Example #1
0
            private void Tick()
            {
                switch (_state)
                {
                case States.Warmup:
                    _warmUpTimeLeft -= _dt;
                    if (_warmUpTimeLeft <= 0.0f)
                    {
                        // Render first frame
                        _player.Play();
                        if (!_player.IsPlaying)
                        {
                            Editor.LogError("Scene Animation Player failed to start playing.");
                            CancelRendering();
                        }
                        _warmUpTimeLeft = -1;
                        _state          = States.Render;
                    }
                    break;

                case States.Update:
                    // Update scene animation with a fixed delta-time
                    if (!_player.IsStopped)
                    {
                        var speed = _player.Speed * (_window?._timeline.Player?.Speed ?? 1.0f);
                        if (speed <= 0.001f)
                        {
                            Editor.LogError("Scene Animation Player speed was nearly zero. Cannot continue rendering.");
                            CancelRendering();
                            break;
                        }
                        var dt = _dt * speed;
                        _player.Tick(dt);
                        _animationFrame++;
                        Editor.Log("Tick anim by " + dt + " to frame " + _animationFrame + " into time " + _player.Time);
                        _progress.Update((_player.Time - _options.StartTime) / (_options.EndTime - _options.StartTime), _animationFrame);
                    }
                    if (_player.IsStopped || _player.Time >= _options.EndTime)
                    {
                        // End rendering but perform remaining copies of the staging textures so all data is captured (from GPU to CPU)
                        _state = States.Staging;
                        break;
                    }

                    // Now wait for the next frame to be rendered
                    _state = States.Render;
                    break;
                }
            }
Example #2
0
            private void StartRendering()
            {
                if (_isRendering)
                {
                    return;
                }

                var editor = Editor.Instance;

                // Check if save the asset before rendering
                if (_window.IsEdited)
                {
                    var result = MessageBox.Show("Save scene animation asset to file before rendering?", "Save?", MessageBoxButtons.YesNoCancel, MessageBoxIcon.Question);
                    if (result == DialogResult.Yes)
                    {
                        _window.Save();
                    }
                    else if (result != DialogResult.No)
                    {
                        return;
                    }
                }

                // Update UI
                _isRendering             = true;
                _presenter.Panel.Enabled = false;
                _presenter.BuildLayoutOnUpdate();

                // Start rendering
                Editor.Log("Starting scene animation rendering " + _options.Animation);
                _dt     = 1.0f / _options.FrameRate;
                _player = new SceneAnimationPlayer
                {
                    Animation          = _options.Animation,
                    HideFlags          = HideFlags.FullyHidden,
                    RestoreStateOnStop = true,
                    PlayOnStart        = false,
                    RandomStartTime    = false,
                    StartTime          = _options.StartTime,
                    UpdateMode         = SceneAnimationPlayer.UpdateModes.Manual,
                };
                FlaxEngine.Scripting.Update += Tick;
                _wasGamePaused  = Time.GamePaused;
                Time.GamePaused = false;
                Time.SetFixedDeltaTime(true, _dt);
                Time.UpdateFPS = Time.DrawFPS = _options.FrameRate;
                if (!Editor.IsPlayMode)
                {
                    Time.PhysicsFPS = 0;
                }
                Level.SpawnActor(_player);
                var gameWin    = editor.Windows.GameWin;
                var resolution = _options.GetResolution();

                gameWin.Viewport.CustomResolution = resolution;
                gameWin.Viewport.BackgroundColor  = Color.Black;
                gameWin.Viewport.KeepAspectRatio  = true;
                gameWin.Viewport.Task.PostRender += OnPostRender;
                if (!gameWin.Visible)
                {
                    gameWin.Show();
                }
                else if (!gameWin.IsFocused)
                {
                    gameWin.Focus();
                }
                _gameWindow     = gameWin;
                _warmUpTimeLeft = _options.WarmUpTime;
                _animationFrame = 0;
                var stagingTextureDesc = GPUTextureDescription.New2D(resolution.X, resolution.Y, gameWin.Viewport.Task.Output.Format, GPUTextureFlags.None);

                stagingTextureDesc.Usage = GPUResourceUsage.StagingReadback;
                for (int i = 0; i < _stagingTextures.Length; i++)
                {
                    _stagingTextures[i].Texture = new GPUTexture();
                    _stagingTextures[i].Texture.Init(ref stagingTextureDesc);
                    _stagingTextures[i].AnimationFrame = -1;
                    _stagingTextures[i].TaskFrame      = -1;
                }
                _player.Play();
                if (!_player.IsPlaying)
                {
                    Editor.LogError("Scene Animation Player failed to start playing.");
                    CancelRendering();
                    return;
                }
                if (_warmUpTimeLeft > 0.0f)
                {
                    // Start warmup time
                    _player.Tick(0.0f);
                    _player.Pause();
                    _state = States.Warmup;
                }
                else
                {
                    // Render first frame
                    _state = States.Render;
                }
                if (!Editor.IsPlayMode)
                {
                    _editorState = new RenderEditorState(editor, this);
                    editor.StateMachine.AddState(_editorState);
                    editor.StateMachine.GoToState(_editorState);
                }
                _progress = new RenderProgress();
                editor.ProgressReporting.RegisterHandler(_progress);
                _progress.Start();
            }