Merge remote-tracking branch 'origin/master' into 1.10
This commit is contained in:
@@ -444,7 +444,6 @@ BehaviorUpdateResult BehaviorTreeMoveToNode::Update(const BehaviorUpdateContext&
|
||||
else
|
||||
goalLocation = TargetLocation.Get(context.Knowledge);
|
||||
repath |= Vector3::Distance(goalLocation, state->GoalLocation) > TargetGoalUpdateTolerance;
|
||||
state->GoalLocation = goalLocation;
|
||||
}
|
||||
|
||||
if (repath)
|
||||
@@ -490,6 +489,7 @@ BehaviorUpdateResult BehaviorTreeMoveToNode::Update(const BehaviorUpdateContext&
|
||||
state->HasPath = true;
|
||||
state->TargetPathIndex = 1;
|
||||
state->Result = BehaviorUpdateResult::Running;
|
||||
state->GoalLocation = goalLocation;
|
||||
|
||||
// TODO: add path debugging in Editor (eg. via BT window)
|
||||
|
||||
|
||||
@@ -775,7 +775,7 @@ void Foliage::OnFoliageTypeModelLoaded(int32 index)
|
||||
}
|
||||
BoundingSphere::FromBox(_box, _sphere);
|
||||
if (_sceneRenderingKey != -1)
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
|
||||
}
|
||||
{
|
||||
PROFILE_CPU_NAMED("Create Clusters");
|
||||
@@ -912,7 +912,7 @@ void Foliage::RebuildClusters()
|
||||
_box = totalBounds;
|
||||
BoundingSphere::FromBox(_box, _sphere);
|
||||
if (_sceneRenderingKey != -1)
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
|
||||
}
|
||||
|
||||
// Insert all instances to the clusters
|
||||
@@ -986,6 +986,12 @@ void Foliage::UpdateCullDistance()
|
||||
#endif
|
||||
}
|
||||
|
||||
void Foliage::RemoveAllInstances()
|
||||
{
|
||||
Instances.Clear();
|
||||
RebuildClusters();
|
||||
}
|
||||
|
||||
static float GlobalDensityScale = 1.0f;
|
||||
|
||||
float Foliage::GetGlobalDensityScale()
|
||||
@@ -1441,7 +1447,7 @@ void Foliage::Deserialize(DeserializeStream& stream, ISerializeModifier* modifie
|
||||
void Foliage::OnLayerChanged()
|
||||
{
|
||||
if (_sceneRenderingKey != -1)
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
|
||||
}
|
||||
|
||||
void Foliage::OnEnable()
|
||||
|
||||
@@ -134,6 +134,11 @@ public:
|
||||
/// </summary>
|
||||
API_FUNCTION() void UpdateCullDistance();
|
||||
|
||||
/// <summary>
|
||||
/// Clears all foliage instances. Preserves the foliage types and other properties.
|
||||
/// </summary>
|
||||
API_FUNCTION() void RemoveAllInstances();
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Gets the global density scale for all foliage instances. The default value is 1. Use values from range 0-1. Lower values decrease amount of foliage instances in-game. Use it to tweak game performance for slower devices.
