Optimize terrain debug shape drawing by caching lines into a vertex buffer

#2841
This commit is contained in:
Wojtek Figat
2024-12-09 18:26:53 +01:00
parent 0cf31395b5
commit 3e344e789a
7 changed files with 141 additions and 34 deletions

View File

@@ -94,6 +94,13 @@ struct DebugLine
float TimeLeft;
};
struct DebugGeometryBuffer
{
GPUBuffer* Buffer;
float TimeLeft;
Matrix Transform;
};
struct DebugTriangle
{
Float3 V0;
@@ -122,12 +129,9 @@ struct DebugText3D
float TimeLeft;
};
PACK_STRUCT(struct Vertex {
Float3 Position;
Color32 Color;
});
typedef DebugDraw::Vertex Vertex;
GPU_CB_STRUCT(Data {
GPU_CB_STRUCT(ShaderData {
Matrix ViewProjection;
Float2 Padding;
float ClipPosZBias;
@@ -231,6 +235,7 @@ void TeleportList(const Float3& delta, Array<DebugText3D>& list)
struct DebugDrawData
{
Array<DebugGeometryBuffer> GeometryBuffers;
Array<DebugLine> DefaultLines;
Array<Vertex> OneFrameLines;
Array<DebugTriangle> DefaultTriangles;
@@ -244,7 +249,7 @@ struct DebugDrawData
inline int32 Count() const
{
return LinesCount() + TrianglesCount() + TextCount();
return LinesCount() + TrianglesCount() + TextCount() + GeometryBuffers.Count();
}
inline int32 LinesCount() const
@@ -280,6 +285,7 @@ struct DebugDrawData
inline void Update(float deltaTime)
{
UpdateList(deltaTime, GeometryBuffers);
UpdateList(deltaTime, DefaultLines);
UpdateList(deltaTime, DefaultTriangles);
UpdateList(deltaTime, DefaultWireTriangles);
@@ -784,7 +790,7 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
// Update constant buffer
const auto cb = DebugDrawShader->GetShader()->GetCB(0);
Data data;
ShaderData data;
Matrix vp;
Matrix::Multiply(view.View, view.Projection, vp);
Matrix::Transpose(vp, data.ViewProjection);
@@ -830,6 +836,22 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
context->Draw(depthTestTriangles.StartVertex, depthTestTriangles.VertexCount);
}
// Geometries
for (auto& geometry : Context->DebugDrawDepthTest.GeometryBuffers)
{
auto tmp = data;
Matrix mvp;
Matrix::Multiply(geometry.Transform, vp, mvp);
Matrix::Transpose(mvp, tmp.ViewProjection);
context->UpdateCB(cb, &tmp);
auto state = data.EnableDepthTest ? &DebugDrawPsLinesDepthTest : &DebugDrawPsLinesDefault;
context->SetState(state->Get(enableDepthWrite, true));
context->BindVB(ToSpan(&geometry.Buffer, 1));
context->Draw(0, geometry.Buffer->GetElementsCount());
}
if (Context->DebugDrawDepthTest.GeometryBuffers.HasItems())
context->UpdateCB(cb, &data);
if (data.EnableDepthTest)
context->UnBindSR(0);
}
@@ -862,6 +884,19 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
context->BindVB(ToSpan(&vb, 1));
context->Draw(defaultTriangles.StartVertex, defaultTriangles.VertexCount);
}
// Geometries
for (auto& geometry : Context->DebugDrawDefault.GeometryBuffers)
{
auto tmp = data;
Matrix mvp;
Matrix::Multiply(geometry.Transform, vp, mvp);
Matrix::Transpose(mvp, tmp.ViewProjection);
context->UpdateCB(cb, &tmp);
context->SetState(DebugDrawPsLinesDefault.Get(false, false));
context->BindVB(ToSpan(&geometry.Buffer, 1));
context->Draw(0, geometry.Buffer->GetElementsCount());
}
}
// Text
@@ -1088,6 +1123,24 @@ void DebugDraw::DrawLines(const Span<Float3>& lines, const Matrix& transform, co
}
}
void DebugDraw::DrawLines(GPUBuffer* lines, const Matrix& transform, float duration, bool depthTest)
{
if (lines == nullptr || lines->GetSize() == 0)
return;
if (lines->GetSize() % (sizeof(Vertex) * 2) != 0)
{
DebugLog::ThrowException("Cannot draw debug lines with uneven amount of items in array");
return;
}
// Draw lines
auto& debugDrawData = depthTest ? Context->DebugDrawDepthTest : Context->DebugDrawDefault;
auto& geometry = debugDrawData.GeometryBuffers.AddOne();
geometry.Buffer = lines;
geometry.TimeLeft = duration;
geometry.Transform = transform * Matrix::Translation(-Context->Origin);
}
void DebugDraw::DrawLines(const Array<Float3>& lines, const Matrix& transform, const Color& color, float duration, bool depthTest)
{
DrawLines(Span<Float3>(lines.Get(), lines.Count()), transform, color, duration, depthTest);
@@ -2147,6 +2200,7 @@ void DebugDraw::DrawText(const StringView& text, const Transform& transform, con
void DebugDraw::Clear(void* context)
{
DebugDraw::UpdateContext(context, MAX_float);
UpdateContext(context, MAX_float);
}
#endif

