405 lines
11 KiB
C++
405 lines
11 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "SceneRendering.h"
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#include "Scene.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderView.h"
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#define SCENE_RENDERING_USE_PROFILER 0
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#define SCENE_RENDERING_USE_SIMD 0
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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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#if SCENE_RENDERING_USE_SIMD
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#include "Engine/Core/SIMD.h"
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ALIGN_BEGIN(16) struct CullDataSIMD
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{
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float xs[8];
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float ys[8];
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float zs[8];
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float ds[8];
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} ALIGN_END(16);
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#endif
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int32 SceneRendering::DrawEntries::Add(Actor* obj)
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{
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int32 key = 0;
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for (; key < List.Count(); key++)
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{
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if (List[key].Actor == nullptr)
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break;
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}
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if (key == List.Count())
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List.AddOne();
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auto& e = List[key];
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e.Actor = obj;
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e.LayerMask = obj->GetLayerMask();
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e.Bounds = obj->GetSphere();
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return key;
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}
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void SceneRendering::DrawEntries::Update(Actor* obj, int32 key)
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{
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if (List.IsEmpty())
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return;
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auto& e = List[key];
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ASSERT_LOW_LAYER(obj == e.Actor);
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e.LayerMask = obj->GetLayerMask();
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e.Bounds = obj->GetSphere();
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}
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void SceneRendering::DrawEntries::Remove(Actor* obj, int32 key)
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{
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if (List.IsEmpty())
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return;
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auto& e = List[key];
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ASSERT_LOW_LAYER(obj == e.Actor);
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e.Actor = nullptr;
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e.LayerMask = 0;
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}
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void SceneRendering::DrawEntries::Clear()
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{
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List.Clear();
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}
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void SceneRendering::DrawEntries::CullAndDraw(RenderContext& renderContext)
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{
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auto& view = renderContext.View;
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const BoundingFrustum frustum = view.CullingFrustum;
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#if SCENE_RENDERING_USE_SIMD
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CullDataSIMD cullData;
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{
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// Near
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auto plane = view.Frustum.GetNear();
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cullData.xs[0] = plane.Normal.X;
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cullData.ys[0] = plane.Normal.Y;
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cullData.zs[0] = plane.Normal.Z;
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cullData.ds[0] = plane.D;
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// Far
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plane = view.Frustum.GetFar();
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cullData.xs[1] = plane.Normal.X;
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cullData.ys[1] = plane.Normal.Y;
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cullData.zs[1] = plane.Normal.Z;
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cullData.ds[1] = plane.D;
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// Left
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plane = view.Frustum.GetLeft();
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cullData.xs[2] = plane.Normal.X;
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cullData.ys[2] = plane.Normal.Y;
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cullData.zs[2] = plane.Normal.Z;
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cullData.ds[2] = plane.D;
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// Right
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plane = view.Frustum.GetRight();
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cullData.xs[3] = plane.Normal.X;
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cullData.ys[3] = plane.Normal.Y;
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cullData.zs[3] = plane.Normal.Z;
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cullData.ds[3] = plane.D;
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// Top
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plane = view.Frustum.GetTop();
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cullData.xs[4] = plane.Normal.X;
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cullData.ys[4] = plane.Normal.Y;
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cullData.zs[4] = plane.Normal.Z;
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cullData.ds[4] = plane.D;
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// Bottom
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plane = view.Frustum.GetBottom();
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cullData.xs[5] = plane.Normal.X;
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cullData.ys[5] = plane.Normal.Y;
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cullData.zs[5] = plane.Normal.Z;
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cullData.ds[5] = plane.D;
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// Extra 0
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cullData.xs[6] = 0;
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cullData.ys[6] = 0;
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cullData.zs[6] = 0;
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cullData.ds[6] = 0;
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// Extra 1
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cullData.xs[7] = 0;
