Files
FlaxEngine/Source/Engine/Graphics/RenderTask.cpp
Wojciech Figat a7e428a21c Merge branch 'master' into 1.5
# Conflicts:
#	Content/Shaders/GI/DDGI.flax
#	Content/Shaders/GI/GlobalSurfaceAtlas.flax
#	Content/Shaders/TAA.flax
#	Content/Shaders/VolumetricFog.flax
#	Source/Editor/CustomEditors/Editors/ActorTagEditor.cs
#	Source/Engine/Core/Config/GraphicsSettings.cpp
#	Source/Engine/Engine/PostProcessEffect.cs
#	Source/Engine/Graphics/GPUResourcesCollection.cpp
#	Source/Engine/Graphics/GPUResourcesCollection.h
#	Source/Engine/Graphics/PostProcessBase.h
#	Source/FlaxEngine.Gen.cs
2023-01-10 15:37:55 +01:00

454 lines
12 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "RenderTask.h"
#include "RenderBuffers.h"
#include "GPUDevice.h"
#include "GPUSwapChain.h"
#include "PostProcessEffect.h"
#include "Engine/Core/Collections/Sorting.h"
#include "Engine/Debug/DebugLog.h"
#include "Engine/Level/Level.h"
#include "Engine/Level/Actors/Camera.h"
#include "Engine/Renderer/Renderer.h"
#include "Engine/Render2D/Render2D.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Level/Actors/PostFxVolume.h"
#include "Engine/Profiler/Profiler.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Threading/Threading.h"
#if USE_EDITOR
#include "Engine/Renderer/Lightmaps.h"
#else
#include "Engine/Engine/Screen.h"
#endif
Array<RenderTask*> RenderTask::Tasks;
CriticalSection RenderTask::TasksLocker;
int32 RenderTask::TasksDoneLastFrame;
Array<PostProcessEffect*> SceneRenderTask::GlobalCustomPostFx;
MainRenderTask* MainRenderTask::Instance;
CriticalSection RenderContext::GPULocker;
PostProcessEffect::PostProcessEffect(const SpawnParams& params)
: Script(params)
{
}
void RenderTask::DrawAll()
{
ScopeLock lock(TasksLocker);
// Sort tasks (by Order property)
Sorting::QuickSortObj(Tasks.Get(), Tasks.Count());
// Render all that shit
for (auto task : Tasks)
{
if (task->CanDraw())
{
task->OnDraw();
}
}
}
RenderTask::RenderTask(const SpawnParams& params)
: ScriptingObject(params)
{
// Register
TasksLocker.Lock();
Tasks.Add(this);
TasksLocker.Unlock();
}
RenderTask::~RenderTask()
{
// Unregister
TasksLocker.Lock();
Tasks.Remove(this);
TasksLocker.Unlock();
}
bool RenderTask::CanDraw() const
{
if (SwapChain && SwapChain->GetWindow() && !SwapChain->GetWindow()->IsVisible() && !SwapChain->GetWindow()->GetSettings().ShowAfterFirstPaint)
return false;
return Enabled;
}
void RenderTask::OnDraw()
{
const auto context = GPUDevice::Instance->GetMainContext();
OnBegin(context);
OnRender(context);
OnEnd(context);
}
void RenderTask::OnBegin(GPUContext* context)
{
Begin(this, context);
if (SwapChain)
SwapChain->Begin(this);
_prevTask = GPUDevice::Instance->CurrentTask;
GPUDevice::Instance->CurrentTask = this;
LastUsedFrame = Engine::FrameCount;
FrameCount++;
}
void RenderTask::OnRender(GPUContext* context)
{
Render(this, context);
if (SwapChain)
{
PROFILE_GPU_CPU_NAMED("GUI");
const Viewport viewport(0, 0, static_cast<float>(SwapChain->GetWidth()), static_cast<float>(SwapChain->GetHeight()));
Render2D::Begin(context, SwapChain->GetBackBufferView(), nullptr, viewport);
SwapChain->GetWindow()->OnDraw();
Render2D::End();
}
}
void RenderTask::OnEnd(GPUContext* context)
{
GPUDevice::Instance->CurrentTask = _prevTask;
_prevTask = nullptr;
if (SwapChain)
SwapChain->End(this);
End(this, context);
}
void RenderTask::OnPresent(bool vsync)
{
if (SwapChain)
SwapChain->Present(vsync);
Present(this);
}
bool RenderTask::Resize(int32 width, int32 height)
{
return false;
}
SceneRenderTask::SceneRenderTask(const SpawnParams& params)
: RenderTask(params)
{
View.Position = Float3::Zero;
View.Direction = Float3::Forward;
Buffers = New<RenderBuffers>();
}
SceneRenderTask::~SceneRenderTask()