|
||||
|
||||
@@ -87,6 +87,7 @@ void IMaterial::BindParameters::BindViewData()
|
||||
void IMaterial::BindParameters::BindDrawData()
|
||||
{
|
||||
// Write draw call to the object buffer
|
||||
ASSERT(DrawCall);
|
||||
auto& objectBuffer = RenderContext.List->TempObjectBuffer;
|
||||
objectBuffer.Clear();
|
||||
ShaderObjectData objData;
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -142,6 +142,7 @@ protected:
|
||||
public:
|
||||
// [Actor]
|
||||
void OnLayerChanged() override;
|
||||
void OnStaticFlagsChanged() override;
|
||||
void OnTransformChanged() override;
|
||||
|
||||
protected:
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -162,7 +162,7 @@ void SceneRendering::AddActor(Actor* a, int32& key)
|
||||
listener->OnSceneRenderingAddActor(a);
|
||||
}
|
||||
|
||||
void SceneRendering::UpdateActor(Actor* a, int32& key)
|
||||
void SceneRendering::UpdateActor(Actor* a, int32& key, ISceneRenderingListener::UpdateFlags flags)
|
||||
{
|
||||
const int32 category = a->_drawCategory;
|
||||
ScopeLock lock(Locker);
|
||||
@@ -173,9 +173,11 @@ void SceneRendering::UpdateActor(Actor* a, int32& key)
|
||||
if (e.Actor == a)
|
||||
{
|
||||
for (auto* listener : _listeners)
|
||||
listener->OnSceneRenderingUpdateActor(a, e.Bounds);
|
||||
e.LayerMask = a->GetLayerMask();
|
||||
e.Bounds = a->GetSphere();
|
||||
listener->OnSceneRenderingUpdateActor(a, e.Bounds, flags);
|
||||
if (flags & ISceneRenderingListener::Layer)
|
||||
e.LayerMask = a->GetLayerMask();
|
||||
if (flags & ISceneRenderingListener::Bounds)
|
||||
e.Bounds = a->GetSphere();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -48,12 +48,22 @@ private:
|
||||
public:
|
||||
~ISceneRenderingListener();
|
||||
|
||||
// Actor properties that were modified.
|
||||
enum UpdateFlags
|
||||
{
|
||||
Visual = 1,
|
||||
Bounds = 2,
|
||||
Layer = 4,
|
||||
StaticFlags = 8,
|
||||
Auto = Visual | Bounds | Layer,
|
||||
};
|
||||
|
||||
// Starts listening to the scene rendering events.
|
||||
void ListenSceneRendering(SceneRendering* scene);
|
||||
|
||||
// Events called by Scene Rendering
|
||||
virtual void OnSceneRenderingAddActor(Actor* a) = 0;
|
||||
virtual void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds) = 0;
|
||||
virtual void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds, UpdateFlags flags = Auto) = 0;
|
||||
virtual void OnSceneRenderingRemoveActor(Actor* a) = 0;
|
||||
virtual void OnSceneRenderingClear(SceneRendering* scene) = 0;
|
||||
};
|
||||
@@ -125,7 +135,7 @@ public:
|
||||
|
||||
public:
|
||||
void AddActor(Actor* a, int32& key);
|
||||
void UpdateActor(Actor* a, int32& key);
|
||||
void UpdateActor(Actor* a, int32& key, ISceneRenderingListener::UpdateFlags flags = ISceneRenderingListener::Auto);
|
||||
void RemoveActor(Actor* a, int32& key);
|
||||
|
||||
FORCE_INLINE void AddPostFxProvider(IPostFxSettingsProvider* obj)
|
||||
|
||||
@@ -132,9 +132,10 @@ void NetworkLagDriver::SendMessage(const NetworkChannelType channelType, const N
|
||||
|
||||
auto& msg = _messages.AddOne();
|
||||
msg.Lag = (double)Lag;
|
||||
msg.ChannelType = channelType;
|
||||
msg.Type = 0;
|
||||
msg.Message = message;
|
||||
msg.MessageData.Set(message.Buffer, message.Length);
|
||||
msg.MessageLength = message.Length;
|
||||
}
|
||||
|
||||
void NetworkLagDriver::SendMessage(NetworkChannelType channelType, const NetworkMessage& message, NetworkConnection target)
|
||||
@@ -147,10 +148,11 @@ void NetworkLagDriver::SendMessage(NetworkChannelType channelType, const Network
|
||||
|
||||
auto& msg = _messages.AddOne();
|
||||
msg.Lag = (double)Lag;
|
||||
msg.ChannelType = channelType;
|
||||
msg.Type = 1;
|
||||
msg.Message = message;
|
||||
msg.Target = target;
|
||||
msg.MessageData.Set(message.Buffer, message.Length);
|
||||
msg.MessageLength = message.Length;
|
||||
}
|
||||
|
||||
