Merge branch 'master' into sdl_platform

This commit is contained in:
2026-02-10 23:05:19 +02:00
94 changed files with 2031 additions and 567 deletions

View File

@@ -4,10 +4,10 @@
"Major": 1,
"Minor": 11,
"Revision": 0,
"Build": 6806
"Build": 6807
},
"Company": "Flax",
"Copyright": "Copyright (c) 2012-2025 Wojciech Figat. All rights reserved.",
"Copyright": "Copyright (c) 2012-2026 Wojciech Figat. All rights reserved.",
"GameTarget": "FlaxGame",
"EditorTarget": "FlaxEditor",
"Configuration": {

View File

@@ -593,11 +593,12 @@ namespace FlaxEditor.CustomEditors.Editors
panel.Panel.Offsets = new Margin(7, 7, 0, 0);
panel.Panel.BackgroundColor = _background;
var elementType = ElementType;
var bindingAttr = System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public;
bool single = elementType.IsPrimitive ||
elementType.Equals(new ScriptType(typeof(string))) ||
elementType.IsEnum ||
(elementType.GetFields().Length == 1 && elementType.GetProperties().Length == 0) ||
(elementType.GetProperties().Length == 1 && elementType.GetFields().Length == 0) ||
(elementType.GetFields(bindingAttr).Length == 1 && elementType.GetProperties(bindingAttr).Length == 0) ||
(elementType.GetProperties(bindingAttr).Length == 1 && elementType.GetFields(bindingAttr).Length == 0) ||
elementType.Equals(new ScriptType(typeof(JsonAsset))) ||
elementType.Equals(new ScriptType(typeof(SettingsBase)));
if (_cachedDropPanels == null)

View File

@@ -13,6 +13,7 @@ namespace FlaxEditor.Gizmo
public abstract class GizmoBase
{
private IGizmoOwner _owner;
private bool _visible = true;
/// <summary>
/// Gets the gizmo owner.
@@ -34,6 +35,11 @@ namespace FlaxEditor.Gizmo
/// </summary>
public virtual BoundingSphere FocusBounds => BoundingSphere.Empty;
/// <summary>
/// Gets or sets a value indicating whether this gizmo is visible.
/// </summary>
public bool Visible { get { return _visible; } set { _visible = value; } }
/// <summary>
/// Initializes a new instance of the <see cref="GizmoBase"/> class.
/// </summary>

View File

@@ -387,6 +387,14 @@ namespace FlaxEditor.Options
[EditorDisplay("Viewport"), EditorOrder(1760)]
public InputBinding ToggleOrthographic = new InputBinding(KeyboardKeys.NumpadDecimal);
[DefaultValue(typeof(InputBinding), "G")]
[EditorDisplay("Viewport"), EditorOrder(1770)]
public InputBinding ToggleGameView = new InputBinding(KeyboardKeys.G);
[DefaultValue(typeof(InputBinding), "P")]
[EditorDisplay("Viewport"), EditorOrder(1770)]
public InputBinding ToggleNavMeshVisibility = new InputBinding(KeyboardKeys.P);
#endregion
#region Debug Views

View File

@@ -1100,6 +1100,27 @@ namespace FlaxEditor.Surface.Archetypes
NodeElementArchetype.Factory.ComboBox(2 + 20, 0, 116)
}
},
new NodeArchetype
{
TypeID = 5,
Create = (id, context, arch, groupArch) => new SurfaceNodeParamsSet(id, context, arch, groupArch),
Title = "Set Parameter",
Description = "Parameter value setter invoked when the animation pose is evaluated (output pose comes from input)",
Flags = NodeFlags.AnimGraph,
Size = new Float2(140, 40),
DefaultValues = new object[]
{
Guid.Empty,
null
},
Elements = new[]
{
NodeElementArchetype.Factory.Output(0, string.Empty, typeof(void), 0),
NodeElementArchetype.Factory.Input(0, string.Empty, true, typeof(void), 2),
NodeElementArchetype.Factory.Input(1, string.Empty, true, ScriptType.Null, 1, 1),
NodeElementArchetype.Factory.ComboBox(2 + 20, 0, 116)
}
},
};
}
}

View File

@@ -724,7 +724,12 @@ namespace FlaxEditor.Surface
if (HasNodesSelection)
{
var keyMoveRange = 50;
var keyMoveDelta = 50;
bool altDown = RootWindow.GetKey(KeyboardKeys.Alt);
bool shiftDown = RootWindow.GetKey(KeyboardKeys.Shift);
if (altDown || shiftDown)
keyMoveDelta = shiftDown ? 10 : 25;
switch (key)
{
case KeyboardKeys.Backspace:
@@ -752,17 +757,18 @@ namespace FlaxEditor.Surface
Box selectedBox = GetSelectedBox(SelectedNodes);
if (selectedBox != null)
{
Box toSelect = (key == KeyboardKeys.ArrowUp) ? selectedBox?.ParentNode.GetPreviousBox(selectedBox) : selectedBox?.ParentNode.GetNextBox(selectedBox);
if (toSelect != null && toSelect.IsOutput == selectedBox.IsOutput)
{
Select(toSelect.ParentNode);
toSelect.ParentNode.SelectBox(toSelect);
}
int delta = key == KeyboardKeys.ArrowDown ? 1 : -1;
List<Box> boxes = selectedBox.ParentNode.GetBoxes().FindAll(b => b.IsOutput == selectedBox.IsOutput);
int selectedIndex = boxes.IndexOf(selectedBox);
Box toSelect = boxes[Mathf.Wrap(selectedIndex + delta, 0, boxes.Count - 1)];
Select(toSelect.ParentNode);
toSelect.ParentNode.SelectBox(toSelect);
}
else if (!IsMovingSelection && CanEdit)
{
// Move selected nodes
var delta = new Float2(0, key == KeyboardKeys.ArrowUp ? -keyMoveRange : keyMoveRange);
var delta = new Float2(0, key == KeyboardKeys.ArrowUp ? -keyMoveDelta : keyMoveDelta);
MoveSelectedNodes(delta);
}
return true;
@@ -775,12 +781,8 @@ namespace FlaxEditor.Surface
if (selectedBox != null)
{
Box toSelect = null;
if ((key == KeyboardKeys.ArrowRight && selectedBox.IsOutput) || (key == KeyboardKeys.ArrowLeft && !selectedBox.IsOutput))
if (((key == KeyboardKeys.ArrowRight && selectedBox.IsOutput) || (key == KeyboardKeys.ArrowLeft && !selectedBox.IsOutput)) && selectedBox.HasAnyConnection)
{
if (_selectedConnectionIndex < 0 || _selectedConnectionIndex >= selectedBox.Connections.Count)
{
_selectedConnectionIndex = 0;
}
toSelect = selectedBox.Connections[_selectedConnectionIndex];
}
else
@@ -808,7 +810,7 @@ namespace FlaxEditor.Surface
else if (!IsMovingSelection && CanEdit)
{
// Move selected nodes
var delta = new Float2(key == KeyboardKeys.ArrowLeft ? -keyMoveRange : keyMoveRange, 0);
var delta = new Float2(key == KeyboardKeys.ArrowLeft ? -keyMoveDelta : keyMoveDelta, 0);
MoveSelectedNodes(delta);
}
return true;
@@ -824,13 +826,9 @@ namespace FlaxEditor.Surface
return true;
if (Root.GetKey(KeyboardKeys.Shift))
{
_selectedConnectionIndex = ((_selectedConnectionIndex - 1) % connectionCount + connectionCount) % connectionCount;
}
else
{
_selectedConnectionIndex = (_selectedConnectionIndex + 1) % connectionCount;
}
return true;
}
}

View File

@@ -134,7 +134,8 @@ namespace FlaxEditor.Actions
var obj = Object.Find<SceneObject>(ref item.ID);
if (obj != null)
{
scenes.Add(obj.Parent.Scene);
if (obj.Parent != null)
scenes.Add(obj.Parent.Scene);
if (obj is Actor actor)
actor.SetParent(newParent, _worldPositionsStays, true);
else

View File

@@ -590,7 +590,7 @@ namespace FlaxEditor.Viewport
_cameraButton = new ViewportWidgetButton(string.Format(MovementSpeedTextFormat, _movementSpeed), _editor.Icons.Camera64, cameraCM, false, cameraSpeedTextWidth)
{
Tag = this,
TooltipText = "Camera Settings",
TooltipText = "Camera Settings.",
Parent = _cameraWidget
};
_cameraWidget.Parent = this;
@@ -599,7 +599,7 @@ namespace FlaxEditor.Viewport
_orthographicModeButton = new ViewportWidgetButton(string.Empty, _editor.Icons.CamSpeed32, null, true)
{
Checked = !_isOrtho,
TooltipText = "Toggle Orthographic/Perspective Mode",
TooltipText = "Toggle Orthographic/Perspective Mode.",
Parent = _cameraWidget
};
_orthographicModeButton.Toggled += OnOrthographicModeToggled;
@@ -838,7 +838,7 @@ namespace FlaxEditor.Viewport
ViewWidgetButtonMenu = new ContextMenu();
var viewModeButton = new ViewportWidgetButton("View", SpriteHandle.Invalid, ViewWidgetButtonMenu)
{
TooltipText = "View properties",
TooltipText = "View properties.",
Parent = viewMode
};
viewMode.Parent = this;
@@ -869,8 +869,10 @@ namespace FlaxEditor.Viewport
{
}
});
viewLayers.AddButton("Reset layers", () => Task.ViewLayersMask = LayersMask.Default).Icon = _editor.Icons.Rotate32;
viewLayers.AddButton("Disable layers", () => Task.ViewLayersMask = new LayersMask(0));
viewLayers.AddButton("Reset layers", () => Task.ViewLayersMask = LayersMask.Default).Icon = Editor.Instance.Icons.Rotate32;
viewLayers.AddSeparator();
viewLayers.AddButton("Enable all", () => Task.ViewLayersMask = new LayersMask(-1)).Icon = Editor.Instance.Icons.CheckBoxTick12;
viewLayers.AddButton("Disable all", () => Task.ViewLayersMask = new LayersMask(0)).Icon = Editor.Instance.Icons.Cross12;
viewLayers.AddSeparator();
var layers = LayersAndTagsSettings.GetCurrentLayers();
if (layers != null && layers.Length > 0)
@@ -910,8 +912,10 @@ namespace FlaxEditor.Viewport
{
}
});
viewFlags.AddButton("Reset flags", () => Task.ViewFlags = ViewFlags.DefaultEditor).Icon = _editor.Icons.Rotate32;
viewFlags.AddButton("Disable flags", () => Task.ViewFlags = ViewFlags.None);
viewFlags.AddButton("Reset flags", () => Task.ViewFlags = ViewFlags.DefaultEditor).Icon = Editor.Instance.Icons.Rotate32;
viewFlags.AddSeparator();
viewFlags.AddButton("Enable all", () => Task.ViewFlags = ViewFlags.All).Icon = Editor.Instance.Icons.CheckBoxTick12;
viewFlags.AddButton("Disable all", () => Task.ViewFlags = ViewFlags.None).Icon = Editor.Instance.Icons.Cross12;
viewFlags.AddSeparator();
for (int i = 0; i < ViewFlagsValues.Length; i++)
{

View File

@@ -25,6 +25,7 @@ namespace FlaxEditor.Viewport
private readonly Editor _editor;
private readonly ContextMenuButton _showGridButton;
private readonly ContextMenuButton _showNavigationButton;
private readonly ContextMenuButton _toggleGameViewButton;
private SelectionOutline _customSelectionOutline;
/// <summary>
@@ -108,6 +109,13 @@ namespace FlaxEditor.Viewport
private EditorSpritesRenderer _editorSpritesRenderer;
private ViewportRubberBandSelector _rubberBandSelector;
private bool _gameViewActive;
private ViewFlags _preGameViewFlags;
private ViewMode _preGameViewViewMode;
private bool _gameViewWasGridShown;
private bool _gameViewWasFpsCounterShown;
private bool _gameViewWasNagivationShown;
/// <summary>
/// Drag and drop handlers
/// </summary>
@@ -185,6 +193,7 @@ namespace FlaxEditor.Viewport
: base(Object.New<SceneRenderTask>(), editor.Undo, editor.Scene.Root)
{
_editor = editor;
var inputOptions = _editor.Options.Options.Input;
DragHandlers = new ViewportDragHandlers(this, this, ValidateDragItem, ValidateDragActorType, ValidateDragScriptItem);
// Prepare rendering task
@@ -232,9 +241,14 @@ namespace FlaxEditor.Viewport
_showGridButton.CloseMenuOnClick = false;
// Show navigation widget
_showNavigationButton = ViewWidgetShowMenu.AddButton("Navigation", () => ShowNavigation = !ShowNavigation);
_showNavigationButton = ViewWidgetShowMenu.AddButton("Navigation", inputOptions.ToggleNavMeshVisibility, () => ShowNavigation = !ShowNavigation);
_showNavigationButton.CloseMenuOnClick = false;
// Game View
ViewWidgetButtonMenu.AddSeparator();
_toggleGameViewButton = ViewWidgetButtonMenu.AddButton("Game View", inputOptions.ToggleGameView, ToggleGameView);
_toggleGameViewButton.CloseMenuOnClick = false;
// Create camera widget
ViewWidgetButtonMenu.AddSeparator();
ViewWidgetButtonMenu.AddButton("Create camera here", CreateCameraAtView);
@@ -259,6 +273,10 @@ namespace FlaxEditor.Viewport
InputActions.Add(options => options.FocusSelection, FocusSelection);
InputActions.Add(options => options.RotateSelection, RotateSelection);
InputActions.Add(options => options.Delete, _editor.SceneEditing.Delete);
InputActions.Add(options => options.ToggleNavMeshVisibility, () => ShowNavigation = !ShowNavigation);
// Game View
InputActions.Add(options => options.ToggleGameView, ToggleGameView);
}
/// <inheritdoc />
@@ -373,9 +391,12 @@ namespace FlaxEditor.Viewport
public void DrawEditorPrimitives(GPUContext context, ref RenderContext renderContext, GPUTexture target, GPUTexture targetDepth)
{
// Draw gizmos
for (int i = 0; i < Gizmos.Count; i++)
foreach (var gizmo in Gizmos)
{
Gizmos[i].Draw(ref renderContext);
if (gizmo.Visible)
{
gizmo.Draw(ref renderContext);
}
}
// Draw selected objects debug shapes and visuals
@@ -481,6 +502,36 @@ namespace FlaxEditor.Viewport
TransformGizmo.EndTransforming();
}
/// <summary>
/// Toggles game view view mode on or off.
/// </summary>
public void ToggleGameView()
{
if (!_gameViewActive)
{
// Cache flags & values
_preGameViewFlags = Task.ViewFlags;
_preGameViewViewMode = Task.ViewMode;
_gameViewWasGridShown = Grid.Enabled;
_gameViewWasFpsCounterShown = ShowFpsCounter;
_gameViewWasNagivationShown = ShowNavigation;
}
// Set flags & values
Task.ViewFlags = _gameViewActive ? _preGameViewFlags : ViewFlags.DefaultGame;
Task.ViewMode = _gameViewActive ? _preGameViewViewMode : ViewMode.Default;
ShowFpsCounter = _gameViewActive ? _gameViewWasFpsCounterShown : false;
ShowNavigation = _gameViewActive ? _gameViewWasNagivationShown : false;
Grid.Enabled = _gameViewActive ? _gameViewWasGridShown : false;
_gameViewActive = !_gameViewActive;
TransformGizmo.Visible = !_gameViewActive;
SelectionOutline.ShowSelectionOutline = !_gameViewActive;
_toggleGameViewButton.Icon = _gameViewActive ? Style.Current.CheckBoxTick : SpriteHandle.Invalid;
}
/// <inheritdoc />
public override void OnLostFocus()
{

View File

@@ -720,9 +720,12 @@ namespace FlaxEditor.Viewport
public override void DrawEditorPrimitives(GPUContext context, ref RenderContext renderContext, GPUTexture target, GPUTexture targetDepth)
{
// Draw gizmos
for (int i = 0; i < Gizmos.Count; i++)
foreach (var gizmo in Gizmos)
{
Gizmos[i].Draw(ref renderContext);
if (gizmo.Visible)
{
gizmo.Draw(ref renderContext);
}
}
base.DrawEditorPrimitives(context, ref renderContext, target, targetDepth);

View File

@@ -99,7 +99,14 @@ namespace FlaxEditor.Windows.Assets
Window = window;
var surfaceParam = window.Surface.GetParameter(BaseModelId);
if (surfaceParam != null)
BaseModel = FlaxEngine.Content.LoadAsync<SkinnedModel>((Guid)surfaceParam.Value);
{
if (surfaceParam.Value is Guid asGuid)
BaseModel = FlaxEngine.Content.LoadAsync<SkinnedModel>(asGuid);
else if (surfaceParam.Value is SkinnedModel asModel)
BaseModel = asModel;
else
BaseModel = null;
}
else
BaseModel = window.PreviewActor.GetParameterValue(BaseModelId) as SkinnedModel;
}

View File

@@ -2,7 +2,6 @@
using System;
using System.Globalization;
using System.IO;
using System.Reflection;
using System.Xml;
using FlaxEditor.Content;
@@ -25,7 +24,7 @@ namespace FlaxEditor.Windows.Assets
/// </summary>
/// <seealso cref="Animation" />
/// <seealso cref="FlaxEditor.Windows.Assets.AssetEditorWindow" />
public sealed class AnimationWindow : AssetEditorWindowBase<Animation>
public sealed class AnimationWindow : ClonedAssetEditorWindowBase<Animation>
{
private sealed class Preview : AnimationPreview
{
@@ -255,6 +254,7 @@ namespace FlaxEditor.Windows.Assets
private bool _isWaitingForTimelineLoad;
private SkinnedModel _initialPreviewModel, _initialBaseModel;
private float _initialPanel2Splitter = 0.6f;
private bool _timelineIsDirty;
/// <summary>
/// Gets the animation timeline editor.
@@ -295,7 +295,7 @@ namespace FlaxEditor.Windows.Assets
Parent = _panel1.Panel1,
Enabled = false
};
_timeline.Modified += MarkAsEdited;
_timeline.Modified += OnTimelineModified;
_timeline.SetNoTracksText("Loading...");
// Asset properties
@@ -321,11 +321,31 @@ namespace FlaxEditor.Windows.Assets
{
MarkAsEdited();
UpdateToolstrip();
_propertiesPresenter.BuildLayout();
}
private void OnTimelineModified()
{
_timelineIsDirty = true;
MarkAsEdited();
}
private bool RefreshTempAsset()
{
if (_asset == null || _isWaitingForTimelineLoad)
return true;
if (_timeline.IsModified)
{
_timeline.Save(_asset);
}
_propertiesPresenter.BuildLayoutOnUpdate();
return false;
}
private string GetPreviewModelCacheName()
{
return _asset.ID + ".PreviewModel";
return _item.ID + ".PreviewModel";
}
/// <inheritdoc />
@@ -361,7 +381,11 @@ namespace FlaxEditor.Windows.Assets
if (!IsEdited)
return;
_timeline.Save(_asset);
if (RefreshTempAsset())
return;
if (SaveToOriginal())
return;
ClearEditedFlag();
_item.RefreshThumbnail();
}
@@ -414,10 +438,18 @@ namespace FlaxEditor.Windows.Assets
{
base.Update(deltaTime);
// Check if temporary asset need to be updated
if (_timelineIsDirty)
{
_timelineIsDirty = false;
RefreshTempAsset();
}
// Check if need to load timeline
if (_isWaitingForTimelineLoad && _asset.IsLoaded)
{
_isWaitingForTimelineLoad = false;
_timeline._id = _asset.ID;
_timeline._id = _item.ID;
_timeline.Load(_asset);
_undo.Clear();
_timeline.Enabled = true;

View File

@@ -70,6 +70,13 @@ namespace FlaxEditor.Windows.Assets
return;
var nodes = proxy.Asset.Nodes;
var bones = proxy.Asset.Bones;
var blendShapes = proxy.Asset.BlendShapes;
// Info
{
var group = layout.Group("Info");
group.Label($"Nodes: {nodes.Length}\nBones: {bones.Length}\nBlend Shapes: {blendShapes.Length}").AddCopyContextMenu().Label.Height *= 2.5f;
}
// Skeleton Bones
{
@@ -109,7 +116,6 @@ namespace FlaxEditor.Windows.Assets
}
// Blend Shapes
var blendShapes = proxy.Asset.BlendShapes;
if (blendShapes.Length != 0)
{
var group = layout.Group("Blend Shapes");