View File

@@ -6,6 +6,8 @@
#include "Engine/Scripting/ScriptingType.h"
#include "Engine/Core/Math/Color.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Types/Span.h"
struct RenderView;
@@ -14,6 +16,7 @@ class Light;
struct RenderContext;
class GPUTextureView;
class GPUContext;
class GPUBuffer;
class RenderTask;
class SceneRenderTask;
class Actor;
@@ -26,6 +29,14 @@ API_CLASS(Static) class FLAXENGINE_API DebugDraw
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(DebugDraw);
/// <summary>
/// Vertex data for debug shapes.
/// </summary>
PACK_STRUCT(struct Vertex {
Float3 Position;
Color32 Color;
});
#if USE_EDITOR
/// <summary>
/// Allocates the context for Debug Drawing. Can be use to redirect debug shapes collecting to a separate container (instead of global state).
@@ -175,6 +186,15 @@ API_CLASS(Static) class FLAXENGINE_API DebugDraw
/// <param name="depthTest">If set to <c>true</c> depth test will be performed, otherwise depth will be ignored.</param>
API_FUNCTION() static void DrawLines(const Span<Float3>& lines, const Matrix& transform, const Color& color = Color::White, float duration = 0.0f, bool depthTest = true);
/// <summary>
/// Draws the lines using the provided vertex buffer that contains pairs of Vertex elements. Line positions are located one after another (e.g. l0.start, l0.end, l1.start, l1.end,...).
/// </summary>
/// <param name="lines">The GPU buffer with vertices for lines (must have multiple of 2 elements).</param>
/// <param name="transform">The custom matrix used to transform all line vertices.</param>
/// <param name="duration">The duration (in seconds). Use 0 to draw it only once.</param>
/// <param name="depthTest">If set to <c>true</c> depth test will be performed, otherwise depth will be ignored.</param>
API_FUNCTION() static void DrawLines(GPUBuffer* lines, const Matrix& transform, float duration = 0.0f, bool depthTest = true);
/// <summary>
/// Draws the lines. Line positions are located one after another (e.g. l0.start, l0.end, l1.start, l1.end,...).
/// </summary>
@@ -691,9 +711,9 @@ API_CLASS(Static) class FLAXENGINE_API DebugDraw
API_FUNCTION() static void DrawText(const StringView& text, const Transform& transform, const Color& color = Color::White, int32 size = 32, float duration = 0.0f);
/// <summary>
/// Clear all debug draw displayed on sceen.
/// Clears all debug shapes displayed on screen.
/// </summary>
/// <returns></returns>
/// <param name="context">The context.</param>
API_FUNCTION() static void Clear(void* context = nullptr);
};

