGlobal.MAT_VIEW_OFFSET + 16;
public static MAT_PROJ_OFFSET: number = UBOGlobal.MAT_VIEW_INV_OFFSET + 16;
public static MAT_PROJ_INV_OFFSET: number = UBOGlobal.MAT_PROJ_OFFSET + 16;
public static MAT_VIEW_PROJ_OFFSET: number = UBOGlobal.MAT_PROJ_INV_OFFSET + 16;
public static MAT_VIEW_PROJ_INV_OFFSET: number = UBOGlobal.MAT_VIEW_PROJ_OFFSET + 16;
public static CAMERA_POS_OFFSET: number = UBOGlobal.MAT_VIEW_PROJ_INV_OFFSET + 16;
public static EXPOSURE_OFFSET: number = UBOGlobal.CAMERA_POS_OFFSET + 4;
public static MAIN_LIT_DIR_OFFSET: number = UBOGlobal.EXPOSURE_OFFSET + 4;
public static MAIN_LIT_COLOR_OFFSET: number = UBOGlobal.MAIN_LIT_DIR_OFFSET + 4;
public static AMBIENT_SKY_OFFSET: number = UBOGlobal.MAIN_LIT_COLOR_OFFSET + 4;
public static AMBIENT_GROUND_OFFSET: number = UBOGlobal.AMBIENT_SKY_OFFSET + 4;
public static COUNT: number = UBOGlobal.AMBIENT_GROUND_OFFSET + 4;
public static SIZE: number = UBOGlobal.COUNT * 4;
public static BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_GLOBAL, name: 'CCGlobal', members: [
{ name: 'cc_time', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_screenSize', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_screenScale', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_nativeSize', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_matView', type: GFXType.MAT4, count: 1 },
{ name: 'cc_matViewInv', type: GFXType.MAT4, count: 1 },
{ name: 'cc_matProj', type: GFXType.MAT4, count: 1 },
{ name: 'cc_matProjInv', type: GFXType.MAT4, count: 1 },
{ name: 'cc_matViewProj', type: GFXType.MAT4, count: 1 },
{ name: 'cc_matViewProjInv', type: GFXType.MAT4, count: 1 },
{ name: 'cc_cameraPos', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_exposure', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_mainLitDir', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_mainLitColor', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_ambientSky', type: GFXType.FLOAT4, count: 1 },
{ name: 'cc_ambientGround', type: GFXType.FLOAT4, count: 1 },
],
};
public view: Float32Array = new Float32Array(UBOGlobal.COUNT);
}
/**
* @en The uniform buffer object for shadow
* @zh 阴影 UBO。
*/
export class UBOShadow {
public static MAT_LIGHT_PLANE_PROJ_OFFSET: number = 0;
public static SHADOW_COLOR_OFFSET: number = UBOShadow.MAT_LIGHT_PLANE_PROJ_OFFSET + 16;
public static COUNT: number = UBOShadow.SHADOW_COLOR_OFFSET + 4;
public static SIZE: number = UBOShadow.COUNT * 4;
public static BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_SHADOW, name: 'CCShadow', members: [
{ name: 'cc_matLightPlaneProj', type: GFXType.MAT4, count: 1 },
{ name: 'cc_shadowColor', type: GFXType.FLOAT4, count: 1 },
],
};
public view: Float32Array = new Float32Array(UBOShadow.COUNT);
}
export const UNIFORM_ENVIRONMENT: GFXUniformSampler = {
binding: UniformBinding.SAMPLER_ENVIRONMENT, name: 'cc_environment', type: GFXType.SAMPLER_CUBE, count: 1,
};
export const localBindingsDesc: Map<string, IInternalBindingDesc> = new Map<string, IInternalBindingDesc>();
/**
* @en The local uniform buffer object
* @zh 本地 UBO。
*/
export class UBOLocal {
public static MAT_WORLD_OFFSET: number = 0;
public static MAT_WORLD_IT_OFFSET: number = UBOLocal.MAT_WORLD_OFFSET + 16;
public static LIGHTINGMAP_UVPARAM: number = UBOLocal.MAT_WORLD_IT_OFFSET + 16;
public static COUNT: number = UBOLocal.LIGHTINGMAP_UVPARAM + 4;
public static SIZE: number = UBOLocal.COUNT * 4;