View File

@@ -429,6 +429,7 @@ namespace FlaxEditor.Windows
writer.WriteAttributeString("FarPlane", Viewport.FarPlane.ToString());
writer.WriteAttributeString("FieldOfView", Viewport.FieldOfView.ToString());
writer.WriteAttributeString("MovementSpeed", Viewport.MovementSpeed.ToString());
writer.WriteAttributeString("ViewportIconsScale", ViewportIconsRenderer.Scale.ToString());
writer.WriteAttributeString("OrthographicScale", Viewport.OrthographicScale.ToString());
writer.WriteAttributeString("UseOrthographicProjection", Viewport.UseOrthographicProjection.ToString());
writer.WriteAttributeString("ViewFlags", ((ulong)Viewport.Task.View.Flags).ToString());
@@ -439,31 +440,24 @@ namespace FlaxEditor.Windows
{
if (bool.TryParse(node.GetAttribute("GridEnabled"), out bool value1))
Viewport.Grid.Enabled = value1;
if (bool.TryParse(node.GetAttribute("ShowFpsCounter"), out value1))
Viewport.ShowFpsCounter = value1;
if (bool.TryParse(node.GetAttribute("ShowNavigation"), out value1))
Viewport.ShowNavigation = value1;
if (float.TryParse(node.GetAttribute("NearPlane"), out float value2))
Viewport.NearPlane = value2;
if (float.TryParse(node.GetAttribute("FarPlane"), out value2))
Viewport.FarPlane = value2;
if (float.TryParse(node.GetAttribute("FieldOfView"), out value2))
Viewport.FieldOfView = value2;
if (float.TryParse(node.GetAttribute("MovementSpeed"), out value2))
Viewport.MovementSpeed = value2;
if (float.TryParse(node.GetAttribute("ViewportIconsScale"), out value2))
ViewportIconsRenderer.Scale = value2;
if (float.TryParse(node.GetAttribute("OrthographicScale"), out value2))
Viewport.OrthographicScale = value2;
if (bool.TryParse(node.GetAttribute("UseOrthographicProjection"), out value1))
Viewport.UseOrthographicProjection = value1;
if (ulong.TryParse(node.GetAttribute("ViewFlags"), out ulong value3))
Viewport.Task.ViewFlags = (ViewFlags)value3;

View File

@@ -336,11 +336,13 @@ void AnimGraphExecutor::Update(AnimGraphInstanceData& data, float dt)
SkeletonData* animResultSkeleton = &skeleton;
// Retarget animation when using output pose from other skeleton
AnimGraphImpulse retargetNodes;
if (_graph.BaseModel != data.NodesSkeleton)
{
ANIM_GRAPH_PROFILE_EVENT("Retarget");
auto& targetSkeleton = data.NodesSkeleton->Skeleton;
if (context.PoseCacheSize == context.PoseCache.Count())
context.PoseCache.AddOne();
auto& retargetNodes = context.PoseCache[context.PoseCacheSize++];
retargetNodes = *animResult;
retargetNodes.Nodes.Resize(targetSkeleton.Nodes.Count());
Transform* targetNodes = retargetNodes.Nodes.Get();

View File

@@ -109,86 +109,84 @@ namespace
nodes->RootMotion.Orientation.Normalize();
}
}
Matrix ComputeWorldMatrixRecursive(const SkeletonData& skeleton, int32 index, Matrix localMatrix)
{
const auto& node = skeleton.Nodes[index];
index = node.ParentIndex;
while (index != -1)
{
const auto& parent = skeleton.Nodes[index];
localMatrix *= parent.LocalTransform.GetWorld();
index = parent.ParentIndex;
}
return localMatrix;
}
Matrix ComputeInverseParentMatrixRecursive(const SkeletonData& skeleton, int32 index)
{
Matrix inverseParentMatrix = Matrix::Identity;
const auto& node = skeleton.Nodes[index];
if (node.ParentIndex != -1)
{
inverseParentMatrix = ComputeWorldMatrixRecursive(skeleton, index, inverseParentMatrix);
inverseParentMatrix = Matrix::Invert(inverseParentMatrix);
}
return inverseParentMatrix;
}
}
void RetargetSkeletonNode(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& sourceMapping, Transform& node, int32 targetIndex)
// Utility for retargeting animation poses between skeletons.
struct Retargeting
{
// sourceSkeleton - skeleton of Anim Graph (Base Locomotion pack)
// targetSkeleton - visual mesh skeleton (City Characters pack)
// target - anim graph input/output transformation of that node
const auto& targetNode = targetSkeleton.Nodes[targetIndex];
const int32 sourceIndex = sourceMapping.NodesMapping[targetIndex];
if (sourceIndex == -1)
private:
const Matrix* _sourcePosePtr, * _targetPosePtr;
const SkeletonData* _sourceSkeleton, *_targetSkeleton;
const SkinnedModel::SkeletonMapping* _sourceMapping;
public:
void Init(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& sourceMapping)
{
// Use T-pose
node = targetNode.LocalTransform;
return;
ASSERT_LOW_LAYER(targetSkeleton.Nodes.Count() == sourceMapping.NodesMapping.Length());
// Cache world-space poses for source and target skeletons to avoid redundant calculations during retargeting
_sourcePosePtr = sourceSkeleton.GetNodesPose().Get();
_targetPosePtr = targetSkeleton.GetNodesPose().Get();
_sourceSkeleton = &sourceSkeleton;
_targetSkeleton = &targetSkeleton;
_sourceMapping = &sourceMapping;
}
const auto& sourceNode = sourceSkeleton.Nodes[sourceIndex];
// [Reference: https://wickedengine.net/2022/09/animation-retargeting/comment-page-1/]
// Calculate T-Pose of source node, target node and target parent node
Matrix bindMatrix = ComputeWorldMatrixRecursive(sourceSkeleton, sourceIndex, sourceNode.LocalTransform.GetWorld());
Matrix inverseBindMatrix = Matrix::Invert(bindMatrix);
Matrix targetMatrix = ComputeWorldMatrixRecursive(targetSkeleton, targetIndex, targetNode.LocalTransform.GetWorld());
Matrix inverseParentMatrix = ComputeInverseParentMatrixRecursive(targetSkeleton, targetIndex);
// Target node animation is world-space difference of the animated source node inside the target's parent node world-space
Matrix localMatrix = inverseBindMatrix * ComputeWorldMatrixRecursive(sourceSkeleton, sourceIndex, node.GetWorld());
localMatrix = targetMatrix * localMatrix * inverseParentMatrix;
// Extract local node transformation
localMatrix.Decompose(node);
}
void RetargetSkeletonPose(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& mapping, const Transform* sourceNodes, Transform* targetNodes)
{
// TODO: cache source and target skeletons world-space poses for faster retargeting (use some pooled memory)
ASSERT_LOW_LAYER(targetSkeleton.Nodes.Count() == mapping.NodesMapping.Length());
for (int32 targetIndex = 0; targetIndex < targetSkeleton.Nodes.Count(); targetIndex++)
void RetargetNode(const Transform& source, Transform& target, int32 sourceIndex, int32 targetIndex)
{
auto& targetNode = targetSkeleton.Nodes.Get()[targetIndex];
const int32 sourceIndex = mapping.NodesMapping.Get()[targetIndex];
Transform node;
// sourceSkeleton - skeleton of Anim Graph
// targetSkeleton - visual mesh skeleton
// target - anim graph input/output transformation of that node
const SkeletonNode& targetNode = _targetSkeleton->Nodes.Get()[targetIndex];
if (sourceIndex == -1)
{
// Use T-pose
node = targetNode.LocalTransform;
target = targetNode.LocalTransform;
}
else
{
// Retarget
node = sourceNodes[sourceIndex];
RetargetSkeletonNode(sourceSkeleton, targetSkeleton, mapping, node, targetIndex);
// [Reference: https://wickedengine.net/2022/09/animation-retargeting/comment-page-1/]
// Calculate T-Pose of source node, target node and target parent node
const Matrix* sourcePosePtr = _sourcePosePtr;
const Matrix* targetPosePtr = _targetPosePtr;
const Matrix& bindMatrix = sourcePosePtr[sourceIndex];
const Matrix& targetMatrix = targetPosePtr[targetIndex];
Matrix inverseParentMatrix;
if (targetNode.ParentIndex != -1)
Matrix::Invert(targetPosePtr[targetNode.ParentIndex], inverseParentMatrix);
else
inverseParentMatrix = Matrix::Identity;
// Target node animation is world-space difference of the animated source node inside the target's parent node world-space
const SkeletonNode& sourceNode = _sourceSkeleton->Nodes.Get()[sourceIndex];
Matrix localMatrix = source.GetWorld();
if (sourceNode.ParentIndex != -1)
localMatrix = localMatrix * sourcePosePtr[sourceNode.ParentIndex];
localMatrix = Matrix::Invert(bindMatrix) * localMatrix;
localMatrix = targetMatrix * localMatrix * inverseParentMatrix;
// Extract local node transformation
localMatrix.Decompose(target);
}
targetNodes[targetIndex] = node;
}
FORCE_INLINE void RetargetPose(const Transform* sourceNodes, Transform* targetNodes)
{
for (int32 targetIndex = 0; targetIndex < _targetSkeleton->Nodes.Count(); targetIndex++)
{
const int32 sourceIndex = _sourceMapping->NodesMapping.Get()[targetIndex];
RetargetNode(sourceNodes[sourceIndex], targetNodes[targetIndex], sourceIndex, targetIndex);
}
}
};
void RetargetSkeletonPose(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& mapping, const Transform* sourceNodes, Transform* targetNodes)
{
Retargeting retargeting;
retargeting.Init(sourceSkeleton, targetSkeleton, mapping);
retargeting.RetargetPose(sourceNodes, targetNodes);
}
AnimGraphTraceEvent& AnimGraphContext::AddTraceEvent(const AnimGraphNode* node)
@@ -431,9 +429,13 @@ void AnimGraphExecutor::ProcessAnimation(AnimGraphImpulse* nodes, AnimGraphNode*
const bool weighted = weight < 1.0f;
const bool retarget = mapping.SourceSkeleton && mapping.SourceSkeleton != mapping.TargetSkeleton;
const auto emptyNodes = GetEmptyNodes();
Retargeting retargeting;
SkinnedModel::SkeletonMapping sourceMapping;
if (retarget)
{
sourceMapping = _graph.BaseModel->GetSkeletonMapping(mapping.SourceSkeleton);
retargeting.Init(mapping.SourceSkeleton->Skeleton, mapping.TargetSkeleton->Skeleton, mapping);
}
for (int32 nodeIndex = 0; nodeIndex < nodes->Nodes.Count(); nodeIndex++)
{
const int32 nodeToChannel = mapping.NodesMapping[nodeIndex];
@@ -447,7 +449,8 @@ void AnimGraphExecutor::ProcessAnimation(AnimGraphImpulse* nodes, AnimGraphNode*
// Optionally retarget animation into the skeleton used by the Anim Graph
if (retarget)
{
RetargetSkeletonNode(mapping.SourceSkeleton->Skeleton, mapping.TargetSkeleton->Skeleton, sourceMapping, srcNode, nodeIndex);
const int32 sourceIndex = sourceMapping.NodesMapping[nodeIndex];
retargeting.RetargetNode(srcNode, srcNode, sourceIndex, nodeIndex);
}
// Mark node as used
@@ -958,6 +961,21 @@ void AnimGraphExecutor::ProcessGroupParameters(Box* box, Node* node, Value& valu
}
break;
}
// Set Parameter
case 5:
{
// Set parameter value
int32 paramIndex;
const auto param = _graph.GetParameter((Guid)node->Values[0], paramIndex);
if (param)
{
context.Data->Parameters[paramIndex].Value = tryGetValue(node->GetBox(1), 1, Value::Null);
}
// Pass over the pose
value = tryGetValue(node->GetBox(2), Value::Null);
break;
}
default:
break;
}

View File

@@ -132,9 +132,7 @@ int32 AudioClip::GetFirstBufferIndex(float time, float& offset) const
if (_buffersStartTimes[i + 1] > time)
{
offset = time - _buffersStartTimes[i];
#if BUILD_DEBUG
ASSERT(Math::Abs(GetBufferStartTime(i) + offset - time) < 0.001f);
#endif
ASSERT_LOW_LAYER(Math::Abs(GetBufferStartTime(i) + offset - time) < 0.001f);
return i;
}
}

View File

@@ -18,6 +18,7 @@ class AudioSource;
API_CLASS(NoSpawn) class FLAXENGINE_API AudioClip : public BinaryAsset, public StreamableResource
{
DECLARE_BINARY_ASSET_HEADER(AudioClip, 2);
friend class AudioBackendOAL;
public:
/// <summary>

View File

@@ -37,15 +37,17 @@ void AudioListener::OnEnable()
{
_prevPos = GetPosition();
_velocity = Vector3::Zero;
ASSERT(!Audio::Listeners.Contains(this));
if (Audio::Listeners.Count() >= AUDIO_MAX_LISTENERS)
{
LOG(Error, "Unsupported amount of the audio listeners!");
if IF_CONSTEXPR (AUDIO_MAX_LISTENERS == 1)
LOG(Warning, "There is more than one Audio Listener active. Please make sure only exactly one is active at any given time.");
else
LOG(Warning, "Too many Audio Listener active.");
}
else
{
ASSERT(!Audio::Listeners.Contains(this));
if (Audio::Listeners.Count() > 0)
LOG(Warning, "There is more than one Audio Listener active. Please make sure only exactly one is active at any given time.");
Audio::Listeners.Add(this);
AudioBackend::Listener::Reset();
AudioBackend::Listener::TransformChanged(GetPosition(), GetOrientation());

View File

@@ -14,6 +14,9 @@
#include "Engine/Audio/AudioListener.h"
#include "Engine/Audio/AudioSource.h"
#include "Engine/Audio/AudioSettings.h"
#include "Engine/Content/Content.h"
#include "Engine/Level/Level.h"
#include "Engine/Video/VideoPlayer.h"
// Include OpenAL library
// Source: https://github.com/kcat/openal-soft
@@ -73,6 +76,7 @@ namespace ALC
ALCdevice* Device = nullptr;
ALCcontext* Context = nullptr;
AudioBackend::FeatureFlags Features = AudioBackend::FeatureFlags::None;
bool Inited = false;
CriticalSection Locker;
Dictionary<uint32, SourceData> SourcesData;
@@ -164,12 +168,9 @@ namespace ALC
float Time;
};
void RebuildContext(const Array<AudioSourceState>& states)
void RebuildContext()
{
LOG(Info, "Rebuilding audio contexts");
ClearContext();
if (Device == nullptr)
return;
@@ -182,10 +183,16 @@ namespace ALC
Context = alcCreateContext(Device, attrList);
alcMakeContextCurrent(Context);
}
void RebuildListeners()
{
for (AudioListener* listener : Audio::Listeners)
Listener::Rebuild(listener);
}
void RebuildSources(const Array<AudioSourceState>& states)
{
for (int32 i = 0; i < states.Count(); i++)
{
AudioSource* source = Audio::Sources[i];
@@ -205,6 +212,13 @@ namespace ALC
}
}
void RebuildContext(const Array<AudioSourceState>& states)
{
RebuildContext();
RebuildListeners();
RebuildSources(states);
}
void RebuildContext(bool isChangingDevice)
{
Array<AudioSourceState> states;
@@ -400,7 +414,7 @@ void AudioBackendOAL::Source_IsLoopingChanged(uint32 sourceID, bool loop)
void AudioBackendOAL::Source_SpatialSetupChanged(uint32 sourceID, bool spatial, float attenuation, float minDistance, float doppler)
{
ALC::Locker.Lock();
const bool pan = ALC::SourcesData[sourceID].Spatial;
const float pan = ALC::SourcesData[sourceID].Pan;
ALC::Locker.Unlock();
if (spatial)
{
@@ -629,6 +643,7 @@ AudioBackend::FeatureFlags AudioBackendOAL::Base_Features()
void AudioBackendOAL::Base_OnActiveDeviceChanged()
{
PROFILE_CPU();
PROFILE_MEM(Audio);
// Cleanup
@@ -659,9 +674,53 @@ void AudioBackendOAL::Base_OnActiveDeviceChanged()
LOG(Fatal, "Failed to open OpenAL device ({0}).", String(name));
return;
}
if (ALC::Inited)
LOG(Info, "Changed audio device to: {}", String(Audio::GetActiveDevice()->Name));
// Setup
ALC::RebuildContext(states);
// Rebuild context
ALC::RebuildContext();
if (ALC::Inited)
{
// Reload all audio clips to recreate their buffers
for (AudioClip* audioClip : Content::GetAssets<AudioClip>())
{
audioClip->WaitForLoaded();
ScopeLock lock(audioClip->Locker);
// Clear old buffer IDs
for (uint32& bufferID : audioClip->Buffers)
bufferID = 0;
if (audioClip->IsStreamable())
{
// Let the streaming recreate missing buffers
audioClip->RequestStreamingUpdate();
}
else
{
// Reload audio clip
auto assetLock = audioClip->Storage->Lock();
audioClip->LoadChunk(0);
audioClip->Buffers[0] = AudioBackend::Buffer::Create();
audioClip->WriteBuffer(0);
}
}
// Reload all videos to recreate their buffers
for (VideoPlayer* videoPlayer : Level::GetActors<VideoPlayer>(true))
{
VideoBackendPlayer& player = videoPlayer->_player;
// Clear audio state
for (uint32& bufferID : player.AudioBuffers)
bufferID = 0;
player.NextAudioBuffer = 0;
player.AudioSource = 0;
}
}
ALC::RebuildListeners();
ALC::RebuildSources(states);
}
void AudioBackendOAL::Base_SetDopplerFactor(float value)
@@ -782,6 +841,7 @@ bool AudioBackendOAL::Base_Init()
if (ALC::IsExtensionSupported("AL_SOFT_source_spatialize"))
ALC::Features = EnumAddFlags(ALC::Features, FeatureFlags::SpatialMultiChannel);
#endif
ALC::Inited = true;
// Log service info
LOG(Info, "{0} ({1})", String(alGetString(AL_RENDERER)), String(alGetString(AL_VERSION)));

View File

@@ -672,7 +672,7 @@ bool AudioBackendXAudio2::Base_Init()
HRESULT hr = XAudio2Create(&XAudio2::Instance, 0, XAUDIO2_DEFAULT_PROCESSOR);
if (FAILED(hr))
{
LOG(Error, "Failed to initalize XAudio2. Error: 0x{0:x}", hr);
LOG(Error, "Failed to initialize XAudio2. Error: 0x{0:x}", hr);
return true;
}
XAudio2::Instance->RegisterForCallbacks(&XAudio2::Callback);
@@ -681,7 +681,7 @@ bool AudioBackendXAudio2::Base_Init()
hr = XAudio2::Instance->CreateMasteringVoice(&XAudio2::MasteringVoice);
if (FAILED(hr))
{
LOG(Error, "Failed to initalize XAudio2 mastering voice. Error: 0x{0:x}", hr);
LOG(Error, "Failed to initialize XAudio2 mastering voice. Error: 0x{0:x}", hr);
return true;
}
XAUDIO2_VOICE_DETAILS details;

View File

@@ -487,6 +487,8 @@ bool Asset::WaitForLoaded(double timeoutInMilliseconds) const
const auto loadingTask = (ContentLoadTask*)Platform::AtomicRead(&_loadingTask);
if (loadingTask == nullptr)
{
if (IsLoaded())
return false;
LOG(Warning, "WaitForLoaded asset \'{0}\' failed. No loading task attached and asset is not loaded.", ToString());
return true;
}

