SceneGraph.h 7.1 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Scene/Common.h>
  7. #include <AnKi/Scene/SceneNode.h>
  8. #include <AnKi/Scene/DebugDrawer.h>
  9. #include <AnKi/Math.h>
  10. #include <AnKi/Util/HashMap.h>
  11. #include <AnKi/Core/App.h>
  12. #include <AnKi/Scene/Events/EventManager.h>
  13. #include <AnKi/Resource/Common.h>
  14. namespace anki
  15. {
  16. // Forward
  17. class ResourceManager;
  18. class CameraNode;
  19. class Input;
  20. class ConfigSet;
  21. class PerspectiveCameraNode;
  22. class Octree;
  23. class UiManager;
  24. /// @addtogroup scene
  25. /// @{
  26. /// SceneGraph statistics.
  27. class SceneGraphStats
  28. {
  29. public:
  30. Second m_updateTime ANKI_DEBUG_CODE(= 0.0);
  31. Second m_visibilityTestsTime ANKI_DEBUG_CODE(= 0.0);
  32. Second m_physicsUpdate ANKI_DEBUG_CODE(= 0.0);
  33. };
  34. /// SceneGraph limits.
  35. class SceneGraphConfig
  36. {
  37. public:
  38. F32 m_earlyZDistance = -1.0f; ///< Objects with distance lower than that will be used in early Z.
  39. F32 m_reflectionProbeEffectiveDistance = -1.0f; ///< How far reflection probes can look.
  40. F32 m_reflectionProbeShadowEffectiveDistance = -1.0f; ///< How far to render shadows for reflection probes.
  41. Bool m_rayTracedShadows = false;
  42. F32 m_rayTracingExtendedFrustumDistance = 100.0f; ///< The frustum distance from the eye to every direction.
  43. Array<F32, MAX_LOD_COUNT - 1> m_maxLodDistances = {};
  44. };
  45. /// The scene graph that all the scene entities
  46. class SceneGraph
  47. {
  48. friend class SceneNode;
  49. friend class UpdateSceneNodesTask;
  50. public:
  51. SceneGraph();
  52. ~SceneGraph();
  53. ANKI_USE_RESULT Error init(AllocAlignedCallback allocCb, void* allocCbData, ThreadHive* threadHive,
  54. ResourceManager* resources, Input* input, ScriptManager* scriptManager,
  55. UiManager* uiManager, const Timestamp* globalTimestamp, const ConfigSet& config);
  56. Timestamp getGlobalTimestamp() const
  57. {
  58. return m_timestamp;
  59. }
  60. /// @note Return a copy
  61. SceneAllocator<U8> getAllocator() const
  62. {
  63. return m_alloc;
  64. }
  65. /// @note Return a copy
  66. SceneFrameAllocator<U8> getFrameAllocator() const
  67. {
  68. return m_frameAlloc;
  69. }
  70. SceneNode& getActiveCameraNode()
  71. {
  72. ANKI_ASSERT(m_mainCam != nullptr);
  73. return *m_mainCam;
  74. }
  75. const SceneNode& getActiveCameraNode() const
  76. {
  77. return *m_mainCam;
  78. }
  79. void setActiveCameraNode(SceneNode* cam)
  80. {
  81. m_mainCam = cam;
  82. m_activeCameraChangeTimestamp = getGlobalTimestamp();
  83. }
  84. Timestamp getActiveCameraNodeChangeTimestamp() const
  85. {
  86. return m_activeCameraChangeTimestamp;
  87. }
  88. U32 getSceneNodesCount() const
  89. {
  90. return m_nodesCount;
  91. }
  92. EventManager& getEventManager()
  93. {
  94. return m_events;
  95. }
  96. const EventManager& getEventManager() const
  97. {
  98. return m_events;
  99. }
  100. ThreadHive& getThreadHive()
  101. {
  102. return *m_threadHive;
  103. }
  104. ANKI_USE_RESULT Error update(Second prevUpdateTime, Second crntTime);
  105. void doVisibilityTests(RenderQueue& rqueue);
  106. SceneNode& findSceneNode(const CString& name);
  107. SceneNode* tryFindSceneNode(const CString& name);
  108. /// Iterate the scene nodes using a lambda
  109. template<typename Func>
  110. ANKI_USE_RESULT Error iterateSceneNodes(Func func)
  111. {
  112. for(SceneNode& psn : m_nodes)
  113. {
  114. Error err = func(psn);
  115. if(err)
  116. {
  117. return err;
  118. }
  119. }
  120. return Error::NONE;
  121. }
  122. /// Iterate a range of scene nodes using a lambda
  123. template<typename Func>
  124. ANKI_USE_RESULT Error iterateSceneNodes(PtrSize begin, PtrSize end, Func func);
  125. /// Create a new SceneNode
  126. template<typename Node, typename... Args>
  127. ANKI_USE_RESULT Error newSceneNode(const CString& name, Node*& node, Args&&... args);
  128. /// Delete a scene node. It actualy marks it for deletion
  129. void deleteSceneNode(SceneNode* node)
  130. {
  131. node->setMarkedForDeletion();
  132. }
  133. void increaseObjectsMarkedForDeletion()
  134. {
  135. m_objectsMarkedForDeletionCount.fetchAdd(1);
  136. }
