Files
FlaxEngine/Source/Engine/Level/Scene/SceneRendering.cpp
2021-04-30 16:27:57 +02:00

312 lines
7.9 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "SceneRendering.h"
#include "Scene.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderView.h"
#include "Engine/Level/Actors/PostFxVolume.h"
#define SCENE_RENDERING_USE_SIMD 0
#if SCENE_RENDERING_USE_SIMD
#include "Engine/Core/SIMD.h"
ALIGN_BEGIN(16) struct CullDataSIMD
{
float xs[8];
float ys[8];
float zs[8];
float ds[8];
} ALIGN_END(16);
#endif
SceneRendering::SceneRendering(::Scene* scene)
: Scene(scene)
{
}
void CullAndDraw(const BoundingFrustum& frustum, RenderContext& renderContext, const Array<Actor*>& actors)
{
auto& view = renderContext.View;
#if SCENE_RENDERING_USE_SIMD
CullDataSIMD cullData;
{
// Near
auto plane = view.Frustum.GetNear();
cullData.xs[0] = plane.Normal.X;
cullData.ys[0] = plane.Normal.Y;
cullData.zs[0] = plane.Normal.Z;
cullData.ds[0] = plane.D;
// Far
plane = view.Frustum.GetFar();
cullData.xs[1] = plane.Normal.X;
cullData.ys[1] = plane.Normal.Y;
cullData.zs[1] = plane.Normal.Z;
cullData.ds[1] = plane.D;
// Left
plane = view.Frustum.GetLeft();
cullData.xs[2] = plane.Normal.X;
cullData.ys[2] = plane.Normal.Y;
cullData.zs[2] = plane.Normal.Z;
cullData.ds[2] = plane.D;
// Right
plane = view.Frustum.GetRight();
cullData.xs[3] = plane.Normal.X;
cullData.ys[3] = plane.Normal.Y;
cullData.zs[3] = plane.Normal.Z;
cullData.ds[3] = plane.D;
// Top
plane = view.Frustum.GetTop();
cullData.xs[4] = plane.Normal.X;
cullData.ys[4] = plane.Normal.Y;
cullData.zs[4] = plane.Normal.Z;
cullData.ds[4] = plane.D;
// Bottom
plane = view.Frustum.GetBottom();
cullData.xs[5] = plane.Normal.X;
cullData.ys[5] = plane.Normal.Y;
cullData.zs[5] = plane.Normal.Z;
cullData.ds[5] = plane.D;
// Extra 0
cullData.xs[6] = 0;
cullData.ys[6] = 0;
cullData.zs[6] = 0;
cullData.ds[6] = 0;
// Extra 1
cullData.xs[7] = 0;
cullData.ys[7] = 0;
cullData.zs[7] = 0;
cullData.ds[7] = 0;
}
float4 px = SIMD::Load(cullData.xs);
float4 py = SIMD::Load(cullData.ys);
float4 pz = SIMD::Load(cullData.zs);
float4 pd = SIMD::Load(cullData.ds);
float4 px2 = SIMD::Load(&cullData.xs[4]);
float4 py2 = SIMD::Load(&cullData.ys[4]);
float4 pz2 = SIMD::Load(&cullData.zs[4]);
float4 pd2 = SIMD::Load(&cullData.ds[4]);
for (int32 i = 0; i < actors.Count(); i++)
{
const auto& sphere = actors[i]->GetSphere();
float4 cx = SIMD::Splat(sphere.Center.X);
float4 cy = SIMD::Splat(sphere.Center.Y);
float4 cz = SIMD::Splat(sphere.Center.Z);
float4 r = SIMD::Splat(-sphere.Radius);
float4 t = SIMD::Mul(cx, px);
t = SIMD::Add(t, SIMD::Mul(cy, py));
t = SIMD::Add(t, SIMD::Mul(cz, pz));
t = SIMD::Add(t, pd);
t = SIMD::Sub(t, r);
if (SIMD::MoveMask(t))
continue;
t = SIMD::Mul(cx, px2);
t = SIMD::Add(t, SIMD::Mul(cy, py2));
t = SIMD::Add(t, SIMD::Mul(cz, pz2));
t = SIMD::Add(t, pd2);
t = SIMD::Sub(t, r);
if (SIMD::MoveMask(t))
continue;
actors[i]->Draw(renderContext);
}
#else
for (int32 i = 0; i < actors.Count(); i++)
{
auto actor = actors[i];
if (view.RenderLayersMask.HasLayer(actor->GetLayer()) && frustum.Intersects(actor->GetSphere()))
actor->Draw(renderContext);
}
#endif
}
void CullAndDrawOffline(const BoundingFrustum& frustum, RenderContext& renderContext, const Array<Actor*>& actors)
{
auto& view = renderContext.View;
#if SCENE_RENDERING_USE_SIMD
CullDataSIMD cullData;
{
// Near
auto plane = view.Frustum.GetNear();
cullData.xs[0] = plane.Normal.X;
cullData.ys[0] = plane.Normal.Y;
cullData.zs[0] = plane.Normal.Z;
cullData.ds[0] = plane.D;
// Far
plane = view.Frustum.GetFar();
cullData.xs[1] = plane.Normal.X;
cullData.ys[1] = plane.Normal.Y;
cullData.zs[1] = plane.Normal.Z;