View File

@@ -61,16 +61,24 @@ Array<String> SkinnedModel::GetBlendShapes()
SkinnedModel::SkeletonMapping SkinnedModel::GetSkeletonMapping(Asset* source, bool autoRetarget)
{
// Fast-path to use cached mapping
SkeletonMapping mapping;
mapping.TargetSkeleton = this;
SkeletonMappingData mappingData;
if (_skeletonMappingCache.TryGet(source, mappingData))
{
mapping.SourceSkeleton = mappingData.SourceSkeleton;
mapping.NodesMapping = mappingData.NodesMapping;
return mapping;
}
mapping.SourceSkeleton = nullptr;
if (WaitForLoaded() || !source || source->WaitForLoaded())
return mapping;
PROFILE_CPU();
ScopeLock lock(Locker);
SkeletonMappingData mappingData;
if (!_skeletonMappingCache.TryGet(source, mappingData))
{
PROFILE_CPU();
// Initialize the mapping
SkeletonRetarget* retarget = nullptr;
const Guid sourceId = source->GetID();
@@ -370,6 +378,7 @@ bool SkinnedModel::SetupSkeleton(const Array<SkeletonNode>& nodes)
model->Skeleton.Bones[i].LocalTransform = node.LocalTransform;
model->Skeleton.Bones[i].NodeIndex = i;
}
model->Skeleton.Dirty();
ClearSkeletonMapping();
// Calculate offset matrix (inverse bind pose transform) for every bone manually
@@ -427,6 +436,7 @@ bool SkinnedModel::SetupSkeleton(const Array<SkeletonNode>& nodes, const Array<S
// Setup
model->Skeleton.Nodes = nodes;
model->Skeleton.Bones = bones;
model->Skeleton.Dirty();
ClearSkeletonMapping();
// Calculate offset matrix (inverse bind pose transform) for every bone manually
@@ -823,13 +833,13 @@ bool SkinnedModel::SaveMesh(WriteStream& stream, const ModelData& modelData, int
void SkinnedModel::ClearSkeletonMapping()
{
for (auto& e : _skeletonMappingCache)
for (const auto& e : _skeletonMappingCache)
{
e.Key->OnUnloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
#if USE_EDITOR
e.Key->OnReloading.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
#endif
Allocator::Free(e.Value.NodesMapping.Get());
Allocator::Free((void*)e.Value.NodesMapping.Get());
}
_skeletonMappingCache.Clear();
}
@@ -837,8 +847,9 @@ void SkinnedModel::ClearSkeletonMapping()
void SkinnedModel::OnSkeletonMappingSourceAssetUnloaded(Asset* obj)
{
ScopeLock lock(Locker);
auto i = _skeletonMappingCache.Find(obj);
ASSERT(i != _skeletonMappingCache.End());
SkeletonMappingData mappingData;
bool found = _skeletonMappingCache.TryGet(obj, mappingData);
ASSERT(found);
// Unlink event
obj->OnUnloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
@@ -847,8 +858,8 @@ void SkinnedModel::OnSkeletonMappingSourceAssetUnloaded(Asset* obj)
#endif
// Clear cache
Allocator::Free(i->Value.NodesMapping.Get());
_skeletonMappingCache.Remove(i);
Allocator::Free(mappingData.NodesMapping.Get());
_skeletonMappingCache.Remove(obj);
}
uint64 SkinnedModel::GetMemoryUsage() const

View File

@@ -3,7 +3,7 @@
#pragma once
#include "ModelBase.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Threading/ConcurrentDictionary.h"
#include "Engine/Graphics/Models/SkinnedMesh.h"
#include "Engine/Graphics/Models/SkeletonData.h"
@@ -101,9 +101,9 @@ public:
struct FLAXENGINE_API SkeletonMapping
{
// Target skeleton.
AssetReference<SkinnedModel> TargetSkeleton;
SkinnedModel* TargetSkeleton;
// Source skeleton.
AssetReference<SkinnedModel> SourceSkeleton;
SkinnedModel* SourceSkeleton;
// The node-to-node mapping for the fast animation sampling for the skinned model skeleton nodes. Each item is index of the source skeleton node into target skeleton node.
Span<int32> NodesMapping;
};
@@ -115,7 +115,7 @@ private:
Span<int32> NodesMapping;
};
Dictionary<Asset*, SkeletonMappingData> _skeletonMappingCache;
ConcurrentDictionary<Asset*, SkeletonMappingData> _skeletonMappingCache;
public:
/// <summary>

View File

@@ -1700,6 +1700,8 @@ void VisualScript::CacheScriptingType()
VisualScriptingBinaryModule::VisualScriptingBinaryModule()
: _name("Visual Scripting")
{
// Visual Scripts can be unloaded and loaded again even in game
CanReload = true;
}
ScriptingObject* VisualScriptingBinaryModule::VisualScriptObjectSpawn(const ScriptingObjectSpawnParams& params)

View File

@@ -684,6 +684,19 @@ Array<Asset*> Content::GetAssets()
return assets;
}
Array<Asset*> Content::GetAssets(const MClass* type)
{
Array<Asset*> assets;
AssetsLocker.Lock();
for (auto& e : Assets)
{
if (e.Value->Is(type))
assets.Add(e.Value);
}
AssetsLocker.Unlock();
return assets;
}
const Dictionary<Guid, Asset*>& Content::GetAssetsRaw()
{
AssetsLocker.Lock();

View File

@@ -3,6 +3,9 @@
#pragma once
#include "Engine/Scripting/ScriptingType.h"
#ifndef _MSC_VER
#include "Engine/Core/Collections/Array.h"
#endif
#include "AssetInfo.h"
#include "Asset.h"
#include "Config.h"
@@ -122,7 +125,26 @@ public:
/// Gets the assets (loaded or during load).
/// </summary>
/// <returns>The collection of assets.</returns>
static Array<Asset*, HeapAllocation> GetAssets();
API_FUNCTION() static Array<Asset*, HeapAllocation> GetAssets();
/// <summary>
/// Gets the assets (loaded or during load).
/// </summary>
/// <param name="type">Type of the assets to search for. Includes any assets derived from the type.</param>
/// <returns>Found actors list.</returns>
API_FUNCTION() static Array<Asset*, HeapAllocation> GetAssets(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type);
/// <summary>
/// Gets the assets (loaded or during load).
/// </summary>
/// <typeparam name="T">Type of the object.</typeparam>
/// <returns>Found actors list.</returns>
template<typename T>
static Array<T*, HeapAllocation> GetAssets()
{
Array<Asset*, HeapAllocation> assets = GetAssets(T::GetStaticClass());
return *(Array<T*, HeapAllocation>*) & assets;
}
/// <summary>
/// Gets the raw dictionary of assets (loaded or during load).

View File

@@ -4,6 +4,9 @@
#include "HashSetBase.h"
template<typename KeyType, typename ValueType, typename AllocationType>
class ConcurrentDictionary;
/// <summary>
/// Describes single portion of space for the key and value pair in a hash map.
/// </summary>
@@ -13,6 +16,7 @@ struct DictionaryBucket
friend Memory;
friend HashSetBase<AllocationType, DictionaryBucket>;
friend Dictionary<KeyType, ValueType, AllocationType>;
friend ConcurrentDictionary<KeyType, ValueType, AllocationType>;
/// <summary>The key.</summary>
KeyType Key;

View File

@@ -57,5 +57,5 @@
#define API_PARAM(...)
#define API_TYPEDEF(...)
#define API_INJECT_CODE(...)
#define API_AUTO_SERIALIZATION(...) public: void Serialize(SerializeStream& stream, const void* otherObj) override; void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
#define API_AUTO_SERIALIZATION(...) public: bool ShouldSerialize(const void* otherObj) const override; void Serialize(SerializeStream& stream, const void* otherObj) override; void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
#define DECLARE_SCRIPTING_TYPE_MINIMAL(type) public: friend class type##Internal; static struct ScriptingTypeInitializer TypeInitializer;

View File

@@ -36,6 +36,13 @@ public:
/// </summary>
virtual ~ISerializable() = default;
/// <summary>
/// Compares with other instance to decide whether serialize this instance (eg. any field orp property is modified). Used to skip object serialization if not needed.
/// </summary>
/// <param name="otherObj">The instance of the object (always valid) to compare with to decide whether serialize this instance.</param>
/// <returns>True if any field or property is modified compared to the other object instance, otherwise false.</returns>
virtual bool ShouldSerialize(const void* otherObj) const { return true; }
/// <summary>
/// Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties.
/// </summary>

View File

@@ -11,7 +11,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.ColorConverter))]
#endif
partial struct Color
partial struct Color : Json.ICustomValueEquals
{
/// <summary>
/// The size of the <see cref="Color" /> type, in bytes.
@@ -196,6 +196,13 @@ namespace FlaxEngine
A = values[3];
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Color)other;
return Equals(ref o);
}
/// <inheritdoc />
public override bool Equals(object value)
{

View File

@@ -65,7 +65,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Double2Converter))]
#endif
partial struct Double2 : IEquatable<Double2>, IFormattable
partial struct Double2 : IEquatable<Double2>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2}";
@@ -1574,6 +1574,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Double2)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Double2" /> is equal to this instance.
/// </summary>

View File

@@ -66,7 +66,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Double3Converter))]
#endif
partial struct Double3 : IEquatable<Double3>, IFormattable
partial struct Double3 : IEquatable<Double3>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2}";
@@ -1872,6 +1872,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Double3)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Double3" /> is equal to this instance.
/// </summary>

View File

@@ -66,7 +66,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Double4Converter))]
#endif
partial struct Double4 : IEquatable<Double4>, IFormattable
partial struct Double4 : IEquatable<Double4>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}";
@@ -1372,6 +1372,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Double4)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Double4" /> is equal to this instance.
/// </summary>

View File

@@ -60,7 +60,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Float2Converter))]
#endif
partial struct Float2 : IEquatable<Float2>, IFormattable
partial struct Float2 : IEquatable<Float2>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2}";
@@ -1650,6 +1650,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Float2)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Float2" /> is equal to this instance.
/// </summary>

View File

@@ -60,7 +60,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Float3Converter))]
#endif
partial struct Float3 : IEquatable<Float3>, IFormattable
partial struct Float3 : IEquatable<Float3>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2}";
@@ -1904,6 +1904,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Float3)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Float3" /> is equal to this instance.
/// </summary>

View File

@@ -60,7 +60,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Float4Converter))]
#endif
partial struct Float4 : IEquatable<Float4>, IFormattable
partial struct Float4 : IEquatable<Float4>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}";
@@ -1412,6 +1412,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Float4)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Float4" /> is equal to this instance.
/// </summary>

View File

@@ -5,6 +5,7 @@
#include "Math.h"
#include "Vector2.h"
#include "Vector3.h"
#include "Vector4.h"
/// <summary>
/// Half-precision 16 bit floating point number consisting of a sign bit, a 5 bit biased exponent, and a 10 bit mantissa
@@ -248,6 +249,19 @@ public:
explicit Half4(const Color& c);
explicit Half4(const Rectangle& rect);
operator Float2() const
{
return ToFloat2();
}
operator Float3() const
{
return ToFloat3();
}
operator Float4() const
{
return ToFloat4();
}
public:
Float2 ToFloat2() const;
Float3 ToFloat3() const;

View File

@@ -14,7 +14,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Int2Converter))]
#endif
partial struct Int2 : IEquatable<Int2>, IFormattable
partial struct Int2 : IEquatable<Int2>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0} Y:{1}";
@@ -940,6 +940,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Int2)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Int2" /> is equal to this instance.
/// </summary>

View File

@@ -14,7 +14,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Int3Converter))]
#endif
partial struct Int3 : IEquatable<Int3>, IFormattable
partial struct Int3 : IEquatable<Int3>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0} Y:{1} Z:{2}";
@@ -1023,6 +1023,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Int3)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Int3" /> is equal to this instance.
/// </summary>

View File

@@ -14,7 +14,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Int4Converter))]
#endif
partial struct Int4 : IEquatable<Int4>, IFormattable
partial struct Int4 : IEquatable<Int4>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0} Y:{1} Z:{2} W:{3}";
@@ -881,6 +881,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Int4)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Int4" /> is equal to this instance.
/// </summary>

View File

@@ -41,16 +41,6 @@ FloatR10G10B10A2::FloatR10G10B10A2(const float* values)
{
}
FloatR10G10B10A2::operator Float3() const
{
return ToFloat3();
}
FloatR10G10B10A2::operator Float4() const
{
return ToFloat4();
}
Float3 FloatR10G10B10A2::ToFloat3() const
{
Float3 vectorOut;

View File

@@ -40,9 +40,14 @@ struct FLAXENGINE_API FloatR10G10B10A2
{
return Value;
}
operator Float3() const;
operator Float4() const;
operator Float3() const
{
return ToFloat3();
}
operator Float4() const
{
return ToFloat4();
}
FloatR10G10B10A2& operator=(const FloatR10G10B10A2& other)
{

View File

@@ -60,7 +60,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.QuaternionConverter))]
#endif
partial struct Quaternion : IEquatable<Quaternion>, IFormattable
partial struct Quaternion : IEquatable<Quaternion>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}";
@@ -1681,6 +1681,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Quaternion)other;
return Equals(ref o);
}
/// <summary>
/// Tests whether one quaternion is near another quaternion.
/// </summary>

View File

@@ -6,7 +6,7 @@ using System.Runtime.CompilerServices;
namespace FlaxEngine
{
partial struct Rectangle : IEquatable<Rectangle>
partial struct Rectangle : IEquatable<Rectangle>, Json.ICustomValueEquals
{
/// <summary>
/// A <see cref="Rectangle"/> which represents an empty space.
@@ -523,6 +523,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Rectangle)other;
return Equals(ref o);
}
/// <inheritdoc />
public override string ToString()
{

View File

@@ -16,7 +16,7 @@ using System.Runtime.InteropServices;
namespace FlaxEngine
{
[Serializable]
partial struct Transform : IEquatable<Transform>, IFormattable
partial struct Transform : IEquatable<Transform>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "Translation:{0} Orientation:{1} Scale:{2}";
@@ -673,6 +673,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Transform)other;
return Equals(ref o);
}
/// <summary>
/// Tests whether one transform is near another transform.
/// </summary>

View File

@@ -73,7 +73,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Vector2Converter))]
#endif
public unsafe partial struct Vector2 : IEquatable<Vector2>, IFormattable
public unsafe partial struct Vector2 : IEquatable<Vector2>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2}";
@@ -954,6 +954,33 @@ namespace FlaxEngine
return result;
}
/// <summary>
/// Performs a spherical linear interpolation between two vectors.
/// </summary>
/// <param name="start">Start vector.</param>
/// <param name="end">End vector.</param>
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
/// <param name="result">>When the method completes, contains the linear interpolation of the two vectors.</param>
public static void Slerp(ref Vector2 start, ref Vector2 end, float amount, out Vector2 result)
{
var dot = Mathr.Clamp(Dot(start, end), -1.0f, 1.0f);
var theta = Mathr.Acos(dot) * amount;
Vector2 relativeVector = (end - start * dot).Normalized;
result = ((start * Mathr.Cos(theta)) + (relativeVector * Mathr.Sin(theta)));
}
/// <summary>
/// Performs a spherical linear interpolation between two vectors.
/// </summary>
/// <param name="start">Start vector.</param>
/// <param name="end">End vector.</param>
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
public static Vector2 Slerp(Vector2 start, Vector2 end, float amount)
{
Slerp(ref start, ref end, amount, out Vector2 result);
return result;
}
/// <summary>
/// Performs a gradual change of a vector towards a specified target over time
/// </summary>
@@ -1774,6 +1801,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Vector2)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Vector2" /> is equal to this instance.
/// </summary>

View File

@@ -558,6 +558,24 @@ public:
return result;
}
// Performs a spherical linear interpolation between two vectors.
static void Slerp(const Vector2Base& start, const Vector2Base& end, T amount, Vector2Base& result)
{
T dot = Math::Clamp(Dot(start, end), -1.0f, 1.0f);
T theta = Math::Acos(dot) * amount;
Vector2Base relativeVector = end - start * dot;
relativeVector.Normalize();
result = ((start * Math::Cos(theta)) + (relativeVector * Math::Sin(theta)));
}
// Performs a spherical linear interpolation between two vectors.
static Vector2Base Slerp(const Vector2Base& start, const Vector2Base& end, T amount)
{
Vector2Base result;
Slerp(start, end, amount, result);
return result;
}
public:
/// <summary>
/// Calculates the area of the triangle.

View File

@@ -73,7 +73,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Vector3Converter))]
#endif
public unsafe partial struct Vector3 : IEquatable<Vector3>, IFormattable
public unsafe partial struct Vector3 : IEquatable<Vector3>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2}";
@@ -1043,6 +1043,33 @@ namespace FlaxEngine
return result;
}
/// <summary>
/// Performs a spherical linear interpolation between two vectors.
/// </summary>
/// <param name="start">Start vector.</param>
/// <param name="end">End vector.</param>
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
/// <param name="result">When the method completes, contains the linear interpolation of the two vectors.</param>
public static void Slerp(ref Vector3 start, ref Vector3 end, float amount, out Vector3 result)
{
var dot = Mathr.Clamp(Dot(start, end), -1.0f, 1.0f);
var theta = Mathr.Acos(dot) * amount;
Vector3 relativeVector = (end - start * dot).Normalized;
result = ((start * Mathr.Cos(theta)) + (relativeVector * Mathr.Sin(theta)));
}
/// <summary>
/// Performs a spherical linear interpolation between two vectors.
/// </summary>
/// <param name="start">Start vector.</param>
/// <param name="end">End vector.</param>
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
public static Vector3 Slerp(Vector3 start, Vector3 end, float amount)
{
Slerp(ref start, ref end, amount, out var result);
return result;
}
/// <summary>
/// Performs a gradual change of a vector towards a specified target over time
/// </summary>
@@ -2133,6 +2160,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Vector3)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Vector3" /> is equal to this instance.
/// </summary>

View File

@@ -686,6 +686,24 @@ public:
return result;
}
// Performs a spherical linear interpolation between two vectors.
static void Slerp(const Vector3Base& start, const Vector3Base& end, T amount, Vector3Base& result)
{
T dot = Math::Clamp(Dot(start, end), -1.0f, 1.0f);
T theta = Math::Acos(dot) * amount;
Vector3Base relativeVector = end - start * dot;
relativeVector.Normalize();
result = ((start * Math::Cos(theta)) + (relativeVector * Math::Sin(theta)));
}
// Performs a spherical linear interpolation between two vectors.
static Vector3Base Slerp(const Vector3Base& start, const Vector3Base& end, T amount)
{
Vector3Base result;
Slerp(start, end, amount, result);
return result;
}
// Performs a cubic interpolation between two vectors.
static void SmoothStep(const Vector3Base& start, const Vector3Base& end, T amount, Vector3Base& result)
{

View File

@@ -72,7 +72,7 @@ namespace FlaxEngine
#if FLAX_EDITOR
[System.ComponentModel.TypeConverter(typeof(TypeConverters.Vector4Converter))]
#endif
public partial struct Vector4 : IEquatable<Vector4>, IFormattable
public partial struct Vector4 : IEquatable<Vector4>, IFormattable, Json.ICustomValueEquals
{
private static readonly string _formatString = "X:{0:F2} Y:{1:F2} Z:{2:F2} W:{3:F2}";
@@ -260,6 +260,19 @@ namespace FlaxEngine
/// </summary>
public bool IsNormalized => Mathr.Abs((X * X + Y * Y + Z * Z + W * W) - 1.0f) < 1e-4f;
/// <summary>
/// Gets the normalized vector. Returned vector has length equal 1.
/// </summary>
public Vector4 Normalized
{
get
{
Vector4 vector4 = this;
vector4.Normalize();
return vector4;
}
}
/// <summary>
/// Gets a value indicting whether this vector is zero
/// </summary>
@@ -878,6 +891,33 @@ namespace FlaxEngine
return result;
}
/// <summary>
/// Performs a spherical linear interpolation between two vectors.
/// </summary>
/// <param name="start">Start vector.</param>
/// <param name="end">End vector.</param>
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
/// <param name="result">When the method completes, contains the linear interpolation of the two vectors.</param>
public static void Slerp(ref Vector4 start, ref Vector4 end, Real amount, out Vector4 result)
{
var dot = Mathr.Clamp(Dot(start, end), -1.0f, 1.0f);
var theta = Mathr.Acos(dot) * amount;
Vector4 relativeVector = (end - start * dot).Normalized;
result = ((start * Mathr.Cos(theta)) + (relativeVector * Mathr.Sin(theta)));
}
/// <summary>
/// Performs a spherical linear interpolation between two vectors.
/// </summary>
/// <param name="start">Start vector.</param>
/// <param name="end">End vector.</param>
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
public static Vector4 Slerp(Vector4 start, Vector4 end, Real amount)
{
Slerp(ref start, ref end, amount, out var result);
return result;
}
/// <summary>
/// Performs a cubic interpolation between two vectors.
/// </summary>
@@ -1486,6 +1526,13 @@ namespace FlaxEngine
}
}
/// <inheritdoc />
public bool ValueEquals(object other)
{
var o = (Vector4)other;
return Equals(ref o);
}
/// <summary>
/// Determines whether the specified <see cref="Vector4" /> is equal to this instance.
/// </summary>

