SceneGraph.cpp 7.8 KB

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  1. // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Scene/SceneGraph.h>
  6. #include <AnKi/Scene/Octree.h>
  7. #include <AnKi/Scene/RenderStateBucket.h>
  8. #include <AnKi/Scene/Components/CameraComponent.h>
  9. #include <AnKi/Physics/PhysicsWorld.h>
  10. #include <AnKi/Resource/ResourceManager.h>
  11. #include <AnKi/Renderer/MainRenderer.h>
  12. #include <AnKi/Core/ConfigSet.h>
  13. #include <AnKi/Util/ThreadHive.h>
  14. #include <AnKi/Util/Tracer.h>
  15. #include <AnKi/Util/HighRezTimer.h>
  16. namespace anki {
  17. constexpr U32 kUpdateNodeBatchSize = 10;
  18. class SceneGraph::UpdateSceneNodesCtx
  19. {
  20. public:
  21. SceneGraph* m_scene = nullptr;
  22. IntrusiveList<SceneNode>::Iterator m_crntNode;
  23. SpinLock m_crntNodeLock;
  24. Second m_prevUpdateTime;
  25. Second m_crntTime;
  26. };
  27. SceneGraph::SceneGraph()
  28. {
  29. }
  30. SceneGraph::~SceneGraph()
  31. {
  32. [[maybe_unused]] const Error err = iterateSceneNodes([&](SceneNode& s) -> Error {
  33. s.setMarkedForDeletion();
  34. return Error::kNone;
  35. });
  36. deleteNodesMarkedForDeletion();
  37. if(m_octree)
  38. {
  39. deleteInstance(SceneMemoryPool::getSingleton(), m_octree);
  40. }
  41. AllGpuSceneContiguousArrays::freeSingleton();
  42. RenderStateBucketContainer::freeSingleton();
  43. }
  44. Error SceneGraph::init(AllocAlignedCallback allocCallback, void* allocCallbackData)
  45. {
  46. SceneMemoryPool::allocateSingleton(allocCallback, allocCallbackData);
  47. m_framePool.init(allocCallback, allocCallbackData, 1_MB, 2.0, 0, true, ANKI_SAFE_ALIGNMENT, "SceneGraphFramePool");
  48. m_octree = newInstance<Octree>(SceneMemoryPool::getSingleton());
  49. m_octree->init(m_sceneMin, m_sceneMax, ConfigSet::getSingleton().getSceneOctreeMaxDepth());
  50. // Init the default main camera
  51. ANKI_CHECK(newSceneNode<SceneNode>("mainCamera", m_defaultMainCam));
  52. CameraComponent* camc = m_defaultMainCam->newComponent<CameraComponent>();
  53. camc->setPerspective(0.1f, 1000.0f, toRad(60.0f), (1080.0f / 1920.0f) * toRad(60.0f));
  54. m_mainCam = m_defaultMainCam;
  55. AllGpuSceneContiguousArrays::allocateSingleton();
  56. RenderStateBucketContainer::allocateSingleton();
  57. return Error::kNone;
  58. }
  59. Error SceneGraph::registerNode(SceneNode* node)
  60. {
  61. ANKI_ASSERT(node);
  62. // Add to dict if it has a name
  63. if(node->getName())
  64. {
  65. if(tryFindSceneNode(node->getName()))
  66. {
  67. ANKI_SCENE_LOGE("Node with the same name already exists");
  68. return Error::kUserData;
  69. }
  70. m_nodesDict.emplace(node->getName(), node);
  71. }
  72. // Add to vector
  73. m_nodes.pushBack(node);
  74. ++m_nodesCount;
  75. return Error::kNone;
  76. }
  77. void SceneGraph::unregisterNode(SceneNode* node)
  78. {
  79. // Remove from the graph
  80. m_nodes.erase(node);
  81. --m_nodesCount;
  82. if(m_mainCam != m_defaultMainCam && m_mainCam == node)
  83. {
  84. m_mainCam = m_defaultMainCam;
