Add separate async job for each foliage type drawing

This commit is contained in:
Wojtek Figat
2022-11-10 23:46:43 +01:00
parent aa978ce0e4
commit 72244be201
4 changed files with 219 additions and 157 deletions

View File

@@ -7,11 +7,14 @@
#include "Engine/Core/Random.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Graphics/RenderTask.h"
#if !FOLIAGE_USE_SINGLE_QUAD_TREE && FOLIAGE_USE_DRAW_CALLS_BATCHING
#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/GlobalSignDistanceFieldPass.h"
@@ -19,6 +22,16 @@
#include "Engine/Serialization/Serialization.h"
#include "Engine/Utilities/Encryption.h"
// When using separate quad-tree for each foliage type we can run async job to draw them in separate, otherwise just draw whole foliage in async as one
#if FOLIAGE_USE_SINGLE_QUAD_TREE
#define FOLIAGE_SCENE_DRAW_CATEGORY SceneRendering::SceneDrawAsync
#else
#define FOLIAGE_SCENE_DRAW_CATEGORY SceneRendering::SceneDraw
#endif
#define FOLIAGE_GET_DRAW_MODES(renderContext, type) static_cast<DrawPass>(type.DrawModes & renderContext.View.Pass & (int32)renderContext.View.GetShadowsDrawPassMask(type.ShadowsMode))
#define FOLIAGE_CAN_DRAW(renderContext, type) (type.IsReady() && FOLIAGE_GET_DRAW_MODES(renderContext, type) != DrawPass::None && type.Model->CanBeRendered())
Foliage::Foliage(const SpawnParams& params)
: Actor(params)
{
@@ -83,7 +96,7 @@ void Foliage::AddToCluster(ChunkedArray<FoliageCluster, FOLIAGE_CLUSTER_CHUNKS_S
#if !FOLIAGE_USE_SINGLE_QUAD_TREE && FOLIAGE_USE_DRAW_CALLS_BATCHING
void Foliage::DrawInstance(RenderContext& renderContext, FoliageInstance& instance, FoliageType& type, Model* model, int32 lod, float lodDitherFactor, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const
void Foliage::DrawInstance(RenderContext& renderContext, FoliageInstance& instance, const FoliageType& type, Model* model, int32 lod, float lodDitherFactor, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const
{
const auto& meshes = model->LODs.Get()[lod].Meshes;
for (int32 meshIndex = 0; meshIndex < meshes.Count(); meshIndex++)
@@ -100,6 +113,7 @@ void Foliage::DrawInstance(RenderContext& renderContext, FoliageInstance& instan
if (!e)
{
e = &result[key];
ASSERT_LOW_LAYER(key.Mat);
e->DrawCall.Material = key.Mat;
e->DrawCall.Surface.Lightmap = _staticFlags & StaticFlags::Lightmap ? _scene->LightmapsData.GetReadyLightmap(key.Lightmap) : nullptr;
}
@@ -120,7 +134,7 @@ void Foliage::DrawInstance(RenderContext& renderContext, FoliageInstance& instan
}
}
void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, FoliageType& type, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const
void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, const FoliageType& type, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const
{
// Skip clusters that around too far from view
const Vector3 viewOrigin = renderContext.View.Origin;
@@ -324,7 +338,7 @@ void Foliage::DrawCluster(RenderContext& renderContext, FoliageCluster* cluster,
#if !FOLIAGE_USE_SINGLE_QUAD_TREE
void Foliage::DrawClusterGlobalSDF(class GlobalSignDistanceFieldPass* globalSDF, const BoundingBox& globalSDFBounds, FoliageCluster* cluster, FoliageType& type)
void Foliage::DrawClusterGlobalSDF(class GlobalSignDistanceFieldPass* globalSDF, const BoundingBox& globalSDFBounds, FoliageCluster* cluster, const FoliageType& type)
{
if (cluster->Children[0])
{
@@ -355,7 +369,7 @@ void Foliage::DrawClusterGlobalSDF(class GlobalSignDistanceFieldPass* globalSDF,
}
}
void Foliage::DrawClusterGlobalSA(GlobalSurfaceAtlasPass* globalSA, const Vector4& cullingPosDistance, FoliageCluster* cluster, FoliageType& type, const BoundingBox& localBounds)
