diff --git a/Source/Engine/Level/Scene/SceneRendering.cpp b/Source/Engine/Level/Scene/SceneRendering.cpp
index 740a87a91..c29db6bee 100644
--- a/Source/Engine/Level/Scene/SceneRendering.cpp
+++ b/Source/Engine/Level/Scene/SceneRendering.cpp
@@ -10,6 +10,23 @@
#include "Engine/Profiler/ProfilerCPU.h"
#endif
+ISceneRenderingListener::~ISceneRenderingListener()
+{
+ for (SceneRendering* scene : _scenes)
+ {
+ scene->_listeners.Remove(this);
+ }
+}
+
+void ISceneRenderingListener::ListenSceneRendering(SceneRendering* scene)
+{
+ if (!_scenes.Contains(scene))
+ {
+ _scenes.Add(scene);
+ scene->_listeners.Add(this);
+ }
+}
+
void SceneRendering::Draw(RenderContext& renderContext)
{
auto& view = renderContext.View;
@@ -73,6 +90,12 @@ void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
void SceneRendering::Clear()
{
+ for (auto* listener : _listeners)
+ {
+ listener->OnSceneRenderingClear(this);
+ listener->_scenes.Remove(this);
+ }
+ _listeners.Clear();
Actors.Clear();
#if USE_EDITOR
PhysicsDebug.Clear();
@@ -95,6 +118,8 @@ int32 SceneRendering::AddActor(Actor* a)
e.LayerMask = a->GetLayerMask();
e.Bounds = a->GetSphere();
e.NoCulling = a->_drawNoCulling;
+ for (auto* listener : _listeners)
+ listener->OnSceneRenderingAddActor(a);
return key;
}
@@ -104,6 +129,8 @@ void SceneRendering::UpdateActor(Actor* a, int32 key)
return;
auto& e = Actors[key];
ASSERT_LOW_LAYER(a == e.Actor);
+ for (auto* listener : _listeners)
+ listener->OnSceneRenderingUpdateActor(a, e.Bounds);
e.LayerMask = a->GetLayerMask();
e.Bounds = a->GetSphere();
}
@@ -114,6 +141,8 @@ void SceneRendering::RemoveActor(Actor* a, int32& key)
{
auto& e = Actors[key];
ASSERT_LOW_LAYER(a == e.Actor);
+ for (auto* listener : _listeners)
+ listener->OnSceneRenderingRemoveActor(a);
e.Actor = nullptr;
e.LayerMask = 0;
}
diff --git a/Source/Engine/Level/Scene/SceneRendering.h b/Source/Engine/Level/Scene/SceneRendering.h
index afcb078ea..160a89510 100644
--- a/Source/Engine/Level/Scene/SceneRendering.h
+++ b/Source/Engine/Level/Scene/SceneRendering.h
@@ -8,6 +8,7 @@
#include "Engine/Level/Actor.h"
class SceneRenderTask;
+class SceneRendering;
struct PostProcessSettings;
struct RenderContext;
struct RenderView;
@@ -32,6 +33,28 @@ public:
virtual void Blend(PostProcessSettings& other, float weight) = 0;
};
+///
+/// Interface for objects to plug into Scene Rendering and listen for its evens such as static actors changes which are relevant for drawing cache.
+///
+///
+class FLAXENGINE_API ISceneRenderingListener
+{
+ friend SceneRendering;
+private:
+ Array> _scenes;
+public:
+ ~ISceneRenderingListener();
+
+ // 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 OnSceneRenderingRemoveActor(Actor* a) = 0;
+ virtual void OnSceneRenderingClear(SceneRendering* scene) = 0;
+};
+
///
/// Scene rendering helper subsystem that boosts the level rendering by providing efficient objects cache and culling implementation.
///
@@ -59,6 +82,10 @@ private:
Array ViewportIcons;
#endif
+ // Listener - some rendering systems cache state of the scene (eg. in RenderBuffers::CustomBuffer), this extensions allows those systems to invalidate cache and handle scene changes
+ friend ISceneRenderingListener;
+ Array> _listeners;
+
public:
///
/// Draws the scene. Performs the optimized actors culling and draw calls submission for the current render pass (defined by the render view).