Optimize Debug Draw performance of splines to use frustum culling
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@@ -340,6 +340,13 @@ namespace FlaxEditor.Viewport
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{
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_debugDrawData.Clear();
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if (task is SceneRenderTask sceneRenderTask)
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{
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// Sync debug view to avoid lag on culling/LODing
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var view = sceneRenderTask.View;
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DebugDraw.SetView(ref view);
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}
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// Collect selected objects debug shapes and visuals
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var selectedParents = TransformGizmo.SelectedParents;
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if (selectedParents.Count > 0)
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@@ -374,7 +381,7 @@ namespace FlaxEditor.Viewport
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// Draw selected objects debug shapes and visuals
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if (DrawDebugDraw && (renderContext.View.Flags & ViewFlags.DebugDraw) == ViewFlags.DebugDraw)
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{
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_debugDrawData.DrawActors();
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_debugDrawData.DrawActors(true);
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DebugDraw.Draw(ref renderContext, target.View(), targetDepth.View(), true);
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}
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}
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@@ -243,7 +243,12 @@ namespace FlaxEditor.Viewport
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_tempDebugDrawContext = DebugDraw.AllocateContext();
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DebugDraw.SetContext(_tempDebugDrawContext);
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DebugDraw.UpdateContext(_tempDebugDrawContext, 1.0f);
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if (task is SceneRenderTask sceneRenderTask)
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{
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// Sync debug view to avoid lag on culling/LODing
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var view = sceneRenderTask.View;
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DebugDraw.SetView(ref view);
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}
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for (int i = 0; i < selectedParents.Count; i++)
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{
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if (selectedParents[i].IsActiveInHierarchy)
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@@ -264,6 +264,7 @@ namespace FlaxEditor.Viewport.Previews
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{
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DebugDraw.SetContext(_debugDrawContext);
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DebugDraw.UpdateContext(_debugDrawContext, 1.0f / Mathf.Max(Engine.FramesPerSecond, 1));
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DebugDraw.SetView(ref renderContext.View);
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CustomDebugDraw?.Invoke(context, ref renderContext);
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OnDebugDraw(context, ref renderContext);
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DebugDraw.Draw(ref renderContext, target.View(), targetDepth.View(), true);
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@@ -357,7 +357,8 @@ struct DebugDrawContext
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DebugDrawData DebugDrawDefault;
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DebugDrawData DebugDrawDepthTest;
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Float3 LastViewPos = Float3::Zero;
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Matrix LastViewProj = Matrix::Identity;
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Matrix LastViewProjection = Matrix::Identity;
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BoundingFrustum LastViewFrustum;
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inline int32 Count() const
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{
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@@ -779,9 +780,23 @@ Vector3 DebugDraw::GetViewPos()
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return Context->LastViewPos;
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}
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BoundingFrustum DebugDraw::GetViewFrustum()
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{
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return Context->LastViewFrustum;
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}
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void DebugDraw::SetView(const RenderView& view)
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{
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Context->LastViewPos = view.Position;
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Context->LastViewProjection = view.Projection;
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Context->LastViewFrustum = view.Frustum;
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}
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void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTextureView* depthBuffer, bool enableDepthTest)
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{
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PROFILE_GPU_CPU("Debug Draw");
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const RenderView& view = renderContext.View;
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SetView(view);
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// Ensure to have shader loaded and any lines to render
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const int32 debugDrawDepthTestCount = Context->DebugDrawDepthTest.Count();
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@@ -791,7 +806,6 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
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if (renderContext.Buffers == nullptr || !DebugDrawVB)
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return;
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auto context = GPUDevice::Instance->GetMainContext();
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const RenderView& view = renderContext.View;
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if (Context->Origin != view.Origin)
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{
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// Teleport existing debug shapes to maintain their location
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@@ -800,8 +814,6 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
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Context->DebugDrawDepthTest.Teleport(delta);
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Context->Origin = view.Origin;
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}
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Context->LastViewPos = view.Position;
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Context->LastViewProj = view.Projection;
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TaaJitterRemoveContext taaJitterRemove(view);
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// Fallback to task buffers
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@@ -1383,7 +1395,7 @@ void DebugDraw::DrawWireSphere(const BoundingSphere& sphere, const Color& color,
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int32 index;
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const Float3 centerF = sphere.Center - Context->Origin;
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const float radiusF = (float)sphere.Radius;
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const float screenRadiusSquared = RenderTools::ComputeBoundsScreenRadiusSquared(centerF, radiusF, Context->LastViewPos, Context->LastViewProj);
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const float screenRadiusSquared = RenderTools::ComputeBoundsScreenRadiusSquared(centerF, radiusF, Context->LastViewPos, Context->LastViewProjection);
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if (screenRadiusSquared > DEBUG_DRAW_SPHERE_LOD0_SCREEN_SIZE * DEBUG_DRAW_SPHERE_LOD0_SCREEN_SIZE * 0.25f)
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index = 0;
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else if (screenRadiusSquared > DEBUG_DRAW_SPHERE_LOD1_SCREEN_SIZE * DEBUG_DRAW_SPHERE_LOD1_SCREEN_SIZE * 0.25f)
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@@ -76,6 +76,11 @@ API_CLASS(Static) class FLAXENGINE_API DebugDraw
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// Gets the last view position when rendering the current context. Can be used for custom culling or LODing when drawing more complex shapes.
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static Vector3 GetViewPos();
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// Gets the last view frustum when rendering the current context. Can be used for custom culling or LODing when drawing more complex shapes.
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static BoundingFrustum GetViewFrustum();
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// Sets the rendering view information beforehand.
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API_FUNCTION() static void SetView(API_PARAM(ref) const RenderView& view);
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/// <summary>
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/// Draws the collected debug shapes to the output.
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@@ -3,6 +3,7 @@
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#include "Spline.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Animations/CurveSerialization.h"
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#include "Engine/Core/Math/BoundingFrustum.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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@@ -520,7 +521,8 @@ namespace
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void Spline::OnDebugDraw()
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{
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DrawSpline(this, GetSplineColor().AlphaMultiplied(0.7f), _transform, true);
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if (DebugDraw::GetViewFrustum().Intersects(_sphere))
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DrawSpline(this, GetSplineColor().AlphaMultiplied(0.7f), _transform, true);
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// Base
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Actor::OnDebugDraw();
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