void NetworkLagDriver::SendMessage(const NetworkChannelType channelType, const NetworkMessage& message, const Array<NetworkConnection, HeapAllocation>& targets)
|
||||
@@ -163,10 +165,11 @@ void NetworkLagDriver::SendMessage(const NetworkChannelType channelType, const N
|
||||
|
||||
auto& msg = _messages.AddOne();
|
||||
msg.Lag = (double)Lag;
|
||||
msg.ChannelType = channelType;
|
||||
msg.Type = 2;
|
||||
msg.Message = message;
|
||||
msg.Targets = targets;
|
||||
msg.MessageData.Set(message.Buffer, message.Length);
|
||||
msg.MessageLength = message.Length;
|
||||
}
|
||||
|
||||
NetworkDriverStats NetworkLagDriver::GetStats()
|
||||
@@ -197,19 +200,21 @@ void NetworkLagDriver::OnUpdate()
|
||||
if (msg.Lag > 0.0)
|
||||
continue;
|
||||
|
||||
// Fix message to point to the current buffer
|
||||
msg.Message.Buffer = msg.MessageData.Get();
|
||||
// Use this helper message as a container to send the stored data and length to the ENet driver
|
||||
NetworkMessage message;
|
||||
message.Buffer = msg.MessageData.Get();
|
||||
message.Length = msg.MessageLength;
|
||||
|
||||
switch (msg.Type)
|
||||
{
|
||||
case 0:
|
||||
_driver->SendMessage(msg.ChannelType, msg.Message);
|
||||
_driver->SendMessage(msg.ChannelType, message);
|
||||
break;
|
||||
case 1:
|
||||
_driver->SendMessage(msg.ChannelType, msg.Message, msg.Target);
|
||||
_driver->SendMessage(msg.ChannelType, message, msg.Target);
|
||||
break;
|
||||
case 2:
|
||||
_driver->SendMessage(msg.ChannelType, msg.Message, msg.Targets);
|
||||
_driver->SendMessage(msg.ChannelType, message, msg.Targets);
|
||||
break;
|
||||
}
|
||||
_messages.RemoveAt(i);
|
||||
|
||||
@@ -22,10 +22,10 @@ private:
|
||||
double Lag;
|
||||
int32 Type;
|
||||
NetworkChannelType ChannelType;
|
||||
NetworkMessage Message;
|
||||
NetworkConnection Target;
|
||||
Array<NetworkConnection> Targets;
|
||||
Array<byte> MessageData; // TODO: use message buffers cache (of size config.MessageSize) to reduce dynamic memory allocations
|
||||
uint32 MessageLength;
|
||||
};
|
||||
|
||||
struct LagEvent
|
||||
|
||||
@@ -74,6 +74,17 @@ bool NetworkReplicationNode::GetObject(ScriptingObject* obj, NetworkReplicationH
|
||||
return false;
|
||||
}
|
||||
|
||||
bool NetworkReplicationNode::SetObject(const NetworkReplicationHierarchyObject& value)
|
||||
{
|
||||
const int32 index = Objects.Find(value.Object.Get());
|
||||
if (index != -1)
|
||||
{
|
||||
Objects[index] = value;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool NetworkReplicationNode::DirtyObject(ScriptingObject* obj)
|
||||
{
|
||||
const int32 index = Objects.Find(obj);
|
||||
@@ -212,11 +223,17 @@ bool NetworkReplicationGridNode::GetObject(ScriptingObject* obj, NetworkReplicat
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (_children[coord].Node->GetObject(obj, result))
|
||||
return _children[coord].Node->GetObject(obj, result);
|
||||
}
|
||||
|
||||
bool NetworkReplicationGridNode::SetObject(const NetworkReplicationHierarchyObject& value)
|
||||
{
|
||||
Int3 coord;
|
||||
if (!_objectToCell.TryGet(value.Object.Get(), coord))
|
||||
{
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
return _children[coord].Node->SetObject(value);
|
||||
}
|
||||
|
||||
bool NetworkReplicationGridNode::DirtyObject(ScriptingObject* obj)
|
||||
|
||||
@@ -206,7 +206,14 @@ API_CLASS(Abstract, Namespace = "FlaxEngine.Networking") class FLAXENGINE_API Ne
|
||||
/// <param name="obj">The object to get.</param>
|
||||
/// <param name="result">The hierarchy object to retrieve.</param>
|
||||
/// <returns>True on successful retrieval, otherwise false.</returns>
|
||||
API_FUNCTION() virtual bool GetObject(ScriptingObject* obj, NetworkReplicationHierarchyObject& result);
|
||||
API_FUNCTION() virtual bool GetObject(ScriptingObject* obj, API_PARAM(Out) NetworkReplicationHierarchyObject& result);
|
||||
|
||||
/// <summary>
|
||||
/// Sets object properties in the hierarchy. Can be used to modify replication settings at runtime.
