Files
FlaxEngine/Source/Engine/Level/Scene/SceneRendering.cpp
2022-10-21 18:36:29 +02:00

176 lines
4.5 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
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(RenderContext& renderContext)
{
ScopeLock lock(Locker);
auto& view = renderContext.View;
const BoundingFrustum frustum = view.CullingFrustum;
const Vector3 origin = view.Origin;
renderContext.List->Scenes.Add(this);
// Draw all visual components
if (view.IsOfflinePass)
{
for (int32 i = 0; i < Actors.Count(); i++)
{
auto e = Actors.Get()[i];
e.Bounds.Center -= origin;
if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)) && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU_ACTOR(e.Actor);
#endif
e.Actor->Draw(renderContext);
}
}
}
else if (origin.IsZero())
{
for (int32 i = 0; i < Actors.Count(); i++)
{
auto e = Actors.Get()[i];
if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU_ACTOR(e.Actor);
#endif
e.Actor->Draw(renderContext);
}
}
}
else
{
for (int32 i = 0; i < Actors.Count(); i++)
{
auto e = Actors.Get()[i];
e.Bounds.Center -= origin;
if (view.RenderLayersMask.Mask & e.LayerMask && (e.NoCulling || frustum.Intersects(e.Bounds)))
{
#if SCENE_RENDERING_USE_PROFILER
PROFILE_CPU_ACTOR(e.Actor);
#endif
e.Actor->Draw(renderContext);
}
}
}
#if USE_EDITOR
if (view.Pass & DrawPass::GBuffer)
{
// 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();
Actors.Clear();
#if USE_EDITOR
PhysicsDebug.Clear();
#endif
}
void SceneRendering::AddActor(Actor* a, int32& key)
{
ScopeLock lock(Locker);
if (key == -1)
{
// TODO: track removedCount and skip searching for free entry if there is none
key = 0;
for (; key < Actors.Count(); key++)
{
if (Actors[key].Actor == nullptr)
break;
}
if (key == Actors.Count())
Actors.AddOne();
auto& e = Actors[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)
{
ScopeLock lock(Locker);
if (Actors.IsEmpty())
return;
auto& e = Actors[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)
{
ScopeLock lock(Locker);
if (Actors.HasItems())
{
auto& e = Actors[key];
ASSERT_LOW_LAYER(a == e.Actor);
for (auto* listener : _listeners)
listener->OnSceneRenderingRemoveActor(a);
e.Actor = nullptr;
e.LayerMask = 0;
}
key = -1;
}