void Foliage::DrawClusterGlobalSA(GlobalSurfaceAtlasPass* globalSA, const Vector4& cullingPosDistance, FoliageCluster* cluster, const FoliageType& type, const BoundingBox& localBounds)
{
if (cluster->Children[0])
{
@@ -384,8 +398,151 @@ void Foliage::DrawClusterGlobalSA(GlobalSurfaceAtlasPass* globalSA, const Vector
}
}
void Foliage::DrawFoliageJob(int32 i)
{
PROFILE_CPU();
const FoliageType& type = FoliageTypes[i];
if (type.IsReady() && type.Model->CanBeRendered())
{
DrawCallsList drawCallsLists[MODEL_MAX_LODS];
for (RenderContext& renderContext : _renderContextBatch->Contexts)
DrawType(renderContext, type, drawCallsLists);
}
}
#endif
void Foliage::DrawType(RenderContext& renderContext, const FoliageType& type, DrawCallsList* drawCallsLists)
{
if (!type.Root || !FOLIAGE_CAN_DRAW(renderContext, type))
return;
const DrawPass typeDrawModes = FOLIAGE_GET_DRAW_MODES(renderContext, type);
PROFILE_CPU_ASSET(type.Model);
#if FOLIAGE_USE_DRAW_CALLS_BATCHING
// Initialize draw calls for foliage type all LODs meshes
for (int32 lod = 0; lod < type.Model->LODs.Count(); lod++)
{
auto& modelLod = type.Model->LODs[lod];
DrawCallsList& drawCallsList = drawCallsLists[lod];
const auto& meshes = modelLod.Meshes;
drawCallsList.Resize(meshes.Count());
for (int32 meshIndex = 0; meshIndex < meshes.Count(); meshIndex++)
{
const auto& mesh = meshes.Get()[meshIndex];
auto& drawCall = drawCallsList.Get()[meshIndex];
drawCall.DrawCall.Material = nullptr;
// Check entry visibility
const auto& entry = type.Entries[mesh.GetMaterialSlotIndex()];
if (!entry.Visible || !mesh.IsInitialized())
continue;
const MaterialSlot& slot = type.Model->MaterialSlots[mesh.GetMaterialSlotIndex()];
// Select material
MaterialBase* material;
if (entry.Material && entry.Material->IsLoaded())
material = entry.Material;
else if (slot.Material && slot.Material->IsLoaded())
material = slot.Material;
else
material = GPUDevice::Instance->GetDefaultMaterial();
if (!material || !material->IsSurface())
continue;
// Select draw modes
const auto shadowsMode = static_cast<ShadowsCastingMode>(entry.ShadowsMode & slot.ShadowsMode);
const auto drawModes = static_cast<DrawPass>(typeDrawModes & renderContext.View.GetShadowsDrawPassMask(shadowsMode)) & material->GetDrawModes();
if (drawModes == 0)
continue;
drawCall.DrawCall.Material = material;
}
}
// Draw instances of the foliage type
BatchedDrawCalls result;
DrawCluster(renderContext, type.Root, type, drawCallsLists, result);
// Submit draw calls with valid instances added
for (auto& e : result)
{
auto& batch = e.Value;
if (batch.Instances.IsEmpty())
continue;
const auto& mesh = *e.Key.Geo;
const auto& entry = type.Entries[mesh.GetMaterialSlotIndex()];
const MaterialSlot& slot = type.Model->MaterialSlots[mesh.GetMaterialSlotIndex()];
const auto shadowsMode = static_cast<ShadowsCastingMode>(entry.ShadowsMode & slot.ShadowsMode);
const auto drawModes = (DrawPass)(static_cast<DrawPass>(typeDrawModes & renderContext.View.GetShadowsDrawPassMask(shadowsMode)) & batch.DrawCall.Material->GetDrawModes());
// Setup draw call
mesh.GetDrawCallGeometry(batch.DrawCall);
batch.DrawCall.InstanceCount = 1;
auto& firstInstance = batch.Instances[0];
batch.DrawCall.ObjectPosition = firstInstance.InstanceOrigin;
batch.DrawCall.PerInstanceRandom = firstInstance.PerInstanceRandom;
auto lightmapArea = firstInstance.InstanceLightmapArea.ToFloat4();
batch.DrawCall.Surface.LightmapUVsArea = *(Rectangle*)&lightmapArea;
batch.DrawCall.Surface.LODDitherFactor = firstInstance.LODDitherFactor;
