// 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
};