public static BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_LOCAL, name: 'CCLocal', members: [
{ name: 'cc_matWorld', type: GFXType.MAT4, count: 1 },
{ name: 'cc_matWorldIT', type: GFXType.MAT4, count: 1 },
{ name: 'cc_lightingMapUVParam', type: GFXType.FLOAT4, count: 1 },
],
};
public view: Float32Array = new Float32Array(UBOLocal.COUNT);
}
localBindingsDesc.set(UBOLocal.BLOCK.name, {
type: GFXBindingType.UNIFORM_BUFFER,
blockInfo: UBOLocal.BLOCK,
});
export const INST_MAT_WORLD = 'a_matWorld0';
export class UBOLocalBatched {
public static BATCHING_COUNT: number = 10;
public static MAT_WORLDS_OFFSET: number = 0;
public static COUNT: number = 16 * UBOLocalBatched.BATCHING_COUNT;
public static SIZE: number = UBOLocalBatched.COUNT * 4;
public static BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_LOCAL, name: 'CCLocalBatched', members: [
{ name: 'cc_matWorlds', type: GFXType.MAT4, count: UBOLocalBatched.BATCHING_COUNT },
],
};
public view: Float32Array = new Float32Array(UBOLocalBatched.COUNT);
}
localBindingsDesc.set(UBOLocalBatched.BLOCK.name, {
type: GFXBindingType.UNIFORM_BUFFER,
blockInfo: UBOLocalBatched.BLOCK,
});
/**
* @en The uniform buffer object for forward lighting
* @zh 前向灯光 UBO。
*/
export class UBOForwardLight {
public static MAX_SPHERE_LIGHTS = 2;
public static MAX_SPOT_LIGHTS = 2;
public static SPHERE_LIGHT_POS_OFFSET: number = 0;
public static SPHERE_LIGHT_SIZE_RANGE_OFFSET: number = UBOForwardLight.SPHERE_LIGHT_POS_OFFSET + UBOForwardLight.MAX_SPHERE_LIGHTS * 4;
public static SPHERE_LIGHT_COLOR_OFFSET: number = UBOForwardLight.SPHERE_LIGHT_SIZE_RANGE_OFFSET + UBOForwardLight.MAX_SPHERE_LIGHTS * 4;
public static SPOT_LIGHT_POS_OFFSET: number = UBOForwardLight.SPHERE_LIGHT_COLOR_OFFSET + UBOForwardLight.MAX_SPOT_LIGHTS * 4;
public static SPOT_LIGHT_SIZE_RANGE_ANGLE_OFFSET: number = UBOForwardLight.SPOT_LIGHT_POS_OFFSET + UBOForwardLight.MAX_SPOT_LIGHTS * 4;
public static SPOT_LIGHT_DIR_OFFSET: number = UBOForwardLight.SPOT_LIGHT_SIZE_RANGE_ANGLE_OFFSET + UBOForwardLight.MAX_SPOT_LIGHTS * 4;
public static SPOT_LIGHT_COLOR_OFFSET: number = UBOForwardLight.SPOT_LIGHT_DIR_OFFSET + UBOForwardLight.MAX_SPOT_LIGHTS * 4;
public static COUNT: number = UBOForwardLight.SPOT_LIGHT_COLOR_OFFSET + UBOForwardLight.MAX_SPOT_LIGHTS * 4;
public static SIZE: number = UBOForwardLight.COUNT * 4;
public static BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_FORWARD_LIGHTS, name: 'CCForwardLight', members: [
{ name: 'cc_sphereLitPos', type: GFXType.FLOAT4, count: UBOForwardLight.MAX_SPHERE_LIGHTS },
{ name: 'cc_sphereLitSizeRange', type: GFXType.FLOAT4, count: UBOForwardLight.MAX_SPHERE_LIGHTS },
{ name: 'cc_sphereLitColor', type: GFXType.FLOAT4, count: UBOForwardLight.MAX_SPHERE_LIGHTS },
{ name: 'cc_spotLitPos', type: GFXType.FLOAT4, count: UBOForwardLight.MAX_SPOT_LIGHTS },
{ name: 'cc_spotLitSizeRangeAngle', type: GFXType.FLOAT4, count: UBOForwardLight.MAX_SPOT_LIGHTS },
{ name: 'cc_spotLitDir', type: GFXType.FLOAT4, count: UBOForwardLight.MAX_SPOT_LIGHTS },
{ name: 'cc_spotLitColor', type: GFXType.FLOAT4, count: UBOForwardLight.MAX_SPOT_LIGHTS },
],
};
public view: Float32Array = new Float32Array(UBOForwardLight.COUNT);
}
localBindingsDesc.set(UBOForwardLight.BLOCK.name, {
type: GFXBindingType.UNIFORM_BUFFER,
blockInfo: UBOForwardLight.BLOCK,
});
// The actual uniform vectors used is JointUniformCapacity * 3.
