Add Render Layers to Camera and Render View for masking objects during rendering

This commit is contained in:
Wojtek Figat
2021-02-19 17:26:41 +01:00
parent d866526dd8
commit 09be8994e9
13 changed files with 246 additions and 52 deletions

View File

@@ -200,3 +200,44 @@ void GameSettings::Deserialize(DeserializeStream& stream, ISerializeModifier* mo
DESERIALIZE(XboxScarlettPlatform);
DESERIALIZE(AndroidPlatform);
}
void LayersAndTagsSettings::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
const auto tags = stream.FindMember("Tags");
if (tags != stream.MemberEnd())
{
auto& tagsArray = tags->value;
ASSERT(tagsArray.IsArray());
Tags.EnsureCapacity(tagsArray.Size());
// Note: we cannot remove tags at runtime so this should deserialize them in additive mode
// Tags are stored as tagIndex in actors so collection change would break the linkage
for (uint32 i = 0; i < tagsArray.Size(); i++)
{
auto& v = tagsArray[i];
if (v.IsString())
{
const String tag = v.GetText();
if (!Tags.Contains(tag))
Tags.Add(tag);
}
}
}
const auto layers = stream.FindMember("Layers");
if (layers != stream.MemberEnd())
{
auto& layersArray = layers->value;
ASSERT(layersArray.IsArray());
for (uint32 i = 0; i < layersArray.Size() && i < 32; i++)
{
auto& v = layersArray[i];
if (v.IsString())
Layers[i] = v.GetText();
else
Layers[i].Clear();
}
}
}

View File

@@ -0,0 +1,47 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/BaseTypes.h"
#include "Engine/Serialization/SerializationFwd.h"
/// <summary>
/// The objects layers selection mask (from layers and tags settings). Uses 1 bit per layer (up to 32 layers).
/// </summary>
API_STRUCT() struct FLAXENGINE_API LayersMask
{
DECLARE_SCRIPTING_TYPE_MINIMAL(LayersMask);
/// <summary>
/// The layers selection mask.
/// </summary>
API_FIELD() uint32 Mask = MAX_uint32;
FORCE_INLINE bool HasLayer(int32 layerIndex) const
{
return (Mask & (1 << layerIndex)) != 0;
}
bool HasLayer(const StringView& layerName) const;
bool operator==(const LayersMask& other) const;
bool operator!=(const LayersMask& other) const;
};
// @formatter:off
namespace Serialization
{
inline bool ShouldSerialize(const LayersMask& v, const void* otherObj)
{
return !otherObj || v != *(LayersMask*)otherObj;
}
inline void Serialize(ISerializable::SerializeStream& stream, const LayersMask& v, const void* otherObj)
{
stream.Uint(v.Mask);
}
inline void Deserialize(ISerializable::DeserializeStream& stream, LayersMask& v, ISerializeModifier* modifier)
{
v.Mask = stream.GetUint();
}
}
// @formatter:on

View File

@@ -3,7 +3,6 @@
#pragma once
#include "Engine/Core/Config/Settings.h"
#include "Engine/Serialization/Json.h"
/// <summary>
/// Layers and objects tags settings.
@@ -14,12 +13,12 @@ DECLARE_SCRIPTING_TYPE_MINIMAL(LayersAndTagsSettings);
public:
/// <summary>
/// The tags names.
/// The tag names.
/// </summary>
Array<String> Tags;
/// <summary>
/// The layers names.
/// The layer names.
/// </summary>
String Layers[32];
@@ -31,44 +30,5 @@ public:
static LayersAndTagsSettings* Get();
// [SettingsBase]
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override
{
const auto tags = stream.FindMember("Tags");
if (tags != stream.MemberEnd())
{
auto& tagsArray = tags->value;
ASSERT(tagsArray.IsArray());
Tags.EnsureCapacity(tagsArray.Size());
// Note: we cannot remove tags at runtime so this should deserialize them in additive mode
// Tags are stored as tagIndex in actors so collection change would break the linkage
for (uint32 i = 0; i < tagsArray.Size(); i++)
{
auto& v = tagsArray[i];
if (v.IsString())
{
const String tag = v.GetText();
if (!Tags.Contains(tag))
Tags.Add(tag);
}
}
}
const auto layers = stream.FindMember("Layers");
if (layers != stream.MemberEnd())
{
auto& layersArray = layers->value;
ASSERT(layersArray.IsArray());
for (uint32 i = 0; i < layersArray.Size() && i < 32; i++)
{
auto& v = layersArray[i];
if (v.IsString())
Layers[i] = v.GetText();
else
Layers[i].Clear();
}
}
}
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override;
};