batch.DrawCall.World.SetRow1(Float4(firstInstance.InstanceTransform1, 0.0f));
batch.DrawCall.World.SetRow2(Float4(firstInstance.InstanceTransform2, 0.0f));
batch.DrawCall.World.SetRow3(Float4(firstInstance.InstanceTransform3, 0.0f));
batch.DrawCall.World.SetRow4(Float4(firstInstance.InstanceOrigin, 1.0f));
batch.DrawCall.Surface.PrevWorld = batch.DrawCall.World;
batch.DrawCall.Surface.GeometrySize = mesh.GetBox().GetSize();
batch.DrawCall.Surface.Skinning = nullptr;
batch.DrawCall.WorldDeterminantSign = 1;
if (drawModes & DrawPass::Forward)
{
// Transparency requires sorting by depth so convert back the batched draw call into normal draw calls (RenderList impl will handle this)
DrawCall drawCall = batch.DrawCall;
for (int32 j = 0; j < batch.Instances.Count(); j++)
{
auto& instance = batch.Instances[j];
drawCall.ObjectPosition = instance.InstanceOrigin;
drawCall.PerInstanceRandom = instance.PerInstanceRandom;
lightmapArea = instance.InstanceLightmapArea.ToFloat4();
drawCall.Surface.LightmapUVsArea = *(Rectangle*)&lightmapArea;
drawCall.Surface.LODDitherFactor = instance.LODDitherFactor;
drawCall.World.SetRow1(Float4(instance.InstanceTransform1, 0.0f));
drawCall.World.SetRow2(Float4(instance.InstanceTransform2, 0.0f));
drawCall.World.SetRow3(Float4(instance.InstanceTransform3, 0.0f));
drawCall.World.SetRow4(Float4(instance.InstanceOrigin, 1.0f));
const int32 drawCallIndex = renderContext.List->DrawCalls.Add(drawCall);
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::Forward].Indices.Add(drawCallIndex);
}
}
// Add draw call batch
const int32 batchIndex = renderContext.List->BatchedDrawCalls.Add(MoveTemp(batch));
// Add draw call to proper draw lists
if (drawModes & DrawPass::Depth)
{
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::Depth].PreBatchedDrawCalls.Add(batchIndex);
}
if (drawModes & DrawPass::GBuffer)
{
if (entry.ReceiveDecals)
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::GBuffer].PreBatchedDrawCalls.Add(batchIndex);
else
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals].PreBatchedDrawCalls.Add(batchIndex);
}
if (drawModes & DrawPass::Distortion)
{
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::Distortion].PreBatchedDrawCalls.Add(batchIndex);
}
if (drawModes & DrawPass::MotionVectors && (_staticFlags & StaticFlags::Transform) == 0)
{
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::MotionVectors].PreBatchedDrawCalls.Add(batchIndex);
}
}
#else
DrawCluster(renderContext, type.Root, draw);
#endif
}
int32 Foliage::GetInstancesCount() const
{
return Instances.Count();
@@ -638,7 +795,7 @@ void Foliage::OnFoliageTypeModelLoaded(int32 index)
}
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, FOLIAGE_SCENE_DRAW_CATEGORY);
}
{
PROFILE_CPU_NAMED("Create Clusters");
@@ -685,7 +842,7 @@ void Foliage::RebuildClusters()
_box = BoundingBox(_transform.Translation, _transform.Translation);
_sphere = BoundingSphere(_transform.Translation, 0.0f);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, FOLIAGE_SCENE_DRAW_CATEGORY);
return;
}
@@ -775,7 +932,7 @@ void Foliage::RebuildClusters()
_box = totalBounds;
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, FOLIAGE_SCENE_DRAW_CATEGORY);
}
// Insert all instances to the clusters
@@ -927,22 +1084,16 @@ void Foliage::Draw(RenderContext& renderContext)
if (Instances.IsEmpty())
return;
PROFILE_CPU();
auto& view = renderContext.View;
const RenderView& view = renderContext.View;
// Cache data per foliage instance type
for (auto& type : FoliageTypes)
{