  85. }
  86. // Remove from dict
  87. if(node->getName())
  88. {
  89. auto it = m_nodesDict.find(node->getName());
  90. ANKI_ASSERT(it != m_nodesDict.getEnd());
  91. m_nodesDict.erase(it);
  92. }
  93. }
  94. SceneNode& SceneGraph::findSceneNode(const CString& name)
  95. {
  96. SceneNode* node = tryFindSceneNode(name);
  97. ANKI_ASSERT(node);
  98. return *node;
  99. }
  100. SceneNode* SceneGraph::tryFindSceneNode(const CString& name)
  101. {
  102. auto it = m_nodesDict.find(name);
  103. return (it == m_nodesDict.getEnd()) ? nullptr : (*it);
  104. }
  105. void SceneGraph::deleteNodesMarkedForDeletion()
  106. {
  107. /// Delete all nodes pending deletion. At this point all scene threads
  108. /// should have finished their tasks
  109. while(m_objectsMarkedForDeletionCount.load() > 0)
  110. {
  111. [[maybe_unused]] Bool found = false;
  112. auto it = m_nodes.begin();
  113. auto end = m_nodes.end();
  114. for(; it != end; ++it)
  115. {
  116. SceneNode& node = *it;
  117. if(node.getMarkedForDeletion())
  118. {
  119. // Delete node
  120. unregisterNode(&node);
  121. deleteInstance(SceneMemoryPool::getSingleton(), &node);
  122. m_objectsMarkedForDeletionCount.fetchSub(1);
  123. found = true;
  124. break;
  125. }
  126. }
  127. ANKI_ASSERT(found && "Something is wrong with marked for deletion");
  128. }
  129. }
  130. Error SceneGraph::update(Second prevUpdateTime, Second crntTime)
  131. {
  132. ANKI_ASSERT(m_mainCam);
  133. ANKI_TRACE_SCOPED_EVENT(SceneUpdate);
  134. AllGpuSceneContiguousArrays::getSingleton().endFrame();
  135. m_stats.m_updateTime = HighRezTimer::getCurrentTime();
  136. // Reset the framepool
  137. m_framePool.reset();
  138. // Delete stuff
  139. {
  140. ANKI_TRACE_SCOPED_EVENT(SceneRemoveMarkedForDeletion);
  141. const Bool fullCleanup = m_objectsMarkedForDeletionCount.load() != 0;
  142. m_events.deleteEventsMarkedForDeletion(fullCleanup);
  143. deleteNodesMarkedForDeletion();
  144. }
  145. // Update
  146. {
  147. ANKI_TRACE_SCOPED_EVENT(ScenePhysics);
  148. m_stats.m_physicsUpdate = HighRezTimer::getCurrentTime();
  149. PhysicsWorld::getSingleton().update(crntTime - prevUpdateTime);
  150. m_stats.m_physicsUpdate = HighRezTimer::getCurrentTime() - m_stats.m_physicsUpdate;
  151. }
  152. {
  153. ANKI_TRACE_SCOPED_EVENT(SceneNodesUpdate);
  154. ANKI_CHECK(m_events.updateAllEvents(prevUpdateTime, crntTime));
  155. // Then the rest
  156. Array<ThreadHiveTask, ThreadHive::kMaxThreads> tasks;
  157. UpdateSceneNodesCtx updateCtx;
  158. updateCtx.m_scene = this;
  159. updateCtx.m_crntNode = m_nodes.getBegin();
  160. updateCtx.m_prevUpdateTime = prevUpdateTime;
  161. updateCtx.m_crntTime = crntTime;
  162. for(U i = 0; i < CoreThreadHive::getSingleton().getThreadCount(); i++)
  163. {
  164. tasks[i] = ANKI_THREAD_HIVE_TASK(
  165. {
  166. if(self->m_scene->updateNodes(*self))
  167. {
  168. ANKI_SCENE_LOGF("Will not recover");
  169. }
  170. },
  171. &updateCtx, nullptr, nullptr);
  172. }