{
if (Buffers)
Buffers->DeleteObjectNow();
if (_customActorsScene)
Delete(_customActorsScene);
}
void SceneRenderTask::CameraCut()
{
IsCameraCut = true;
}
void SceneRenderTask::AddCustomActor(Actor* actor)
{
CustomActors.Add(actor);
}
void SceneRenderTask::RemoveCustomActor(Actor* actor)
{
CustomActors.Remove(actor);
}
void SceneRenderTask::ClearCustomActors()
{
CustomActors.Clear();
}
void SceneRenderTask::AddCustomPostFx(PostProcessEffect* fx)
{
CustomPostFx.Add(fx);
}
void SceneRenderTask::RemoveCustomPostFx(PostProcessEffect* fx)
{
CustomPostFx.Remove(fx);
}
void SceneRenderTask::AddGlobalCustomPostFx(PostProcessEffect* fx)
{
GlobalCustomPostFx.Add(fx);
}
void SceneRenderTask::RemoveGlobalCustomPostFx(PostProcessEffect* fx)
{
GlobalCustomPostFx.Remove(fx);
}
void SceneRenderTask::CollectPostFxVolumes(RenderContext& renderContext)
{
// Cache WorldPosition used for PostFx volumes blending (RenderView caches it later on)
renderContext.View.WorldPosition = renderContext.View.Origin + renderContext.View.Position;
if ((ActorsSource & ActorsSources::Scenes) != 0)
{
Level::CollectPostFxVolumes(renderContext);
}
if ((ActorsSource & ActorsSources::CustomActors) != 0)
{
for (Actor* a : CustomActors)
{
auto* postFxVolume = dynamic_cast<PostFxVolume*>(a);
if (postFxVolume && a->GetIsActive())
{
postFxVolume->Collect(renderContext);
}
}
}
}
void AddActorToSceneRendering(SceneRendering* s, Actor* a)
{
if (a && a->IsActiveInHierarchy())
{
int32 key = -1;
s->AddActor(a, key);
for (Actor* child : a->Children)
AddActorToSceneRendering(s, child);
}
}
bool SortPostFx(PostProcessEffect* const& a, PostProcessEffect* const& b)
{
return a->Order < b->Order;
}
void SceneRenderTask::OnCollectDrawCalls(RenderContextBatch& renderContextBatch, byte category)
{
// Setup PostFx in the render list
if (category == SceneRendering::DrawCategory::PreRender)
{
const RenderContext& renderContext = renderContextBatch.GetMainContext();
auto& postFx = renderContext.List->PostFx;
// Collect all post effects
if (AllowGlobalCustomPostFx)
{
for (PostProcessEffect* fx : GlobalCustomPostFx)
{
if (fx && fx->CanRender(renderContext))
postFx.Add(fx);
}
}
for (PostProcessEffect* fx : CustomPostFx)
{
if (fx && fx->CanRender(renderContext))
postFx.Add(fx);
}
if (const auto* camera = Camera.Get())
{
for (Script* script : camera->Scripts)
{
auto* fx = Cast<PostProcessEffect>(script);
if (fx && fx->CanRender(renderContext))
postFx.Add(fx);
}
}
// Sort by order
Sorting::QuickSort(postFx.Get(), postFx.Count(), &SortPostFx);
}
// Draw actors (collect draw calls)
if ((ActorsSource & ActorsSources::CustomActors) != 0)
{
if (category == SceneRendering::DrawCategory::PreRender)
{
if (_customActorsScene == nullptr)
_customActorsScene = New<SceneRendering>();
else
_customActorsScene->Clear();
for (Actor* a : CustomActors)
AddActorToSceneRendering(_customActorsScene, a);
}
ASSERT_LOW_LAYER(_customActorsScene);
_customActorsScene->Draw(renderContextBatch, (SceneRendering::DrawCategory)category);
}
if ((ActorsSource & ActorsSources::Scenes) != 0)
{
Level::DrawActors(renderContextBatch, category);
}
// External drawing event
for (RenderContext& renderContext : renderContextBatch.Contexts)
CollectDrawCalls(renderContext);
}
void SceneRenderTask::OnPreRender(GPUContext* context, RenderContext& renderContext)
{
PreRender(context, renderContext);
// Collect initial draw calls
renderContext.View.Pass = DrawPass::GBuffer;
RenderContextBatch renderContextBatch(renderContext);
OnCollectDrawCalls(renderContextBatch, SceneRendering::PreRender);
}
void SceneRenderTask::OnPostRender(GPUContext* context, RenderContext& renderContext)
{
// Collect final draw calls
renderContext.View.Pass = DrawPass::GBuffer;
