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Seele/src/Engine/Window/GameView.cpp
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#include "GameView.h"
#include "Actor/CameraActor.h"
#include "Asset/AssetRegistry.h"
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#include "Component/KeyboardInput.h"
#include "Graphics/Graphics.h"
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#include "Graphics/Query.h"
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#include "Graphics/RenderPass/BasePass.h"
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#include "Graphics/RenderPass/CachedDepthPass.h"
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#include "Graphics/RenderPass/DebugPass.h"
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#include "Graphics/RenderPass/DepthCullingPass.h"
#include "Graphics/RenderPass/LightCullingPass.h"
#include "Graphics/RenderPass/RenderGraphResources.h"
#include "Graphics/RenderPass/SkyboxRenderPass.h"
#include "Graphics/RenderPass/VisibilityPass.h"
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#include "System/CameraUpdater.h"
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#include "System/LightGather.h"
#include "System/MeshUpdater.h"
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#include "Window/Window.h"
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#include <fstream>
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using namespace Seele;
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bool usePositionOnly = false;
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bool useDepthCulling = false;
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bool useLightCulling = false;
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GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath)
: View(graphics, window, createInfo, "Game"), scene(new Scene(graphics)), gameInterface(dllPath) {
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reloadGame();
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renderGraph.addPass(new CachedDepthPass(graphics, scene));
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renderGraph.addPass(new DepthCullingPass(graphics, scene));
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renderGraph.addPass(new VisibilityPass(graphics, scene));
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renderGraph.addPass(new LightCullingPass(graphics, scene));
renderGraph.addPass(new BasePass(graphics, scene));
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renderGraph.addPass(new DebugPass(graphics, scene));
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// renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
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renderGraph.setViewport(viewport);
renderGraph.createRenderPass();
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queryThread = std::thread([&]() {
PRenderGraphResources res = renderGraph.getResources();
Gfx::PPipelineStatisticsQuery cachedQuery = res->requestQuery("CACHED_QUERY");
Gfx::PPipelineStatisticsQuery depthQuery = res->requestQuery("DEPTH_QUERY");
Gfx::PPipelineStatisticsQuery baseQuery = res->requestQuery("BASEPASS_QUERY");
Gfx::PPipelineStatisticsQuery lightCullQuery = res->requestQuery("LIGHTCULL_QUERY");
Gfx::PPipelineStatisticsQuery visibilityQuery = res->requestQuery("VISIBILITY_QUERY");
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Gfx::PTimestampQuery timeQuery = res->requestTimestampQuery("TIMESTAMP");
std::ofstream stats("stats.csv");
stats << "RelTime,"
<< "CachedIAV,CachedIAP,CachedVS,CachedClipInv,CachedClipPrim,CachedFS,CachedCS,CachedTS,CachedMS,"
<< "DepthIAV,DepthIAP,DepthVS,DepthClipInv,DepthClipPrim,DepthFS,DepthCS,DepthTS,DepthMS,"
<< "BaseIAV,BaseIAP,BaseVS,BaseClipInv,BaseClipPrim,BaseFS,BaseCS,BaseTS,BaseMS,"
<< "LightCullIAV,LightCullIAP,LightCullVS,LightCullClipInv,LightCullClipPrim,LightCullFS,LightCullCS,LightCullTS,LightCullMS,"
<< "VisibilityIAV,VisibilityIAP,VisibilityVS,VisibilityClipInv,VisibilityClipPrim,VisibilityFS,VisibilityCS,VisibilityTS,"
"VisibilityMS,"
<< "CACHED,MIPGEN,DEPTHCULL,VISIBILITY,LIGHTCULL,BASE" << std::endl;
std::chrono::nanoseconds start = std::chrono::nanoseconds(0);
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while (true) {
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auto timestamps = timeQuery->getResults();
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auto cachedResults = cachedQuery->getResults();
auto depthResults = depthQuery->getResults();
auto baseResults = baseQuery->getResults();
auto lightCullResults = lightCullQuery->getResults();
auto visiblityResults = visibilityQuery->getResults();
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if (start.count() == 0) {
start = timestamps[0].time;
}
stats << (timestamps[0].time - start).count() << "," << cachedResults << depthResults << baseResults << lightCullResults
<< visiblityResults;
stats << fmt::format("{},{},{},{},{},{}", (timestamps[1].time - timestamps[0].time).count(),
(timestamps[2].time - timestamps[1].time).count(), (timestamps[3].time - timestamps[2].time).count(),
(timestamps[4].time - timestamps[3].time).count(), (timestamps[5].time - timestamps[4].time).count(),
(timestamps[6].time - timestamps[5].time).count())
<< std::endl;
stats.flush();
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}
});
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}
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GameView::~GameView() {}
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void GameView::beginUpdate() {}
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void GameView::update() {
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static auto startTime = std::chrono::high_resolution_clock::now();
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for (VertexData* vd : VertexData::getList()) {
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vd->resetMeshData();
}
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systemGraph->run(updateTime);
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scene->update(updateTime);
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for (VertexData* vd : VertexData::getList()) {
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vd->createDescriptors();
}
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scene->getLightEnvironment()->commit();
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auto endTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> duration = (endTime - startTime);
updateTime = duration.count();
startTime = endTime;
}
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void GameView::commitUpdate() {}
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void GameView::prepareRender() {}
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void GameView::render() {
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Component::Camera cam;
scene->view<Component::Camera>([&cam](Component::Camera& c) {
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if (c.mainCamera)
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cam = c;
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});
renderGraph.render(cam);
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}
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void GameView::applyArea(URect) { renderGraph.setViewport(viewport); }
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void GameView::reloadGame() {
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gameInterface.reload();
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systemGraph = new SystemGraph();
gameInterface.getGame()->setupScene(scene, systemGraph);
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System::OKeyboardInput keyInput = new System::KeyboardInput(scene);
keyboardSystem = keyInput;
systemGraph->addSystem(std::move(keyInput));
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systemGraph->addSystem(new System::LightGather(scene));
systemGraph->addSystem(new System::MeshUpdater(scene));
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systemGraph->addSystem(new System::CameraUpdater(scene));
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}
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void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) {
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keyboardSystem->keyCallback(code, action, modifier);
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if (code == KeyCode::KEY_P && action == InputAction::RELEASE) {
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usePositionOnly = !usePositionOnly;
std::cout << "Use Pos only " << usePositionOnly << std::endl;
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}
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if (code == KeyCode::KEY_O && action == InputAction::RELEASE) {
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useDepthCulling = !useDepthCulling;
std::cout << "Use Depth Culling " << useDepthCulling << std::endl;
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}
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if (code == KeyCode::KEY_L && action == InputAction::RELEASE) {
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useLightCulling = !useLightCulling;
std::cout << "Use Light Culling " << useLightCulling << std::endl;
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}
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}
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void GameView::mouseMoveCallback(double xPos, double yPos) { keyboardSystem->mouseCallback(xPos, yPos); }
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void GameView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier) {
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keyboardSystem->mouseButtonCallback(button, action, modifier);
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}
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void GameView::scrollCallback(double xScroll, double yScroll) { keyboardSystem->scrollCallback(xScroll, yScroll); }
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void GameView::fileCallback(int, const char**) {}