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- // Copyright (C) 2009-2023, 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/Renderer/MainRenderer.h>
- #include <AnKi/Core/CVarSet.h>
- #include <AnKi/Core/StatsSet.h>
- #include <AnKi/Util/ThreadHive.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_sceneUpdateTime(StatCategory::kTime, "All scene update", StatFlag::kMilisecond | StatFlag::kShowAverage);
- static StatCounter g_scenePhysicsTime(StatCategory::kTime, "Physics", StatFlag::kMilisecond | StatFlag::kShowAverage);
- static NumericCVar<U32> g_octreeMaxDepthCVar(CVarSubsystem::kScene, "OctreeMaxDepth", 5, 2, 10, "The max depth of the octree");
- NumericCVar<F32> g_probeEffectiveDistanceCVar(CVarSubsystem::kScene, "ProbeEffectiveDistance", 256.0f, 1.0f, kMaxF32,
- "How far various probes can render");
- NumericCVar<F32> g_probeShadowEffectiveDistanceCVar(CVarSubsystem::kScene, "ProbeShadowEffectiveDistance", 32.0f, 1.0f, kMaxF32,
- "How far to render shadows for the various probes");
- // Gpu scene arrays
- static NumericCVar<U32> g_minGpuSceneTransformsCVar(CVarSubsystem::kScene, "MinGpuSceneTransforms", 2 * 10 * 1024, 8, 100 * 1024,
- "The min number of transforms stored in the GPU scene");
- static NumericCVar<U32> g_minGpuSceneMeshesCVar(CVarSubsystem::kScene, "MinGpuSceneMeshes", 8 * 1024, 8, 100 * 1024,
- "The min number of meshes stored in the GPU scene");
- static NumericCVar<U32> g_minGpuSceneParticleEmittersCVar(CVarSubsystem::kScene, "MinGpuSceneParticleEmitters", 1 * 1024, 8, 100 * 1024,
- "The min number of particle emitters stored in the GPU scene");
- static NumericCVar<U32> g_minGpuSceneLightsCVar(CVarSubsystem::kScene, "MinGpuSceneLights", 2 * 1024, 8, 100 * 1024,
- "The min number of lights stored in the GPU scene");
- static NumericCVar<U32> g_minGpuSceneReflectionProbesCVar(CVarSubsystem::kScene, "MinGpuSceneReflectionProbes", 128, 8, 100 * 1024,
- "The min number of reflection probes stored in the GPU scene");
- static NumericCVar<U32> g_minGpuSceneGlobalIlluminationProbesCVar(CVarSubsystem::kScene, "MinGpuSceneGlobalIlluminationProbes", 128, 8, 100 * 1024,
- "The min number of GI probes stored in the GPU scene");
- static NumericCVar<U32> g_minGpuSceneDecalsCVar(CVarSubsystem::kScene, "MinGpuSceneDecals", 2 * 1024, 8, 100 * 1024,
- "The min number of decals stored in the GPU scene");
- static NumericCVar<U32> g_minGpuSceneFogDensityVolumesCVar(CVarSubsystem::kScene, "MinGpuSceneFogDensityVolumes", 512, 8, 100 * 1024,
- "The min number fog density volumes stored in the GPU scene");
- static NumericCVar<U32> g_minGpuSceneRenderablesCVar(CVarSubsystem::kScene, "MinGpuSceneRenderables", 10 * 1024, 8, 100 * 1024,
- "The min number of renderables stored in the GPU scene");
- constexpr U32 kUpdateNodeBatchSize = 10;
- class SceneGraph::UpdateSceneNodesCtx
- {
- public:
- SceneGraph* m_scene = nullptr;
- IntrusiveList<SceneNode>::Iterator m_crntNode;
- SpinLock m_crntNodeLock;
- Second m_prevUpdateTime;
- Second m_crntTime;
- };
- SceneGraph::SceneGraph()
- {
- }
- SceneGraph::~SceneGraph()
- {
- [[maybe_unused]] const Error err = iterateSceneNodes([&](SceneNode& s) -> Error {
- s.setMarkedForDeletion();
- return Error::kNone;
- });
- deleteNodesMarkedForDeletion();
- #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, ANKI_SAFE_ALIGNMENT, "SceneGraphFramePool");
- // Init the default main camera
- ANKI_CHECK(newSceneNode<SceneNode>("mainCamera", m_defaultMainCam));
- 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(cvarName.get());
- #include <AnKi/Scene/GpuSceneArrays.def.h>
- RenderStateBucketContainer::allocateSingleton();
- // Construct a few common nodex
- if(g_displayStatsCVar.get() > 0)
- {
- StatsUiNode* statsNode;
- ANKI_CHECK(newSceneNode("_StatsUi", statsNode));
- statsNode->setFpsOnly(g_displayStatsCVar.get() == 1);
- }
- DeveloperConsoleUiNode* consoleNode;
- ANKI_CHECK(newSceneNode("_DevConsole", consoleNode));
- return Error::kNone;
- }
- Error SceneGraph::registerNode(SceneNode* node)
- {
- ANKI_ASSERT(node);
- // 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");
- return Error::kUserData;
- }
- m_nodesDict.emplace(node->getName(), node);
- }
- // Add to vector
- m_nodes.pushBack(node);
- ++m_nodesCount;
- return Error::kNone;
- }
- void SceneGraph::unregisterNode(SceneNode* node)
- {
- // Remove from the graph
- m_nodes.erase(node);
- --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());
- m_nodesDict.erase(it);
- }
