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FlaxEngine/Source/Engine/Level/Scene/SceneRendering.h

123 lines
3.3 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Delegate.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Math/BoundingSphere.h"
#include "Engine/Level/Actor.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 FLAXENGINE_API 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 FLAXENGINE_API SceneRendering
{
#if USE_EDITOR
typedef Function<void(RenderView&)> PhysicsDebugCallback;
friend class ViewportIconsRendererService;
#endif
public:
struct DrawActor
{
Actor* Actor;
uint32 LayerMask;
int8 NoCulling : 1;
BoundingSphere Bounds;
};
Array<DrawActor> Actors;
Array<IPostFxSettingsProvider*> PostFxProviders;
private:
#if USE_EDITOR
Array<PhysicsDebugCallback> PhysicsDebug;
Array<Actor*> ViewportIcons;
#endif
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:
int32 AddActor(Actor* a);
void UpdateActor(Actor* a, int32 key);
void RemoveActor(Actor* a, int32& key);
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
};