View File

@@ -5,6 +5,7 @@
#include "GPUResourceProperty.h"
#include "GPUBufferDescription.h"
#include "PixelFormatExtensions.h"
#include "RenderTask.h"
#include "Async/Tasks/GPUCopyResourceTask.h"
#include "Engine/Core/Utilities.h"
#include "Engine/Core/Types/String.h"
@@ -358,6 +359,16 @@ void GPUBuffer::SetData(const void* data, uint32 size)
Log::ArgumentOutOfRangeException(TEXT("Buffer.SetData"));
return;
}
if (_desc.Usage == GPUResourceUsage::Default && GPUDevice::Instance->IsRendering())
{
// Upload using the context (will use internal staging buffer inside command buffer)
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(this, data, size);
RenderContext::GPULocker.Unlock();
return;
}
void* mapped = Map(GPUResourceMapMode::Write);
if (!mapped)
return;

View File

@@ -74,8 +74,7 @@ public:
/// </summary>
API_PROPERTY() FORCE_INLINE uint32 GetElementsCount() const
{
ASSERT(_desc.Stride > 0);
return _desc.Size / _desc.Stride;
return _desc.Stride > 0 ? _desc.Size / _desc.Stride : 0;
}
/// <summary>

View File

@@ -90,6 +90,7 @@ void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory c
// Draw physics shapes
if (EnumHasAnyFlags(view.Flags, ViewFlags::PhysicsDebug) || view.Mode == ViewMode::PhysicsColliders)
{
PROFILE_CPU_NAMED("PhysicsDebug");
const PhysicsDebugCallback* physicsDebugData = PhysicsDebug.Get();
for (int32 i = 0; i < PhysicsDebug.Count(); i++)
{
@@ -100,6 +101,7 @@ void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory c
// Draw light shapes
if (EnumHasAnyFlags(view.Flags, ViewFlags::LightsDebug))
{
PROFILE_CPU_NAMED("LightsDebug");
const LightsDebugCallback* lightsDebugData = LightsDebug.Get();
for (int32 i = 0; i < LightsDebug.Count(); i++)
{