const auto drawModes = static_cast<DrawPass>(type.DrawModes & view.Pass & (int32)view.GetShadowsDrawPassMask(type.ShadowsMode));
type._canDraw = type.IsReady() && drawModes != DrawPass::None;
type._drawModes = drawModes;
if (type._canDraw)
for (int32 j = 0; j < type.Entries.Count(); j++)
{
for (int32 j = 0; j < type.Entries.Count(); j++)
{
auto& e = type.Entries[j];
e.ReceiveDecals = type.ReceiveDecals != 0;
e.ShadowsMode = type.ShadowsMode;
}
auto& e = type.Entries[j];
e.ReceiveDecals = type.ReceiveDecals != 0;
e.ShadowsMode = type.ShadowsMode;
}
}
@@ -967,7 +1118,7 @@ void Foliage::Draw(RenderContext& renderContext)
#else
for (auto& type : FoliageTypes)
{
if (type._canDraw && type.Root)
if (type.Root && FOLIAGE_CAN_DRAW(renderContext, type))
DrawClusterGlobalSDF(globalSDF, globalSDFBounds, type.Root, type);
}
#endif
@@ -995,7 +1146,7 @@ void Foliage::Draw(RenderContext& renderContext)
#else
for (auto& type : FoliageTypes)
{
if (type._canDraw && type.Root)
if (type.Root && FOLIAGE_CAN_DRAW(renderContext, type))
{
BoundingBox localBounds = type.Model->LODs.Last().GetBox();
DrawClusterGlobalSA(globalSA, cullingPosDistance, type.Root, type, localBounds);
@@ -1052,136 +1203,46 @@ void Foliage::Draw(RenderContext& renderContext)
#else
for (auto& type : FoliageTypes)
{
if (type.Root && type._canDraw && type.Model->CanBeRendered())
{
#if FOLIAGE_USE_DRAW_CALLS_BATCHING
// Initialize draw calls for foliage type all LODs meshes
for (int32 lod = 0; lod < type.Model->LODs.Count(); lod++)
{
auto& modelLod = type.Model->LODs[lod];
DrawCallsList& drawCallsList = drawCallsLists[lod];
const auto& meshes = modelLod.Meshes;
drawCallsList.Resize(meshes.Count());
for (int32 meshIndex = 0; meshIndex < meshes.Count(); meshIndex++)
{
const auto& mesh = meshes[meshIndex];
auto& drawCall = drawCallsList[meshIndex];
drawCall.DrawCall.Material = nullptr;
// Check entry visibility
const auto& entry = type.Entries[mesh.GetMaterialSlotIndex()];
if (!entry.Visible || !mesh.IsInitialized())
continue;
const MaterialSlot& slot = type.Model->MaterialSlots[mesh.GetMaterialSlotIndex()];
// Select material
MaterialBase* material;
if (entry.Material && entry.Material->IsLoaded())
material = entry.Material;
else if (slot.Material && slot.Material->IsLoaded())
material = slot.Material;
else
material = GPUDevice::Instance->GetDefaultMaterial();
if (!material || !material->IsSurface())
continue;
// Select draw modes
const auto shadowsMode = static_cast<ShadowsCastingMode>(entry.ShadowsMode & slot.ShadowsMode);
const auto drawModes = static_cast<DrawPass>(type._drawModes & renderContext.View.GetShadowsDrawPassMask(shadowsMode)) & material->GetDrawModes();
if (drawModes == 0)
continue;
drawCall.DrawCall.Material = material;
}
}
// Draw instances of the foliage type
BatchedDrawCalls result;
DrawCluster(renderContext, type.Root, type, drawCallsLists, result);
// Submit draw calls with valid instances added
for (auto& e : result)
{
auto& batch = e.Value;
if (batch.Instances.IsEmpty())
continue;
const auto& mesh = *e.Key.Geo;
const auto& entry = type.Entries[mesh.GetMaterialSlotIndex()];
const MaterialSlot& slot = type.Model->MaterialSlots[mesh.GetMaterialSlotIndex()];
const auto shadowsMode = static_cast<ShadowsCastingMode>(entry.ShadowsMode & slot.ShadowsMode);
const auto drawModes = (DrawPass)(static_cast<DrawPass>(type._drawModes & renderContext.View.GetShadowsDrawPassMask(shadowsMode)) & batch.DrawCall.Material->GetDrawModes());
// Setup draw call
mesh.GetDrawCallGeometry(batch.DrawCall);
batch.DrawCall.InstanceCount = 1;
auto& firstInstance = batch.Instances[0];
