Add ISceneRenderingListener for using scene information in renderer cache
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@@ -10,6 +10,23 @@
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#include "Engine/Profiler/ProfilerCPU.h"
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#endif
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ISceneRenderingListener::~ISceneRenderingListener()
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{
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for (SceneRendering* scene : _scenes)
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{
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scene->_listeners.Remove(this);
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}
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}
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void ISceneRenderingListener::ListenSceneRendering(SceneRendering* scene)
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{
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if (!_scenes.Contains(scene))
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{
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_scenes.Add(scene);
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scene->_listeners.Add(this);
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}
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}
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void SceneRendering::Draw(RenderContext& renderContext)
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{
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auto& view = renderContext.View;
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@@ -73,6 +90,12 @@ void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
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void SceneRendering::Clear()
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{
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for (auto* listener : _listeners)
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{
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listener->OnSceneRenderingClear(this);
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listener->_scenes.Remove(this);
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}
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_listeners.Clear();
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Actors.Clear();
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#if USE_EDITOR
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PhysicsDebug.Clear();
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@@ -95,6 +118,8 @@ int32 SceneRendering::AddActor(Actor* a)
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e.LayerMask = a->GetLayerMask();
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e.Bounds = a->GetSphere();
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e.NoCulling = a->_drawNoCulling;
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for (auto* listener : _listeners)
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listener->OnSceneRenderingAddActor(a);
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return key;
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}
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@@ -104,6 +129,8 @@ void SceneRendering::UpdateActor(Actor* a, int32 key)
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return;
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auto& e = Actors[key];
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ASSERT_LOW_LAYER(a == e.Actor);
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for (auto* listener : _listeners)
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listener->OnSceneRenderingUpdateActor(a, e.Bounds);
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e.LayerMask = a->GetLayerMask();
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e.Bounds = a->GetSphere();
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}
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@@ -114,6 +141,8 @@ void SceneRendering::RemoveActor(Actor* a, int32& key)
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{
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auto& e = Actors[key];
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ASSERT_LOW_LAYER(a == e.Actor);
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for (auto* listener : _listeners)
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listener->OnSceneRenderingRemoveActor(a);
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e.Actor = nullptr;
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e.LayerMask = 0;
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}
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@@ -8,6 +8,7 @@
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#include "Engine/Level/Actor.h"
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class SceneRenderTask;
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class SceneRendering;
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struct PostProcessSettings;
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struct RenderContext;
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struct RenderView;
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@@ -32,6 +33,28 @@ public:
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virtual void Blend(PostProcessSettings& other, float weight) = 0;
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};
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/// <summary>
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/// Interface for objects to plug into Scene Rendering and listen for its evens such as static actors changes which are relevant for drawing cache.
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/// </summary>
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/// <seealso cref="SceneRendering"/>
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class FLAXENGINE_API ISceneRenderingListener
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{
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friend SceneRendering;
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private:
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Array<SceneRendering*, InlinedAllocation<8>> _scenes;
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public:
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~ISceneRenderingListener();
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// Starts listening to the scene rendering events.
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void ListenSceneRendering(SceneRendering* scene);
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// Events called by Scene Rendering
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virtual void OnSceneRenderingAddActor(Actor* a) = 0;
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virtual void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds) = 0;
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virtual void OnSceneRenderingRemoveActor(Actor* a) = 0;
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virtual void OnSceneRenderingClear(SceneRendering* scene) = 0;
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};
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/// <summary>
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/// Scene rendering helper subsystem that boosts the level rendering by providing efficient objects cache and culling implementation.
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/// </summary>
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@@ -59,6 +82,10 @@ private:
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Array<Actor*> ViewportIcons;
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#endif
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// 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
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friend ISceneRenderingListener;
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Array<ISceneRenderingListener*, InlinedAllocation<8>> _listeners;
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public:
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/// <summary>
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/// Draws the scene. Performs the optimized actors culling and draw calls submission for the current render pass (defined by the render view).
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