Refactor PostProcessEffect to support C++ scripting

This commit is contained in:
Wojtek Figat
2022-11-02 20:29:59 +01:00
parent 86b6b20200
commit 6a61b692aa
19 changed files with 253 additions and 483 deletions

View File

@@ -4,7 +4,7 @@
#include "RenderBuffers.h"
#include "GPUDevice.h"
#include "GPUSwapChain.h"
#include "FlaxEngine.Gen.h"
#include "PostProcessEffect.h"
#include "Engine/Core/Collections/Sorting.h"
#include "Engine/Debug/DebugLog.h"
#include "Engine/Level/Level.h"
@@ -14,55 +14,25 @@
#include "Engine/Engine/Engine.h"
#include "Engine/Level/Actors/PostFxVolume.h"
#include "Engine/Profiler/Profiler.h"
#include "Engine/Scripting/ManagedCLR/MAssembly.h"
#include "Engine/Scripting/ManagedCLR/MClass.h"
#include "Engine/Scripting/ManagedCLR/MMethod.h"
#include "Engine/Scripting/Script.h"
#include "Engine/Scripting/BinaryModule.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Threading/Threading.h"
#if USE_MONO
#include <ThirdParty/mono-2.0/mono/metadata/appdomain.h>
#endif
#if USE_EDITOR
#include "Engine/Renderer/Lightmaps.h"
#else
#include "Engine/Engine/Screen.h"
#endif
#if USE_MONO
// TODO: use API for events and remove this manual wrapper code
struct RenderContextManaged
{
MonoObject* Buffers;
MonoObject* List;
MonoObject* Task;
RenderView* LodProxyView;
RenderView View;
};
// TODO: use API for events and remove this manual wrapper code
namespace
{
RenderContextManaged ToManaged(const RenderContext& value)
{
RenderContextManaged result;
result.Buffers = ScriptingObject::ToManaged((ScriptingObject*)value.Buffers);
result.List = ScriptingObject::ToManaged((ScriptingObject*)value.List);
result.Task = ScriptingObject::ToManaged((ScriptingObject*)value.Task);
result.LodProxyView = value.LodProxyView;
result.View = value.View;
return result;
}
}
#endif
Array<RenderTask*> RenderTask::Tasks;
CriticalSection RenderTask::TasksLocker;
int32 RenderTask::TasksDoneLastFrame;
Array<PostProcessEffect*> SceneRenderTask::GlobalCustomPostFx;
MainRenderTask* MainRenderTask::Instance;
PostProcessEffect::PostProcessEffect(const SpawnParams& params)
: Script(params)
{
}
void RenderTask::DrawAll()
{
ScopeLock lock(TasksLocker);
@@ -160,62 +130,6 @@ bool RenderTask::Resize(int32 width, int32 height)
return false;
}
void ManagedPostProcessEffect::FetchInfo()
{
ASSERT(Target);
SetEnabled(Target->GetEnabled());
static MMethod* FetchInfoManaged = nullptr;
if (FetchInfoManaged == nullptr)
{
auto klass = ((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly->GetClass("FlaxEngine.PostProcessEffect");
ASSERT(klass);
FetchInfoManaged = klass->GetMethod("FetchInfo", 3);
ASSERT(FetchInfoManaged);
}
void* args[3];
args[0] = Target->GetOrCreateManagedInstance();
args[1] = &_location;
args[2] = &_useSingleTarget;
MObject* exception = nullptr;
FetchInfoManaged->Invoke(nullptr, args, &exception);
if (exception)
DebugLog::LogException(exception);
}
bool ManagedPostProcessEffect::IsLoaded() const
{
return Target != nullptr;
}
void ManagedPostProcessEffect::Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output)
{
#if USE_MONO
const auto context = GPUDevice::Instance->GetMainContext();
auto inputObj = ScriptingObject::ToManaged(input);
auto outputObj = ScriptingObject::ToManaged(output);
// Call rendering method (handle base classes)
ASSERT(Target && Target->GetClass() != nullptr);
auto mclass = Target->GetClass();
auto renderMethod = mclass->FindMethod("Render", 4, true);
