480 lines
13 KiB
C++
480 lines
13 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "RenderTask.h"
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#include "RenderBuffers.h"
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#include "GPUDevice.h"
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#include "GPUSwapChain.h"
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#include "FlaxEngine.Gen.h"
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#include "Engine/Core/Collections/Sorting.h"
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#include "Engine/Debug/DebugLog.h"
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#include "Engine/Level/Level.h"
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#include "Engine/Level/Actors/Camera.h"
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#include "Engine/Renderer/Renderer.h"
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#include "Engine/Render2D/Render2D.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Level/Actors/PostFxVolume.h"
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#include "Engine/Profiler/Profiler.h"
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#include "Engine/Scripting/ManagedCLR/MAssembly.h"
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#include "Engine/Scripting/ManagedCLR/MClass.h"
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#include "Engine/Scripting/ManagedCLR/MMethod.h"
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#include "Engine/Scripting/Script.h"
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#include "Engine/Scripting/BinaryModule.h"
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#include "Engine/Threading/Threading.h"
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#if USE_MONO
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#include <ThirdParty/mono-2.0/mono/metadata/appdomain.h>
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#endif
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#if USE_EDITOR
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#include "Engine/Renderer/Lightmaps.h"
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#else
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#include "Engine/Engine/Screen.h"
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#endif
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#if USE_MONO
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// TODO: use API for events and remove this manual wrapper code
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class RenderContextInternal
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{
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public:
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MonoObject* Buffers;
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MonoObject* List;
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RenderView View;
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RenderView* LodProxyView;
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MonoObject* Task;
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};
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// TODO: use API for events and remove this manual wrapper code
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namespace
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{
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RenderContextInternal ToManaged(const RenderContext& value)
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{
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RenderContextInternal result;
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result.Buffers = ScriptingObject::ToManaged((ScriptingObject*)value.Buffers);
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result.List = ScriptingObject::ToManaged((ScriptingObject*)value.List);
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result.View = value.View;
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result.LodProxyView = value.LodProxyView;
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result.Task = ScriptingObject::ToManaged((ScriptingObject*)value.Task);
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return result;
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}
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}
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#endif
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Array<RenderTask*> RenderTask::Tasks;
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CriticalSection RenderTask::TasksLocker;
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int32 RenderTask::TasksDoneLastFrame;
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MainRenderTask* MainRenderTask::Instance;
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void RenderTask::DrawAll()
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{
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ScopeLock lock(TasksLocker);
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// Sort tasks (by Order property)
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Sorting::QuickSortObj(Tasks.Get(), Tasks.Count());
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// Render all that shit
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for (auto task : Tasks)
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{
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if (task->CanDraw())
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{
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task->OnDraw();
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}
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}
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}
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RenderTask::RenderTask(const SpawnParams& params)
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: ScriptingObject(params)
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{
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// Register
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TasksLocker.Lock();
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Tasks.Add(this);
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TasksLocker.Unlock();
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}
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RenderTask::~RenderTask()
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{
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// Unregister
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TasksLocker.Lock();
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Tasks.Remove(this);
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TasksLocker.Unlock();
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}
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bool RenderTask::CanDraw() const
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{
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if (SwapChain && SwapChain->GetWindow() && !SwapChain->GetWindow()->IsVisible() && !SwapChain->GetWindow()->GetSettings().ShowAfterFirstPaint)
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return false;
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return Enabled;
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}
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void RenderTask::OnDraw()
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{
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const auto context = GPUDevice::Instance->GetMainContext();
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OnBegin(context);
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OnRender(context);
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OnEnd(context);
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}
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void RenderTask::OnBegin(GPUContext* context)
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{
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Begin(this, context);
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if (SwapChain)
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SwapChain->Begin(this);
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_prevTask = GPUDevice::Instance->CurrentTask;
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GPUDevice::Instance->CurrentTask = this;
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LastUsedFrame = Engine::FrameCount;
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FrameCount++;
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}
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void RenderTask::OnRender(GPUContext* context)
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{
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Render(this, context);
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if (SwapChain)
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{
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PROFILE_GPU_CPU_NAMED("GUI");
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const Viewport viewport(0, 0, static_cast<float>(SwapChain->GetWidth()), static_cast<float>(SwapChain->GetHeight()));
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Render2D::Begin(context, SwapChain->GetBackBufferView(), nullptr, viewport);
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SwapChain->GetWindow()->OnDraw();
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Render2D::End();
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}
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}
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void RenderTask::OnEnd(GPUContext* context)
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{
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GPUDevice::Instance->CurrentTask = _prevTask;
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_prevTask = nullptr;
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if (SwapChain)
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SwapChain->End(this);
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End(this, context);
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}
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void RenderTask::OnPresent(bool vsync)
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{
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if (SwapChain)
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SwapChain->Present(vsync);
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Present(this);
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}
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bool RenderTask::Resize(int32 width, int32 height)
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{
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return false;
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}
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void ManagedPostProcessEffect::FetchInfo()
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{
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ASSERT(Target);
