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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Scene/SceneGraph.h>
- #include <AnKi/Scene/RenderStateBucket.h>
- #include <AnKi/Physics/PhysicsWorld.h>
- #include <AnKi/Resource/ResourceManager.h>
- #include <AnKi/Util/CVarSet.h>
- #include <AnKi/Core/StatsSet.h>
- #include <AnKi/Util/Tracer.h>
- #include <AnKi/Util/HighRezTimer.h>
- #include <AnKi/Core/App.h>
- #include <AnKi/Scene/StatsUiNode.h>
- #include <AnKi/Scene/DeveloperConsoleUiNode.h>
- #include <AnKi/Scene/Components/BodyComponent.h>
- #include <AnKi/Scene/Components/CameraComponent.h>
- #include <AnKi/Scene/Components/DecalComponent.h>
- #include <AnKi/Scene/Components/FogDensityComponent.h>
- #include <AnKi/Scene/Components/GlobalIlluminationProbeComponent.h>
- #include <AnKi/Scene/Components/JointComponent.h>
- #include <AnKi/Scene/Components/LensFlareComponent.h>
- #include <AnKi/Scene/Components/LightComponent.h>
- #include <AnKi/Scene/Components/ModelComponent.h>
- #include <AnKi/Scene/Components/MoveComponent.h>
- #include <AnKi/Scene/Components/ParticleEmitterComponent.h>
- #include <AnKi/Scene/Components/PlayerControllerComponent.h>
- #include <AnKi/Scene/Components/ReflectionProbeComponent.h>
- #include <AnKi/Scene/Components/ScriptComponent.h>
- #include <AnKi/Scene/Components/SkinComponent.h>
- #include <AnKi/Scene/Components/SkyboxComponent.h>
- #include <AnKi/Scene/Components/TriggerComponent.h>
- #include <AnKi/Scene/Components/UiComponent.h>
- namespace anki {
- static StatCounter g_sceneUpdateTimeStatVar(StatCategory::kTime, "All scene update",
- StatFlag::kMilisecond | StatFlag::kShowAverage | StatFlag::kMainThreadUpdates);
- constexpr U32 kUpdateNodeBatchSize = 10;
- class SceneGraph::UpdateSceneNodesCtx
- {
- public:
- IntrusiveList<SceneNode>::Iterator m_crntNode;
- SpinLock m_crntNodeLock;
- Second m_prevUpdateTime;
- Second m_crntTime;
- DynamicArray<SceneNode*, MemoryPoolPtrWrapper<StackMemoryPool>> m_nodesForDeletion;
- UpdateSceneNodesCtx()
- : m_nodesForDeletion(&SceneGraph::getSingleton().m_framePool)
- {
- }
- };
- SceneGraph::SceneGraph()
- {
- }
- SceneGraph::~SceneGraph()
- {
- while(!m_nodesForRegistration.isEmpty())
- {
- deleteInstance(SceneMemoryPool::getSingleton(), m_nodesForRegistration.popBack());
- }
- while(!m_nodes.isEmpty())
- {
- deleteInstance(SceneMemoryPool::getSingleton(), m_nodes.popBack());
- }
- #define ANKI_CAT_TYPE(arrayName, gpuSceneType, id, cvarName) GpuSceneArrays::arrayName::freeSingleton();
- #include <AnKi/Scene/GpuSceneArrays.def.h>
- RenderStateBucketContainer::freeSingleton();
- }
- Error SceneGraph::init(AllocAlignedCallback allocCallback, void* allocCallbackData)
- {
- SceneMemoryPool::allocateSingleton(allocCallback, allocCallbackData);
- m_framePool.init(allocCallback, allocCallbackData, 1_MB, 2.0, 0, true, "SceneGraphFramePool");
- // Init the default main camera
- m_defaultMainCam = newSceneNode<SceneNode>("mainCamera");