// We think this is a reasonable default capacity considering MAX_VERTEX_UNIFORM_VECTORS in WebGL spec is just 128.
// Skinning models with number of bones more than this capacity will be automatically switched to texture skinning.
// But still, you can tweak this for your own need by changing the number below
// and the JOINT_UNIFORM_CAPACITY macro in cc-skinning shader header.
export const JOINT_UNIFORM_CAPACITY = 30;
/**
* @en The uniform buffer object for skinning texture
* @zh 骨骼贴图 UBO。
*/
export class UBOSkinningTexture {
public static JOINTS_TEXTURE_INFO_OFFSET: number = 0;
public static COUNT: number = UBOSkinningTexture.JOINTS_TEXTURE_INFO_OFFSET + 4;
public static SIZE: number = UBOSkinningTexture.COUNT * 4;
public static BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_SKINNING_TEXTURE, name: 'CCSkinningTexture', members: [
{ name: 'cc_jointTextureInfo', type: GFXType.FLOAT4, count: 1 },
],
};
}
localBindingsDesc.set(UBOSkinningTexture.BLOCK.name, {
type: GFXBindingType.UNIFORM_BUFFER,
blockInfo: UBOSkinningTexture.BLOCK,
});
export class UBOSkinningAnimation {
public static JOINTS_ANIM_INFO_OFFSET: number = 0;
public static COUNT: number = UBOSkinningAnimation.JOINTS_ANIM_INFO_OFFSET + 4;
public static SIZE: number = UBOSkinningAnimation.COUNT * 4;
public static BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_SKINNING_ANIMATION, name: 'CCSkinningAnimation', members: [
{ name: 'cc_jointAnimInfo', type: GFXType.FLOAT4, count: 1 },
],
};
}
localBindingsDesc.set(UBOSkinningAnimation.BLOCK.name, {
type: GFXBindingType.UNIFORM_BUFFER,
blockInfo: UBOSkinningAnimation.BLOCK,
});
export const INST_JOINT_ANIM_INFO = 'a_jointAnimInfo';
export class UBOSkinning {
public static JOINTS_OFFSET: number = 0;
public static COUNT: number = UBOSkinning.JOINTS_OFFSET + JOINT_UNIFORM_CAPACITY * 12;
public static SIZE: number = UBOSkinning.COUNT * 4;
public static BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_SKINNING_TEXTURE, name: 'CCSkinning', members: [
{ name: 'cc_joints', type: GFXType.FLOAT4, count: JOINT_UNIFORM_CAPACITY * 3 },
],
};
}
localBindingsDesc.set(UBOSkinning.BLOCK.name, {
type: GFXBindingType.UNIFORM_BUFFER,
blockInfo: UBOSkinning.BLOCK,
});
/**
* @en The sampler for joint texture
* @zh 骨骼纹理采样器。
*/
export const UniformJointTexture: GFXUniformSampler = {
binding: UniformBinding.SAMPLER_JOINTS, name: 'cc_jointTexture', type: GFXType.SAMPLER2D, count: 1,
};
localBindingsDesc.set(UniformJointTexture.name, {
type: GFXBindingType.SAMPLER,
samplerInfo: UniformJointTexture,
});
/**
* @en The uniform buffer object for morph setting
* @zh 形变配置的 UBO
*/
export class UBOMorph {
public static readonly MAX_MORPH_TARGET_COUNT = 60;
public static readonly OFFSET_OF_WEIGHTS = 0;
public static readonly OFFSET_OF_DISPLACEMENT_TEXTURE_WIDTH = 4 * UBOMorph.MAX_MORPH_TARGET_COUNT;