View File

@@ -33,6 +33,11 @@
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
#endif
#if TERRAIN_USE_PHYSICS_DEBUG
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/DynamicBuffer.h"
#include "Engine/Engine/Units.h"
#endif
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/RawDataAsset.h"
@@ -94,7 +99,8 @@ void TerrainPatch::Init(Terrain* terrain, int16 x, int16 z)
}
#endif
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
SAFE_DELETE(_debugLines);
_debugLinesDirty = true;
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
@@ -1822,7 +1828,7 @@ bool TerrainPatch::UpdateHeightData(TerrainDataUpdateInfo& info, const Int2& mod
// Invalidate cache
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
_debugLinesDirty = true;
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
@@ -1940,7 +1946,7 @@ bool TerrainPatch::UpdateCollision()
{
// Invalidate cache
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
_debugLinesDirty = true;
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
@@ -2082,7 +2088,7 @@ void TerrainPatch::UpdatePostManualDeserialization()
{
// Invalidate cache
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
_debugLinesDirty = true;
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
@@ -2211,7 +2217,8 @@ void TerrainPatch::DestroyCollision()
_physicsShape = nullptr;
_physicsHeightField = nullptr;
#if TERRAIN_USE_PHYSICS_DEBUG
_debugLines.Resize(0);
_debugLinesDirty = true;
SAFE_DELETE(_debugLines);
#endif
#if USE_EDITOR
_collisionTriangles.Resize(0);
@@ -2224,15 +2231,26 @@ void TerrainPatch::DestroyCollision()
void TerrainPatch::CacheDebugLines()
{
PROFILE_CPU();
ASSERT(_debugLines.IsEmpty() && _physicsHeightField);
ASSERT(_physicsHeightField);
_debugLinesDirty = false;
if (!_debugLines)
_debugLines = GPUDevice::Instance->CreateBuffer(TEXT("Terrain.DebugLines"));
int32 rows, cols;
PhysicsBackend::GetHeightFieldSize(_physicsHeightField, rows, cols);
const int32 count = (rows - 1) * (cols - 1) * 6 + (cols + rows - 2) * 2;
typedef DebugDraw::Vertex Vertex;
if (_debugLines->GetElementsCount() != count)
{
if (_debugLines->Init(GPUBufferDescription::Vertex(sizeof(Vertex), count)))
return;
}
Array<Vertex> debugLines;
debugLines.Resize(count);
auto* data = debugLines.Get();
const Color32 color(Color::GreenYellow * 0.8f);
_debugLines.Resize((rows - 1) * (cols - 1) * 6 + (cols + rows - 2) * 2);
Vector3* data = _debugLines.Get();
#define GET_VERTEX(x, y) const Vector3 v##x##y((float)(row + (x)), PhysicsBackend::GetHeightFieldHeight(_physicsHeightField, row + (x), col + (y)) / TERRAIN_PATCH_COLLISION_QUANTIZATION, (float)(col + (y)))
#define GET_VERTEX(x, y) const Vertex v##x##y = { Float3((float)(row + (x)), PhysicsBackend::GetHeightFieldHeight(_physicsHeightField, row + (x), col + (y)) / TERRAIN_PATCH_COLLISION_QUANTIZATION, (float)(col + (y))), color }
for (int32 row = 0; row < rows - 1; row++)
{
@@ -2243,7 +2261,7 @@ void TerrainPatch::CacheDebugLines()
if (sample.MaterialIndex0 == (uint8)PhysicsBackend::HeightFieldMaterial::Hole)
{
for (int32 i = 0; i < 6; i++)
*data++ = Vector3::Zero;
*data++ = Vertex { Float3::Zero, Color32::Black };
continue;
}
@@ -2284,18 +2302,16 @@ void TerrainPatch::CacheDebugLines()
}
#undef GET_VERTEX
_debugLines->SetData(debugLines.Get(), _debugLines->GetSize());
}
void TerrainPatch::DrawPhysicsDebug(RenderView& view)
{
#if COMPILE_WITH_DEBUG_DRAW
const BoundingBox bounds(_bounds.Minimum - view.Origin, _bounds.Maximum - view.Origin);
if (!_physicsShape || !view.CullingFrustum.Intersects(bounds))
return;
const Transform terrainTransform = _terrain->_transform;
const Transform localTransform(Vector3(0, _yOffset, 0), Quaternion::Identity, Vector3(_collisionScaleXZ, _yHeight, _collisionScaleXZ));
const Matrix world = localTransform.GetWorld() * terrainTransform.GetWorld();
if (view.Mode == ViewMode::PhysicsColliders)
{
DEBUG_DRAW_TRIANGLES(GetCollisionTriangles(), Color::DarkOliveGreen, 0, true);
@@ -2304,13 +2320,17 @@ void TerrainPatch::DrawPhysicsDebug(RenderView& view)
{
BoundingSphere sphere;
BoundingSphere::FromBox(bounds, sphere);
if (Vector3::Distance(sphere.Center, view.Position) - sphere.Radius < 4000.0f)
if (Vector3::Distance(sphere.Center, view.Position) - sphere.Radius < METERS_TO_UNITS(500))
{
if (_debugLines.IsEmpty())
if (!_debugLines || _debugLinesDirty)
CacheDebugLines();
DEBUG_DRAW_LINES(_debugLines, world, Color::GreenYellow * 0.8f, 0, true);
const Transform terrainTransform = _terrain->_transform;
const Transform localTransform(Vector3(0, _yOffset, 0), Quaternion::Identity, Vector3(_collisionScaleXZ, _yHeight, _collisionScaleXZ));
const Matrix world = localTransform.GetWorld() * terrainTransform.GetWorld();
DebugDraw::DrawLines(_debugLines, world);
}
}
#endif
}
#endif

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@@ -40,12 +40,13 @@ private:
Array<Color32> _cachedSplatMap[TERRAIN_MAX_SPLATMAPS_COUNT];
bool _wasHeightModified;
bool _wasSplatmapModified[TERRAIN_MAX_SPLATMAPS_COUNT];
#if TERRAIN_USE_PHYSICS_DEBUG
bool _debugLinesDirty = true;
class GPUBuffer* _debugLines = nullptr;
#endif
TextureBase::InitData* _dataHeightmap = nullptr;
TextureBase::InitData* _dataSplatmap[TERRAIN_MAX_SPLATMAPS_COUNT] = {};
#endif
#if TERRAIN_USE_PHYSICS_DEBUG
Array<Vector3> _debugLines; // TODO: large-worlds
#endif
#if USE_EDITOR
Array<Vector3> _collisionTriangles; // TODO: large-worlds
#endif