|
||||
/// </summary>
|
||||
/// <param name="value">The object data to update.</param>
|
||||
/// <returns>True on successful update, otherwise false (eg, if specific object has not been added to this node).</returns>
|
||||
API_FUNCTION() virtual bool SetObject(const NetworkReplicationHierarchyObject& value);
|
||||
|
||||
/// <summary>
|
||||
/// Force replicates the object during the next update. Resets any internal tracking state to force the synchronization.
|
||||
@@ -257,6 +264,7 @@ public:
|
||||
void AddObject(NetworkReplicationHierarchyObject obj) override;
|
||||
bool RemoveObject(ScriptingObject* obj) override;
|
||||
bool GetObject(ScriptingObject* obj, NetworkReplicationHierarchyObject& result) override;
|
||||
bool SetObject(const NetworkReplicationHierarchyObject& value) override;
|
||||
bool DirtyObject(ScriptingObject* obj) override;
|
||||
void Update(NetworkReplicationHierarchyUpdateResult* result) override;
|
||||
};
|
||||
|
||||
@@ -16,6 +16,7 @@ void ParticleEmitterGraphCPUExecutor::ProcessGroupParameters(Box* box, Node* nod
|
||||
switch (node->TypeID)
|
||||
{
|
||||
// Get
|
||||
case 1:
|
||||
case 2:
|
||||
{
|
||||
int32 paramIndex;
|
||||
|
||||
@@ -589,7 +589,7 @@ void ParticleEffect::OnDebugDrawSelected()
|
||||
void ParticleEffect::OnLayerChanged()
|
||||
{
|
||||
if (_sceneRenderingKey != -1)
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
|
||||
}
|
||||
|
||||
void ParticleEffect::Serialize(SerializeStream& stream, const void* otherObj)
|
||||
|
||||
@@ -499,7 +499,7 @@ public:
|
||||
{
|
||||
}
|
||||
|
||||
void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds) override
|
||||
void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds, UpdateFlags flags) override
|
||||
{
|
||||
// Dirty static objects to redraw when changed (eg. material modification)
|
||||
if (a->HasStaticFlag(StaticFlags::Lightmap))
|
||||
|
||||
@@ -399,7 +399,7 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds) override
|
||||
void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds, UpdateFlags flags) override
|
||||
{
|
||||
if (GLOBAL_SDF_ACTOR_IS_STATIC(a) && ObjectTypes.Contains(a->GetTypeHandle()))
|
||||
{
|
||||
|
||||
@@ -392,7 +392,7 @@ public:
|
||||
DirtyStaticBounds(a->GetSphere());
|
||||
}
|
||||
|
||||
void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds) override
|
||||
void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds, UpdateFlags flags) override
|
||||
{
|
||||
// Dirty static objects to redraw when changed (eg. material modification)
|
||||
if (a->HasStaticFlag(StaticFlags::Shadow))
|
||||
@@ -400,6 +400,10 @@ public:
|
||||
DirtyStaticBounds(prevBounds);
|
||||
DirtyStaticBounds(a->GetSphere());
|
||||
}
|
||||
else if (flags & StaticFlags)
|
||||
{
|
||||
DirtyStaticBounds(a->GetSphere());
|
||||
}
|
||||
}
|
||||
|
||||
void OnSceneRenderingRemoveActor(Actor* a) override
|
||||
|
||||
@@ -60,9 +60,10 @@ bool VolumetricFogPass::setupResources()
|
||||
REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
|
||||
return true;
|
||||
}
|
||||
if (shader->GetCB(1)->GetSize() != sizeof(PerLight))
|
||||
// CB1 is used for per-draw info (ObjectIndex)
|
||||
if (shader->GetCB(2)->GetSize() != sizeof(PerLight))
|
||||
{
|
||||
REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 1, PerLight);
|
||||
REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 2, PerLight);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -254,7 +255,7 @@ GPUTextureView* VolumetricFogPass::GetLocalShadowedLightScattering(RenderContext