  173. CoreThreadHive::getSingleton().submitTasks(&tasks[0], CoreThreadHive::getSingleton().getThreadCount());
  174. CoreThreadHive::getSingleton().waitAllTasks();
  175. }
  176. m_stats.m_updateTime = HighRezTimer::getCurrentTime() - m_stats.m_updateTime;
  177. return Error::kNone;
  178. }
  179. void SceneGraph::doVisibilityTests(RenderQueue& rqueue)
  180. {
  181. m_stats.m_visibilityTestsTime = HighRezTimer::getCurrentTime();
  182. doVisibilityTests(*m_mainCam, *this, rqueue);
  183. m_stats.m_visibilityTestsTime = HighRezTimer::getCurrentTime() - m_stats.m_visibilityTestsTime;
  184. }
  185. Error SceneGraph::updateNode(Second prevTime, Second crntTime, SceneNode& node)
  186. {
  187. ANKI_TRACE_INC_COUNTER(SceneNodeUpdated, 1);
  188. Error err = Error::kNone;
  189. // Components update
  190. SceneComponentUpdateInfo componentUpdateInfo(prevTime, crntTime);
  191. componentUpdateInfo.m_framePool = &m_framePool;
  192. Bool atLeastOneComponentUpdated = false;
  193. node.iterateComponents([&](SceneComponent& comp) {
  194. if(err)
  195. {
  196. return;
  197. }
  198. componentUpdateInfo.m_node = &node;
  199. Bool updated = false;
  200. err = comp.updateReal(componentUpdateInfo, updated);
  201. if(updated)
  202. {
  203. ANKI_TRACE_INC_COUNTER(SceneComponentUpdated, 1);
  204. comp.setTimestamp(GlobalFrameIndex::getSingleton().m_value);
  205. atLeastOneComponentUpdated = true;
  206. }
  207. });
  208. // Update children
  209. if(!err)
  210. {
  211. err = node.visitChildrenMaxDepth(0, [&](SceneNode& child) -> Error {
  212. return updateNode(prevTime, crntTime, child);
  213. });
  214. }
  215. // Frame update
  216. if(!err)
  217. {
  218. if(atLeastOneComponentUpdated)
  219. {
  220. node.setComponentMaxTimestamp(GlobalFrameIndex::getSingleton().m_value);
  221. }
  222. else
  223. {
  224. // No components or nothing updated, don't change the timestamp
  225. }
  226. err = node.frameUpdate(prevTime, crntTime);
  227. }
  228. return err;
  229. }
  230. Error SceneGraph::updateNodes(UpdateSceneNodesCtx& ctx)
  231. {
  232. ANKI_TRACE_SCOPED_EVENT(SceneNodeUpdate);
  233. IntrusiveList<SceneNode>::ConstIterator end = m_nodes.getEnd();
  234. Bool quit = false;
  235. Error err = Error::kNone;
  236. while(!quit && !err)
  237. {
  238. // Fetch a batch of scene nodes that don't have parent
  239. Array<SceneNode*, kUpdateNodeBatchSize> batch;
  240. U batchSize = 0;
  241. {
  242. LockGuard<SpinLock> lock(ctx.m_crntNodeLock);
  243. while(1)
  244. {
  245. if(batchSize == batch.getSize())
  246. {
  247. break;
  248. }
  249. if(ctx.m_crntNode == end)
  250. {
  251. quit = true;
  252. break;
  253. }
  254. SceneNode& node = *ctx.m_crntNode;
  255. if(node.getParent() == nullptr)
  256. {
  257. batch[batchSize++] = &node;
  258. }
  259. ++ctx.m_crntNode;
  260. }
  261. }
  262. // Process nodes
  263. for(U i = 0; i < batchSize && !err; ++i)
  264. {
  265. err = updateNode(ctx.m_prevUpdateTime, ctx.m_crntTime, *batch[i]);
  266. }
  267. }
  268. return err;
  269. }
  270. } // end namespace anki