View File

@@ -129,6 +129,12 @@ public:
FLAXENGINE_API String ToString() const;
public:
// Gets a value indicting whether this instance is normalized.
bool IsNormalized() const
{
return Math::Abs((X * X + Y * Y + Z * Z + W * W) - 1.0f) < 1e-4f;
}
// Gets a value indicting whether this vector is zero.
bool IsZero() const
{
@@ -219,6 +225,45 @@ public:
return Vector4Base(-X, -Y, -Z, -W);
}
/// <summary>
/// Calculates a normalized vector that has length equal to 1.
/// </summary>
Vector4Base GetNormalized() const
{
Vector4Base result(X, Y, Z, W);
result.Normalize();
return result;
}
public:
/// <summary>
/// Performs vector normalization (scales vector up to unit length).
/// </summary>
void Normalize()
{
const T length = Math::Sqrt(X * X + Y * Y + Z * Z + W * W);
if (length >= ZeroTolerance)
{
const T inv = (T)1.0f / length;
X *= inv;
Y *= inv;
Z *= inv;
W *= inv;
}
}
/// <summary>
/// Performs fast vector normalization (scales vector up to unit length).
/// </summary>
void NormalizeFast()
{
const T inv = 1.0f / Math::Sqrt(X * X + Y * Y + Z * Z + W * W);
X *= inv;
Y *= inv;
Z *= inv;
W *= inv;
}
public:
Vector4Base operator+(const Vector4Base& b) const
{
@@ -469,6 +514,41 @@ public:
result = Vector4Base(Math::Clamp(v.X, min.X, max.X), Math::Clamp(v.Y, min.Y, max.Y), Math::Clamp(v.Z, min.Z, max.Z), Math::Clamp(v.W, min.W, max.W));
}
// Performs vector normalization (scales vector up to unit length).
static Vector4Base Normalize(const Vector4Base& v)
{
Vector4Base r = v;
const T length = Math::Sqrt(r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W);
if (length >= ZeroTolerance)
{
const T inv = (T)1.0f / length;
r.X *= inv;
r.Y *= inv;
r.Z *= inv;
r.W *= inv;
}
return r;
}
// Performs vector normalization (scales vector up to unit length). This is a faster version that does not perform check for length equal 0 (it assumes that input vector is not empty).
static Vector4Base NormalizeFast(const Vector4Base& v)
{
const T inv = 1.0f / v.Length();
return Vector4Base(v.X * inv, v.Y * inv, v.Z * inv, v.W * inv);
}
// Performs vector normalization (scales vector up to unit length).
static FORCE_INLINE void Normalize(const Vector4Base& input, Vector4Base& result)
{
result = Normalize(input);
}
// Calculates the dot product of two vectors.
FORCE_INLINE static T Dot(const Vector4Base& a, const Vector4Base& b)
{
return a.X * b.X + a.Y * b.Y + a.Z * b.Z + a.W * b.W;
}
// Performs a linear interpolation between two vectors.
static void Lerp(const Vector4Base& start, const Vector4Base& end, T amount, Vector4Base& result)
{
@@ -486,6 +566,24 @@ public:
return result;
}
// Performs a spherical linear interpolation between two vectors.
static void Slerp(const Vector4Base& start, const Vector4Base& end, T amount, Vector4Base& result)
{
T dot = Math::Clamp(Dot(start, end), -1.0f, 1.0f);
T theta = Math::Acos(dot) * amount;
Vector4Base relativeVector = end - start * dot;
relativeVector.Normalize();
result = ((start * Math::Cos(theta)) + (relativeVector * Math::Sin(theta)));
}
// Performs a spherical linear interpolation between two vectors.
static Vector4Base Slerp(const Vector4Base& start, const Vector4Base& end, T amount)
{
Vector4Base result;
Slerp(start, end, amount, result);
return result;
}
FLAXENGINE_API static Vector4Base Transform(const Vector4Base& v, const Matrix& m);
};

View File

@@ -18,8 +18,10 @@
#include "Engine/Core/Math/Ray.h"
#include "Engine/Core/Math/Rectangle.h"
#include "Engine/Core/Math/Transform.h"
#include "Engine/Scripting/BinaryModule.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Scripting/ScriptingObject.h"
#include "Engine/Scripting/ManagedCLR/MAssembly.h"
#include "Engine/Scripting/ManagedCLR/MClass.h"
#include "Engine/Scripting/ManagedCLR/MCore.h"
#include "Engine/Scripting/ManagedCLR/MUtils.h"
@@ -88,6 +90,7 @@ static_assert((int32)VariantType::Types::MAX == ARRAY_COUNT(InBuiltTypesTypeName
VariantType::VariantType(Types type, const StringView& typeName)
{
Type = type;
StaticName = 0;
TypeName = nullptr;
const int32 length = typeName.Length();
if (length)
@@ -98,32 +101,41 @@ VariantType::VariantType(Types type, const StringView& typeName)
}
}
VariantType::VariantType(Types type, const StringAnsiView& typeName)
VariantType::VariantType(Types type, const StringAnsiView& typeName, bool staticName)
{
Type = type;
TypeName = nullptr;
int32 length = typeName.Length();
if (length)
StaticName = staticName && (typeName.HasChars() && typeName[typeName.Length()] == 0); // Require string to be null-terminated (not fully safe check)
if (staticName)
{
TypeName = static_cast<char*>(Allocator::Allocate(length + 1));
Platform::MemoryCopy(TypeName, typeName.Get(), length);
TypeName[length] = 0;
TypeName = (char*)typeName.Get();
}
else
{
TypeName = nullptr;
int32 length = typeName.Length();
if (length)
{
TypeName = static_cast<char*>(Allocator::Allocate(length + 1));
Platform::MemoryCopy(TypeName, typeName.Get(), length);
TypeName[length] = 0;
}
}
}
VariantType::VariantType(Types type, const ScriptingType& sType)
: VariantType(type)
{
SetTypeName(sType);
}
VariantType::VariantType(Types type, const MClass* klass)
{
Type = type;
StaticName = false;
TypeName = nullptr;
#if USE_CSHARP
if (klass)
{
const StringAnsiView typeName = klass->GetFullName();
const int32 length = typeName.Length();
TypeName = static_cast<char*>(Allocator::Allocate(length + 1));
Platform::MemoryCopy(TypeName, typeName.Get(), length);
TypeName[length] = 0;
}
SetTypeName(*klass);
#endif
}
@@ -190,9 +202,9 @@ VariantType::VariantType(const StringAnsiView& typeName)
if (const auto mclass = Scripting::FindClass(typeName))
{
if (mclass->IsEnum())
new(this) VariantType(Enum, typeName);
new(this) VariantType(Enum, mclass);
else
new(this) VariantType(ManagedObject, typeName);
new(this) VariantType(ManagedObject, mclass);
return;
}
#endif
@@ -204,36 +216,48 @@ VariantType::VariantType(const StringAnsiView& typeName)
VariantType::VariantType(const VariantType& other)
{
Type = other.Type;
TypeName = nullptr;
const int32 length = StringUtils::Length(other.TypeName);
if (length)
StaticName = other.StaticName;
if (StaticName)
{
TypeName = static_cast<char*>(Allocator::Allocate(length + 1));
Platform::MemoryCopy(TypeName, other.TypeName, length);
TypeName[length] = 0;
TypeName = other.TypeName;
}
else
{
TypeName = nullptr;
const int32 length = StringUtils::Length(other.TypeName);
if (length)
{
TypeName = static_cast<char*>(Allocator::Allocate(length + 1));
Platform::MemoryCopy(TypeName, other.TypeName, length);
TypeName[length] = 0;
}
}
}
VariantType::VariantType(VariantType&& other) noexcept
{
Type = other.Type;
StaticName = other.StaticName;
TypeName = other.TypeName;
other.Type = Null;
other.TypeName = nullptr;
other.StaticName = 0;
}
VariantType& VariantType::operator=(const Types& type)
{
Type = type;
Allocator::Free(TypeName);
if (StaticName)
Allocator::Free(TypeName);
TypeName = nullptr;
StaticName = 0;
return *this;
}
VariantType& VariantType::operator=(VariantType&& other)
{
ASSERT(this != &other);
Swap(Type, other.Type);
Swap(Packed, other.Packed);
Swap(TypeName, other.TypeName);
return *this;
}
@@ -242,14 +266,23 @@ VariantType& VariantType::operator=(const VariantType& other)
{
ASSERT(this != &other);
Type = other.Type;
Allocator::Free(TypeName);
TypeName = nullptr;
const int32 length = StringUtils::Length(other.TypeName);
if (length)
if (StaticName)
Allocator::Free(TypeName);
StaticName = other.StaticName;
if (StaticName)
{
TypeName = static_cast<char*>(Allocator::Allocate(length + 1));
Platform::MemoryCopy(TypeName, other.TypeName, length);
TypeName[length] = 0;
TypeName = other.TypeName;
}
else
{
TypeName = nullptr;
const int32 length = StringUtils::Length(other.TypeName);
if (length)
{
TypeName = static_cast<char*>(Allocator::Allocate(length + 1));
Platform::MemoryCopy(TypeName, other.TypeName, length);
TypeName[length] = 0;
}
}
return *this;
}
@@ -283,24 +316,45 @@ void VariantType::SetTypeName(const StringView& typeName)
{
if (StringUtils::Length(TypeName) != typeName.Length())
{
Allocator::Free(TypeName);
if (StaticName)
Allocator::Free(TypeName);
StaticName = 0;
TypeName = static_cast<char*>(Allocator::Allocate(typeName.Length() + 1));
TypeName[typeName.Length()] = 0;
}
StringUtils::ConvertUTF162ANSI(typeName.Get(), TypeName, typeName.Length());
}
void VariantType::SetTypeName(const StringAnsiView& typeName)
void VariantType::SetTypeName(const StringAnsiView& typeName, bool staticName)
{
if (StringUtils::Length(TypeName) != typeName.Length())
if (StringUtils::Length(TypeName) != typeName.Length() || StaticName != staticName)
{
Allocator::Free(TypeName);
if (StaticName)
Allocator::Free(TypeName);
StaticName = staticName;
if (staticName)
{
TypeName = (char*)typeName.Get();
return;
}
TypeName = static_cast<char*>(Allocator::Allocate(typeName.Length() + 1));
TypeName[typeName.Length()] = 0;
}
Platform::MemoryCopy(TypeName, typeName.Get(), typeName.Length());
}
void VariantType::SetTypeName(const ScriptingType& type)
{
SetTypeName(type.Fullname, type.Module->CanReload);
}
void VariantType::SetTypeName(const MClass& klass)
{
#if USE_CSHARP
SetTypeName(klass.GetFullName(), klass.GetAssembly()->CanReload());
#endif
}
const char* VariantType::GetTypeName() const
{
if (TypeName)
@@ -322,6 +376,29 @@ VariantType VariantType::GetElementType() const
return VariantType();
}
void VariantType::Inline()
{
// Check if the typename comes from static assembly which can be used to inline name instead of dynamic memory allocation
StringAnsiView typeName(TypeName);
auto& modules = BinaryModule::GetModules();
for (auto module : modules)
{
int32 typeIndex;
if (!module->CanReload && module->FindScriptingType(typeName, typeIndex))
{
ScriptingTypeHandle typeHandle(module, typeIndex);
SetTypeName(typeHandle.GetType().Fullname, true);
return;
}
}
#if USE_CSHARP
// Try with C#-only types
if (const auto mclass = Scripting::FindClass(TypeName))
SetTypeName(*mclass);
#endif
}
::String VariantType::ToString() const
{
::String result;
@@ -632,8 +709,7 @@ Variant::Variant(ScriptingObject* v)
AsObject = v;
if (v)
{
// TODO: optimize VariantType to support statically linked typename of ScriptingType (via 1 bit flag within Types enum, only in game as editor might hot-reload types)
Type.SetTypeName(v->GetType().Fullname);
Type.SetTypeName(v->GetType());
v->Deleted.Bind<Variant, &Variant::OnObjectDeleted>(this);
}
}
@@ -644,9 +720,8 @@ Variant::Variant(Asset* v)
AsAsset = v;
if (v)
{
// TODO: optimize VariantType to support statically linked typename of ScriptingType (via 1 bit flag within Types enum, only in game as editor might hot-reload types)
Type.SetTypeName(v->GetType().Fullname);
v->AddReference();
Type.SetTypeName(v->GetType());
v->OnUnloaded.Bind<Variant, &Variant::OnAssetUnloaded>(this);
}
}
@@ -3007,16 +3082,16 @@ Variant Variant::NewValue(const StringAnsiView& typeName)
switch (type.Type)
{
case ScriptingTypes::Script:
v.SetType(VariantType(VariantType::Object, typeName));
v.SetType(VariantType(VariantType::Object, type));
v.AsObject = type.Script.Spawn(ScriptingObjectSpawnParams(Guid::New(), typeHandle));
if (v.AsObject)
v.AsObject->Deleted.Bind<Variant, &Variant::OnObjectDeleted>(&v);
break;
case ScriptingTypes::Structure:
v.SetType(VariantType(VariantType::Structure, typeName));
v.SetType(VariantType(VariantType::Structure, type));
break;
case ScriptingTypes::Enum:
v.SetType(VariantType(VariantType::Enum, typeName));
v.SetType(VariantType(VariantType::Enum, type));
v.AsEnum = 0;
break;
default:
@@ -3030,16 +3105,16 @@ Variant Variant::NewValue(const StringAnsiView& typeName)
// Fallback to C#-only types
if (mclass->IsEnum())
{
v.SetType(VariantType(VariantType::Enum, typeName));
v.SetType(VariantType(VariantType::Enum, mclass));
v.AsEnum = 0;
}
else if (mclass->IsValueType())
{
v.SetType(VariantType(VariantType::Structure, typeName));
v.SetType(VariantType(VariantType::Structure, mclass));
}
else
{
v.SetType(VariantType(VariantType::ManagedObject, typeName));
v.SetType(VariantType(VariantType::ManagedObject, mclass));
MObject* instance = mclass->CreateInstance();
if (instance)
{

View File

@@ -17,7 +17,7 @@ struct ScriptingTypeHandle;
/// </summary>
API_STRUCT(InBuild) struct FLAXENGINE_API VariantType
{
enum Types
enum Types : uint8
{
Null = 0,
Void,
@@ -80,10 +80,22 @@ API_STRUCT(InBuild) struct FLAXENGINE_API VariantType
};
public:
/// <summary>
/// The type of the variant.
/// </summary>
Types Type;
union
{
struct
{
/// <summary>
/// The type of the variant.
/// </summary>
Types Type;
/// <summary>
/// Internal flag used to indicate that pointer to TypeName has been linked from a static/external memory that is stable (eg. ScriptingType or MClass). Allows avoiding dynamic memory allocation.
/// </summary>
uint8 StaticName : 1;
};
uint16 Packed;
};
/// <summary>
/// The optional additional full name of the scripting type. Used for Asset, Object, Enum, Structure types to describe type precisely.
@@ -94,17 +106,20 @@ public:
FORCE_INLINE VariantType()
{
Type = Null;
StaticName = 0;
TypeName = nullptr;
}
FORCE_INLINE explicit VariantType(Types type)
{
Type = type;
StaticName = 0;
TypeName = nullptr;
}
explicit VariantType(Types type, const StringView& typeName);
explicit VariantType(Types type, const StringAnsiView& typeName);
explicit VariantType(Types type, const StringAnsiView& typeName, bool staticName = false);
explicit VariantType(Types type, const ScriptingType& sType);
explicit VariantType(Types type, const MClass* klass);
explicit VariantType(const StringAnsiView& typeName);
VariantType(const VariantType& other);
@@ -112,7 +127,8 @@ public:
FORCE_INLINE ~VariantType()
{
Allocator::Free(TypeName);
if (!StaticName)
Allocator::Free(TypeName);
}
public:
@@ -130,9 +146,13 @@ public:
public:
void SetTypeName(const StringView& typeName);
void SetTypeName(const StringAnsiView& typeName);
void SetTypeName(const StringAnsiView& typeName, bool staticName = false);
void SetTypeName(const ScriptingType& type);
void SetTypeName(const MClass& klass);
const char* GetTypeName() const;
VariantType GetElementType() const;
// Drops custom type name into the name allocated by the scripting module to reduce memory allocations when referencing types.
void Inline();
::String ToString() const;
};

View File

@@ -7,17 +7,17 @@
#include "Engine/Core/Random.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Content/Deprecated.h"
#if !FOLIAGE_USE_SINGLE_QUAD_TREE
#include "Engine/Threading/JobSystem.h"
#if FOLIAGE_USE_DRAW_CALLS_BATCHING
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Renderer/RenderList.h"
#endif
#endif
#include "Engine/Level/SceneQuery.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
#include "Engine/Renderer/GI/GlobalSurfaceAtlasPass.h"
#include "Engine/Serialization/Serialization.h"
@@ -41,8 +41,7 @@ Foliage::Foliage(const SpawnParams& params)
void Foliage::AddToCluster(ChunkedArray<FoliageCluster, FOLIAGE_CLUSTER_CHUNKS_SIZE>& clusters, FoliageCluster* cluster, FoliageInstance& instance)
{
ASSERT(instance.Bounds.Radius > ZeroTolerance);
ASSERT(cluster->Bounds.Intersects(instance.Bounds));
ASSERT_LOW_LAYER(instance.Bounds.Radius > ZeroTolerance);
// Minor clusters don't use bounds intersection but try to find the first free cluster instead
if (cluster->IsMinor)
@@ -63,6 +62,7 @@ void Foliage::AddToCluster(ChunkedArray<FoliageCluster, FOLIAGE_CLUSTER_CHUNKS_S
else
{
// Find target cluster
ASSERT(cluster->Bounds.Intersects(instance.Bounds));
while (cluster->Children[0])
{
#define CHECK_CHILD(idx) \
@@ -193,6 +193,8 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster,
// Draw visible instances
const auto frame = Engine::FrameCount;
const auto model = type.Model.Get();
const auto transitionLOD = renderContext.View.Pass != DrawPass::Depth; // Let the main view pass update LOD transitions
// TODO: move DrawState to be stored per-view (so shadows can fade objects on their own)
for (int32 i = 0; i < cluster->Instances.Count(); i++)
{
auto& instance = *cluster->Instances.Get()[i];
@@ -210,20 +212,29 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster,
// Handling model fade-out transition
if (modelFrame == frame && instance.DrawState.PrevLOD != -1)
{
// Check if start transition
if (instance.DrawState.LODTransition == 255)
if (transitionLOD)
{
instance.DrawState.LODTransition = 0;
}
// Check if start transition
if (instance.DrawState.LODTransition == 255)
{
instance.DrawState.LODTransition = 0;
}
RenderTools::UpdateModelLODTransition(instance.DrawState.LODTransition);
RenderTools::UpdateModelLODTransition(instance.DrawState.LODTransition);
// Check if end transition
if (instance.DrawState.LODTransition == 255)
{
instance.DrawState.PrevLOD = lodIndex;
// Check if end transition
if (instance.DrawState.LODTransition == 255)
{
instance.DrawState.PrevLOD = lodIndex;
}
else
{
const auto prevLOD = model->ClampLODIndex(instance.DrawState.PrevLOD);
const float normalizedProgress = static_cast<float>(instance.DrawState.LODTransition) * (1.0f / 255.0f);
DrawInstance(renderContext, instance, type, model, prevLOD, normalizedProgress, drawCallsLists, result);
}
}
else
else if (instance.DrawState.LODTransition < 255)
{
const auto prevLOD = model->ClampLODIndex(instance.DrawState.PrevLOD);
const float normalizedProgress = static_cast<float>(instance.DrawState.LODTransition) * (1.0f / 255.0f);
@@ -236,29 +247,32 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster,
lodIndex += renderContext.View.ModelLODBias;
lodIndex = model->ClampLODIndex(lodIndex);
// Check if it's the new frame and could update the drawing state (note: model instance could be rendered many times per frame to different viewports)
if (modelFrame == frame)
if (transitionLOD)
{
// Check if start transition
if (instance.DrawState.PrevLOD != lodIndex && instance.DrawState.LODTransition == 255)
// Check if it's the new frame and could update the drawing state (note: model instance could be rendered many times per frame to different viewports)
if (modelFrame == frame)
{
// Check if start transition
if (instance.DrawState.PrevLOD != lodIndex && instance.DrawState.LODTransition == 255)
{
instance.DrawState.LODTransition = 0;
}
RenderTools::UpdateModelLODTransition(instance.DrawState.LODTransition);
// Check if end transition
if (instance.DrawState.LODTransition == 255)
{
instance.DrawState.PrevLOD = lodIndex;
}
}
// Check if there was a gap between frames in drawing this model instance
else if (modelFrame < frame || instance.DrawState.PrevLOD == -1)
{
// Reset state
instance.DrawState.PrevLOD = lodIndex;
instance.DrawState.LODTransition = 0;
}
RenderTools::UpdateModelLODTransition(instance.DrawState.LODTransition);
// Check if end transition
if (instance.DrawState.LODTransition == 255)
{
instance.DrawState.PrevLOD = lodIndex;
}
}
// Check if there was a gap between frames in drawing this model instance
else if (modelFrame < frame || instance.DrawState.PrevLOD == -1)
{
// Reset state
instance.DrawState.PrevLOD = lodIndex;
instance.DrawState.LODTransition = 255;
}
// Draw
@@ -281,7 +295,8 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster,
//DebugDraw::DrawSphere(instance.Bounds, Color::YellowGreen);
instance.DrawState.PrevFrame = frame;
if (transitionLOD)
instance.DrawState.PrevFrame = frame;
}
}
}
@@ -350,7 +365,7 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster,
draw.DrawState = &instance.DrawState;
draw.Bounds = sphere;
draw.PerInstanceRandom = instance.Random;
draw.DrawModes = type._drawModes;
draw.DrawModes = type.DrawModes;
draw.SetStencilValue(_layer);
type.Model->Draw(renderContext, draw);