batch.DrawCall.ObjectPosition = firstInstance.InstanceOrigin;
batch.DrawCall.PerInstanceRandom = firstInstance.PerInstanceRandom;
auto lightmapArea = firstInstance.InstanceLightmapArea.ToFloat4();
batch.DrawCall.Surface.LightmapUVsArea = *(Rectangle*)&lightmapArea;
batch.DrawCall.Surface.LODDitherFactor = firstInstance.LODDitherFactor;
batch.DrawCall.World.SetRow1(Float4(firstInstance.InstanceTransform1, 0.0f));
batch.DrawCall.World.SetRow2(Float4(firstInstance.InstanceTransform2, 0.0f));
batch.DrawCall.World.SetRow3(Float4(firstInstance.InstanceTransform3, 0.0f));
batch.DrawCall.World.SetRow4(Float4(firstInstance.InstanceOrigin, 1.0f));
batch.DrawCall.Surface.PrevWorld = batch.DrawCall.World;
batch.DrawCall.Surface.GeometrySize = mesh.GetBox().GetSize();
batch.DrawCall.Surface.Skinning = nullptr;
batch.DrawCall.WorldDeterminantSign = 1;
if (drawModes & DrawPass::Forward)
{
// Transparency requires sorting by depth so convert back the batched draw call into normal draw calls (RenderList impl will handle this)
DrawCall drawCall = batch.DrawCall;
for (int32 j = 0; j < batch.Instances.Count(); j++)
{
auto& instance = batch.Instances[j];
drawCall.ObjectPosition = instance.InstanceOrigin;
drawCall.PerInstanceRandom = instance.PerInstanceRandom;
lightmapArea = instance.InstanceLightmapArea.ToFloat4();
drawCall.Surface.LightmapUVsArea = *(Rectangle*)&lightmapArea;
drawCall.Surface.LODDitherFactor = instance.LODDitherFactor;
drawCall.World.SetRow1(Float4(instance.InstanceTransform1, 0.0f));
drawCall.World.SetRow2(Float4(instance.InstanceTransform2, 0.0f));
drawCall.World.SetRow3(Float4(instance.InstanceTransform3, 0.0f));
drawCall.World.SetRow4(Float4(instance.InstanceOrigin, 1.0f));
const int32 drawCallIndex = renderContext.List->DrawCalls.Add(drawCall);
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::Forward].Indices.Add(drawCallIndex);
}
}
// Add draw call batch
const int32 batchIndex = renderContext.List->BatchedDrawCalls.Add(MoveTemp(batch));
// Add draw call to proper draw lists
if (drawModes & DrawPass::Depth)
{
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::Depth].PreBatchedDrawCalls.Add(batchIndex);
}
if (drawModes & DrawPass::GBuffer)
{
if (entry.ReceiveDecals)
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::GBuffer].PreBatchedDrawCalls.Add(batchIndex);
else
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals].PreBatchedDrawCalls.Add(batchIndex);
}
if (drawModes & DrawPass::Distortion)
{
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::Distortion].PreBatchedDrawCalls.Add(batchIndex);
}
if (drawModes & DrawPass::MotionVectors && (_staticFlags & StaticFlags::Transform) == 0)
{
renderContext.List->DrawCallsLists[(int32)DrawCallsListType::MotionVectors].PreBatchedDrawCalls.Add(batchIndex);
}
}
#else
DrawCluster(renderContext, type.Root, draw);
#endif
}
DrawType(renderContext, type, drawCallsLists);
}
#endif
}
void Foliage::Draw(RenderContextBatch& renderContextBatch)
{
if (Instances.IsEmpty())
return;
#if !FOLIAGE_USE_SINGLE_QUAD_TREE
// Run async job for each foliage type
const RenderView& view = renderContextBatch.GetMainContext().View;
if ((view.Pass & DrawPass::GBuffer) && !(view.Pass & (DrawPass::GlobalSDF | DrawPass::GlobalSurfaceAtlas)))
{
// Cache data per foliage instance type
for (FoliageType& type : FoliageTypes)
{
for (int32 j = 0; j < type.Entries.Count(); j++)
{
auto& e = type.Entries[j];
e.ReceiveDecals = type.ReceiveDecals != 0;
e.ShadowsMode = type.ShadowsMode;
}
}
// Run async job for each foliage type
_renderContextBatch = &renderContextBatch;