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cullData.ys[7] = 0;
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cullData.zs[7] = 0;
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cullData.ds[7] = 0;
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}
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SimdVector4 px = SIMD::Load(cullData.xs);
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SimdVector4 py = SIMD::Load(cullData.ys);
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SimdVector4 pz = SIMD::Load(cullData.zs);
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SimdVector4 pd = SIMD::Load(cullData.ds);
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SimdVector4 px2 = SIMD::Load(&cullData.xs[4]);
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SimdVector4 py2 = SIMD::Load(&cullData.ys[4]);
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SimdVector4 pz2 = SIMD::Load(&cullData.zs[4]);
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SimdVector4 pd2 = SIMD::Load(&cullData.ds[4]);
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for (int32 i = 0; i < List.Count(); i++)
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{
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auto e = List[i];
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SimdVector4 cx = SIMD::Splat(e.Bounds.Center.X);
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SimdVector4 cy = SIMD::Splat(e.Bounds.Center.Y);
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SimdVector4 cz = SIMD::Splat(e.Bounds.Center.Z);
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SimdVector4 r = SIMD::Splat(-e.Bounds.Radius);
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SimdVector4 t = SIMD::Mul(cx, px);
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t = SIMD::Add(t, SIMD::Mul(cy, py));
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t = SIMD::Add(t, SIMD::Mul(cz, pz));
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t = SIMD::Add(t, pd);
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t = SIMD::Sub(t, r);
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if (SIMD::MoveMask(t))
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continue;
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t = SIMD::Mul(cx, px2);
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t = SIMD::Add(t, SIMD::Mul(cy, py2));
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t = SIMD::Add(t, SIMD::Mul(cz, pz2));
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t = SIMD::Add(t, pd2);
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t = SIMD::Sub(t, r);
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if (SIMD::MoveMask(t))
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continue;
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if (view.RenderLayersMask.Mask & e.LayerMask)
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU();
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#if TRACY_ENABLE
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___tracy_scoped_zone.Name(*e.Actor->GetName(), e.Actor->GetName().Length());
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#endif
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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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#else
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for (int32 i = 0; i < List.Count(); i++)
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{
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auto e = List[i];
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if (view.RenderLayersMask.Mask & e.LayerMask && frustum.Intersects(e.Bounds))
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU();
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#if TRACY_ENABLE
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___tracy_scoped_zone.Name(*e.Actor->GetName(), e.Actor->GetName().Length());
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#endif
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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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#endif
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}
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void SceneRendering::DrawEntries::CullAndDrawOffline(RenderContext& renderContext)
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{
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auto& view = renderContext.View;
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const BoundingFrustum frustum = view.CullingFrustum;
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#if SCENE_RENDERING_USE_SIMD
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CullDataSIMD cullData;
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{
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// Near
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auto plane = view.Frustum.GetNear();
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cullData.xs[0] = plane.Normal.X;
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cullData.ys[0] = plane.Normal.Y;
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cullData.zs[0] = plane.Normal.Z;
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cullData.ds[0] = plane.D;
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// Far
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plane = view.Frustum.GetFar();
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cullData.xs[1] = plane.Normal.X;
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cullData.ys[1] = plane.Normal.Y;
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cullData.zs[1] = plane.Normal.Z;
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cullData.ds[1] = plane.D;
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// Left
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plane = view.Frustum.GetLeft();
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cullData.xs[2] = plane.Normal.X;
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cullData.ys[2] = plane.Normal.Y;
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cullData.zs[2] = plane.Normal.Z;
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cullData.ds[2] = plane.D;
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// Right
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plane = view.Frustum.GetRight();
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cullData.xs[3] = plane.Normal.X;
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cullData.ys[3] = plane.Normal.Y;
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cullData.zs[3] = plane.Normal.Z;
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cullData.ds[3] = plane.D;
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// Top
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plane = view.Frustum.GetTop();
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cullData.xs[4] = plane.Normal.X;
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cullData.ys[4] = plane.Normal.Y;
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cullData.zs[4] = plane.Normal.Z;
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cullData.ds[4] = plane.D;
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// Bottom
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plane = view.Frustum.GetBottom();
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cullData.xs[5] = plane.Normal.X;
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cullData.ys[5] = plane.Normal.Y;
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cullData.zs[5] = plane.Normal.Z;
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cullData.ds[5] = plane.D;
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// Extra 0
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cullData.xs[6] = 0;
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cullData.ys[6] = 0;