View File

@@ -21,26 +21,7 @@ void FoliageCluster::Init(const BoundingBox& bounds)
void FoliageCluster::UpdateTotalBoundsAndCullDistance()
{
if (Children[0])
{
ASSERT(Instances.IsEmpty());
Children[0]->UpdateTotalBoundsAndCullDistance();
Children[1]->UpdateTotalBoundsAndCullDistance();
Children[2]->UpdateTotalBoundsAndCullDistance();
Children[3]->UpdateTotalBoundsAndCullDistance();
TotalBounds = Children[0]->TotalBounds;
BoundingBox::Merge(TotalBounds, Children[1]->TotalBounds, TotalBounds);
BoundingBox::Merge(TotalBounds, Children[2]->TotalBounds, TotalBounds);
BoundingBox::Merge(TotalBounds, Children[3]->TotalBounds, TotalBounds);
MaxCullDistance = Children[0]->MaxCullDistance;
MaxCullDistance = Math::Max(MaxCullDistance, Children[1]->MaxCullDistance);
MaxCullDistance = Math::Max(MaxCullDistance, Children[2]->MaxCullDistance);
MaxCullDistance = Math::Max(MaxCullDistance, Children[3]->MaxCullDistance);
}
else if (Instances.HasItems())
if (Instances.HasItems())
{
BoundingBox box;
BoundingBox::FromSphere(Instances[0]->Bounds, TotalBounds);
@@ -58,6 +39,30 @@ void FoliageCluster::UpdateTotalBoundsAndCullDistance()
MaxCullDistance = 0;
}
if (Children[0])
{
Children[0]->UpdateTotalBoundsAndCullDistance();
Children[1]->UpdateTotalBoundsAndCullDistance();
Children[2]->UpdateTotalBoundsAndCullDistance();
Children[3]->UpdateTotalBoundsAndCullDistance();
if (Instances.HasItems())
BoundingBox::Merge(TotalBounds, Children[0]->TotalBounds, TotalBounds);
else
TotalBounds = Children[0]->TotalBounds;
BoundingBox::Merge(TotalBounds, Children[1]->TotalBounds, TotalBounds);
BoundingBox::Merge(TotalBounds, Children[2]->TotalBounds, TotalBounds);
BoundingBox::Merge(TotalBounds, Children[3]->TotalBounds, TotalBounds);
if (Instances.HasItems())
MaxCullDistance = Math::Max(MaxCullDistance, Children[0]->MaxCullDistance);
else
MaxCullDistance = Children[0]->MaxCullDistance;
MaxCullDistance = Math::Max(MaxCullDistance, Children[1]->MaxCullDistance);
MaxCullDistance = Math::Max(MaxCullDistance, Children[2]->MaxCullDistance);
MaxCullDistance = Math::Max(MaxCullDistance, Children[3]->MaxCullDistance);
}
BoundingSphere::FromBox(TotalBounds, TotalBoundsSphere);
}

View File

@@ -1094,6 +1094,11 @@ API_ENUM(Attributes="Flags") enum class ViewFlags : uint64
/// Default flags for materials/models previews generating.
/// </summary>
DefaultAssetPreview = Reflections | Decals | DirectionalLights | PointLights | SpotLights | SkyLights | SpecularLight | AntiAliasing | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows | Sky | Particles,
/// <summary>
/// All flags enabled.
/// </summary>
All = None | DebugDraw | EditorSprites | Reflections | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | Decals | DepthOfField | PhysicsDebug | Fog | MotionBlur | ContactShadows | GlobalSDF | Sky | LightsDebug | Particles,
};
DECLARE_ENUM_OPERATORS(ViewFlags);

View File

@@ -6,7 +6,9 @@
#include "Engine/Core/Math/Transform.h"
#include "Engine/Core/Math/Ray.h"
#include "Engine/Core/Math/CollisionsHelper.h"
#include "Engine/Core/Math/Half.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Graphics/PixelFormat.h"
/// <summary>
/// Helper container used for detailed triangle mesh intersections tests.
@@ -31,23 +33,38 @@ public:
}
template<typename IndexType>
void Init(uint32 vertices, uint32 triangles, const Float3* positions, const IndexType* indices, uint32 positionsStride = sizeof(Float3))
void Init(uint32 vertices, uint32 triangles, const Float3* positions, const IndexType* indices, uint32 positionsStride = sizeof(Float3), PixelFormat positionsFormat = PixelFormat::R32G32B32_Float)
{
Triangles.Clear();
Triangles.EnsureCapacity(triangles, false);
const IndexType* it = indices;
for (uint32 i = 0; i < triangles; i++)
#define LOOP_BEGIN() \
for (uint32 i = 0; i < triangles; i++) \
{ \
const IndexType i0 = *(it++); \
const IndexType i1 = *(it++); \
const IndexType i2 = *(it++); \
if (i0 < vertices && i1 < vertices && i2 < vertices) \
{
const IndexType i0 = *(it++);
const IndexType i1 = *(it++);
const IndexType i2 = *(it++);
if (i0 < vertices && i1 < vertices && i2 < vertices)
{
#define LOOP_END() } }
if (positionsFormat == PixelFormat::R32G32B32_Float)
{
LOOP_BEGIN()
#define GET_POS(idx) *(const Float3*)((const byte*)positions + positionsStride * idx)
Triangles.Add({ GET_POS(i0), GET_POS(i1), GET_POS(i2) });
#undef GET_POS
}
LOOP_END()
}
else if (positionsFormat == PixelFormat::R16G16B16A16_Float)
{
LOOP_BEGIN()
#define GET_POS(idx) ((const Half4*)((const byte*)positions + positionsStride * idx))->ToFloat3()
Triangles.Add({ GET_POS(i0), GET_POS(i1), GET_POS(i2) });
#undef GET_POS
LOOP_END()
}
#undef LOOP_BEGIN
#undef LOOP_END
}
void Clear()

View File

@@ -265,6 +265,39 @@ namespace FlaxEngine
}
}
/// <summary>
/// Copies the contents of the input <see cref="T:System.Span`1"/> into the elements of this stream.
/// </summary>
/// <param name="src">The source <see cref="T:System.Span`1"/>.</param>
public void Set(Span<uint> src)
{
if (IsLinear(PixelFormat.R32_UInt))
{
src.CopyTo(MemoryMarshal.Cast<byte, uint>(_data));
}
else if (IsLinear(PixelFormat.R16_UInt))
{
var count = Count;
fixed (byte* data = _data)
{
for (int i = 0; i < count; i++)
((ushort*)data)[i] = (ushort)src[i];
}
}
else
{
var count = Count;
fixed (byte* data = _data)
{
for (int i = 0; i < count; i++)
{
var v = new Float4(src[i]);
_sampler.Write(data + i * _stride, ref v);
}
}
}
}
/// <summary>
/// Copies the contents of this stream into a destination <see cref="T:System.Span`1" />.
/// </summary>
@@ -281,9 +314,7 @@ namespace FlaxEngine
fixed (byte* data = _data)
{
for (int i = 0; i < count; i++)
{
dst[i] = new Float2(_sampler.Read(data + i * _stride));
}
}
}
}
@@ -304,9 +335,7 @@ namespace FlaxEngine
fixed (byte* data = _data)
{
for (int i = 0; i < count; i++)
{
dst[i] = new Float3(_sampler.Read(data + i * _stride));
}
}
}
}
@@ -327,9 +356,37 @@ namespace FlaxEngine
fixed (byte* data = _data)
{
for (int i = 0; i < count; i++)
{
dst[i] = (Color)_sampler.Read(data + i * _stride);
}
}
}
}
/// <summary>
/// Copies the contents of this stream into a destination <see cref="T:System.Span`1" />.
/// </summary>
/// <param name="dst">The destination <see cref="T:System.Span`1" />.</param>
public void CopyTo(Span<uint> dst)
{
if (IsLinear(PixelFormat.R32_UInt))
{
_data.CopyTo(MemoryMarshal.Cast<uint, byte>(dst));
}
else if (IsLinear(PixelFormat.R16_UInt))
{
var count = Count;
fixed (byte* data = _data)
{
for (int i = 0; i < count; i++)
dst[i] = ((ushort*)data)[i];
}
}
else
{
var count = Count;
fixed (byte* data = _data)
{
for (int i = 0; i < count; i++)
dst[i] = (uint)_sampler.Read(data + i * _stride).X;
}
}
}
@@ -619,6 +676,16 @@ namespace FlaxEngine
return Attribute((VertexElement.Types)((byte)VertexElement.Types.TexCoord0 + channel));
}
/// <summary>
/// Gets or sets the index buffer with triangle indices.
/// </summary>
/// <remarks>Uses <see cref="Index"/> stream to read or write data to the index buffer.</remarks>
public uint[] Triangles
{
get => GetStreamUInt(Index());
set => SetStreamUInt(Index(), value);
}
/// <summary>
/// Gets or sets the vertex positions. Null if <see cref="VertexElement.Types.Position"/> does not exist in vertex buffers of the mesh.
/// </summary>
@@ -659,6 +726,25 @@ namespace FlaxEngine
set => SetStreamFloat2(VertexElement.Types.TexCoord, value);
}
private uint[] GetStreamUInt(Stream stream)
{
uint[] result = null;
if (stream.IsValid)
{
result = new uint[stream.Count];
stream.CopyTo(result);
}
return result;
}
private void SetStreamUInt(Stream stream, uint[] value)
{
if (stream.IsValid)
{
stream.Set(value);
}
}
private delegate void TransformDelegate3(ref Float3 value);
private Float3[] GetStreamFloat3(VertexElement.Types attribute, TransformDelegate3 transform = null)

View File

@@ -441,6 +441,9 @@ bool MeshBase::Init(uint32 vertices, uint32 triangles, const Array<const void*,
GPUBuffer* vertexBuffer1 = nullptr;
GPUBuffer* vertexBuffer2 = nullptr;
GPUBuffer* indexBuffer = nullptr;
#if MODEL_USE_PRECISE_MESH_INTERSECTS
VertexElement positionsElement;
#endif
// Create GPU buffers
#if GPU_ENABLE_RESOURCE_NAMING
@@ -470,10 +473,11 @@ bool MeshBase::Init(uint32 vertices, uint32 triangles, const Array<const void*,
// Init collision proxy
#if MODEL_USE_PRECISE_MESH_INTERSECTS
positionsElement = vbLayout[0]->FindElement(VertexElement::Types::Position);
if (use16BitIndexBuffer)
_collisionProxy.Init<uint16>(vertices, triangles, (const Float3*)vbData[0], (const uint16*)ibData);
_collisionProxy.Init<uint16>(vertices, triangles, (const Float3*)vbData[0], (const uint16*)ibData, vertexBuffer0->GetStride(), positionsElement.Format);
else
_collisionProxy.Init<uint32>(vertices, triangles, (const Float3*)vbData[0], (const uint32*)ibData);
_collisionProxy.Init<uint32>(vertices, triangles, (const Float3*)vbData[0], (const uint32*)ibData, vertexBuffer0->GetStride(), positionsElement.Format);
#endif
// Free old buffers

View File

@@ -73,6 +73,10 @@ struct TIsPODType<SkeletonBone>
/// </remarks>
class FLAXENGINE_API SkeletonData
{
private:
mutable volatile int64 _dirty = 1;
mutable Array<Matrix> _cachedPose;
public:
/// <summary>
/// The nodes in this hierarchy. The root node is always at the index 0.
@@ -114,6 +118,11 @@ public:
int32 FindNode(const StringView& name) const;
int32 FindBone(int32 nodeIndex) const;
// Gets the skeleton nodes transforms in mesh space (pose). Calculated from the local node transforms and hierarchy. Cached internally and updated when data is dirty.
const Array<Matrix>& GetNodesPose() const;
// Marks data as dirty (modified) to update internal state and recalculate cached data if needed (eg. skeleton pose).
void Dirty();
uint64 GetMemoryUsage() const;
/// <summary>

View File

@@ -154,6 +154,8 @@ void SkeletonData::Swap(SkeletonData& other)
{
Nodes.Swap(other.Nodes);
Bones.Swap(other.Bones);
Dirty();
other.Dirty();
}
Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
@@ -171,6 +173,7 @@ Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
void SkeletonData::SetNodeTransform(int32 nodeIndex, const Transform& value)
{
CHECK(Nodes.IsValidIndex(nodeIndex));
Dirty();
const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
if (parentIndex == -1)
{
@@ -201,6 +204,39 @@ int32 SkeletonData::FindBone(int32 nodeIndex) const
return -1;
}
const Array<Matrix>& SkeletonData::GetNodesPose() const
{
// Guard with a simple atomic flag to avoid locking if the pose is up to date
if (Platform::AtomicRead(&_dirty))
{
ScopeLock lock(RenderContext::GPULocker);
if (Platform::AtomicRead(&_dirty))
{
const SkeletonNode* nodes = Nodes.Get();
const int32 nodesCount = Nodes.Count();
_cachedPose.Resize(nodesCount);
Matrix* posePtr = _cachedPose.Get();
for (int32 nodeIndex = 0; nodeIndex < nodesCount; nodeIndex++)
{
const SkeletonNode& node = nodes[nodeIndex];
Matrix local;
Matrix::Transformation(node.LocalTransform.Scale, node.LocalTransform.Orientation, node.LocalTransform.Translation, local);
if (node.ParentIndex != -1)
Matrix::Multiply(local, posePtr[node.ParentIndex], posePtr[nodeIndex]);
else
posePtr[nodeIndex] = local;
}
Platform::AtomicStore(&_dirty, 0);
}
}
return _cachedPose;
}
void SkeletonData::Dirty()
{
Platform::AtomicStore(&_dirty, 1);
}
uint64 SkeletonData::GetMemoryUsage() const
{
uint64 result = Nodes.Capacity() * sizeof(SkeletonNode) + Bones.Capacity() * sizeof(SkeletonBone);

View File

@@ -5,11 +5,6 @@
#include "Engine/Animations/Config.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Core/Math/Matrix3x4.h"
SkinnedMeshDrawData::SkinnedMeshDrawData()
{
}
SkinnedMeshDrawData::~SkinnedMeshDrawData()
{
@@ -33,7 +28,7 @@ void SkinnedMeshDrawData::Setup(int32 bonesCount)
BonesCount = bonesCount;
_hasValidData = false;
_isDirty = false;
_isDirty = true;
Data.Resize(BoneMatrices->GetSize());
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}

View File

@@ -36,11 +36,6 @@ public:
Array<byte> Data;
public:
/// <summary>
/// Initializes a new instance of the <see cref="SkinnedMeshDrawData"/> class.
/// </summary>
SkinnedMeshDrawData();
/// <summary>
/// Finalizes an instance of the <see cref="SkinnedMeshDrawData"/> class.
/// </summary>
@@ -76,7 +71,7 @@ public:
void OnDataChanged(bool dropHistory);
/// <summary>
/// After bones Data has been send to the GPU buffer.
/// After bones Data has been sent to the GPU buffer.
/// </summary>
void OnFlush()
{

View File

@@ -8,6 +8,7 @@
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUBuffer.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#include "Engine/Threading/ConcurrentDictionary.h"
#if GPU_ENABLE_RESOURCE_NAMING
#include "Engine/Scripting/Enums.h"
#endif
@@ -40,27 +41,37 @@ uint32 GetHash(const VertexBufferLayouts& key)
namespace
{
CriticalSection CacheLocker;
Dictionary<uint32, GPUVertexLayout*> LayoutCache;
Dictionary<VertexBufferLayouts, GPUVertexLayout*> VertexBufferCache;
ConcurrentDictionary<uint32, GPUVertexLayout*> LayoutCache;
ConcurrentDictionary<VertexBufferLayouts, GPUVertexLayout*> VertexBufferCache;
GPUVertexLayout* AddCache(const VertexBufferLayouts& key, int32 count)
GPUVertexLayout* GetCache(const VertexBufferLayouts& key, int32 count)
{
GPUVertexLayout::Elements elements;
bool anyValid = false;
for (int32 slot = 0; slot < count; slot++)
GPUVertexLayout* result;
if (!VertexBufferCache.TryGet(key, result))
{
if (key.Layouts[slot])
GPUVertexLayout::Elements elements;
bool anyValid = false;
for (int32 slot = 0; slot < count; slot++)
{
anyValid = true;
int32 start = elements.Count();
elements.Add(key.Layouts[slot]->GetElements());
for (int32 j = start; j < elements.Count(); j++)
elements.Get()[j].Slot = (byte)slot;
if (key.Layouts[slot])
{
anyValid = true;
int32 start = elements.Count();
elements.Add(key.Layouts[slot]->GetElements());
for (int32 j = start; j < elements.Count(); j++)
elements.Get()[j].Slot = (byte)slot;
}
}
result = anyValid ? GPUVertexLayout::Get(elements, true) : nullptr;
if (!VertexBufferCache.Add(key, result))
{
// Other thread added the value
Delete(result);
bool found = VertexBufferCache.TryGet(key, result);
ASSERT(found);
}
}
GPUVertexLayout* result = anyValid ? GPUVertexLayout::Get(elements, true) : nullptr;
VertexBufferCache.Add(key, result);
return result;
}
}
@@ -148,7 +159,6 @@ GPUVertexLayout* GPUVertexLayout::Get(const Elements& elements, bool explicitOff
}
// Lookup existing cache
CacheLocker.Lock();
GPUVertexLayout* result;
if (!LayoutCache.TryGet(hash, result))
{
@@ -160,12 +170,16 @@ GPUVertexLayout* GPUVertexLayout::Get(const Elements& elements, bool explicitOff
LOG(Error, " {}", e.ToString());
#endif
LOG(Error, "Failed to create vertex layout");
CacheLocker.Unlock();
return nullptr;
}
LayoutCache.Add(hash, result);
if (!LayoutCache.Add(hash, result))
{
// Other thread added the value
Delete(result);
bool found = LayoutCache.TryGet(hash, result);
ASSERT(found);
}
}
CacheLocker.Unlock();
return result;
}
@@ -185,13 +199,7 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span<GPUBuffer*>& vertexBuffers)
key.Layouts[i] = nullptr;
// Lookup existing cache
CacheLocker.Lock();
GPUVertexLayout* result;
if (!VertexBufferCache.TryGet(key, result))
result = AddCache(key, vertexBuffers.Length());
CacheLocker.Unlock();
return result;
return GetCache(key, vertexBuffers.Length());
}
GPUVertexLayout* GPUVertexLayout::Get(const Span<GPUVertexLayout*>& layouts)
@@ -209,13 +217,7 @@ GPUVertexLayout* GPUVertexLayout::Get(const Span<GPUVertexLayout*>& layouts)
key.Layouts[i] = nullptr;
// Lookup existing cache
CacheLocker.Lock();
GPUVertexLayout* result;
if (!VertexBufferCache.TryGet(key, result))
result = AddCache(key, layouts.Length());
CacheLocker.Unlock();
return result;
return GetCache(key, layouts.Length());
}
GPUVertexLayout* GPUVertexLayout::Merge(GPUVertexLayout* base, GPUVertexLayout* reference, bool removeUnused, bool addMissing, int32 missingSlotOverride, bool referenceOrder)

View File

@@ -1685,7 +1685,7 @@ Quaternion Actor::LookingAt(const Vector3& worldPos) const
{
const Vector3 direction = worldPos - _transform.Translation;
if (direction.LengthSquared() < ZeroTolerance)
return _parent->GetOrientation();
return _parent ? _parent->GetOrientation() : Quaternion::Identity;
const Float3 newForward = Vector3::Normalize(direction);
const Float3 oldForward = _transform.Orientation * Vector3::Forward;
@@ -1712,7 +1712,7 @@ Quaternion Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp) con
{
const Vector3 direction = worldPos - _transform.Translation;
if (direction.LengthSquared() < ZeroTolerance)
return _parent->GetOrientation();
return _parent ? _parent->GetOrientation() : Quaternion::Identity;
const Float3 forward = Vector3::Normalize(direction);
const Float3 up = Vector3::Normalize(worldUp);
if (Math::IsOne(Float3::Dot(forward, up)))