Function<void(int32)> func;
func.Bind<Foliage, &Foliage::DrawFoliageJob>(this);
const uint64 waitLabel = JobSystem::Dispatch(func, FoliageTypes.Count());
renderContextBatch.WaitLabels.Add(waitLabel);
return;
}
#endif
// Fallback to default rendering
Actor::Draw(renderContextBatch);
}
bool Foliage::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
{
int32 instanceIndex;
@@ -1398,12 +1459,12 @@ void Foliage::Deserialize(DeserializeStream& stream, ISerializeModifier* modifie
void Foliage::OnLayerChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, FOLIAGE_SCENE_DRAW_CATEGORY);
}
void Foliage::OnEnable()
{
GetSceneRendering()->AddActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
GetSceneRendering()->AddActor(this, _sceneRenderingKey, FOLIAGE_SCENE_DRAW_CATEGORY);
// Base
Actor::OnEnable();
@@ -1411,7 +1472,7 @@ void Foliage::OnEnable()
void Foliage::OnDisable()
{
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey, FOLIAGE_SCENE_DRAW_CATEGORY);
// Base
Actor::OnDisable();

View File

@@ -170,15 +170,18 @@ private:
typedef Array<struct BatchedDrawCall, InlinedAllocation<8>> DrawCallsList;
typedef Dictionary<DrawKey, struct BatchedDrawCall, class RendererAllocation> BatchedDrawCalls;
void DrawInstance(RenderContext& renderContext, FoliageInstance& instance, FoliageType& type, Model* model, int32 lod, float lodDitherFactor, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const;
void DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, FoliageType& type, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const;
void DrawInstance(RenderContext& renderContext, FoliageInstance& instance, const FoliageType& type, Model* model, int32 lod, float lodDitherFactor, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const;
void DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, const FoliageType& type, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const;
#else
void DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, Mesh::DrawInfo& draw);
#endif
#if !FOLIAGE_USE_SINGLE_QUAD_TREE
void DrawClusterGlobalSDF(class GlobalSignDistanceFieldPass* globalSDF, const BoundingBox& globalSDFBounds, FoliageCluster* cluster, FoliageType& type);
void DrawClusterGlobalSA(class GlobalSurfaceAtlasPass* globalSA, const Vector4& cullingPosDistance, FoliageCluster* cluster, FoliageType& type, const BoundingBox& localBounds);
void DrawClusterGlobalSDF(class GlobalSignDistanceFieldPass* globalSDF, const BoundingBox& globalSDFBounds, FoliageCluster* cluster, const FoliageType& type);
void DrawClusterGlobalSA(class GlobalSurfaceAtlasPass* globalSA, const Vector4& cullingPosDistance, FoliageCluster* cluster, const FoliageType& type, const BoundingBox& localBounds);
void DrawFoliageJob(int32 i);
RenderContextBatch* _renderContextBatch;
#endif
void DrawType(RenderContext& renderContext, const FoliageType& type, DrawCallsList* drawCallsLists);
public:
/// <summary>
@@ -194,6 +197,7 @@ public:
public:
// [Actor]
void Draw(RenderContext& renderContext) override;
void Draw(RenderContextBatch& renderContextBatch) override;
bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;

View File

@@ -12,7 +12,6 @@ FoliageType::FoliageType()
, Index(-1)
{
_isReady = 0;
_canDraw = 0;
ReceiveDecals = true;
UseDensityScaling = false;

View File

@@ -47,8 +47,6 @@ API_CLASS(Sealed, NoSpawn) class FLAXENGINE_API FoliageType : public ScriptingOb
friend Foliage;
private:
int8 _isReady : 1;
int8 _canDraw : 1; // Cached and used internally by foliage actor
DrawPass _drawModes; // Cached mask during rendering
public:
/// <summary>