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cullData.zs[6] = 0;
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cullData.ds[6] = 0;
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// Extra 1
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cullData.xs[7] = 0;
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cullData.ys[7] = 0;
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cullData.zs[7] = 0;
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cullData.ds[7] = 0;
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}
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SimdVector4 px = SIMD::Load(cullData.xs);
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SimdVector4 py = SIMD::Load(cullData.ys);
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SimdVector4 pz = SIMD::Load(cullData.zs);
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SimdVector4 pd = SIMD::Load(cullData.ds);
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SimdVector4 px2 = SIMD::Load(&cullData.xs[4]);
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SimdVector4 py2 = SIMD::Load(&cullData.ys[4]);
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SimdVector4 pz2 = SIMD::Load(&cullData.zs[4]);
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SimdVector4 pd2 = SIMD::Load(&cullData.ds[4]);
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for (int32 i = 0; i < List.Count(); i++)
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{
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auto e = List[i];
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SimdVector4 cx = SIMD::Splat(e.Bounds.Center.X);
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SimdVector4 cy = SIMD::Splat(e.Bounds.Center.Y);
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SimdVector4 cz = SIMD::Splat(e.Bounds.Center.Z);
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SimdVector4 r = SIMD::Splat(-e.Bounds.Radius);
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SimdVector4 t = SIMD::Mul(cx, px);
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t = SIMD::Add(t, SIMD::Mul(cy, py));
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t = SIMD::Add(t, SIMD::Mul(cz, pz));
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t = SIMD::Add(t, pd);
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t = SIMD::Sub(t, r);
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if (SIMD::MoveMask(t))
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continue;
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t = SIMD::Mul(cx, px2);
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t = SIMD::Add(t, SIMD::Mul(cy, py2));
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t = SIMD::Add(t, SIMD::Mul(cz, pz2));
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t = SIMD::Add(t, pd2);
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t = SIMD::Sub(t, r);
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if (SIMD::MoveMask(t))
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continue;
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if (view.RenderLayersMask.Mask & e.LayerMask && e.Actor->GetStaticFlags() & renderContext.View.StaticFlagsMask)
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU();
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#if TRACY_ENABLE
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___tracy_scoped_zone.Name(*e.Actor->GetName(), e.Actor->GetName().Length());
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#endif
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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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#else
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for (int32 i = 0; i < List.Count(); i++)
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{
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auto e = List[i];
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if (view.RenderLayersMask.Mask & e.LayerMask && 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();
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#if TRACY_ENABLE
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___tracy_scoped_zone.Name(*e.Actor->GetName(), e.Actor->GetName().Length());
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#endif
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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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#endif
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}
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SceneRendering::SceneRendering(::Scene* scene)
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: Scene(scene)
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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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// Skip if disabled
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if (!Scene->GetIsActive())
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return;
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auto& view = renderContext.View;
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// Draw all visual components
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if (view.IsOfflinePass)
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{
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Geometry.CullAndDrawOffline(renderContext);
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if (view.Pass & DrawPass::GBuffer)
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{
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Common.CullAndDrawOffline(renderContext);
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for (int32 i = 0; i < CommonNoCulling.Count(); i++)
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{
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auto actor = CommonNoCulling[i];
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if (actor->GetStaticFlags() & view.StaticFlagsMask && view.RenderLayersMask.HasLayer(actor->GetLayer()))
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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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Geometry.CullAndDraw(renderContext);
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if (view.Pass & DrawPass::GBuffer)
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{
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Common.CullAndDraw(renderContext);
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for (int32 i = 0; i < CommonNoCulling.Count(); i++)
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{
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auto actor = CommonNoCulling[i];
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if (view.RenderLayersMask.HasLayer(actor->GetLayer()))
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{
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#if SCENE_RENDERING_USE_PROFILER
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PROFILE_CPU();
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#if TRACY_ENABLE
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___tracy_scoped_zone.Name(*actor->GetName(), actor->GetName().Length());
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#endif
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#endif
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actor->Draw(renderContext);
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}
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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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Geometry.Clear();
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Common.Clear();
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CommonNoCulling.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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