View File

@@ -14,14 +14,84 @@
#include "Engine/Content/Deprecated.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUPass.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/Models/MeshAccessor.h"
#include "Engine/Graphics/Models/MeshDeformation.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Level/SceneObjectsFactory.h"
#include "Engine/Profiler/ProfilerMemory.h"
#include "Engine/Profiler/Profiler.h"
#include "Engine/Serialization/Serialization.h"
// Implements efficient skinning data update within a shared GPUMemoryPass with manual resource transitions batched for all animated models.
class AnimatedModelRenderListExtension : public RenderList::IExtension
{
public:
struct Item
{
GPUBuffer* BoneMatrices;
void* Data;
int32 Size;
};
RenderListBuffer<Item> Items;
void PreDraw(GPUContext* context, RenderContextBatch& renderContextBatch) override
{
Items.Clear();
}
void PostDraw(GPUContext* context, RenderContextBatch& renderContextBatch) override
{
const int32 count = Items.Count();
if (count == 0)
return;
PROFILE_GPU_CPU_NAMED("Update Bones");
GPUMemoryPass pass(context);
Item* items = Items.Get();
// Special case for D3D11 backend that doesn't need transitions
if (context->GetDevice()->GetRendererType() <= RendererType::DirectX11)
{
for (int32 i = 0; i < count; i++)
{
Item& item = items[i];
context->UpdateBuffer(item.BoneMatrices, item.Data, item.Size);
}
}
else
{
// Batch resource barriers for buffer update
for (int32 i = 0; i < count; i++)
pass.Transition(items[i].BoneMatrices, GPUResourceAccess::CopyWrite);
// Update all buffers within Memory Pass (no barriers between)
for (int32 i = 0; i < count; i++)
{
Item& item = items[i];
context->UpdateBuffer(item.BoneMatrices, item.Data, item.Size);
}
// Batch resource barriers for reading in Vertex Shader
for (int32 i = 0; i < count; i++)
pass.Transition(items[i].BoneMatrices, GPUResourceAccess::ShaderReadGraphics);
}
#if COMPILE_WITH_PROFILER
// Insert amount of kilobytes of data updated into profiler trace
uint32 dataSize = 0;
for (int32 i = 0; i < count; i++)
dataSize += items[i].Size;
ZoneValue(dataSize / 1024);
#endif
Items.Clear();
}
};
AnimatedModelRenderListExtension RenderListExtension;
AnimatedModel::AnimatedModel(const SpawnParams& params)
: ModelInstanceActor(params)
, _actualMode(AnimationUpdateMode::Never)
@@ -1002,7 +1072,7 @@ void AnimatedModel::Draw(RenderContext& renderContext)
if (renderContext.View.Pass == DrawPass::GlobalSDF)
return;
if (renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas)
return; // No supported
return; // Not supported
ACTOR_GET_WORLD_MATRIX(this, view, world);
GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, world);
@@ -1012,9 +1082,8 @@ void AnimatedModel::Draw(RenderContext& renderContext)
// Flush skinning data with GPU
if (_skinningData.IsDirty())
{
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
RenderContext::GPULocker.Unlock();
RenderListExtension.Items.Add({ _skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count() });
_skinningData.OnFlush();
}
SkinnedMesh::DrawInfo draw;
@@ -1056,9 +1125,8 @@ void AnimatedModel::Draw(RenderContextBatch& renderContextBatch)
// Flush skinning data with GPU
if (_skinningData.IsDirty())
{
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
RenderContext::GPULocker.Unlock();
RenderListExtension.Items.Add({ _skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count() });
_skinningData.OnFlush();
}
SkinnedMesh::DrawInfo draw;

View File

@@ -473,6 +473,19 @@ public:
/// <returns>Found actors list.</returns>
API_FUNCTION() static Array<Actor*> GetActors(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type, bool activeOnly = false);
/// <summary>
/// Finds all the actors of the given type in all the loaded scenes.
/// </summary>
/// <typeparam name="T">Type of the object.</typeparam>
/// <param name="activeOnly">Finds only active actors.</param>
/// <returns>Found actors list.</returns>
template<typename T>
static Array<T*> GetActors(bool activeOnly = false)
{
Array<Actor*> actors = GetActors(T::GetStaticClass(), activeOnly);
return *(Array<T*>*)&actors;
}
/// <summary>
/// Finds all the scripts of the given type in an actor or all the loaded scenes.
/// </summary>

View File

@@ -13,7 +13,7 @@ namespace FlaxEngine
public bool ValueEquals(object other)
{
var o = (MeshReference)other;
return JsonSerializer.ValueEquals(Actor, o.Actor) &&
return JsonSerializer.SceneObjectEquals(Actor, o.Actor) &&
LODIndex == o.LODIndex &&
MeshIndex == o.MeshIndex;
}

View File

@@ -227,9 +227,9 @@ public:
void PrefabInstanceData::CollectPrefabInstances(PrefabInstancesData& prefabInstancesData, const Guid& prefabId, Actor* defaultInstance, Actor* targetActor)
{
ScopeLock lock(PrefabManager::PrefabsReferencesLocker);
if (PrefabManager::PrefabsReferences.ContainsKey(prefabId))
if (auto instancesPtr = PrefabManager::PrefabsReferences.TryGet(prefabId))
{
auto& instances = PrefabManager::PrefabsReferences[prefabId];
auto& instances = *instancesPtr;
int32 usedCount = 0;
for (int32 instanceIndex = 0; instanceIndex < instances.Count(); instanceIndex++)
{

View File

@@ -677,11 +677,10 @@ void CleanupGPUParticlesSorting()
SAFE_DELETE_GPU_RESOURCE(GPUIndirectArgsBuffer);
}
void DrawEmittersGPU(RenderContextBatch& renderContextBatch)
void DrawEmittersGPU(GPUContext* context, RenderContextBatch& renderContextBatch)
{
PROFILE_GPU_CPU_NAMED("DrawEmittersGPU");
ScopeReadLock systemScope(Particles::SystemLocker);
GPUContext* context = GPUDevice::Instance->GetMainContext();
// Count draws and sorting passes needed for resources allocation
uint32 indirectArgsSize = 0;
@@ -1124,9 +1123,9 @@ void DrawEmitterGPU(RenderContextBatch& renderContextBatch, ParticleBuffer* buff
if (GPUEmitterDraws.Count() == 0)
{
// The first emitter schedules the drawing of all batched draws
renderContextBatch.GetMainContext().List->AddDelayedDraw([](RenderContextBatch& renderContextBatch, int32 contextIndex)
renderContextBatch.GetMainContext().List->AddDelayedDraw([](GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex)
{
DrawEmittersGPU(renderContextBatch);
DrawEmittersGPU(context, renderContextBatch);
});
}
GPUEmitterDraws.Add({ buffer, drawCall, drawModes, staticFlags, bounds, renderModulesIndices, indirectArgsSize, sortOrder, sorting });

View File

@@ -12,25 +12,25 @@
bool FileSystemBase::ShowOpenFileDialog(Window* parentWindow, const StringView& initialDirectory, const StringView& filter, bool multiSelect, const StringView& title, Array<String, HeapAllocation>& filenames)
{
// No supported
// Not supported
return true;
}
bool FileSystemBase::ShowSaveFileDialog(Window* parentWindow, const StringView& initialDirectory, const StringView& filter, bool multiSelect, const StringView& title, Array<String, HeapAllocation>& filenames)
{
// No supported
// Not supported
return true;
}
bool FileSystemBase::ShowBrowseFolderDialog(Window* parentWindow, const StringView& initialDirectory, const StringView& title, String& path)
{
// No supported
// Not supported
return true;
}
bool FileSystemBase::ShowFileExplorer(const StringView& path)
{
// No supported
// Not supported
return true;
}

View File

@@ -15,6 +15,7 @@
#include "Engine/Profiler/Profiler.h"
#include "Engine/Content/Assets/CubeTexture.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Half.h"
#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
#include "Engine/Level/Scene/Lightmap.h"
#include "Engine/Level/Actors/PostFxVolume.h"
@@ -30,6 +31,13 @@ namespace
Array<RenderList*> FreeRenderList;
Array<Pair<void*, uintptr>> MemPool;
CriticalSection MemPoolLocker;
typedef Array<RenderList::IExtension*, FixedAllocation<8>> ExtensionsList;
ExtensionsList& GetExtensions()
{
static ExtensionsList list;
return list;
}
}
void ShaderObjectData::Store(const Matrix& worldMatrix, const Matrix& prevWorldMatrix, const Rectangle& lightmapUVsArea, const Float3& geometrySize, float perInstanceRandom, float worldDeterminantSign, float lodDitherFactor)
@@ -235,6 +243,16 @@ void RenderList::CleanupCache()
MemPoolLocker.Unlock();
}
RenderList::IExtension::IExtension()
{
GetExtensions().Add(this);
}
RenderList::IExtension::~IExtension()
{
GetExtensions().Remove(this);
}
bool RenderList::BlendableSettings::operator<(const BlendableSettings& other) const
{
// Sort by higher priority
@@ -257,18 +275,31 @@ void RenderList::AddSettingsBlend(IPostFxSettingsProvider* provider, float weigh
void RenderList::AddDelayedDraw(DelayedDraw&& func)
{
MemPoolLocker.Lock(); // TODO: convert _delayedDraws into RenderListBuffer with usage of arena Memory for fast alloc
_delayedDraws.Add(MoveTemp(func));
MemPoolLocker.Unlock();
}
void RenderList::DrainDelayedDraws(RenderContextBatch& renderContextBatch, int32 contextIndex)
void RenderList::DrainDelayedDraws(GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex)
{
if (_delayedDraws.IsEmpty())
if (_delayedDraws.Count() == 0)
return;
PROFILE_CPU();
for (DelayedDraw& e : _delayedDraws)
e(renderContextBatch, contextIndex);
_delayedDraws.SetCapacity(0);
e(context, renderContextBatch, renderContextIndex);
_delayedDraws.Clear();
}
#define LOOP_EXTENSIONS() const auto& extensions = GetExtensions(); for (auto* e : extensions)
void RenderList::PreDraw(GPUContext* context, RenderContextBatch& renderContextBatch)
{
LOOP_EXTENSIONS()
e->PreDraw(context, renderContextBatch);
}
void RenderList::PostDraw(GPUContext* context, RenderContextBatch& renderContextBatch)
{
LOOP_EXTENSIONS()
e->PostDraw(context, renderContextBatch);
}
void RenderList::BlendSettings()
@@ -494,7 +525,6 @@ RenderList::RenderList(const SpawnParams& params)
, ObjectBuffer(0, PixelFormat::R32G32B32A32_Float, false, TEXT("Object Buffer"))
, TempObjectBuffer(0, PixelFormat::R32G32B32A32_Float, false, TEXT("Object Buffer"))
, _instanceBuffer(0, sizeof(ShaderObjectDrawInstanceData), TEXT("Instance Buffer"), GPUVertexLayout::Get({ { VertexElement::Types::Attribute0, 3, 0, 1, PixelFormat::R32_UInt } }))
, _delayedDraws(&Memory)
{
}
@@ -826,6 +856,13 @@ FORCE_INLINE bool DrawsEqual(const DrawCall* a, const DrawCall* b)
Platform::MemoryCompare(a->Geometry.VertexBuffers, b->Geometry.VertexBuffers, sizeof(a->Geometry.VertexBuffers) + sizeof(a->Geometry.VertexBuffersOffsets)) == 0;
}
FORCE_INLINE Span<GPUBuffer*> GetVB(GPUBuffer* const* ptr, int32 maxSize)
{
while (ptr[maxSize - 1] == nullptr && maxSize > 1)
maxSize--;
return ToSpan<GPUBuffer*>(ptr, maxSize);
}
void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list, RenderList* drawCallsList, GPUTextureView* input)
{
if (list.IsEmpty())
@@ -954,7 +991,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
Platform::MemoryCopy(vb, activeDraw->Geometry.VertexBuffers, sizeof(DrawCall::Geometry.VertexBuffers));
Platform::MemoryCopy(vbOffsets, activeDraw->Geometry.VertexBuffersOffsets, sizeof(DrawCall::Geometry.VertexBuffersOffsets));
context->BindIB(activeDraw->Geometry.IndexBuffer);
context->BindVB(ToSpan(vb, ARRAY_COUNT(vb)), vbOffsets);
context->BindVB(GetVB(vb, ARRAY_COUNT(vb)), vbOffsets);
context->DrawIndexedInstanced(activeDraw->Draw.IndicesCount, activeCount, instanceBufferOffset, 0, activeDraw->Draw.StartIndex);
instanceBufferOffset += activeCount;
@@ -971,7 +1008,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
// Single-draw call batch
context->BindIB(drawCall.Geometry.IndexBuffer);
context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets);
context->BindVB(GetVB(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets);
if (drawCall.InstanceCount == 0)
{
context->DrawIndexedInstancedIndirect(drawCall.Draw.IndirectArgsBuffer, drawCall.Draw.IndirectArgsOffset);
@@ -994,7 +1031,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
Platform::MemoryCopy(vb, drawCall.Geometry.VertexBuffers, sizeof(DrawCall::Geometry.VertexBuffers));
Platform::MemoryCopy(vbOffsets, drawCall.Geometry.VertexBuffersOffsets, sizeof(DrawCall::Geometry.VertexBuffersOffsets));
context->BindIB(drawCall.Geometry.IndexBuffer);
context->BindVB(ToSpan(vb, vbMax + 1), vbOffsets);
context->BindVB(GetVB(vb, vbMax + 1), vbOffsets);
if (drawCall.InstanceCount == 0)
{
@@ -1024,7 +1061,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
const DrawCall& drawCall = drawCallsData[perDraw.DrawObjectIndex];
context->BindIB(drawCall.Geometry.IndexBuffer);
context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets);
context->BindVB(GetVB(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets);
if (drawCall.InstanceCount == 0)
{
@@ -1045,7 +1082,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
bindParams.DrawCall->Material->Bind(bindParams);
context->BindIB(drawCall.Geometry.IndexBuffer);
context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets);
context->BindVB(GetVB(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets);
for (int32 j = 0; j < batch.Instances.Count(); j++)
{
@@ -1069,7 +1106,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
drawCall.Material->Bind(bindParams);
context->BindIB(drawCall.Geometry.IndexBuffer);
context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets);
context->BindVB(GetVB(drawCall.Geometry.VertexBuffers, vbMax), drawCall.Geometry.VertexBuffersOffsets);
if (drawCall.InstanceCount == 0)
{

View File

@@ -4,7 +4,6 @@
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Memory/ArenaAllocation.h"
#include "Engine/Core/Math/Half.h"
#include "Engine/Graphics/PostProcessSettings.h"
#include "Engine/Graphics/DynamicBuffer.h"
#include "Engine/Scripting/ScriptingObject.h"
@@ -327,6 +326,21 @@ API_CLASS(Sealed) class FLAXENGINE_API RenderList : public ScriptingObject
/// </summary>
static void CleanupCache();
/// <summary>
/// The rendering extension interface for custom drawing/effects linked to RenderList. Can be used during async scene drawing and further drawing/processing for more optimized rendering.
/// </summary>
class FLAXENGINE_API IExtension
{
public:
IExtension();
virtual ~IExtension();
// Event called before collecting draw calls. Can be used for initialization.
virtual void PreDraw(GPUContext* context, RenderContextBatch& renderContextBatch) {}
// Event called after collecting draw calls. Can be used for cleanup or to perform additional drawing using collected draw calls data such as batched data processing.
virtual void PostDraw(GPUContext* context, RenderContextBatch& renderContextBatch) {}
};
public:
/// <summary>
/// Memory storage with all draw-related data that lives during a single frame rendering time. Thread-safe to allocate memory during rendering jobs.
@@ -460,13 +474,14 @@ public:
/// </summary>
DynamicTypedBuffer TempObjectBuffer;
typedef Function<void(RenderContextBatch& renderContextBatch, int32 contextIndex)> DelayedDraw;
typedef Function<void(GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex)> DelayedDraw;
void AddDelayedDraw(DelayedDraw&& func);
void DrainDelayedDraws(RenderContextBatch& renderContextBatch, int32 contextIndex);
void DrainDelayedDraws(GPUContext* context, RenderContextBatch& renderContextBatch, int32 renderContextIndex);
/// <summary>
/// Adds custom callback (eg. lambda) to invoke after scene draw calls are collected on a main thread (some async draw tasks might be active). Allows for safe usage of GPUContext for draw preparations or to perform GPU-driven drawing.
/// </summary>
/// <remarks>Can be called in async during scene rendering (thread-safe internally). Lambda is allocated by concurrent arena allocator owned by the RenderList.</remarks>
template<typename T>
FORCE_INLINE void AddDelayedDraw(const T& lambda)
{
@@ -475,9 +490,13 @@ public:
AddDelayedDraw(MoveTemp(func));
}
// IExtension implementation
void PreDraw(GPUContext* context, RenderContextBatch& renderContextBatch);
void PostDraw(GPUContext* context, RenderContextBatch& renderContextBatch);
private:
DynamicVertexBuffer _instanceBuffer;
Array<DelayedDraw, ConcurrentArenaAllocation> _delayedDraws;
RenderListBuffer<DelayedDraw> _delayedDraws;
public:
/// <summary>

View File

@@ -423,6 +423,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
if (setup.UseMotionVectors)
view.Pass |= DrawPass::MotionVectors;
renderContextBatch.GetMainContext() = renderContext; // Sync render context in batch with the current value
renderContext.List->PreDraw(context, renderContextBatch);
bool drawShadows = !isGBufferDebug && EnumHasAnyFlags(view.Flags, ViewFlags::Shadows) && ShadowsPass::Instance()->IsReady();
switch (renderContext.View.Mode)
@@ -461,7 +462,8 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
// Perform custom post-scene drawing (eg. GPU dispatches used by VFX)
for (int32 i = 0; i < renderContextBatch.Contexts.Count(); i++)
renderContextBatch.Contexts[i].List->DrainDelayedDraws(renderContextBatch, i);
renderContextBatch.Contexts[i].List->DrainDelayedDraws(context, renderContextBatch, i);
renderContext.List->PostDraw(context, renderContextBatch);
#if USE_EDITOR
GBufferPass::Instance()->OverrideDrawCalls(renderContext);

View File

@@ -683,6 +683,8 @@ BinaryModule* BinaryModule::GetModule(const StringAnsiView& name)
BinaryModule::BinaryModule()
{
CanReload = USE_EDITOR;
// Register
GetModules().Add(this);
}

View File

@@ -91,6 +91,11 @@ public:
/// </summary>
Dictionary<StringAnsi, int32> TypeNameToTypeIndex;
/// <summary>
/// Determinates whether module can be hot-reloaded at runtime. For example, in Editor after scripts recompilation. Some modules such as engine and class library modules are static.
/// </summary>
bool CanReload;
public:
/// <summary>

View File

@@ -34,6 +34,7 @@ private:
int32 _isLoaded : 1;
int32 _isLoading : 1;
int32 _canReload : 1;
mutable int32 _hasCachedClasses : 1;
mutable ClassesDictionary _classes;
@@ -125,6 +126,14 @@ public:
return _isLoaded != 0;
}
/// <summary>
/// Returns true if assembly can be hot-reloaded at runtime. For example, in Editor after scripts recompilation. Some assemblies such as engine and class library modules are static.
/// </summary>
FORCE_INLINE bool CanReload() const
{
return USE_EDITOR && _canReload;
}
/// <summary>
/// Gets the assembly name.
/// </summary>

View File

@@ -45,6 +45,7 @@ MAssembly::MAssembly(MDomain* domain, const StringAnsiView& name)
: _domain(domain)
, _isLoaded(false)
, _isLoading(false)
, _canReload(true)
, _hasCachedClasses(false)
, _reloadCount(0)
, _name(name)
@@ -59,6 +60,7 @@ MAssembly::MAssembly(MDomain* domain, const StringAnsiView& name, const StringAn
, _domain(domain)
, _isLoaded(false)
, _isLoading(false)
, _canReload(true)
, _hasCachedClasses(false)
, _reloadCount(0)
, _name(name)

View File

@@ -874,6 +874,7 @@ bool MAssembly::LoadCorlib()
return true;
}
_hasCachedClasses = false;
_canReload = false;
CachedAssemblyHandles.Add(_handle, this);
// End