public static readonly OFFSET_OF_DISPLACEMENT_TEXTURE_HEIGHT = UBOMorph.OFFSET_OF_DISPLACEMENT_TEXTURE_WIDTH + 4;
public static readonly COUNT_BASE_4_BYTES = 4 * Math.ceil(UBOMorph.MAX_MORPH_TARGET_COUNT / 4) + 4;
public static readonly SIZE = UBOMorph.COUNT_BASE_4_BYTES * 4;
public static readonly BLOCK: GFXUniformBlock = {
binding: UniformBinding.UBO_MORPH, name: 'CCMorph', members: [
{ name: 'cc_displacementWeights', type: GFXType.FLOAT4, count: UBOMorph.MAX_MORPH_TARGET_COUNT / 4, },
{ name: 'cc_displacementTextureInfo', type: GFXType.FLOAT4, count: 1, },
],
};
}
localBindingsDesc.set(UBOMorph.BLOCK.name, {
type: GFXBindingType.UNIFORM_BUFFER,
blockInfo: UBOMorph.BLOCK,
});
/**
* @en The sampler for morph texture of position
* @zh 位置形变纹理采样器。
*/
export const UniformPositionMorphTexture: Readonly<GFXUniformSampler> = {
binding: UniformBinding.SAMPLER_MORPH_POSITION, name: 'cc_PositionDisplacements', type: GFXType.SAMPLER2D, count: 1,
};
localBindingsDesc.set(UniformPositionMorphTexture.name, {
type: GFXBindingType.SAMPLER,
samplerInfo: UniformPositionMorphTexture,
});
/**
* @en The sampler for morph texture of normal
* @zh 法线形变纹理采样器。
*/
export const UniformNormalMorphTexture: Readonly<GFXUniformSampler> = {
binding: UniformBinding.SAMPLER_MORPH_NORMAL, name: 'cc_NormalDisplacements', type: GFXType.SAMPLER2D, count: 1,
};
localBindingsDesc.set(UniformNormalMorphTexture.name, {
type: GFXBindingType.SAMPLER,
samplerInfo: UniformNormalMorphTexture,
});
/**
* @en The sampler for light map texture
* @zh 光照图纹理采样器。
*/
export const UniformLightingMapSampler: Readonly<GFXUniformSampler> = {
binding: UniformBinding.SAMPLER_LIGHTING_MAP, name: 'cc_lightingMap', type: GFXType.SAMPLER2D, count: 1,
};
localBindingsDesc.set(UniformLightingMapSampler.name, {
type: GFXBindingType.SAMPLER,
samplerInfo: UniformLightingMapSampler,
});
/**
* @en The sampler for morph texture of tangent
* @zh 切线形变纹理采样器。
*/
export const UniformTangentMorphTexture: Readonly<GFXUniformSampler> = {
binding: UniformBinding.SAMPLER_MORPH_TANGENT, name: 'cc_TangentDisplacements', type: GFXType.SAMPLER2D, count: 1,
};
localBindingsDesc.set(UniformTangentMorphTexture.name, {
type: GFXBindingType.SAMPLER,
samplerInfo: UniformTangentMorphTexture,
});
export interface IInternalBindingDesc {
type: GFXBindingType;
blockInfo?: GFXUniformBlock;
samplerInfo?: GFXUniformSampler;
defaultValue?: ArrayBuffer | string;
}
export interface IInternalBindingInst extends IInternalBindingDesc {
buffer?: GFXBuffer;
sampler?: GFXSampler;
textureView?: GFXTextureView;
}
export const CAMERA_DEFAULT_MASK = Layers.makeMaskExclude([Layers.BitMask.UI_2D, Layers.BitMask.GIZMOS, Layers.BitMask.EDITOR,
Layers.BitMask.SCENE_GIZMO, Layers.BitMask.PROFILER]);
export const CAMERA_EDITOR_MASK = Layers.makeMaskExclude([Layers.BitMask.UI_2D, Layers.BitMask.PROFILER]);
export const MODEL_ALWAYS_MASK = Layers.Enum.ALL;