- }
- SceneNode& SceneGraph::findSceneNode(const CString& name)
- {
- SceneNode* node = tryFindSceneNode(name);
- ANKI_ASSERT(node);
- return *node;
- }
- SceneNode* SceneGraph::tryFindSceneNode(const CString& name)
- {
- auto it = m_nodesDict.find(name);
- return (it == m_nodesDict.getEnd()) ? nullptr : (*it);
- }
- void SceneGraph::deleteNodesMarkedForDeletion()
- {
- /// Delete all nodes pending deletion. At this point all scene threads
- /// should have finished their tasks
- while(m_objectsMarkedForDeletionCount.load() > 0)
- {
- [[maybe_unused]] Bool found = false;
- auto it = m_nodes.begin();
- auto end = m_nodes.end();
- for(; it != end; ++it)
- {
- SceneNode& node = *it;
- if(node.getMarkedForDeletion())
- {
- // Delete node
- unregisterNode(&node);
- deleteInstance(SceneMemoryPool::getSingleton(), &node);
- m_objectsMarkedForDeletionCount.fetchSub(1);
- found = true;
- break;
- }
- }
- ANKI_ASSERT(found && "Something is wrong with marked for deletion");
- }
- }
- Error 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();
- // Delete stuff
- {
- ANKI_TRACE_SCOPED_EVENT(SceneRemoveMarkedForDeletion);
- const Bool fullCleanup = m_objectsMarkedForDeletionCount.load() != 0;
- m_events.deleteEventsMarkedForDeletion(fullCleanup);
- deleteNodesMarkedForDeletion();
- }
- // Update
- {
- ANKI_TRACE_SCOPED_EVENT(ScenePhysics);
- const Second physicsUpdate = HighRezTimer::getCurrentTime();
- PhysicsWorld::getSingleton().update(crntTime - prevUpdateTime);
- g_scenePhysicsTime.set((HighRezTimer::getCurrentTime() - physicsUpdate) * 1000.0);
- }
- {
- ANKI_TRACE_SCOPED_EVENT(SceneNodesUpdate);
- ANKI_CHECK(m_events.updateAllEvents(prevUpdateTime, crntTime));
- // Then the rest
- Array<ThreadHiveTask, ThreadHive::kMaxThreads> tasks;
- UpdateSceneNodesCtx updateCtx;
- updateCtx.m_scene = this;
- updateCtx.m_crntNode = m_nodes.getBegin();
- updateCtx.m_prevUpdateTime = prevUpdateTime;
- updateCtx.m_crntTime = crntTime;
- for(U i = 0; i < CoreThreadHive::getSingleton().getThreadCount(); i++)
- {
- tasks[i] = ANKI_THREAD_HIVE_TASK(
- {
- if(self->m_scene->updateNodes(*self))
- {
- ANKI_SCENE_LOGF("Will not recover");
- }
- },
- &updateCtx, nullptr, nullptr);
- }
- CoreThreadHive::getSingleton().submitTasks(&tasks[0], CoreThreadHive::getSingleton().getThreadCount());
- CoreThreadHive::getSingleton().waitAllTasks();
- }
- #define ANKI_CAT_TYPE(arrayName, gpuSceneType, id, cvarName) GpuSceneArrays::arrayName::getSingleton().flush();
- #include <AnKi/Scene/GpuSceneArrays.def.h>
- g_sceneUpdateTime.set((HighRezTimer::getCurrentTime() - startUpdateTime) * 1000.0);
- return Error::kNone;
- }
- Error SceneGraph::updateNode(Second prevTime, Second crntTime, SceneNode& node)
- {
- ANKI_TRACE_INC_COUNTER(SceneNodeUpdated, 1);
- Error err = Error::kNone;
- // Components update
- SceneComponentUpdateInfo componentUpdateInfo(prevTime, crntTime);
- componentUpdateInfo.m_framePool = &m_framePool;
- Bool atLeastOneComponentUpdated = false;
- node.iterateComponents([&](SceneComponent& comp) {
- if(err)
- {
- return;
- }
- componentUpdateInfo.m_node = &node;
- Bool updated = false;
- err = comp.update(componentUpdateInfo, updated);
- if(updated)
- {
- ANKI_TRACE_INC_COUNTER(SceneComponentUpdated, 1);
- comp.setTimestamp(GlobalFrameIndex::getSingleton().m_value);
- atLeastOneComponentUpdated = true;
- }
- });
- // Update children
- if(!err)
- {
- err = node.visitChildrenMaxDepth(0, [&](SceneNode& child) -> Error {
- return updateNode(prevTime, crntTime, child);
- });
- }
- // Frame update
- if(!err)
- {
- if(atLeastOneComponentUpdated)
- {
- node.setComponentMaxTimestamp(GlobalFrameIndex::getSingleton().m_value);
- }
- else
- {
- // No components or nothing updated, don't change the timestamp
- }
- err = node.frameUpdate(prevTime, crntTime);
- }
- return err;
- }
- Error SceneGraph::updateNodes(UpdateSceneNodesCtx& ctx)
- {
- ANKI_TRACE_SCOPED_EVENT(SceneNodeUpdate);
- IntrusiveList<SceneNode>::ConstIterator end = m_nodes.getEnd();
- Bool quit = false;
- Error err = Error::kNone;
- while(!quit && !err)
- {
- // 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.getParent() == nullptr)
- {
- batch[batchSize++] = &node;
- }
- ++ctx.m_crntNode;
- }
- }
- // Process nodes
- for(U i = 0; i < batchSize && !err; ++i)
- {
- err = updateNode(ctx.m_prevUpdateTime, ctx.m_crntTime, *batch[i]);
- }
- }
- return err;
- }
- 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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