Add UpdateFlags to ISceneRenderingListener::UpdateActor for more contextual control overdirtying actors state in renderer data

Fixes issue of static shadow maps not refreshing when changing static flags of the model.
This commit is contained in:
Wojtek Figat
2024-09-29 22:03:46 +02:00
parent a4350cdf3f
commit 5f19538455
19 changed files with 53 additions and 30 deletions

View File

@@ -758,7 +758,7 @@ void AnimatedModel::UpdateBounds()
}
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
}
void AnimatedModel::UpdateSockets()

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@@ -64,7 +64,7 @@ BoundingBox Decal::GetEditorBox() const
void Decal::OnLayerChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
}
void Decal::Draw(RenderContext& renderContext)

View File

@@ -166,7 +166,7 @@ void EnvironmentProbe::UpdateBounds()
_sphere = BoundingSphere(GetPosition(), GetScaledRadius());
BoundingBox::FromSphere(_sphere, _box);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
}
void EnvironmentProbe::Draw(RenderContext& renderContext)
@@ -220,7 +220,7 @@ void EnvironmentProbe::OnDebugDrawSelected()
void EnvironmentProbe::OnLayerChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
}
void EnvironmentProbe::Serialize(SerializeStream& stream, const void* otherObj)

View File

@@ -20,7 +20,7 @@ void ModelInstanceActor::SetEntries(const Array<ModelInstanceEntry>& value)
Entries[i] = value[i];
}
if (anyChanged && _sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Visual);
}
void ModelInstanceActor::SetMaterial(int32 entryIndex, MaterialBase* material)
@@ -33,7 +33,7 @@ void ModelInstanceActor::SetMaterial(int32 entryIndex, MaterialBase* material)
return;
Entries[entryIndex].Material = material;
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Visual);
}
MaterialInstance* ModelInstanceActor::CreateAndSetVirtualMaterialInstance(int32 entryIndex)
@@ -44,7 +44,7 @@ MaterialInstance* ModelInstanceActor::CreateAndSetVirtualMaterialInstance(int32
MaterialInstance* result = material->CreateVirtualInstance();
Entries[entryIndex].Material = result;
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Visual);
return result;
}
@@ -55,7 +55,13 @@ void ModelInstanceActor::WaitForModelLoad()
void ModelInstanceActor::OnLayerChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
}
void ModelInstanceActor::OnStaticFlagsChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::StaticFlags);
}
void ModelInstanceActor::OnTransformChanged()

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@@ -142,6 +142,7 @@ protected:
public:
// [Actor]
void OnLayerChanged() override;
void OnStaticFlagsChanged() override;
void OnTransformChanged() override;
protected:

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@@ -67,7 +67,7 @@ void PointLight::UpdateBounds()
BoundingBox::FromSphere(_sphere, _box);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
}
void PointLight::OnTransformChanged()
@@ -163,7 +163,7 @@ void PointLight::DrawLightsDebug(RenderView& view)
void PointLight::OnLayerChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
}
void PointLight::Serialize(SerializeStream& stream, const void* otherObj)

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@@ -101,7 +101,7 @@ void SkyLight::UpdateBounds()
_sphere = BoundingSphere(GetPosition(), GetScaledRadius());
BoundingBox::FromSphere(_sphere, _box);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
}
void SkyLight::Draw(RenderContext& renderContext)

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@@ -115,7 +115,7 @@ void SpotLight::UpdateBounds()
BoundingBox::FromSphere(_sphere, _box);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
}
void SpotLight::OnTransformChanged()

View File

@@ -283,7 +283,7 @@ void StaticModel::UpdateBounds()
}
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
}
void StaticModel::FlushVertexColors()