Files
FlaxEngine/Source/Engine/Level/Scene/SceneRendering.h
2021-01-02 14:28:49 +01:00

156 lines
3.7 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Delegate.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Level/Types.h"
class SceneRenderTask;
struct PostProcessSettings;
struct RenderContext;
struct RenderView;
/// <summary>
/// Interface for actors that can override the default rendering settings (eg. PostFxVolume actor).
/// </summary>
class IPostFxSettingsProvider
{
public:
/// <summary>
/// Collects the settings for rendering of the specified task.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
virtual void Collect(RenderContext& renderContext) = 0;
/// <summary>
/// Blends the object settings to the given settings using given weight.
/// </summary>
/// <param name="other">The other settings to blend to.</param>
/// <param name="weight">The blending weight (normalized to 0-1 range).</param>
virtual void Blend(PostProcessSettings& other, float weight) = 0;
};
/// <summary>
/// Scene rendering helper subsystem that boosts the level rendering by providing efficient objects cache and culling implementation.
/// </summary>
class SceneRendering
{
friend Scene;
#if USE_EDITOR
typedef Function<void(RenderView&)> PhysicsDebugCallback;
#endif
private:
// Private data
Scene* Scene;
public:
// Things to draw
Array<Actor*> Geometry;
Array<Actor*> Common;
Array<Actor*> CommonNoCulling;
Array<IPostFxSettingsProvider*> PostFxProviders;
#if USE_EDITOR
Array<PhysicsDebugCallback> PhysicsDebug;
Array<Actor*> ViewportIcons;
#endif
explicit SceneRendering(::Scene* scene);
public:
/// <summary>
/// Draws the scene. Performs the optimized actors culling and draw calls submission for the current render pass (defined by the render view).
/// </summary>
/// <param name="renderContext">The rendering context.</param>
void Draw(RenderContext& renderContext);
/// <summary>
/// Collects the post fx volumes for the given rendering view.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
void CollectPostFxVolumes(RenderContext& renderContext);
/// <summary>
/// Clears this instance data.
/// </summary>
void Clear();
public:
FORCE_INLINE void AddGeometry(Actor* obj)
{
Geometry.Add(obj);
}
FORCE_INLINE void RemoveGeometry(Actor* obj)
{
Geometry.Remove(obj);
}
FORCE_INLINE void AddCommon(Actor* obj)
{
Common.Add(obj);
}
FORCE_INLINE void RemoveCommon(Actor* obj)
{
Common.Remove(obj);
}
FORCE_INLINE void AddCommonNoCulling(Actor* obj)
{
CommonNoCulling.Add(obj);
}
FORCE_INLINE void RemoveCommonNoCulling(Actor* obj)
{
CommonNoCulling.Remove(obj);
}
FORCE_INLINE void AddPostFxProvider(IPostFxSettingsProvider* obj)
{
PostFxProviders.Add(obj);
}
FORCE_INLINE void RemovePostFxProvider(IPostFxSettingsProvider* obj)
{
PostFxProviders.Remove(obj);
}
#if USE_EDITOR
template<class T, void(T::*Method)(RenderView&)>
FORCE_INLINE void AddPhysicsDebug(T* obj)
{
PhysicsDebugCallback f;
f.Bind<T, Method>(obj);
PhysicsDebug.Add(f);
}
template<class T, void(T::*Method)(RenderView&)>
void RemovePhysicsDebug(T* obj)
{
PhysicsDebugCallback f;
f.Bind<T, Method>(obj);
PhysicsDebug.Remove(f);
}
FORCE_INLINE void AddViewportIcon(Actor* obj)
{
ViewportIcons.Add(obj);
}
FORCE_INLINE void RemoveViewportIcon(Actor* obj)
{
ViewportIcons.Remove(obj);
}
#endif
};