- CameraComponent* camc = m_defaultMainCam->newComponent<CameraComponent>();
- camc->setPerspective(0.1f, 1000.0f, toRad(60.0f), (1080.0f / 1920.0f) * toRad(60.0f));
- m_mainCam = m_defaultMainCam;
- #define ANKI_CAT_TYPE(arrayName, gpuSceneType, id, cvarName) GpuSceneArrays::arrayName::allocateSingleton(U32(cvarName));
- #include <AnKi/Scene/GpuSceneArrays.def.h>
- RenderStateBucketContainer::allocateSingleton();
- // Construct a few common nodex
- if(g_displayStatsCVar > 0)
- {
- StatsUiNode* statsNode = newSceneNode<StatsUiNode>("_StatsUi");
- statsNode->setFpsOnly(g_displayStatsCVar == 1);
- }
- newSceneNode<DeveloperConsoleUiNode>("_DevConsole");
- return Error::kNone;
- }
- SceneNode& SceneGraph::findSceneNode(const CString& name)
- {
- SceneNode* node = tryFindSceneNode(name);
- ANKI_ASSERT(node);
- return *node;
- }
- SceneNode* SceneGraph::tryFindSceneNode(const CString& name)
- {
- // Search registered nodes
- auto it = m_nodesDict.find(name);
- if(it != m_nodesDict.getEnd())
- {
- return *it;
- }
- // Didn't found it, search those up for registration
- LockGuard lock(m_nodesForRegistrationMtx);
- for(SceneNode& node : m_nodesForRegistration)
- {
- if(node.getName() == name)
- {
- return &node;
- }
- }
- return nullptr;
- }
- void SceneGraph::update(Second prevUpdateTime, Second crntTime)
- {
- ANKI_ASSERT(m_mainCam);
- ANKI_TRACE_SCOPED_EVENT(SceneUpdate);
- const Second startUpdateTime = HighRezTimer::getCurrentTime();
- // Reset the framepool
- m_framePool.reset();
- // Register new nodes
- while(!m_nodesForRegistration.isEmpty())
- {
- SceneNode* node = m_nodesForRegistration.popFront();
- // Add to dict if it has a name
- if(node->getName())
- {
- if(tryFindSceneNode(node->getName()))
- {
- ANKI_SCENE_LOGE("Node with the same name already exists. New node will not be searchable: %s", node->getName().cstr());
- }
- else
- {
- m_nodesDict.emplace(node->getName(), node);
- }
- }
- // Add to list
- m_nodes.pushBack(node);
- ++m_nodesCount;
- }
- // Update physics
- PhysicsWorld::getSingleton().update(crntTime - prevUpdateTime);
- // Before the update wake some threads with dummy work
- for(U i = 0; i < 2; i++)
- {
- CoreThreadJobManager::getSingleton().dispatchTask([]([[maybe_unused]] U32 tid) {});
- }
- // Update events and scene nodes
- UpdateSceneNodesCtx updateCtx;
- {
- ANKI_TRACE_SCOPED_EVENT(SceneNodesUpdate);
- m_events.updateAllEvents(prevUpdateTime, crntTime);
- updateCtx.m_crntNode = m_nodes.getBegin();
- updateCtx.m_prevUpdateTime = prevUpdateTime;
- updateCtx.m_crntTime = crntTime;
- for(U i = 0; i < CoreThreadJobManager::getSingleton().getThreadCount(); i++)
- {
- CoreThreadJobManager::getSingleton().dispatchTask([this, &updateCtx]([[maybe_unused]] U32 tid) {
- updateNodes(updateCtx);
- });
- }
- CoreThreadJobManager::getSingleton().waitForAllTasksToFinish();
- }
- // Cleanup
- for(SceneNode* node : updateCtx.m_nodesForDeletion)
- {
- // Remove from the graph
- m_nodes.erase(node);
- ANKI_ASSERT(m_nodesCount > 0);