  137. const SceneGraphStats& getStats() const
  138. {
  139. return m_stats;
  140. }
  141. const SceneGraphConfig& getConfig() const
  142. {
  143. return m_config;
  144. }
  145. const Vec3& getSceneMin() const
  146. {
  147. return m_sceneMin;
  148. }
  149. const Vec3& getSceneMax() const
  150. {
  151. return m_sceneMax;
  152. }
  153. ResourceManager& getResourceManager()
  154. {
  155. return *m_resources;
  156. }
  157. GrManager& getGrManager()
  158. {
  159. return *m_gr;
  160. }
  161. PhysicsWorld& getPhysicsWorld()
  162. {
  163. return *m_physics;
  164. }
  165. ScriptManager& getScriptManager()
  166. {
  167. ANKI_ASSERT(m_scriptManager);
  168. return *m_scriptManager;
  169. }
  170. const PhysicsWorld& getPhysicsWorld() const
  171. {
  172. return *m_physics;
  173. }
  174. const Input& getInput() const
  175. {
  176. ANKI_ASSERT(m_input);
  177. return *m_input;
  178. }
  179. UiManager& getUiManager()
  180. {
  181. return *m_uiManager;
  182. }
  183. U64 getNewUuid()
  184. {
  185. return m_nodesUuid.fetchAdd(1);
  186. }
  187. Octree& getOctree()
  188. {
  189. ANKI_ASSERT(m_octree);
  190. return *m_octree;
  191. }
  192. const DebugDrawer2& getDebugDrawer() const
  193. {
  194. return m_debugDrawer;
  195. }
  196. private:
  197. class UpdateSceneNodesCtx;
  198. const Timestamp* m_globalTimestamp = nullptr;
  199. Timestamp m_timestamp = 0; ///< Cached timestamp
  200. // Sub-systems
  201. ThreadHive* m_threadHive = nullptr;
  202. ResourceManager* m_resources = nullptr;
  203. GrManager* m_gr = nullptr;
  204. PhysicsWorld* m_physics = nullptr;
  205. Input* m_input = nullptr;
  206. ScriptManager* m_scriptManager = nullptr;
  207. UiManager* m_uiManager = nullptr;
  208. SceneAllocator<U8> m_alloc;
  209. SceneFrameAllocator<U8> m_frameAlloc;
  210. IntrusiveList<SceneNode> m_nodes;
  211. U32 m_nodesCount = 0;
  212. HashMap<CString, SceneNode*> m_nodesDict;
  213. SceneNode* m_mainCam = nullptr;
  214. Timestamp m_activeCameraChangeTimestamp = 0;
  215. PerspectiveCameraNode* m_defaultMainCam = nullptr;
  216. EventManager m_events;
  217. Octree* m_octree = nullptr;
  218. Vec3 m_sceneMin = Vec3(-1000.0f, -200.0f, -1000.0f);
  219. Vec3 m_sceneMax = Vec3(1000.0f, 200.0f, 1000.0f);
  220. Atomic<U32> m_objectsMarkedForDeletionCount = {0};
  221. Atomic<U64> m_nodesUuid = {1};
  222. SceneGraphConfig m_config;
  223. SceneGraphStats m_stats;
  224. DebugDrawer2 m_debugDrawer;
  225. /// Put a node in the appropriate containers
  226. ANKI_USE_RESULT Error registerNode(SceneNode* node);
  227. void unregisterNode(SceneNode* node);
  228. /// Delete the nodes that are marked for deletion
  229. void deleteNodesMarkedForDeletion();
  230. ANKI_USE_RESULT Error updateNodes(UpdateSceneNodesCtx& ctx) const;
  231. ANKI_USE_RESULT static Error updateNode(Second prevTime, Second crntTime, SceneNode& node);
  232. /// Do visibility tests.
  233. static void doVisibilityTests(SceneNode& frustumable, SceneGraph& scene, RenderQueue& rqueue);
  234. };
  235. template<typename Node, typename... Args>
  236. inline Error SceneGraph::newSceneNode(const CString& name, Node*& node, Args&&... args)
  237. {
  238. Error err = Error::NONE;
  239. SceneAllocator<Node> al = m_alloc;
  240. node = al.template newInstance<Node>(this, name);
  241. if(node)
  242. {
  243. err = node->init(std::forward<Args>(args)...);
  244. }
  245. else
  246. {
  247. err = Error::OUT_OF_MEMORY;
  248. }
  249. if(!err)
  250. {
  251. err = registerNode(node);
  252. }
  253. if(err)
  254. {
  255. ANKI_SCENE_LOGE("Failed to create scene node: %s", (name.isEmpty()) ? "unnamed" : &name[0]);
  256. if(node)
  257. {
  258. al.deleteInstance(node);
  259. node = nullptr;
  260. }
  261. }
  262. return err;
  263. }
  264. template<typename Func>
  265. Error SceneGraph::iterateSceneNodes(PtrSize begin, PtrSize end, Func func)
  266. {
  267. ANKI_ASSERT(begin < m_nodesCount && end <= m_nodesCount);
  268. auto it = m_nodes.getBegin() + begin;
  269. PtrSize count = end - begin;
  270. Error err = Error::NONE;
  271. while(count-- != 0 && !err)
  272. {
  273. ANKI_ASSERT(it != m_nodes.getEnd());
  274. err = func(*it);
  275. ++it;
  276. }
  277. return Error::NONE;
  278. }
  279. /// @}
  280. } // end namespace anki