cullData.ds[1] = plane.D;
// Left
plane = view.Frustum.GetLeft();
cullData.xs[2] = plane.Normal.X;
cullData.ys[2] = plane.Normal.Y;
cullData.zs[2] = plane.Normal.Z;
cullData.ds[2] = plane.D;
// Right
plane = view.Frustum.GetRight();
cullData.xs[3] = plane.Normal.X;
cullData.ys[3] = plane.Normal.Y;
cullData.zs[3] = plane.Normal.Z;
cullData.ds[3] = plane.D;
// Top
plane = view.Frustum.GetTop();
cullData.xs[4] = plane.Normal.X;
cullData.ys[4] = plane.Normal.Y;
cullData.zs[4] = plane.Normal.Z;
cullData.ds[4] = plane.D;
// Bottom
plane = view.Frustum.GetBottom();
cullData.xs[5] = plane.Normal.X;
cullData.ys[5] = plane.Normal.Y;
cullData.zs[5] = plane.Normal.Z;
cullData.ds[5] = plane.D;
// Extra 0
cullData.xs[6] = 0;
cullData.ys[6] = 0;
cullData.zs[6] = 0;
cullData.ds[6] = 0;
// Extra 1
cullData.xs[7] = 0;
cullData.ys[7] = 0;
cullData.zs[7] = 0;
cullData.ds[7] = 0;
}
float4 px = SIMD::Load(cullData.xs);
float4 py = SIMD::Load(cullData.ys);
float4 pz = SIMD::Load(cullData.zs);
float4 pd = SIMD::Load(cullData.ds);
float4 px2 = SIMD::Load(&cullData.xs[4]);
float4 py2 = SIMD::Load(&cullData.ys[4]);
float4 pz2 = SIMD::Load(&cullData.zs[4]);
float4 pd2 = SIMD::Load(&cullData.ds[4]);
for (int32 i = 0; i < actors.Count(); i++)
{
const auto& sphere = actors[i]->GetSphere();
float4 cx = SIMD::Splat(sphere.Center.X);
float4 cy = SIMD::Splat(sphere.Center.Y);
float4 cz = SIMD::Splat(sphere.Center.Z);
float4 r = SIMD::Splat(-sphere.Radius);
float4 t = SIMD::Mul(cx, px);
t = SIMD::Add(t, SIMD::Mul(cy, py));
t = SIMD::Add(t, SIMD::Mul(cz, pz));
t = SIMD::Add(t, pd);
t = SIMD::Sub(t, r);
if (SIMD::MoveMask(t))
continue;
t = SIMD::Mul(cx, px2);
t = SIMD::Add(t, SIMD::Mul(cy, py2));
t = SIMD::Add(t, SIMD::Mul(cz, pz2));
t = SIMD::Add(t, pd2);
t = SIMD::Sub(t, r);
if (SIMD::MoveMask(t))
continue;
if (actors[i]->GetStaticFlags() & renderContext.View.StaticFlagsMask)
actors[i]->Draw(renderContext);
}
#else
for (int32 i = 0; i < actors.Count(); i++)
{
auto actor = actors[i];
if (actor->GetStaticFlags() & view.StaticFlagsMask && view.RenderLayersMask.HasLayer(actor->GetLayer()) && frustum.Intersects(actor->GetSphere()))
actor->Draw(renderContext);
}
#endif
}
void SceneRendering::Draw(RenderContext& renderContext)
{
// Skip if disabled
if (!Scene->GetIsActive())
return;
auto& view = renderContext.View;
// Draw all visual components
const BoundingFrustum frustum = view.CullingFrustum;
if (view.IsOfflinePass)
{
CullAndDrawOffline(frustum, renderContext, Geometry);
if (view.Pass & DrawPass::GBuffer)
{
CullAndDrawOffline(frustum, renderContext, Common);
for (int32 i = 0; i < CommonNoCulling.Count(); i++)
{
auto actor = CommonNoCulling[i];
if (actor->GetStaticFlags() & view.StaticFlagsMask && view.RenderLayersMask.HasLayer(actor->GetLayer()))
actor->Draw(renderContext);
}
}
}
else
{
CullAndDraw(frustum, renderContext, Geometry);
if (view.Pass & DrawPass::GBuffer)
{
CullAndDraw(frustum, renderContext, Common);
for (int32 i = 0; i < CommonNoCulling.Count(); i++)
{
auto actor = CommonNoCulling[i];
if (view.RenderLayersMask.HasLayer(actor->GetLayer()))
actor->Draw(renderContext);
}
}
}
#if USE_EDITOR
if (view.Pass & DrawPass::GBuffer)
{
// Draw physics shapes
if (view.Flags & ViewFlags::PhysicsDebug)
{
for (int32 i = 0; i < PhysicsDebug.Count(); i++)
{
PhysicsDebug[i](view);
}
}
}
#endif
}
void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
{
for (int32 i = 0; i < PostFxProviders.Count(); i++)
{
PostFxProviders[i]->Collect(renderContext);
}
}
void SceneRendering::Clear()
{
Geometry.Clear();
Common.Clear();
CommonNoCulling.Clear();
#if USE_EDITOR
PhysicsDebug.Clear();
#endif
}