RenderContextBatch renderContextBatch(renderContext);
OnCollectDrawCalls(renderContextBatch, SceneRendering::PostRender);
PostRender(context, renderContext);
}
Viewport SceneRenderTask::GetViewport() const
{
Viewport viewport;
if (Output)
viewport = Viewport(0, 0, static_cast<float>(Output->Width()), static_cast<float>(Output->Height()));
else if (SwapChain)
viewport = Viewport(0, 0, static_cast<float>(SwapChain->GetWidth()), static_cast<float>(SwapChain->GetHeight()));
else if (Buffers != nullptr)
viewport = Buffers->GetViewport();
else
viewport = Viewport(0, 0, 1280, 720);
viewport.Width *= RenderingPercentage;
viewport.Height *= RenderingPercentage;
return viewport;
}
Viewport SceneRenderTask::GetOutputViewport() const
{
if (Output && Output->IsAllocated())
return Viewport(0, 0, static_cast<float>(Output->Width()), static_cast<float>(Output->Height()));
if (SwapChain)
return Viewport(0, 0, static_cast<float>(SwapChain->GetWidth()), static_cast<float>(SwapChain->GetHeight()));
return GetViewport();
}
GPUTextureView* SceneRenderTask::GetOutputView() const
{
if (Output && Output->IsAllocated())
return Output->View();
if (SwapChain)
return SwapChain->GetBackBufferView();
return nullptr;
}
void SceneRenderTask::OnBegin(GPUContext* context)
{
RenderTask::OnBegin(context);
// Copy view info if camera is specified
if (Camera)
{
auto viewport = GetViewport();
View.CopyFrom(Camera, &viewport);
}
// Setup render buffers for the output rendering resolution
if (Output)
{
Buffers->Init((int32)((float)Output->Width() * RenderingPercentage), (int32)((float)Output->Height() * RenderingPercentage));
}
else if (SwapChain)
{
Buffers->Init((int32)((float)SwapChain->GetWidth() * RenderingPercentage), (int32)((float)SwapChain->GetHeight() * RenderingPercentage));
}
}
void SceneRenderTask::OnRender(GPUContext* context)
{
if (!IsCustomRendering && Buffers && Buffers->GetWidth() > 0)
Renderer::Render(this);
RenderTask::OnRender(context);
}
void SceneRenderTask::OnEnd(GPUContext* context)
{
TasksDoneLastFrame++;
IsCameraCut = false;
RenderTask::OnEnd(context);
// Swap data
View.PrevOrigin = View.Origin;
View.PrevView = View.View;
View.PrevProjection = View.Projection;
View.PrevViewProjection = View.ViewProjection();
}
bool SceneRenderTask::Resize(int32 width, int32 height)
{
if (Output && Output->Resize(width, height))
return true;
if (Buffers && Buffers->Init((int32)((float)width * RenderingPercentage), (int32)((float)height * RenderingPercentage)))
return true;
return false;
}
bool SceneRenderTask::CanDraw() const
{
if (Output && !Output->IsAllocated())
return false;
return RenderTask::CanDraw();
}
MainRenderTask::MainRenderTask(const SpawnParams& params)
: SceneRenderTask(params)
{
if (Instance == nullptr)
{
Instance = this;
LOG(Info, "Main render task created");
}
}
MainRenderTask::~MainRenderTask()
{
if (Instance == this)
{
Instance = nullptr;
}
}
void MainRenderTask::OnBegin(GPUContext* context)
{
// Use the main camera for the game (can be later overriden in Begin event by external code)
Camera = Camera::GetMainCamera();
#if !USE_EDITOR
// Sync render buffers size with the backbuffer
const auto size = Screen::GetSize();
Buffers->Init((int32)(size.X * RenderingPercentage), (int32)(size.Y * RenderingPercentage));
#endif
SceneRenderTask::OnBegin(context);
}
RenderContext::RenderContext(SceneRenderTask* task) noexcept
{
Buffers = task->Buffers;
Task = task;
View = task->View;
}
RenderContextBatch::RenderContextBatch(SceneRenderTask* task)
{
Buffers = task->Buffers;
Task = task;
}
RenderContextBatch::RenderContextBatch(const RenderContext& context)
{
Buffers = context.Buffers;
Task = context.Task;
Contexts.Add(context);
}