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUContext* context, RenderView& view, VolumetricFogOptions& options, T& light, PerLight& perLight, GPUConstantBuffer* cb1)
|
||||
void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUContext* context, RenderView& view, VolumetricFogOptions& options, T& light, PerLight& perLight, GPUConstantBuffer* cb2)
|
||||
{
|
||||
const Float3 center = light.Position;
|
||||
const float radius = light.Radius;
|
||||
@@ -281,8 +282,8 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
|
||||
light.SetShaderData(perLight.LocalLight, withShadow);
|
||||
|
||||
// Upload data
|
||||
context->UpdateCB(cb1, &perLight);
|
||||
context->BindCB(1, cb1);
|
||||
context->UpdateCB(cb2, &perLight);
|
||||
context->BindCB(2, cb2);
|
||||
|
||||
// Ensure to have valid buffers created
|
||||
if (_vbCircleRasterize == nullptr || _ibCircleRasterize == nullptr)
|
||||
@@ -414,6 +415,8 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
|
||||
customData.VolumetricFogMaxDistance = cache.Data.VolumetricFogMaxDistance;
|
||||
bindParams.CustomData = &customData;
|
||||
bindParams.BindViewData();
|
||||
bindParams.DrawCall = &renderContext.List->VolumetricFogParticles.First();
|
||||
bindParams.BindDrawData();
|
||||
|
||||
for (auto& drawCall : renderContext.List->VolumetricFogParticles)
|
||||
{
|
||||
@@ -439,7 +442,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
|
||||
|
||||
// Setup volumetric shader data
|
||||
PerLight perLight;
|
||||
auto cb1 = _shader->GetShader()->GetCB(1);
|
||||
auto cb2 = _shader->GetShader()->GetCB(2);
|
||||
perLight.SliceToDepth.X = cache.Data.GridSize.Z;
|
||||
perLight.SliceToDepth.Y = cache.Data.VolumetricFogMaxDistance;
|
||||
perLight.MinZ = volumeZBoundsMin;
|
||||
@@ -447,8 +450,8 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
|
||||
Matrix::Transpose(renderContext.View.Projection, perLight.ViewToVolumeClip);
|
||||
|
||||
// Upload data
|
||||
context->UpdateCB(cb1, &perLight);
|
||||
context->BindCB(1, cb1);
|
||||
context->UpdateCB(cb2, &perLight);
|
||||
context->BindCB(2, cb2);
|
||||
|
||||
// Call rendering to the volume
|
||||
const int32 instanceCount = volumeZBoundsMax - volumeZBoundsMin;
|
||||
@@ -495,7 +498,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
|
||||
PerLight perLight;
|
||||
perLight.SliceToDepth.X = cache.Data.GridSize.Z;
|
||||
perLight.SliceToDepth.Y = cache.Data.VolumetricFogMaxDistance;
|
||||
auto cb1 = _shader->GetShader()->GetCB(1);
|
||||
auto cb2 = _shader->GetShader()->GetCB(2);
|
||||
|
||||
// Bind the output
|
||||
context->SetRenderTarget(localShadowedLightScattering);
|
||||
@@ -505,12 +508,12 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
|
||||
context->BindSR(0, shadowMap);
|
||||
context->BindSR(1, shadowsBuffer);
|
||||
for (int32 i = 0; i < pointLights.Count(); i++)
|
||||
RenderRadialLight(renderContext, context, view, options, renderContext.List->PointLights[pointLights[i]], perLight, cb1);
|
||||
RenderRadialLight(renderContext, context, view, options, renderContext.List->PointLights[pointLights[i]], perLight, cb2);
|
||||
for (int32 i = 0; i < spotLights.Count(); i++)
|
||||
RenderRadialLight(renderContext, context, view, options, renderContext.List->SpotLights[spotLights[i]], perLight, cb1);
|
||||
RenderRadialLight(renderContext, context, view, options, renderContext.List->SpotLights[spotLights[i]], perLight, cb2);
