176 lines
4.5 KiB
C++
176 lines
4.5 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#define SCENE_RENDERING_USE_PROFILER 0
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#include "SceneRendering.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Threading/Threading.h"
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#if SCENE_RENDERING_USE_PROFILER
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#include "Engine/Profiler/ProfilerCPU.h"
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#endif
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ISceneRenderingListener::~ISceneRenderingListener()
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{
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for (SceneRendering* scene : _scenes)
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{
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scene->_listeners.Remove(this);
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}
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}
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void ISceneRenderingListener::ListenSceneRendering(SceneRendering* scene)
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{
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if (!_scenes.Contains(scene))
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{
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_scenes.Add(scene);
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scene->_listeners.Add(this);
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}
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}
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void SceneRendering::Draw(RenderContext& renderContext)
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{
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ScopeLock lock(Locker);
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auto& view = renderContext.View;
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const BoundingFrustum frustum = view.CullingFrustum;
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const Vector3 origin = view.Origin;
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renderContext.List->Scenes.Add(this);
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// Draw all visual components
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if (view.IsOfflinePass)
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{
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for (int32 i = 0; i < Actors.Count(); i++)
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{
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auto e = Actors.Get()[i];
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e.Bounds.Center -= origin;
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if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)) && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU_ACTOR(e.Actor);
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#endif
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e.Actor->Draw(renderContext);
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}
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}
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}
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else if (origin.IsZero())
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{
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for (int32 i = 0; i < Actors.Count(); i++)
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{
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auto e = Actors.Get()[i];
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if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU_ACTOR(e.Actor);
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#endif
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e.Actor->Draw(renderContext);
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}
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}
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}
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else
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{
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for (int32 i = 0; i < Actors.Count(); i++)
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{
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auto e = Actors.Get()[i];
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e.Bounds.Center -= origin;
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if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU_ACTOR(e.Actor);
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#endif
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e.Actor->Draw(renderContext);
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}
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}
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}
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#if USE_EDITOR
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if (view.Pass & DrawPass::GBuffer)
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{
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// Draw physics shapes
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if (view.Flags & ViewFlags::PhysicsDebug || view.Mode == ViewMode::PhysicsColliders)
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{
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for (int32 i = 0; i < PhysicsDebug.Count(); i++)
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{
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PhysicsDebug[i](view);
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}
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}
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}
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#endif
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}
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void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU();
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#endif
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for (int32 i = 0; i < PostFxProviders.Count(); i++)
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{
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PostFxProviders[i]->Collect(renderContext);
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}
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}
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void SceneRendering::Clear()
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{
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ScopeLock lock(Locker);
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for (auto* listener : _listeners)
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{
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listener->OnSceneRenderingClear(this);
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listener->_scenes.Remove(this);
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}
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_listeners.Clear();
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Actors.Clear();
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#if USE_EDITOR
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PhysicsDebug.Clear();
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#endif
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}
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void SceneRendering::AddActor(Actor* a, int32& key)
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{
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ScopeLock lock(Locker);
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if (key == -1)
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{
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// TODO: track removedCount and skip searching for free entry if there is none
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key = 0;
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for (; key < Actors.Count(); key++)
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{
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if (Actors[key].Actor == nullptr)
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break;
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}
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if (key == Actors.Count())
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Actors.AddOne();
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auto& e = Actors[key];
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e.Actor = a;
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e.LayerMask = a->GetLayerMask();
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e.Bounds = a->GetSphere();
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e.NoCulling = a->_drawNoCulling;
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for (auto* listener : _listeners)
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listener->OnSceneRenderingAddActor(a);
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}
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}
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void SceneRendering::UpdateActor(Actor* a, int32 key)
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{
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ScopeLock lock(Locker);
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if (Actors.IsEmpty())
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return;
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auto& e = Actors[key];
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ASSERT_LOW_LAYER(a == e.Actor);
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for (auto* listener : _listeners)
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listener->OnSceneRenderingUpdateActor(a, e.Bounds);
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e.LayerMask = a->GetLayerMask();
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e.Bounds = a->GetSphere();
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}
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void SceneRendering::RemoveActor(Actor* a, int32& key)
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{
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ScopeLock lock(Locker);
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if (Actors.HasItems())
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{
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auto& e = Actors[key];
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ASSERT_LOW_LAYER(a == e.Actor);
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for (auto* listener : _listeners)
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listener->OnSceneRenderingRemoveActor(a);
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e.Actor = nullptr;
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e.LayerMask = 0;
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}
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key = -1;
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}
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