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SetEnabled(Target->GetEnabled());
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static MMethod* FetchInfoManaged = nullptr;
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if (FetchInfoManaged == nullptr)
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{
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auto klass = ((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly->GetClass("FlaxEngine.PostProcessEffect");
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ASSERT(klass);
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FetchInfoManaged = klass->GetMethod("FetchInfo", 3);
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ASSERT(FetchInfoManaged);
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}
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void* args[3];
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args[0] = Target->GetOrCreateManagedInstance();
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args[1] = &_location;
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args[2] = &_useSingleTarget;
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MObject* exception = nullptr;
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FetchInfoManaged->Invoke(nullptr, args, &exception);
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if (exception)
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DebugLog::LogException(exception);
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}
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bool ManagedPostProcessEffect::IsLoaded() const
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{
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return Target != nullptr;
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}
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void ManagedPostProcessEffect::Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output)
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{
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#if USE_MONO
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const auto context = GPUDevice::Instance->GetMainContext();
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auto inputObj = ScriptingObject::ToManaged(input);
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auto outputObj = ScriptingObject::ToManaged(output);
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// Call rendering method (handle base classes)
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ASSERT(Target && Target->GetClass() != nullptr);
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auto mclass = Target->GetClass();
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auto renderMethod = mclass->FindMethod("Render", 4, true);
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if (renderMethod == nullptr)
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return;
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RenderContextInternal tmp = ::ToManaged(renderContext);
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void* params[4];
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params[0] = context->GetOrCreateManagedInstance();
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params[1] = &tmp;
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params[2] = inputObj;
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params[3] = outputObj;
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MObject* exception = nullptr;
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renderMethod->InvokeVirtual(Target->GetOrCreateManagedInstance(), params, &exception);
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if (exception)
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DebugLog::LogException(exception);
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#endif
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}
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SceneRenderTask::SceneRenderTask(const SpawnParams& params)
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: RenderTask(params)
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{
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View.Position = Float3::Zero;
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View.Direction = Float3::Forward;
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Buffers = New<RenderBuffers>();
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}
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SceneRenderTask::~SceneRenderTask()
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{
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if (Buffers)
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Buffers->DeleteObjectNow();
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if (_customActorsScene)
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Delete(_customActorsScene);
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}
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void SceneRenderTask::CameraCut()
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{
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IsCameraCut = true;
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}
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void SceneRenderTask::AddCustomActor(Actor* actor)
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{
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CustomActors.Add(actor);
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}
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void SceneRenderTask::RemoveCustomActor(Actor* actor)
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{
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CustomActors.Remove(actor);
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}
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void SceneRenderTask::ClearCustomActors()
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{
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CustomActors.Clear();
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}
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void SceneRenderTask::CollectPostFxVolumes(RenderContext& renderContext)
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{
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// Cache WorldPosition used for PostFx volumes blending (RenderView caches it later on)
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renderContext.View.WorldPosition = renderContext.View.Origin + renderContext.View.Position;
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if ((ActorsSource & ActorsSources::Scenes) != 0)
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{
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Level::CollectPostFxVolumes(renderContext);
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}
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if ((ActorsSource & ActorsSources::CustomActors) != 0)
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{
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for (auto a : CustomActors)
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{
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auto* postFxVolume = dynamic_cast<PostFxVolume*>(a);
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if (postFxVolume && a->GetIsActive())
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{
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postFxVolume->Collect(renderContext);
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}
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}
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}
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}
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void AddActorToSceneRendering(SceneRendering* s, Actor* a)
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{
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if (a && a->IsActiveInHierarchy())
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{
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int32 key = -1;
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s->AddActor(a, key);
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for (Actor* child : a->Children)
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AddActorToSceneRendering(s, child);
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}
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}
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void SceneRenderTask::OnCollectDrawCalls(RenderContext& renderContext)
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{
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// Draw actors (collect draw calls)
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if ((ActorsSource & ActorsSources::CustomActors) != 0)
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{
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if (_customActorsScene == nullptr)
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_customActorsScene = New<SceneRendering>();
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else
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_customActorsScene->Clear();
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for (Actor* a : CustomActors)
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AddActorToSceneRendering(_customActorsScene, a);
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_customActorsScene->Draw(renderContext);
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}
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if ((ActorsSource & ActorsSources::Scenes) != 0)
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{
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Level::DrawActors(renderContext);
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}
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// External drawing event
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CollectDrawCalls(renderContext);
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}
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void SceneRenderTask::OnPreRender(GPUContext* context, RenderContext& renderContext)
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{
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PreRender(context, renderContext);
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}
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void SceneRenderTask::OnPostRender(GPUContext* context, RenderContext& renderContext)
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{
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PostRender(context, renderContext);
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}
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Viewport SceneRenderTask::GetViewport() const
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{
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Viewport viewport;
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if (Output)
