Add ISceneRenderingListener for using scene information in renderer cache

This commit is contained in:
Wojciech Figat
2022-04-19 17:16:33 +02:00
parent b9652949b0
commit fe430e81ad
2 changed files with 56 additions and 0 deletions

View File

@@ -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;
}

View File

@@ -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;
};
/// <summary>
/// Interface for objects to plug into Scene Rendering and listen for its evens such as static actors changes which are relevant for drawing cache.
/// </summary>
/// <seealso cref="SceneRendering"/>
class FLAXENGINE_API ISceneRenderingListener
{
friend SceneRendering;
private:
Array<SceneRendering*, InlinedAllocation<8>> _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;
};
/// <summary>
/// Scene rendering helper subsystem that boosts the level rendering by providing efficient objects cache and culling implementation.
/// </summary>
@@ -59,6 +82,10 @@ private:
Array<Actor*> 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<ISceneRenderingListener*, InlinedAllocation<8>> _listeners;
public:
/// <summary>
/// Draws the scene. Performs the optimized actors culling and draw calls submission for the current render pass (defined by the render view).