View File

@@ -502,6 +502,7 @@ bool Scripting::LoadBinaryModules(const String& path, const String& projectFolde
// C#
if (managedPath.HasChars() && !((ManagedBinaryModule*)module)->Assembly->IsLoaded())
{
(((ManagedBinaryModule*)module)->Assembly)->_canReload = module->CanReload;
if (((ManagedBinaryModule*)module)->Assembly->Load(managedPath, nativePath))
{
LOG(Error, "Failed to load C# assembly '{0}' for binary module {1}.", managedPath, name);
@@ -528,6 +529,7 @@ bool Scripting::Load()
#if USE_CSHARP
// Load C# core assembly
ManagedBinaryModule* corlib = GetBinaryModuleCorlib();
corlib->CanReload = false;
if (corlib->Assembly->LoadCorlib())
{
LOG(Error, "Failed to load corlib C# assembly.");
@@ -581,6 +583,8 @@ bool Scripting::Load()
LOG(Error, "Failed to load FlaxEngine C# assembly.");
return true;
}
flaxEngineModule->CanReload = false;
flaxEngineModule->Assembly->_canReload = false;
onEngineLoaded(flaxEngineModule->Assembly);
// Insert type aliases for vector types that don't exist in C++ but are just typedef (properly redirect them to actual types)

View File

@@ -270,8 +270,8 @@ namespace FlaxEngine.Json
// Special case when saving reference to prefab object and the objects are different but the point to the same prefab object
// In that case, skip saving reference as it's defined in prefab (will be populated via IdsMapping during deserialization)
if (objA is SceneObject sceneA && objB is SceneObject sceneB && sceneA && sceneB && sceneA.HasPrefabLink && sceneB.HasPrefabLink)
return sceneA.PrefabObjectID == sceneB.PrefabObjectID;
if (objA is SceneObject sceneObjA && objB is SceneObject sceneObjB && sceneObjA && sceneObjB && sceneObjA.HasPrefabLink && sceneObjB.HasPrefabLink)
return sceneObjA.PrefabObjectID == sceneObjB.PrefabObjectID;
// Comparing an Int32 and Int64 both of the same value returns false, make types the same then compare
if (objA.GetType() != objB.GetType())
@@ -286,7 +286,6 @@ namespace FlaxEngine.Json
type == typeof(Int32) ||
type == typeof(UInt32) ||
type == typeof(Int64) ||
type == typeof(SByte) ||
type == typeof(UInt64);
}
if (IsInteger(objA) && IsInteger(objB))
@@ -301,6 +300,12 @@ namespace FlaxEngine.Json
{
if (aList.Count != bList.Count)
return false;
for (int i = 0; i < aList.Count; i++)
{
if (!ValueEquals(aList[i], bList[i]))
return false;
}
return true;
}
if (objA is IEnumerable aEnumerable && objB is IEnumerable bEnumerable)
{
@@ -316,8 +321,30 @@ namespace FlaxEngine.Json
return !bEnumerator.MoveNext();
}
if (objA is ICustomValueEquals customValueEquals && objA.GetType() == objB.GetType())
// Custom comparer
if (objA is ICustomValueEquals customValueEquals)
return customValueEquals.ValueEquals(objB);
// If type contains SceneObject references then it needs to use custom comparision that handles prefab links (see SceneObjectEquals)
var typeA = objA.GetType();
if (typeA.IsValueType && !typeA.IsEnum && !typeA.IsPrimitive)
{
var contract = Settings.ContractResolver.ResolveContract(typeA);
if (contract is JsonObjectContract objContract)
{
foreach (var property in objContract.Properties)
{
var valueProvider = property.ValueProvider;
var propA = valueProvider.GetValue(objA);
var propB = valueProvider.GetValue(objB);
if (!ValueEquals(propA, propB))
return false;
}
return true;
}
}
// Generic fallback
return objA.Equals(objB);
#endif
}

View File

@@ -78,7 +78,10 @@ void Serialization::Deserialize(ISerializable::DeserializeStream& stream, Varian
v.Type = VariantType::Null;
const auto mTypeName = SERIALIZE_FIND_MEMBER(stream, "TypeName");
if (mTypeName != stream.MemberEnd() && mTypeName->value.IsString())
{
v.SetTypeName(StringAnsiView(mTypeName->value.GetStringAnsiView()));
v.Inline();
}
}
else
{

View File

@@ -415,7 +415,7 @@ namespace Serialization
inline bool ShouldSerialize(const ISerializable& v, const void* otherObj)
{
return true;
return !otherObj || v.ShouldSerialize(otherObj);
}
inline void Serialize(ISerializable::SerializeStream& stream, const ISerializable& v, const void* otherObj)
{
@@ -431,7 +431,7 @@ namespace Serialization
template<typename T>
inline typename TEnableIf<TIsBaseOf<ISerializable, T>::Value, bool>::Type ShouldSerialize(const ISerializable& v, const void* otherObj)
{
return true;
return !otherObj || v.ShouldSerialize(otherObj);
}
template<typename T>
inline typename TEnableIf<TIsBaseOf<ISerializable, T>::Value>::Type Serialize(ISerializable::SerializeStream& stream, const ISerializable& v, const void* otherObj)

View File

@@ -255,6 +255,7 @@ void ReadStream::Read(VariantType& data)
ptr++;
}
*ptr = 0;
data.Inline();
}
else if (typeNameLength > 0)
{

View File

@@ -0,0 +1,318 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Platform/CriticalSection.h"
/// <summary>
/// Template for unordered dictionary with mapped key with value pairs that supports asynchronous data reading and writing.
/// Implemented via reader-writer lock pattern, so multiple threads can read data at the same time, but only one thread can write data and it blocks all other threads (including readers) until the write operation is finished.
/// Optimized for frequent reads (no lock operation).
/// </summary>
/// <typeparam name="KeyType">The type of the keys in the dictionary.</typeparam>
/// <typeparam name="ValueType">The type of the values in the dictionary.</typeparam>
/// <typeparam name="AllocationType">The type of memory allocator.</typeparam>
template<typename KeyType, typename ValueType, typename AllocationType = HeapAllocation>
class ConcurrentDictionary : Dictionary<KeyType, ValueType, AllocationType>
{
friend ConcurrentDictionary;
public:
typedef Dictionary<KeyType, ValueType, AllocationType> Base;
typedef DictionaryBucket<KeyType, ValueType, AllocationType> Bucket;
using AllocationData = typename AllocationType::template Data<Bucket>;
using AllocationTag = typename AllocationType::Tag;
private:
mutable volatile int64 _threadsReading = 0;
volatile int64 _threadsWriting = 0;
CriticalSection _locker;
public:
/// <summary>
/// Initializes an empty <see cref="ConcurrentDictionary"/> without reserving any space.
/// </summary>
ConcurrentDictionary()
{
}
/// <summary>
/// Initializes an empty <see cref="ConcurrentDictionary"/> without reserving any space.
/// </summary>
/// <param name="tag">The custom allocation tag.</param>
ConcurrentDictionary(AllocationTag tag)
: Base(tag)
{
}
/// <summary>
/// Finalizes an instance of the <see cref="ConcurrentDictionary"/> class.
/// </summary>
~ConcurrentDictionary()
{
Clear();
}
public:
/// <summary>
/// Gets the amount of the elements in the collection.
/// </summary>
int32 Count() const
{
Reader reader(this);
return Base::_elementsCount;
}
/// <summary>
/// Gets the amount of the elements that can be contained by the collection.
/// </summary>
int32 Capacity() const
{
Reader reader(this);
return Base::_size;
}
/// <summary>
/// Tries to get element with given key.
/// </summary>
/// <param name="key">The key of the element.</param>
/// <param name="result">The result value.</param>
/// <returns>True if element of given key has been found, otherwise false.</returns>
template<typename KeyComparableType>
bool TryGet(const KeyComparableType& key, ValueType& result) const
{
Reader reader(this);
typename Base::FindPositionResult pos;
Base::FindPosition(key, pos);
if (pos.ObjectIndex != -1)
result = Base::_allocation.Get()[pos.ObjectIndex].Value;
return pos.ObjectIndex != -1;
}
public:
/// <summary>
/// Adds a pair of key and value to the collection.
/// </summary>
/// <param name="key">The key.</param>
/// <param name="value">The value.</param>
/// <returns>True if added element, otherwise false if it already exists (or other thread added it).</returns>
template<typename KeyComparableType>
bool Add(const KeyComparableType& key, const ValueType& value)
{
Writer writer(this);
Bucket* bucket = Base::OnAdd(key, false, true);
if (bucket)
bucket->Occupy(key, value);
return bucket != nullptr;
}
/// <summary>
/// Removes element with a specified key.
/// </summary>
/// <param name="key">The element key to remove.</param>
/// <returns>True if item was removed from collection, otherwise false.</returns>
template<typename KeyComparableType>
bool Remove(const KeyComparableType& key)
{
Writer writer(this);
return Base::Remove(key);
}
public:
/// <summary>
/// Removes all elements from the collection.
/// </summary>
void Clear()
{
Writer writer(this);
Base::Clear();
}
public:
/// <summary>
/// The read-only dictionary collection iterator.
/// </summary>
struct ConstIterator : Base::IteratorBase
{
friend ConcurrentDictionary;
public:
ConstIterator(const ConcurrentDictionary* collection, const int32 index)
: Base::IteratorBase(collection, index)
{
if (collection)
collection->BeginRead();
}
ConstIterator(const ConstIterator& i)
: Base::IteratorBase(i._collection, i._index)
{
if (i.collection)
i.collection->BeginRead();
}
ConstIterator(ConstIterator&& i) noexcept
: Base::IteratorBase(i._collection, i._index)
{
i._collection = nullptr;
}
~ConstIterator()
{
if (this->_collection)
((ConcurrentDictionary*)this->_collection)->EndRead();
}
public:
FORCE_INLINE bool operator!() const
{
return !(bool)*this;
}
FORCE_INLINE bool operator==(const ConstIterator& v) const
{
return this->_index == v._index && this->_collection == v._collection;
}
FORCE_INLINE bool operator!=(const ConstIterator& v) const
{
return this->_index != v._index || this->_collection != v._collection;
}
ConstIterator& operator=(const ConstIterator& v)
{
this->_collection = v._collection;
this->_index = v._index;
return *this;
}
ConstIterator& operator=(ConstIterator&& v) noexcept
{
this->_collection = v._collection;
this->_index = v._index;
v._collection = nullptr;
return *this;
}
ConstIterator& operator++()
{
this->Next();
return *this;
}
ConstIterator operator++(int) const
{
ConstIterator i = *this;
i.Next();
return i;
}
ConstIterator& operator--()
{
this->Prev();
return *this;
}
ConstIterator operator--(int) const
{
ConstIterator i = *this;
i.Prev();
return i;
}
};
ConstIterator begin() const
{
ConstIterator i(this, -1);
++i;
return i;
}
FORCE_INLINE ConstIterator end() const
{
return ConstIterator(this, Base::_size);
}
private:
void BeginWrite()
{
Platform::InterlockedIncrement(&_threadsWriting);
// Wait for all reads to end
RETRY:
while (Platform::AtomicRead(&_threadsReading))
Platform::Yield();
// Thread-safe writing
_locker.Lock();
if (Platform::AtomicRead(&_threadsReading))
{
// Other reader entered during mutex locking so give them a chance to transition into active-waiting
_locker.Unlock();
goto RETRY;
}
}
void EndWrite()
{
_locker.Unlock();
Platform::InterlockedDecrement(&_threadsWriting);
}
void BeginRead() const
{
RETRY:
Platform::InterlockedIncrement(&_threadsReading);
// Check if any thread is writing (or is about to write)
if (Platform::AtomicRead(&_threadsWriting) != 0)
{
// Wait for all writes to end
Platform::InterlockedDecrement(&_threadsReading);
while (Platform::AtomicRead(&_threadsWriting))
Platform::Yield();
// Try again
goto RETRY;
}
}
void EndRead() const
{
Platform::InterlockedDecrement(&_threadsReading);
}
private:
// Utility for methods that read-write state.
struct Writer
{
ConcurrentDictionary* _collection;
Writer(ConcurrentDictionary* collection)
: _collection(collection)
{
_collection->BeginWrite();
}
~Writer()
{
_collection->EndWrite();
}
};
// Utility for methods that read-only state.
struct Reader
{
const ConcurrentDictionary* _collection;
Reader(const ConcurrentDictionary* collection)
: _collection(collection)
{
_collection->BeginRead();
}
~Reader()
{
_collection->EndRead();
}
};
};

View File

@@ -8,7 +8,6 @@
#include "Engine/Core/Types/Span.h"
#include "Engine/Core/Types/Pair.h"
#include "Engine/Core/Memory/SimpleHeapAllocation.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Core/Collections/RingBuffer.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Profiler/ProfilerCPU.h"
@@ -22,14 +21,6 @@
#if JOB_SYSTEM_ENABLED
// Local allocator for job system memory that uses internal pooling and assumes that JobsLocker is taken (write access owned by the calling thread).
class JobSystemAllocation : public SimpleHeapAllocation<JobSystemAllocation>
{
public:
static void* Allocate(uintptr size);
static void Free(void* ptr, uintptr size);
};
class JobSystemService : public EngineService
{
public:
@@ -43,30 +34,25 @@ public:
void Dispose() override;
};
struct JobData
// Holds a single job dispatch data
struct alignas(int64) JobContext
{
int32 Index;
int64 JobKey;
};
template<>
struct TIsPODType<JobData>
{
enum { Value = true };
};
struct JobContext
{
volatile int64 JobsLeft;
int32 DependenciesLeft;
// The next index of the job to process updated when picking a job by the thread.
volatile int64 JobIndex = 0;
// The number of jobs left to process updated after job completion by the thread.
volatile int64 JobsLeft = 0;
// The unique label of this job used to identify it. Set to -1 when job is done.
volatile int64 JobLabel = 0;
// Utility atomic counter used to indicate that any job is waiting for this one to finish. Then Dependants can be accessed within thread-safe JobsLocker.
volatile int64 DependantsCount = 0;
// The number of dependency jobs left to be finished before starting this job.
volatile int64 DependenciesLeft = 0;
// The total number of jobs to process (in this context).
int32 JobsCount = 0;
// The job function to execute.
Function<void(int32)> Job;
Array<int64, JobSystemAllocation> Dependants;
};
template<>
struct TIsPODType<JobContext>
{
enum { Value = false };
// List of dependant jobs to signal when this job is done.
Array<int64> Dependants;
};
class JobSystemThread : public IRunnable
@@ -92,50 +78,36 @@ public:
namespace
{
JobSystemService JobSystemInstance;
Array<Pair<void*, uintptr>> MemPool;
Thread* Threads[PLATFORM_THREADS_LIMIT / 2] = {};
int32 ThreadsCount = 0;
bool JobStartingOnDispatch = true;
volatile int64 ExitFlag = 0;
volatile int64 JobLabel = 0;
Dictionary<int64, JobContext, JobSystemAllocation> JobContexts;
volatile int64 JobEndLabel = 0;
volatile int64 JobStartLabel = 0;
volatile int64 JobContextsCount = 0;
uint32 JobContextsSize = 0;
uint32 JobContextsMask = 0;
JobContext* JobContexts = nullptr;
ConditionVariable JobsSignal;
CriticalSection JobsMutex;
ConditionVariable WaitSignal;
CriticalSection WaitMutex;
CriticalSection JobsLocker;
RingBuffer<JobData> Jobs;
}
void* JobSystemAllocation::Allocate(uintptr size)
{
void* result = nullptr;
for (int32 i = 0; i < MemPool.Count(); i++)
{
if (MemPool.Get()[i].Second == size)
{
result = MemPool.Get()[i].First;
MemPool.RemoveAt(i);
break;
}
}
if (!result)
{
PROFILE_MEM(EngineThreading);
result = Platform::Allocate(size, 16);
}
return result;
}
void JobSystemAllocation::Free(void* ptr, uintptr size)
{
PROFILE_MEM(EngineThreading);
MemPool.Add({ ptr, size });
#define GET_CONTEXT_INDEX(label) (uint32)((label) & (int64)JobContextsMask)
}
bool JobSystemService::Init()
{
PROFILE_MEM(EngineThreading);
// Initialize job context storage (fixed-size ring buffer for active jobs tracking)
JobContextsSize = 256;
JobContextsMask = JobContextsSize - 1;
JobContexts = (JobContext*)Platform::Allocate(JobContextsSize * sizeof(JobContext), alignof(JobContext));
Memory::ConstructItems(JobContexts, (int32)JobContextsSize);
// Spawn threads
ThreadsCount = Math::Min<int32>(Platform::GetCPUInfo().LogicalProcessorCount, ARRAY_COUNT(Threads));
for (int32 i = 0; i < ThreadsCount; i++)
{
@@ -146,6 +118,7 @@ bool JobSystemService::Init()
return true;
Threads[i] = thread;
}
return false;
}
@@ -171,35 +144,67 @@ void JobSystemService::Dispose()
}
}
JobContexts.SetCapacity(0);
Jobs.Release();
for (auto& e : MemPool)
Platform::Free(e.First);
MemPool.Clear();
Memory::DestructItems(JobContexts, (int32)JobContextsSize);
Platform::Free(JobContexts);
JobContexts = nullptr;
}
int32 JobSystemThread::Run()
{
// Pin thread to the physical core
Platform::SetThreadAffinityMask(1ull << Index);
JobData data;
Function<void(int32)> job;
bool attachCSharpThread = true;
MONO_THREAD_INFO_TYPE* monoThreadInfo = nullptr;
while (Platform::AtomicRead(&ExitFlag) == 0)
{
// Try to get a job
JobsLocker.Lock();
if (Jobs.Count() != 0)
int32 jobIndex;
JobContext* jobContext = nullptr;
{
data = Jobs.PeekFront();
Jobs.PopFront();
const JobContext& context = ((const Dictionary<int64, JobContext>&)JobContexts).At(data.JobKey);
job = context.Job;
}
JobsLocker.Unlock();
int64 jobOffset = 0;
RETRY:
int64 jobStartLabel = Platform::AtomicRead(&JobStartLabel) + jobOffset;
int64 jobEndLabel = Platform::AtomicRead(&JobEndLabel);
if (jobStartLabel <= jobEndLabel && jobEndLabel > 0)
{
jobContext = &JobContexts[GET_CONTEXT_INDEX(jobStartLabel)];
if (Platform::AtomicRead(&jobContext->DependenciesLeft) > 0)
{
// This job still waits for dependency so skip it for now and try the next one
jobOffset++;
jobContext = nullptr;
goto RETRY;
}
if (job.IsBinded())
// Move forward with index for a job
jobIndex = (int32)(Platform::InterlockedIncrement(&jobContext->JobIndex) - 1);
if (jobIndex < jobContext->JobsCount)
{
// Index is valid
}
else if (jobStartLabel < jobEndLabel && jobOffset == 0)
{
// No more jobs inside this context, move to the next one
Platform::InterlockedCompareExchange(&JobStartLabel, jobStartLabel + 1, jobStartLabel);
jobContext = nullptr;
goto RETRY;
}
else
{
// No more jobs
jobContext = nullptr;
if (jobStartLabel < jobEndLabel)
{
// Try with a different one before going to sleep
jobOffset++;
goto RETRY;
}
}
}
}
if (jobContext)
{
#if USE_CSHARP
// Ensure to have C# thread attached to this thead (late init due to MCore being initialized after Job System)
@@ -212,37 +217,39 @@ int32 JobSystemThread::Run()
#endif
// Run job
job(data.Index);
jobContext->Job(jobIndex);
// Move forward with the job queue
bool notifyWaiting = false;
JobsLocker.Lock();
JobContext& context = JobContexts.At(data.JobKey);
if (Platform::InterlockedDecrement(&context.JobsLeft) <= 0)
if (Platform::InterlockedDecrement(&jobContext->JobsLeft) <= 0)
{
// Update any dependant jobs
for (int64 dependant : context.Dependants)
// Mark job as done before processing dependants
Platform::AtomicStore(&jobContext->JobLabel, -1);
// Check if any other job waits on this one
if (Platform::AtomicRead(&jobContext->DependantsCount) != 0)
{
JobContext& dependantContext = JobContexts.At(dependant);
if (--dependantContext.DependenciesLeft <= 0)
// Update dependant jobs
JobsLocker.Lock();
for (int64 dependant : jobContext->Dependants)
{
// Dispatch dependency when it's ready
JobData dependantData;
dependantData.JobKey = dependant;
for (dependantData.Index = 0; dependantData.Index < dependantContext.JobsLeft; dependantData.Index++)
Jobs.PushBack(dependantData);
JobContext& dependantContext = JobContexts[GET_CONTEXT_INDEX(dependant)];
if (dependantContext.JobLabel == dependant)
Platform::InterlockedDecrement(&dependantContext.DependenciesLeft);
}
JobsLocker.Unlock();
}
// Remove completed context
JobContexts.Remove(data.JobKey);
notifyWaiting = true;
}
JobsLocker.Unlock();
if (notifyWaiting)
WaitSignal.NotifyAll();
// Cleanup completed context
jobContext->Job.Unbind();
jobContext->Dependants.Clear();
Platform::AtomicStore(&jobContext->DependantsCount, 0);
Platform::AtomicStore(&jobContext->DependenciesLeft, -999); // Mark to indicate deleted context
Platform::AtomicStore(&jobContext->JobLabel, -1);
Platform::InterlockedDecrement(&JobContextsCount);
job.Unbind();
// Wakeup any thread waiting for the jobs to complete
WaitSignal.NotifyAll();
}
}
else
{
@@ -266,8 +273,8 @@ void JobSystem::Execute(const Function<void(int32)>& job, int32 jobCount)
if (jobCount > 1)
{
// Async
const int64 jobWaitHandle = Dispatch(job, jobCount);
Wait(jobWaitHandle);
const int64 label = Dispatch(job, jobCount);
Wait(label);
}
else
#endif
@@ -284,21 +291,31 @@ int64 JobSystem::Dispatch(const Function<void(int32)>& job, int32 jobCount)
return 0;
PROFILE_CPU();
#if JOB_SYSTEM_ENABLED
const auto label = Platform::InterlockedAdd(&JobLabel, (int64)jobCount) + jobCount;
while (Platform::InterlockedIncrement(&JobContextsCount) >= JobContextsSize)
{
// Too many jobs in flight, wait for some to complete to free up contexts
PROFILE_CPU_NAMED("JOB SYSTEM OVERFLOW");
ZoneColor(TracyWaitZoneColor);
Platform::InterlockedDecrement(&JobContextsCount);
Platform::Sleep(1);
}
JobData data;
data.JobKey = label;
// Get a new label
const int64 label = Platform::InterlockedIncrement(&JobLabel);
JobContext context;
// Build job
JobContext& context = JobContexts[GET_CONTEXT_INDEX(label)];
context.Job = job;
context.JobIndex = 0;
context.JobsLeft = jobCount;
context.JobLabel = label;
context.DependantsCount = 0;
context.DependenciesLeft = 0;
context.JobsCount = jobCount;
context.Dependants.Clear();
JobsLocker.Lock();
JobContexts.Add(label, MoveTemp(context));
for (data.Index = 0; data.Index < jobCount; data.Index++)
Jobs.PushBack(data);
JobsLocker.Unlock();
// Move the job queue forward
Platform::InterlockedIncrement(&JobEndLabel);
if (JobStartingOnDispatch)
{
@@ -321,34 +338,47 @@ int64 JobSystem::Dispatch(const Function<void(int32)>& job, Span<int64> dependen
if (jobCount <= 0)
return 0;
PROFILE_CPU();
PROFILE_MEM(EngineThreading);
#if JOB_SYSTEM_ENABLED
const auto label = Platform::InterlockedAdd(&JobLabel, (int64)jobCount) + jobCount;
while (Platform::InterlockedIncrement(&JobContextsCount) >= JobContextsSize)
{
// Too many jobs in flight, wait for some to complete to free up contexts
PROFILE_CPU_NAMED("JOB SYSTEM OVERFLOW");
ZoneColor(TracyWaitZoneColor);
Platform::InterlockedDecrement(&JobContextsCount);
Platform::Sleep(1);
}
JobData data;
data.JobKey = label;
// Get a new label
const int64 label = Platform::InterlockedIncrement(&JobLabel);
JobContext context;
// Build job
JobContext& context = JobContexts[GET_CONTEXT_INDEX(label)];
context.Job = job;
context.JobIndex = 0;
context.JobsLeft = jobCount;
context.JobLabel = label;
context.DependantsCount = 0;
context.DependenciesLeft = 0;
JobsLocker.Lock();
for (int64 dependency : dependencies)
context.JobsCount = jobCount;
context.Dependants.Clear();
{
if (JobContext* dependencyContext = JobContexts.TryGet(dependency))
JobsLocker.Lock();
for (int64 dependency : dependencies)
{
context.DependenciesLeft++;
dependencyContext->Dependants.Add(label);
JobContext& dependencyContext = JobContexts[GET_CONTEXT_INDEX(dependency)];
if (Platform::AtomicRead(&dependencyContext.JobLabel) == dependency)
{
Platform::InterlockedIncrement(&dependencyContext.DependantsCount);
dependencyContext.Dependants.Add(label);
context.DependenciesLeft++;
}
}
JobsLocker.Unlock();
}
JobContexts.Add(label, MoveTemp(context));
if (context.DependenciesLeft == 0)
{
// No dependencies left to complete so dispatch now
for (data.Index = 0; data.Index < jobCount; data.Index++)
Jobs.PushBack(data);
}
JobsLocker.Unlock();
// Move the job queue forward
Platform::InterlockedIncrement(&JobEndLabel);
if (context.DependenciesLeft == 0 && JobStartingOnDispatch)
{
@@ -369,19 +399,17 @@ int64 JobSystem::Dispatch(const Function<void(int32)>& job, Span<int64> dependen
void JobSystem::Wait()
{
#if JOB_SYSTEM_ENABLED
JobsLocker.Lock();
int32 numJobs = JobContexts.Count();
JobsLocker.Unlock();
PROFILE_CPU();
ZoneColor(TracyWaitZoneColor);
int64 numJobs = Platform::AtomicRead(&JobContextsCount);
while (numJobs > 0)
{
WaitMutex.Lock();
WaitSignal.Wait(WaitMutex, 1);
WaitMutex.Unlock();
JobsLocker.Lock();
numJobs = JobContexts.Count();
JobsLocker.Unlock();
numJobs = Platform::AtomicRead(&JobContextsCount);
}
#endif
}
@@ -394,12 +422,11 @@ void JobSystem::Wait(int64 label)
while (Platform::AtomicRead(&ExitFlag) == 0)
{
JobsLocker.Lock();
const JobContext* context = JobContexts.TryGet(label);
JobsLocker.Unlock();
const JobContext& context = JobContexts[GET_CONTEXT_INDEX(label)];
const bool finished = Platform::AtomicRead(&context.JobLabel) != label || Platform::AtomicRead(&context.JobsLeft) <= 0;
// Skip if context has been already executed (last job removes it)
if (!context)
if (finished)
break;
// Wait on signal until input label is not yet done
@@ -417,15 +444,10 @@ void JobSystem::SetJobStartingOnDispatch(bool value)
{
#if JOB_SYSTEM_ENABLED
JobStartingOnDispatch = value;
if (value)
if (value && (Platform::AtomicRead(&JobEndLabel) - Platform::AtomicRead(&JobStartLabel)) > 0)
{
JobsLocker.Lock();
const int32 count = Jobs.Count();
JobsLocker.Unlock();
if (count == 1)
JobsSignal.NotifyOne();
else if (count != 0)
JobsSignal.NotifyAll();
// Wake up threads to start processing jobs that may be already in the queue
JobsSignal.NotifyAll();
}
#endif
}