|
||||
|
||||
// Cleanup
|
||||
context->UnBindCB(1);
|
||||
context->UnBindCB(2);
|
||||
context->ResetRenderTarget();
|
||||
context->FlushState();
|
||||
}
|
||||
|
||||
@@ -157,7 +157,7 @@ private:
|
||||
GPUTextureView* GetLocalShadowedLightScattering(RenderContext& renderContext, GPUContext* context, VolumetricFogOptions& options) const;
|
||||
void InitCircleBuffer();
|
||||
template<typename T>
|
||||
void RenderRadialLight(RenderContext& renderContext, GPUContext* context, RenderView& view, VolumetricFogOptions& options, T& light, PerLight& perLight, GPUConstantBuffer* cb1);
|
||||
void RenderRadialLight(RenderContext& renderContext, GPUContext* context, RenderView& view, VolumetricFogOptions& options, T& light, PerLight& perLight, GPUConstantBuffer* cb2);
|
||||
#if COMPILE_WITH_DEV_ENV
|
||||
void OnShaderReloading(Asset* obj)
|
||||
{
|
||||
|
||||
@@ -52,7 +52,7 @@ void Terrain::UpdateBounds()
|
||||
}
|
||||
BoundingSphere::FromBox(_box, _sphere);
|
||||
if (_sceneRenderingKey != -1)
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
|
||||
}
|
||||
|
||||
void Terrain::CacheNeighbors()
|
||||
@@ -905,7 +905,7 @@ void Terrain::OnLayerChanged()
|
||||
|
||||
UpdateLayerBits();
|
||||
if (_sceneRenderingKey != -1)
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
|
||||
}
|
||||
|
||||
void Terrain::OnActiveInTreeChanged()
|
||||
|
||||
@@ -233,7 +233,8 @@ namespace FlaxEngine.GUI
|
||||
if (IsMouseOver || IsNavFocused)
|
||||
backColor = BackgroundSelectedColor;
|
||||
Render2D.FillRectangle(rect, backColor);
|
||||
Render2D.DrawRectangle(rect, IsFocused ? BorderSelectedColor : BorderColor);
|
||||
if (HasBorder)
|
||||
Render2D.DrawRectangle(rect, IsFocused ? BorderSelectedColor : BorderColor, BorderThickness);
|
||||
|
||||
// Apply view offset and clip mask
|
||||
if (ClipText)
|
||||
|
||||
@@ -186,7 +186,7 @@ void SpriteRender::Deserialize(DeserializeStream& stream, ISerializeModifier* mo
|
||||
void SpriteRender::OnLayerChanged()
|
||||
{
|
||||
if (_sceneRenderingKey != -1)
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
|
||||
}
|
||||
|
||||
void SpriteRender::OnEndPlay()
|
||||
|
||||
@@ -415,7 +415,7 @@ void TextRender::OnDebugDrawSelected()
|
||||
void TextRender::OnLayerChanged()
|
||||
{
|
||||
if (_sceneRenderingKey != -1)
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
|
||||
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Layer);
|
||||
}
|
||||
|
||||
bool TextRender::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
|
||||
|
||||
@@ -152,6 +152,18 @@ int32 VideoPlayer::GetFramesCount() const
|
||||
return _player.FramesCount;
|
||||
}
|
||||
|
||||
#if USE_EDITOR
|
||||
#include "Engine/Debug/DebugDraw.h"
|
||||
|
||||
void VideoPlayer::OnDebugDrawSelected()
|
||||
{
|
||||
// Draw influence range
|
||||
if (_isSpatial)
|
||||
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(_transform.Translation, _minDistance), Color::CornflowerBlue, 0, true);
|
||||
Actor::OnDebugDrawSelected();
|
||||
}
|
||||
#endif
|
||||
|
||||
bool VideoPlayer::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
|
||||
{
|
||||
return false;
|
||||
|
||||
@@ -221,6 +221,8 @@ public:
|
||||
const Vector3 size(50);
|
||||
return BoundingBox(_transform.Translation - size, _transform.Translation + size);
|
||||
}
|
||||
|
||||
void OnDebugDrawSelected() override;
|
||||
#endif
|
||||
bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user