/* 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. */ import { _decorator, assert, CCBoolean, CCFloat, CCInteger, gfx, Material, renderer, rendering, Vec3, Vec4, } from 'cc'; import { EDITOR } from 'cc/env'; import { BuiltinPipelineSettings, } from './builtin-pipeline-settings'; import { BuiltinPipelinePassBuilder, } from './builtin-pipeline-pass'; import { CameraConfigs, getPingPongRenderTarget, PipelineConfigs, PipelineContext, } from './builtin-pipeline'; const { ccclass, disallowMultiple, executeInEditMode, menu, property, requireComponent, type } = _decorator; const { Color, LoadOp, StoreOp } = gfx; export interface DofPassConfigs { enableDof: boolean; } @ccclass('BuiltinDepthOfFieldPass') @menu('Rendering/BuiltinDepthOfFieldPass') @requireComponent(BuiltinPipelineSettings) @disallowMultiple @executeInEditMode export class BuiltinDepthOfFieldPass extends BuiltinPipelinePassBuilder implements rendering.PipelinePassBuilder { @property({ group: { id: 'BuiltinPass', name: 'Pass Settings', style: 'section' }, type: CCInteger, }) configOrder = 0; @property({ group: { id: 'BuiltinPass', name: 'Pass Settings', style: 'section' }, type: CCInteger, }) renderOrder = 150; @property private _enableDof = false; @property private _material: Material | null = null; @property private _minRange = 0; @property private _maxRange = 2; @property private _blurRadius = 1; @property private _intensity = 1; @property private _focusPos = new Vec3(0, 0, 0); // DepthOfField @property({ group: { id: 'DepthOfField', name: 'DepthOfField (PostProcessing)', style: 'section' }, type: CCBoolean, visible: true, }) set dofEnable(value: boolean) { this._enableDof = value; if (EDITOR) { this._parent._tryEnableEditorPreview(); } } get dofEnable(): boolean { return this._enableDof; } @property({ group: { id: 'DepthOfField', name: 'DepthOfField (PostProcessing)', style: 'section' }, type: Material, visible: true, }) set dofMaterial(value: Material) { if (this._material === value) { return; } this._material = value; if (EDITOR) { this._parent._tryEnableEditorPreview(); } } get dofMaterial(): Material { return this._material!; } @property({ group: { id: 'DepthOfField', name: 'DepthOfField (PostProcessing)', style: 'section' }, type: CCFloat, min: 0, visible: true, }) set dofMinRange(value: number) { this._minRange = value; } get dofMinRange(): number { return this._minRange; } @property({ group: { id: 'DepthOfField', name: 'DepthOfField (PostProcessing)', style: 'section' }, type: CCFloat, min: 0, visible: true, }) set dofMaxRange(value: number) { this._maxRange = value; } get dofMaxRange(): number { return this._maxRange; } @property({ group: { id: 'DepthOfField', name: 'DepthOfField (PostProcessing)', style: 'section' }, type: CCFloat, range: [0.0, 2, 0.01], slide: true, visible: true, }) set dofIntensity(value: number) { this._intensity = value; } get dofIntensity(): number { return this._intensity; } @type(CCFloat) @property({ group: { id: 'DepthOfField', name: 'DepthOfField (PostProcessing)', style: 'section' }, type: CCFloat, range: [0.01, 10, 0.01], slide: true, visible: true, }) set dofBlurRadius(value: number) { this._blurRadius = value; } get dofBlurRadius(): number { return this._blurRadius; } @type(Vec3) @property({ group: { id: 'DepthOfField', name: 'DepthOfField (PostProcessing)', style: 'section' }, type: Vec3, visible: true, }) set dofFocusPos(value: Vec3) { this._focusPos = value; } get dofFocusPos(): Vec3 { return this._focusPos; } // PipelinePassBuilder getConfigOrder(): number { return this.configOrder; } getRenderOrder(): number { return this.renderOrder; } configCamera( camera: Readonly, pplConfigs: Readonly, cameraConfigs: CameraConfigs & DofPassConfigs): void { cameraConfigs.enableDof = pplConfigs.supportDepthSample && this._enableDof && !!this._material; if (cameraConfigs.enableDof) { // Output scene depth, this is allowed but has performance impact cameraConfigs.enableStoreSceneDepth = true; ++cameraConfigs.remainingPasses; } } windowResize( ppl: rendering.BasicPipeline, pplConfigs: Readonly, cameraConfigs: Readonly, window: renderer.RenderWindow): void { const id = window.renderWindowId; if (cameraConfigs.enableDof) { ppl.addRenderTarget(`DofRadiance${id}`, cameraConfigs.radianceFormat, cameraConfigs.width, cameraConfigs.height); } } setup( ppl: rendering.BasicPipeline, pplConfigs: Readonly, cameraConfigs: CameraConfigs & Readonly, camera: renderer.scene.Camera, context: PipelineContext, prevRenderPass?: rendering.BasicRenderPassBuilder): rendering.BasicRenderPassBuilder | undefined { if (!cameraConfigs.enableDof) { return prevRenderPass; } --cameraConfigs.remainingPasses; assert(!!this._material); if (cameraConfigs.remainingPasses === 0) { return this._addDepthOfFieldPasses(ppl, pplConfigs, cameraConfigs, this._material, camera, cameraConfigs.width, cameraConfigs.height, context.colorName, context.depthStencilName, cameraConfigs.colorName); } else { const prefix = cameraConfigs.enableShadingScale ? `ScaledRadiance` : `Radiance`; const outputRadianceName = getPingPongRenderTarget( context.colorName, prefix, cameraConfigs.renderWindowId); const inputRadianceName = context.colorName; context.colorName = outputRadianceName; return this._addDepthOfFieldPasses(ppl, pplConfigs, cameraConfigs, this._material, camera, cameraConfigs.width, cameraConfigs.height, inputRadianceName, context.depthStencilName, outputRadianceName); } } private _addDepthOfFieldPasses( ppl: rendering.BasicPipeline, pplConfigs: Readonly, cameraConfigs: CameraConfigs & Readonly, dofMaterial: Material, camera: renderer.scene.Camera, width: number, height: number, inputRadiance: string, inputDepthStencil: string, outputRadianceName: string, ): rendering.BasicRenderPassBuilder { this._cocParams.x = this._minRange; this._cocParams.y = this._maxRange; this._cocParams.z = this._blurRadius; this._cocParams.w = this._intensity; this._focusPosVec4.x = this._focusPos.x; this._focusPosVec4.y = this._focusPos.y; this._focusPosVec4.z = this._focusPos.z; this._cocTexSize.x = 1.0 / width; this._cocTexSize.y = 1.0 / height; this._cocTexSize.z = width; this._cocTexSize.w = height; const id = cameraConfigs.renderWindowId; const tempRadiance = `DofRadiance${id}`; // Blur Pass const blurPass = ppl.addRenderPass(width, height, 'cc-dof-blur'); blurPass.addRenderTarget(tempRadiance, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); blurPass.addTexture(inputRadiance, 'screenTex'); blurPass.setVec4('blurParams', this._cocParams); blurPass.setVec4('mainTexTexelSize', this._cocTexSize); blurPass .addQueue(rendering.QueueHint.OPAQUE) .addCameraQuad(camera, dofMaterial, 0); // addCameraQuad will set camera related UBOs // coc pass const cocPass = ppl.addRenderPass(width, height, 'cc-dof-coc'); cocPass.addRenderTarget(outputRadianceName, LoadOp.CLEAR, StoreOp.STORE, this._clearColorTransparentBlack); cocPass.addTexture(tempRadiance, 'colorTex'); cocPass.addTexture(inputDepthStencil, "DepthTex"); cocPass.addTexture(inputRadiance, "screenTex"); cocPass.setMat4('proj', camera.matProj); cocPass.setMat4('invProj', camera.matProjInv); cocPass.setMat4('viewMatInv', camera.node.worldMatrix); cocPass.setVec4('cocParams', this._cocParams); cocPass.setVec4('focus', this._focusPosVec4); cocPass .addQueue(rendering.QueueHint.OPAQUE) .addCameraQuad(camera, dofMaterial, 1); return cocPass; } // Runtime members private readonly _clearColorTransparentBlack = new Color(0, 0, 0, 0); private readonly _cocParams = new Vec4(0, 0, 0, 0); private readonly _focusPosVec4 = new Vec4(0, 0, 0, 1); private readonly _cocTexSize = new Vec4(0, 0, 0, 0); }