View File

@@ -384,7 +384,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
// Apply hardness, use 0.991 as max since any value above will result in harsh aliasing
auto x2 = writeLocal(ValueType::Float, String::Format(TEXT("saturate((1 - {0}) * (1 / (1 - clamp({1}, 0, 0.991f))))"), x1.Value, hardness.Value), node);
value = writeLocal(ValueType::Float, String::Format(TEXT("{0} ? (1 - {1}) : {1}"), invert.Value, x2.Value), node);
value = writeLocal(ValueType::Float, String::Format(TEXT("select({0}, (1 - {1}), {1})"), invert.Value, x2.Value), node);
break;
}
// Tiling & Offset
@@ -459,7 +459,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
auto x = writeLocal(ValueType::Float, String::Format(TEXT("56100000.0f * pow({0}, -1) + 148.0f"), temperature.Value), node);
// Value Y
auto y = writeLocal(ValueType::Float, String::Format(TEXT("{0} > 6500.0f ? 35200000.0f * pow({0}, -1) + 184.0f : 100.04f * log({0}) - 623.6f"), temperature.Value), node);
auto y = writeLocal(ValueType::Float, String::Format(TEXT("select({0} > 6500.0f, 35200000.0f * pow({0}, -1) + 184.0f, 100.04f * log({0}) - 623.6f)"), temperature.Value), node);
// Value Z
auto z = writeLocal(ValueType::Float, String::Format(TEXT("194.18f * log({0}) - 1448.6f"), temperature.Value), node);
@@ -467,7 +467,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
// Final color
auto color = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, {1}, {2})"), x.Value, y.Value, z.Value), node);
color = writeLocal(ValueType::Float3, String::Format(TEXT("clamp({0}, 0.0f, 255.0f) / 255.0f"), color.Value), node);
value = writeLocal(ValueType::Float3, String::Format(TEXT("{1} < 1000.0f ? {0} * {1}/1000.0f : {0}"), color.Value, temperature.Value), node);
value = writeLocal(ValueType::Float3, String::Format(TEXT("select({1} < 1000.0f, {0} * {1}/1000.0f, {0})"), color.Value, temperature.Value), node);
break;
}
// HSVToRGB
@@ -490,8 +490,8 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
const auto rgb = tryGetValue(node->GetBox(0), node->Values[0]).AsFloat3();
const auto epsilon = writeLocal(ValueType::Float, TEXT("1e-10"), node);
auto p = writeLocal(ValueType::Float4, String::Format(TEXT("({0}.g < {0}.b) ? float4({0}.bg, -1.0f, 2.0f/3.0f) : float4({0}.gb, 0.0f, -1.0f/3.0f)"), rgb.Value), node);
auto q = writeLocal(ValueType::Float4, String::Format(TEXT("({0}.r < {1}.x) ? float4({1}.xyw, {0}.r) : float4({0}.r, {1}.yzx)"), rgb.Value, p.Value), node);
auto p = writeLocal(ValueType::Float4, String::Format(TEXT("select(({0}.g < {0}.b), float4({0}.bg, -1.0f, 2.0f/3.0f), float4({0}.gb, 0.0f, -1.0f/3.0f))"), rgb.Value), node);
auto q = writeLocal(ValueType::Float4, String::Format(TEXT("select(({0}.r < {1}.x), float4({1}.xyw, {0}.r), float4({0}.r, {1}.yzx))"), rgb.Value, p.Value), node);
auto c = writeLocal(ValueType::Float, String::Format(TEXT("{0}.x - min({0}.w, {0}.y)"), q.Value), node);
auto h = writeLocal(ValueType::Float, String::Format(TEXT("abs(({0}.w - {0}.y) / (6 * {1} + {2}) + {0}.z)"), q.Value, c.Value, epsilon.Value), node);
@@ -721,13 +721,13 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
blendFormula = TEXT("1.0 - (1.0 - base) * (1.0 - blend)");
break;
case 5: // Overlay
blendFormula = TEXT("base <= 0.5 ? 2.0 * base * blend : 1.0 - 2.0 * (1.0 - base) * (1.0 - blend)");
blendFormula = TEXT("select(base <= 0.5, 2.0 * base * blend, 1.0 - 2.0 * (1.0 - base) * (1.0 - blend))");
break;
case 6: // Linear Burn
blendFormula = TEXT("base + blend - 1.0");
break;
case 7: // Linear Light
blendFormula = TEXT("blend < 0.5 ? max(base + (2.0 * blend) - 1.0, 0.0) : min(base + 2.0 * (blend - 0.5), 1.0)");
blendFormula = TEXT("select(blend < 0.5, max(base + (2.0 * blend) - 1.0, 0.0), min(base + 2.0 * (blend - 0.5), 1.0))");
break;
case 8: // Darken
blendFormula = TEXT("min(base, blend)");
@@ -745,10 +745,10 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
blendFormula = TEXT("base / (blend + 0.000001)");
break;
case 13: // Hard Light
blendFormula = TEXT("blend <= 0.5 ? 2.0 * base * blend : 1.0 - 2.0 * (1.0 - base) * (1.0 - blend)");
blendFormula = TEXT("select(blend <= 0.5, 2.0 * base * blend, 1.0 - 2.0 * (1.0 - base) * (1.0 - blend))");
break;
case 14: // Pin Light
blendFormula = TEXT("blend <= 0.5 ? min(base, 2.0 * blend) : max(base, 2.0 * (blend - 0.5))");
blendFormula = TEXT("select(blend <= 0.5, min(base, 2.0 * blend), max(base, 2.0 * (blend - 0.5)))");
break;
case 15: // Hard Mix
blendFormula = TEXT("step(1.0 - base, blend)");

View File

@@ -585,7 +585,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
const auto offset = useOffset ? eatBox(offsetBox->GetParent<Node>(), offsetBox->FirstConnection()) : Value::Zero;
const Char* samplerName;
const int32 samplerIndex = node->Values[0].AsInt;
if (samplerIndex == TextureGroup)
if (samplerIndex == TextureGroup && node->Values.Count() > 2)
{
auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[2].AsInt);
samplerName = *textureGroupSampler.ShaderName;

View File

@@ -901,6 +901,15 @@ namespace FlaxEngine.GUI
internal bool RayCastChildren(ref Float2 location, out Control hit)
{
if (_clipChildren)
{
GetDesireClientArea(out var clientArea);
if (!clientArea.Contains(ref location))
{
hit = null;
return false;
}
}
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];

View File

@@ -47,6 +47,8 @@ struct VideoPlayerMF
namespace MF
{
Array<VideoBackendPlayer*> Players;
TimeSpan UpdateDeltaTime;
double UpdateTime;
bool Configure(VideoBackendPlayer& player, VideoPlayerMF& playerMF, DWORD streamIndex)
{
@@ -395,13 +397,6 @@ namespace MF
if (!playerMF.Playing && !playerMF.Seek)
return;
bool useTimeScale = true;
#if USE_EDITOR
if (!Editor::IsPlayMode)
useTimeScale = false;
#endif
TimeSpan dt = useTimeScale ? Time::Update.DeltaTime : Time::Update.UnscaledDeltaTime;
// Update playback time
if (playerMF.FirstFrame)
{
@@ -410,9 +405,9 @@ namespace MF
}
else if (playerMF.Playing)
{
playerMF.Time += dt;
playerMF.Time += UpdateDeltaTime;
}
if (playerMF.Time > player.Duration)
if (playerMF.Time > player.Duration && player.Duration.Ticks != 0)
{
if (playerMF.Loop)
{
@@ -452,7 +447,7 @@ namespace MF
}
// Update streams
if (ReadStream(player, playerMF, MF_SOURCE_READER_FIRST_VIDEO_STREAM, dt))
if (ReadStream(player, playerMF, MF_SOURCE_READER_FIRST_VIDEO_STREAM, UpdateDeltaTime))
{
// Failed to pick a valid sample so try again with seeking
playerMF.Seek = 1;
@@ -464,7 +459,7 @@ namespace MF
}
}
if (player.AudioInfo.BitDepth != 0)
ReadStream(player, playerMF, MF_SOURCE_READER_FIRST_AUDIO_STREAM, dt);
ReadStream(player, playerMF, MF_SOURCE_READER_FIRST_AUDIO_STREAM, UpdateDeltaTime);
player.Tick();
}
@@ -610,12 +605,17 @@ bool VideoBackendMF::Base_Init()
VIDEO_API_MF_ERROR(MFStartup, hr);
return true;
}
MF::UpdateTime = Platform::GetTimeSeconds();
return false;
}
void VideoBackendMF::Base_Update(TaskGraph* graph)
{
double time = Platform::GetTimeSeconds();
MF::UpdateDeltaTime = TimeSpan::FromSeconds(time - MF::UpdateTime);
MF::UpdateTime = time;
// Schedule work to update all videos in async
Function<void(int32)> job;
job.Bind(MF::UpdatePlayer);

View File

@@ -133,7 +133,9 @@ void VideoPlayer::SetTime(float time)
if (_state == States::Stopped || _player.Backend == nullptr)
return;
TimeSpan timeSpan = TimeSpan::FromSeconds(time);
timeSpan.Ticks = Math::Clamp<int64>(timeSpan.Ticks, 0, _player.Duration.Ticks);
timeSpan.Ticks = Math::Max<int64>(timeSpan.Ticks, 0);
if (_player.Duration.Ticks > 0)
timeSpan.Ticks = Math::Min<int64>(timeSpan.Ticks, _player.Duration.Ticks);
_player.Backend->Player_Seek(_player, timeSpan);
}

View File

@@ -15,6 +15,7 @@ class FLAXENGINE_API VideoPlayer : public Actor
{
DECLARE_SCENE_OBJECT(VideoPlayer);
API_AUTO_SERIALIZATION();
friend class AudioBackendOAL;
public:
/// <summary>

View File

@@ -1892,13 +1892,13 @@ namespace Flax.Build.Bindings
CppAutoSerializeProperties.Clear();
CppIncludeFiles.Add("Engine/Serialization/Serialization.h");
// Serialize
contents.AppendLine();
contents.Append($"void {typeNameNative}::Serialize(SerializeStream& stream, const void* otherObj)").AppendLine();
contents.Append('{').AppendLine();
if (baseType != null)
contents.Append($" {baseType.FullNameNative}::Serialize(stream, otherObj);").AppendLine();
contents.Append($" SERIALIZE_GET_OTHER_OBJ({typeNameNative});").AppendLine();
if (classInfo != null)
{
foreach (var fieldInfo in classInfo.Fields)
@@ -1910,7 +1910,6 @@ namespace Flax.Build.Bindings
contents.Append($" SERIALIZE{typeHint}({fieldInfo.Name});").AppendLine();
CppAutoSerializeFields.Add(fieldInfo);
}
foreach (var propertyInfo in classInfo.Properties)
{
if (propertyInfo.Getter == null || propertyInfo.Setter == null)
@@ -1952,21 +1951,19 @@ namespace Flax.Build.Bindings
CppAutoSerializeFields.Add(fieldInfo);
}
}
contents.Append('}').AppendLine();
// Deserialize
contents.AppendLine();
contents.Append($"void {typeNameNative}::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)").AppendLine();
contents.Append('{').AppendLine();
if (baseType != null)
contents.Append($" {baseType.FullNameNative}::Deserialize(stream, modifier);").AppendLine();
foreach (var fieldInfo in CppAutoSerializeFields)
{
var typeHint = GenerateCppAutoSerializationDefineType(buildData, contents, moduleInfo, typeInfo, fieldInfo.Type, fieldInfo);
contents.Append($" DESERIALIZE{typeHint}({fieldInfo.Name});").AppendLine();
}
foreach (var propertyInfo in CppAutoSerializeProperties)
{
contents.AppendLine(" {");
@@ -1978,7 +1975,43 @@ namespace Flax.Build.Bindings
contents.AppendLine(" }");
contents.AppendLine(" }");
}
contents.Append('}').AppendLine();
// ShouldSerialize
contents.AppendLine();
contents.Append($"bool {typeNameNative}::ShouldSerialize(const void* otherObj) const").AppendLine();
contents.Append('{').AppendLine();
if (!typeInfo.IsScriptingObject)
{
contents.Append($" SERIALIZE_GET_OTHER_OBJ({typeNameNative});").AppendLine();
contents.AppendLine(" bool result = false;");
if (baseType != null)
contents.Append($" result |= {baseType.FullNameNative}::ShouldSerialize(otherObj);").AppendLine();
foreach (var fieldInfo in CppAutoSerializeFields)
{
contents.Append($" result |= Serialization::ShouldSerialize({fieldInfo.Name}, &other->{fieldInfo.Name});").AppendLine();
}
foreach (var propertyInfo in CppAutoSerializeProperties)
{
contents.Append(" {");
contents.Append(" const auto");
if (propertyInfo.Getter.ReturnType.IsConstRef)
contents.Append('&');
contents.Append($" value = {propertyInfo.Getter.Name}();");
contents.Append(" const auto");
if (propertyInfo.Getter.ReturnType.IsConstRef)
contents.Append('&');
contents.Append($" otherValue = other->{propertyInfo.Getter.Name}();");
contents.Append(" result |= Serialization::ShouldSerialize(value, &otherValue);").AppendLine();
contents.Append('}').AppendLine();
}
contents.AppendLine(" return result;");
}
else
{
// Not needed to generate
contents.AppendLine(" return true;");
}
contents.Append('}').AppendLine();
}