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viewport = Viewport(0, 0, static_cast<float>(Output->Width()), static_cast<float>(Output->Height()));
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else if (SwapChain)
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viewport = Viewport(0, 0, static_cast<float>(SwapChain->GetWidth()), static_cast<float>(SwapChain->GetHeight()));
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else if (Buffers != nullptr)
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viewport = Buffers->GetViewport();
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else
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viewport = Viewport(0, 0, 1280, 720);
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viewport.Width *= RenderingPercentage;
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viewport.Height *= RenderingPercentage;
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return viewport;
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}
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Viewport SceneRenderTask::GetOutputViewport() const
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{
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if (Output && Output->IsAllocated())
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return Viewport(0, 0, static_cast<float>(Output->Width()), static_cast<float>(Output->Height()));
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if (SwapChain)
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return Viewport(0, 0, static_cast<float>(SwapChain->GetWidth()), static_cast<float>(SwapChain->GetHeight()));
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return GetViewport();
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}
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GPUTextureView* SceneRenderTask::GetOutputView() const
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{
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if (Output && Output->IsAllocated())
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return Output->View();
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if (SwapChain)
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return SwapChain->GetBackBufferView();
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return nullptr;
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}
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void SceneRenderTask::OnBegin(GPUContext* context)
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{
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RenderTask::OnBegin(context);
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// Copy view info if camera is specified
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if (Camera)
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{
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auto viewport = GetViewport();
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View.CopyFrom(Camera, &viewport);
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}
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// Get custom and global PostFx
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CustomPostFx.Clear();
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#if !COMPILE_WITHOUT_CSHARP
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// TODO: move postFx in SceneRenderTask from C# to C++
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static MMethod* GetPostFxManaged = GetStaticClass()->GetMethod("GetPostFx", 1);
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if (GetPostFxManaged)
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{
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int32 count = 0;
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void* params[1];
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params[0] = &count;
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MObject* exception = nullptr;
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#if USE_MONO
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const auto objects = (MonoArray*)GetPostFxManaged->Invoke(GetOrCreateManagedInstance(), params, &exception);
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if (exception)
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DebugLog::LogException(exception);
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CustomPostFx.Resize(count);
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for (int32 i = 0; i < count; i++)
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{
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auto& postFx = CustomPostFx[i];
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postFx.Target = mono_array_get(objects, Script*, i);
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if (postFx.Target)
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postFx.FetchInfo();
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}
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#endif
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}
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#endif
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// Setup render buffers for the output rendering resolution
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if (Output)
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{
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Buffers->Init((int32)((float)Output->Width() * RenderingPercentage), (int32)((float)Output->Height() * RenderingPercentage));
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}
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else if (SwapChain)
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{
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Buffers->Init((int32)((float)SwapChain->GetWidth() * RenderingPercentage), (int32)((float)SwapChain->GetHeight() * RenderingPercentage));
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}
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}
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void SceneRenderTask::OnRender(GPUContext* context)
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{
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if (!IsCustomRendering && Buffers && Buffers->GetWidth() > 0)
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Renderer::Render(this);
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RenderTask::OnRender(context);
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}
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void SceneRenderTask::OnEnd(GPUContext* context)
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{
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TasksDoneLastFrame++;
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IsCameraCut = false;
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RenderTask::OnEnd(context);
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// Swap data
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View.PrevOrigin = View.Origin;
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View.PrevView = View.View;
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View.PrevProjection = View.Projection;
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View.PrevViewProjection = View.ViewProjection();
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}
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bool SceneRenderTask::Resize(int32 width, int32 height)
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{
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if (Output && Output->Resize(width, height))
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return true;
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if (Buffers && Buffers->Init((int32)((float)width * RenderingPercentage), (int32)((float)height * RenderingPercentage)))
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return true;
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return false;
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}
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bool SceneRenderTask::CanDraw() const
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{
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if (Output && !Output->IsAllocated())
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return false;
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return RenderTask::CanDraw();
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}
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MainRenderTask::MainRenderTask(const SpawnParams& params)
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: SceneRenderTask(params)
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{
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if (Instance == nullptr)
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{
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Instance = this;
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LOG(Info, "Main render task created");
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}
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}
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MainRenderTask::~MainRenderTask()
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{
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if (Instance == this)
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{
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Instance = nullptr;
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}
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}
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void MainRenderTask::OnBegin(GPUContext* context)
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{
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// Use the main camera for the game (can be later overriden in Begin event by external code)
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Camera = Camera::GetMainCamera();
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#if !USE_EDITOR
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// Sync render buffers size with the backbuffer
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const auto size = Screen::GetSize();
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Buffers->Init((int32)(size.X * RenderingPercentage), (int32)(size.Y * RenderingPercentage));
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#endif
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SceneRenderTask::OnBegin(context);
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}
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RenderContext::RenderContext(SceneRenderTask* task)
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{
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Buffers = task->Buffers;
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View = task->View;
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Task = task;
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}
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