// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved. #pragma once #include "Engine/Core/Delegate.h" #include "Engine/Core/Collections/Array.h" #include "Engine/Level/Types.h" class SceneRenderTask; struct PostProcessSettings; struct RenderContext; struct RenderView; /// /// Interface for actors that can override the default rendering settings (eg. PostFxVolume actor). /// class IPostFxSettingsProvider { public: /// /// Collects the settings for rendering of the specified task. /// /// The rendering context. virtual void Collect(RenderContext& renderContext) = 0; /// /// Blends the object settings to the given settings using given weight. /// /// The other settings to blend to. /// The blending weight (normalized to 0-1 range). virtual void Blend(PostProcessSettings& other, float weight) = 0; }; /// /// Scene rendering helper subsystem that boosts the level rendering by providing efficient objects cache and culling implementation. /// class SceneRendering { friend Scene; #if USE_EDITOR typedef Function PhysicsDebugCallback; #endif private: // Private data Scene* Scene; public: // Things to draw Array Geometry; Array Common; Array CommonNoCulling; Array PostFxProviders; #if USE_EDITOR Array PhysicsDebug; Array ViewportIcons; #endif explicit SceneRendering(::Scene* scene); public: /// /// Draws the scene. Performs the optimized actors culling and draw calls submission for the current render pass (defined by the render view). /// /// The rendering context. void Draw(RenderContext& renderContext); /// /// Collects the post fx volumes for the given rendering view. /// /// The rendering context. void CollectPostFxVolumes(RenderContext& renderContext); /// /// Clears this instance data. /// void Clear(); public: FORCE_INLINE void AddGeometry(Actor* obj) { Geometry.Add(obj); } FORCE_INLINE void RemoveGeometry(Actor* obj) { Geometry.Remove(obj); } FORCE_INLINE void AddCommon(Actor* obj) { Common.Add(obj); } FORCE_INLINE void RemoveCommon(Actor* obj) { Common.Remove(obj); } FORCE_INLINE void AddCommonNoCulling(Actor* obj) { CommonNoCulling.Add(obj); } FORCE_INLINE void RemoveCommonNoCulling(Actor* obj) { CommonNoCulling.Remove(obj); } FORCE_INLINE void AddPostFxProvider(IPostFxSettingsProvider* obj) { PostFxProviders.Add(obj); } FORCE_INLINE void RemovePostFxProvider(IPostFxSettingsProvider* obj) { PostFxProviders.Remove(obj); } #if USE_EDITOR template FORCE_INLINE void AddPhysicsDebug(T* obj) { PhysicsDebugCallback f; f.Bind(obj); PhysicsDebug.Add(f); } template void RemovePhysicsDebug(T* obj) { PhysicsDebugCallback f; f.Bind(obj); PhysicsDebug.Remove(f); } FORCE_INLINE void AddViewportIcon(Actor* obj) { ViewportIcons.Add(obj); } FORCE_INLINE void RemoveViewportIcon(Actor* obj) { ViewportIcons.Remove(obj); } #endif };