#include "GameView.h" #include "Actor/CameraActor.h" #include "Asset/AssetRegistry.h" #include "Component/KeyboardInput.h" #include "Graphics/Graphics.h" #include "Graphics/Query.h" #include "Graphics/RenderPass/BasePass.h" #include "Graphics/RenderPass/CachedDepthPass.h" #include "Graphics/RenderPass/DebugPass.h" #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" #include "System/CameraUpdater.h" #include "System/LightGather.h" #include "System/MeshUpdater.h" #include "Window/Window.h" #include using namespace Seele; bool usePositionOnly = false; bool useDepthCulling = false; bool useLightCulling = false; GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath) : View(graphics, window, createInfo, "Game"), scene(new Scene(graphics)), gameInterface(dllPath) { reloadGame(); renderGraph.addPass(new CachedDepthPass(graphics, scene)); renderGraph.addPass(new DepthCullingPass(graphics, scene)); renderGraph.addPass(new VisibilityPass(graphics, scene)); renderGraph.addPass(new LightCullingPass(graphics, scene)); renderGraph.addPass(new BasePass(graphics, scene)); renderGraph.addPass(new DebugPass(graphics, scene)); // renderGraph.addPass(new SkyboxRenderPass(graphics, scene)); renderGraph.setViewport(viewport); renderGraph.createRenderPass(); 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"); 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); while (true) { auto timestamps = timeQuery->getResults(); auto cachedResults = cachedQuery->getResults(); auto depthResults = depthQuery->getResults(); auto baseResults = baseQuery->getResults(); auto lightCullResults = lightCullQuery->getResults(); auto visiblityResults = visibilityQuery->getResults(); 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(); } }); } GameView::~GameView() {} void GameView::beginUpdate() {} void GameView::update() { static auto startTime = std::chrono::high_resolution_clock::now(); for (VertexData* vd : VertexData::getList()) { vd->resetMeshData(); } systemGraph->run(updateTime); scene->update(updateTime); for (VertexData* vd : VertexData::getList()) { vd->createDescriptors(); } scene->getLightEnvironment()->commit(); auto endTime = std::chrono::high_resolution_clock::now(); std::chrono::duration duration = (endTime - startTime); updateTime = duration.count(); startTime = endTime; } void GameView::commitUpdate() {} void GameView::prepareRender() {} void GameView::render() { Component::Camera cam; scene->view([&cam](Component::Camera& c) { if (c.mainCamera) cam = c; }); renderGraph.render(cam); } void GameView::applyArea(URect) { renderGraph.setViewport(viewport); } void GameView::reloadGame() { gameInterface.reload(); systemGraph = new SystemGraph(); gameInterface.getGame()->setupScene(scene, systemGraph); System::OKeyboardInput keyInput = new System::KeyboardInput(scene); keyboardSystem = keyInput; systemGraph->addSystem(std::move(keyInput)); systemGraph->addSystem(new System::LightGather(scene)); systemGraph->addSystem(new System::MeshUpdater(scene)); systemGraph->addSystem(new System::CameraUpdater(scene)); } void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) { keyboardSystem->keyCallback(code, action, modifier); if (code == KeyCode::KEY_P && action == InputAction::RELEASE) { usePositionOnly = !usePositionOnly; std::cout << "Use Pos only " << usePositionOnly << std::endl; } if (code == KeyCode::KEY_O && action == InputAction::RELEASE) { useDepthCulling = !useDepthCulling; std::cout << "Use Depth Culling " << useDepthCulling << std::endl; } if (code == KeyCode::KEY_L && action == InputAction::RELEASE) { useLightCulling = !useLightCulling; std::cout << "Use Light Culling " << useLightCulling << std::endl; } } void GameView::mouseMoveCallback(double xPos, double yPos) { keyboardSystem->mouseCallback(xPos, yPos); } void GameView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier) { keyboardSystem->mouseButtonCallback(button, action, modifier); } void GameView::scrollCallback(double xScroll, double yScroll) { keyboardSystem->scrollCallback(xScroll, yScroll); } void GameView::fileCallback(int, const char**) {}