- --m_nodesCount;
- if(m_mainCam != m_defaultMainCam && m_mainCam == node)
- {
- m_mainCam = m_defaultMainCam;
- }
- // Remove from dict
- if(node->getName())
- {
- auto it = m_nodesDict.find(node->getName());
- ANKI_ASSERT(it != m_nodesDict.getEnd());
- if(*it == node)
- {
- m_nodesDict.erase(it);
- }
- }
- deleteInstance(SceneMemoryPool::getSingleton(), node);
- }
- updateCtx.m_nodesForDeletion.destroy();
- #define ANKI_CAT_TYPE(arrayName, gpuSceneType, id, cvarName) GpuSceneArrays::arrayName::getSingleton().flush();
- #include <AnKi/Scene/GpuSceneArrays.def.h>
- g_sceneUpdateTimeStatVar.set((HighRezTimer::getCurrentTime() - startUpdateTime) * 1000.0);
- }
- void SceneGraph::updateNode(Second prevTime, Second crntTime, SceneNode& node)
- {
- ANKI_TRACE_INC_COUNTER(SceneNodeUpdated, 1);
- // Components update
- SceneComponentUpdateInfo componentUpdateInfo(prevTime, crntTime);
- componentUpdateInfo.m_framePool = &m_framePool;
- Bool atLeastOneComponentUpdated = false;
- node.iterateComponents([&](SceneComponent& comp) {
- componentUpdateInfo.m_node = &node;
- Bool updated = false;
- comp.update(componentUpdateInfo, updated);
- if(updated)
- {
- ANKI_TRACE_INC_COUNTER(SceneComponentUpdated, 1);
- comp.setTimestamp(GlobalFrameIndex::getSingleton().m_value);
- atLeastOneComponentUpdated = true;
- }
- });
- // Update children
- node.visitChildrenMaxDepth(0, [&](SceneNode& child) {
- updateNode(prevTime, crntTime, child);
- return true;
- });
- // Frame update
- {
- if(atLeastOneComponentUpdated)
- {
- node.setComponentMaxTimestamp(GlobalFrameIndex::getSingleton().m_value);
- }
- else
- {
- // No components or nothing updated, don't change the timestamp
- }
- node.frameUpdate(prevTime, crntTime);
- }
- }
- void SceneGraph::updateNodes(UpdateSceneNodesCtx& ctx)
- {
- ANKI_TRACE_SCOPED_EVENT(SceneNodeUpdate);
- IntrusiveList<SceneNode>::ConstIterator end = m_nodes.getEnd();
- Bool quit = false;
- while(!quit)
- {
- // Fetch a batch of scene nodes that don't have parent
- Array<SceneNode*, kUpdateNodeBatchSize> batch;
- U batchSize = 0;
- {
- LockGuard<SpinLock> lock(ctx.m_crntNodeLock);
- while(1)
- {
- if(batchSize == batch.getSize())
- {
- break;
- }
- if(ctx.m_crntNode == end)
- {
- quit = true;
- break;
- }
- SceneNode& node = *ctx.m_crntNode;
- if(node.isMarkedForDeletion())
- {
- ctx.m_nodesForDeletion.emplaceBack(&node);
- }
- else if(node.getParent() == nullptr)
- {
- batch[batchSize++] = &node;
- }
- else
- {
- // Ignore
- }
- ++ctx.m_crntNode;
- }
- }
- // Process nodes
- for(U i = 0; i < batchSize; ++i)
- {
- updateNode(ctx.m_prevUpdateTime, ctx.m_crntTime, *batch[i]);
- }
- }
- }
- LightComponent* SceneGraph::getDirectionalLight() const
- {
- LightComponent* out = (m_dirLights.getSize()) ? m_dirLights[0] : nullptr;
- if(out)
- {
- ANKI_ASSERT(out->getLightComponentType() == LightComponentType::kDirectional);
- }
- return out;
- }
- } // end namespace anki
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