Files
FlaxEngine/Source/Engine/Level/Scene/SceneRendering.cpp

220 lines
6.0 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#define SCENE_RENDERING_USE_PROFILER 0
#include "SceneRendering.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Threading/Threading.h"
#if SCENE_RENDERING_USE_PROFILER
#include "Engine/Profiler/ProfilerCPU.h"
#endif
FORCE_INLINE bool FrustumsListCull(const BoundingSphere& bounds, const BoundingFrustum* frustums, int32 frustumsCount)
{
for (int32 i = 0; i < frustumsCount; i++)
{
if (frustums[i].Intersects(bounds))
return true;
}
return false;
}
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(RenderContextBatch& renderContextBatch, DrawCategory category)
{
ScopeLock lock(Locker);
auto& view = renderContextBatch.GetMainContext().View;
const Vector3 origin = view.Origin;
for (auto& renderContext : renderContextBatch.Contexts)
renderContext.List->Scenes.Add(this);
auto& list = Actors[(int32)category];
// Setup frustum data
Array<BoundingFrustum, RendererAllocation> frustumsData;
BoundingFrustum* frustums = &view.CullingFrustum;
int32 frustumsCount = renderContextBatch.Contexts.Count();
if (frustumsCount != 1)
{
frustumsData.Resize(frustumsCount);
frustums = frustumsData.Get();
for (int32 i = 0; i < frustumsCount; i++)
frustums[i] = renderContextBatch.Contexts[i].View.CullingFrustum;
}
#define CHECK_ACTOR ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || FrustumsListCull(e.Bounds, frustums, frustumsCount)))
#define CHECK_ACTOR_SINGLE_FRUSTUM ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || frustums->Intersects(e.Bounds)))
#if SCENE_RENDERING_USE_PROFILER
#define DRAW_ACTOR(mode) PROFILE_CPU_ACTOR(e.Actor); e.Actor->Draw(mode)
#else
#define DRAW_ACTOR(mode) e.Actor->Draw(mode)
#endif
// Draw all visual components
if (view.IsOfflinePass)
{
// Offline pass with additional static flags culling
for (int32 i = 0; i < list.Count(); i++)
{
auto e = list.Get()[i];
e.Bounds.Center -= origin;
if (CHECK_ACTOR && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
{
DRAW_ACTOR(renderContextBatch);
}
}
}
else if (origin.IsZero() && frustumsCount == 1)
{
// Fast path for no origin shifting with a single context
RenderContext& renderContext = renderContextBatch.GetMainContext();
for (int32 i = 0; i < list.Count(); i++)
{
auto e = list.Get()[i];
if (CHECK_ACTOR_SINGLE_FRUSTUM)
{
DRAW_ACTOR(renderContext);
}
}
}
else if (origin.IsZero())
{
// Fast path for no origin shifting
for (int32 i = 0; i < list.Count(); i++)
{
auto e = list.Get()[i];
if (CHECK_ACTOR)
{
DRAW_ACTOR(renderContextBatch);
}
}
}
else
{
// Generic case
for (int32 i = 0; i < list.Count(); i++)
{
auto e = list.Get()[i];
e.Bounds.Center -= origin;
if (CHECK_ACTOR)
{
DRAW_ACTOR(renderContextBatch);
}
}
}
#undef CHECK_ACTOR
#undef DRAW_ACTOR
#if USE_EDITOR
if (view.Pass & DrawPass::GBuffer && category == SceneDraw)
{
// Draw physics shapes
if (view.Flags & ViewFlags::PhysicsDebug || view.Mode == ViewMode::PhysicsColliders)
{
for (int32 i = 0; i < PhysicsDebug.Count(); i++)
{
PhysicsDebug[i](view);
}
}
}
#endif
}
void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU();
#endif
for (int32 i = 0; i < PostFxProviders.Count(); i++)
{
PostFxProviders[i]->Collect(renderContext);
}
}
void SceneRendering::Clear()
{
ScopeLock lock(Locker);
for (auto* listener : _listeners)
{
listener->OnSceneRenderingClear(this);
listener->_scenes.Remove(this);
}
_listeners.Clear();
for (auto& e : Actors)
e.Clear();
#if USE_EDITOR
PhysicsDebug.Clear();
#endif
}
void SceneRendering::AddActor(Actor* a, int32& key, DrawCategory category)
{
if (key != -1)
return;
ScopeLock lock(Locker);
auto& list = Actors[(int32)category];
// TODO: track removedCount and skip searching for free entry if there is none
key = 0;
for (; key < list.Count(); key++)
{
if (list[key].Actor == nullptr)
break;
}
if (key == list.Count())
list.AddOne();
auto& e = list[key];
e.Actor = a;
e.LayerMask = a->GetLayerMask();
e.Bounds = a->GetSphere();
e.NoCulling = a->_drawNoCulling;
for (auto* listener : _listeners)
listener->OnSceneRenderingAddActor(a);
}
void SceneRendering::UpdateActor(Actor* a, int32 key, DrawCategory category)
{
ScopeLock lock(Locker);
auto& list = Actors[(int32)category];
if (list.IsEmpty())
return;
auto& e = list[key];
ASSERT_LOW_LAYER(a == e.Actor);
for (auto* listener : _listeners)
listener->OnSceneRenderingUpdateActor(a, e.Bounds);
e.LayerMask = a->GetLayerMask();
e.Bounds = a->GetSphere();
}
void SceneRendering::RemoveActor(Actor* a, int32& key, DrawCategory category)
{
ScopeLock lock(Locker);
auto& list = Actors[(int32)category];
if (list.HasItems())
{
auto& e = list[key];
ASSERT_LOW_LAYER(a == e.Actor);
for (auto* listener : _listeners)
listener->OnSceneRenderingRemoveActor(a);
e.Actor = nullptr;
e.LayerMask = 0;
}
key = -1;
}