if (renderMethod == nullptr)
return;
RenderContextManaged tmp = ::ToManaged(renderContext);
void* params[4];
params[0] = context->GetOrCreateManagedInstance();
params[1] = &tmp;
params[2] = inputObj;
params[3] = outputObj;
MObject* exception = nullptr;
renderMethod->InvokeVirtual(Target->GetOrCreateManagedInstance(), params, &exception);
if (exception)
DebugLog::LogException(exception);
#endif
}
SceneRenderTask::SceneRenderTask(const SpawnParams& params)
: RenderTask(params)
{
@@ -252,6 +166,26 @@ void SceneRenderTask::ClearCustomActors()
CustomActors.Clear();
}
void SceneRenderTask::AddCustomPostFx(PostProcessEffect* fx)
{
CustomPostFx.Add(fx);
}
void SceneRenderTask::RemoveCustomPostFx(PostProcessEffect* fx)
{
CustomPostFx.Remove(fx);
}
void SceneRenderTask::AddGlobalCustomPostFx(PostProcessEffect* fx)
{
GlobalCustomPostFx.Add(fx);
}
void SceneRenderTask::RemoveGlobalCustomPostFx(PostProcessEffect* fx)
{
GlobalCustomPostFx.Remove(fx);
}
void SceneRenderTask::CollectPostFxVolumes(RenderContext& renderContext)
{
// Cache WorldPosition used for PostFx volumes blending (RenderView caches it later on)
@@ -263,7 +197,7 @@ void SceneRenderTask::CollectPostFxVolumes(RenderContext& renderContext)
}
if ((ActorsSource & ActorsSources::CustomActors) != 0)
{
for (auto a : CustomActors)
for (Actor* a : CustomActors)
{
auto* postFxVolume = dynamic_cast<PostFxVolume*>(a);
if (postFxVolume && a->GetIsActive())
@@ -285,8 +219,47 @@ void AddActorToSceneRendering(SceneRendering* s, Actor* a)
}
}
bool SortPostFx(PostProcessEffect* const& a, PostProcessEffect* const& b)
{
return a->Order < b->Order;
}
void SceneRenderTask::OnCollectDrawCalls(RenderContextBatch& renderContextBatch, byte category)
{
// Setup PostFx in the render list
if (category == SceneRendering::DrawCategory::PreRender)
{
const RenderContext& renderContext = renderContextBatch.GetMainContext();
auto& postFx = renderContext.List->PostFx;
// Collect all post effects
if (AllowGlobalCustomPostFx)
{
for (PostProcessEffect* fx : GlobalCustomPostFx)
{
if (fx && fx->CanRender())
postFx.Add(fx);
}
}
for (PostProcessEffect* fx : CustomPostFx)
{
if (fx && fx->CanRender())
postFx.Add(fx);
}
if (const auto* camera = Camera.Get())
{
for (Script* script : camera->Scripts)
{
auto* fx = Cast<PostProcessEffect>(script);
if (fx && fx->CanRender())
postFx.Add(fx);
}
}
// Sort by order
Sorting::QuickSort(postFx.Get(), postFx.Count(), &SortPostFx);
}
// Draw actors (collect draw calls)
if ((ActorsSource & ActorsSources::CustomActors) != 0)
{
@@ -373,33 +346,6 @@ void SceneRenderTask::OnBegin(GPUContext* context)
View.CopyFrom(Camera, &viewport);
}
// Get custom and global PostFx
CustomPostFx.Clear();
#if !COMPILE_WITHOUT_CSHARP
// TODO: move postFx in SceneRenderTask from C# to C++
static MMethod* GetPostFxManaged = GetStaticClass()->GetMethod("GetPostFx", 1);
if (GetPostFxManaged)
{
int32 count = 0;
void* params[1];
params[0] = &count;
MObject* exception = nullptr;
#if USE_MONO
const auto objects = (MonoArray*)GetPostFxManaged->Invoke(GetOrCreateManagedInstance(), params, &exception);
if (exception)
DebugLog::LogException(exception);
CustomPostFx.Resize(count);
for (int32 i = 0; i < count; i++)
{
auto& postFx = CustomPostFx[i];
postFx.Target = mono_array_get(objects, Script*, i);
if (postFx.Target)
postFx.FetchInfo();
}
#endif
}
#endif
// Setup render buffers for the output rendering resolution
if (Output)
{