Torque3D/Engine/source/forest/forestRender.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "forest/forest.h"
#include "forest/forestCell.h"
#include "forest/forestDataFile.h"
#include "gfx/gfxTransformSaver.h"
#include "renderInstance/renderPassManager.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "lighting/lightManager.h"
#include "ts/tsMesh.h"
#include "ts/tsRenderState.h"
#include "ts/tsShapeInstance.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDrawUtil.h"
#include "math/mathUtils.h"
U32 Forest::smTotalCells = 0;
U32 Forest::smCellsRendered = 0;
U32 Forest::smCellItemsRendered = 0;
U32 Forest::smCellsBatched = 0;
U32 Forest::smCellItemsBatched = 0;
F32 Forest::smAverageItemsPerCell = 0.0f;
void Forest::_clearStats(bool beginFrame)
{
// Reset the rendering stats!
if (beginFrame)
{
smTotalCells = 0;
smCellsRendered = 0;
smCellItemsRendered = 0;
smCellsBatched = 0;
smCellItemsBatched = 0;
smAverageItemsPerCell = 0.0f;
}
}
void Forest::prepRenderImage( SceneRenderState *state )
{
PROFILE_SCOPE(Forest_RenderCells);
// TODO: Fix stats.
/*
ForestCellVector &theCells = mData->getCells();
smTotalCells += theCells.size();
// Don't render if we don't have a grid!
if ( theCells.empty() )
return false;
*/
// Prepare to render.
GFXTransformSaver saver;
// Figure out the grid range in the viewing area.
const bool isReflectPass = state->isReflectPass();
const F32 cullScale = isReflectPass ? mReflectionLodScalar : 1.0f;
// If we need to update our cached
// zone state then do it now.
if ( mZoningDirty )
{
mZoningDirty = false;
Vector<ForestCell*> cells;
mData->getCells( &cells );
for ( U32 i=0; i < cells.size(); i++ )
cells[i]->_updateZoning( getSceneManager()->getZoneManager() );
}
// TODO: Move these into the TSForestItemData as something we
// setup once and don't do per-instance.
// Set up the TS render state.
TSRenderState rdata;
rdata.setSceneState( state );
// Use origin sort on all forest elements as
// its alot cheaper than the bounds sort.
rdata.setOriginSort( true );
// We may have some forward lit materials in
// the forest, so pass down a LightQuery for it.
LightQuery lightQuery;
rdata.setLightQuery( &lightQuery );
Frustum culler = state->getCullingFrustum();
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// Adjust the far distance if the cull scale has changed.
if ( !mIsEqual( cullScale, 1.0f ) )
{
const F32 visFarDist = culler.getFarDist() * cullScale;
culler.setFarDist( visFarDist );
}
Box3F worldBox;
// Used for debug drawing.
GFXDrawUtil* drawer = GFX->getDrawUtil();
drawer->clearBitmapModulation();
// Go thru the visible cells.
const Box3F &cullerBounds = culler.getBounds();
const Point3F &camPos = state->getDiffuseCameraPosition();
U32 clipMask;
smAverageItemsPerCell = 0.0f;
U32 cellsProcessed = 0;
ForestCell *cell;
// First get all the top level cells which
// intersect the frustum.
Vector<ForestCell*> cellStack;
mData->getCells( culler, &cellStack );
// Get the culling zone state.
const BitVector &zoneState = state->getCullingState().getZoneVisibilityFlags();
// Now loop till we run out of cells.
while ( !cellStack.empty() )
{
// Pop off the next cell.
cell = cellStack.last();
cellStack.pop_back();
const Box3F &cellBounds = cell->getBounds();
// If the cell is empty or its bounds is outside the frustum
// bounds then we have nothing nothing more to do.
if ( cell->isEmpty() || !cullerBounds.isOverlapped( cellBounds ) )
continue;
// Can we cull this cell entirely?
clipMask = culler.testPlanes( cellBounds, Frustum::PlaneMaskAll );
if ( clipMask == -1 )
continue;
// Test cell visibility for interior zones.
const bool visibleInside = !cell->getZoneOverlap().empty() ? zoneState.testAny( cell->getZoneOverlap() ) : false;
// Test cell visibility for outdoor zone, but only
// if we need to.
bool visibleOutside = false;
if( !cell->mIsInteriorOnly && !visibleInside )
{
U32 outdoorZone = SceneZoneSpaceManager::RootZoneId;
visibleOutside = !state->getCullingState().isCulled( cellBounds, &outdoorZone, 1 );
}
// Skip cell if neither visible indoors nor outdoors.
if( !visibleInside && !visibleOutside )
continue;
// Update the stats.
smAverageItemsPerCell += cell->getItems().size();
++cellsProcessed;
//if ( cell->isLeaf() )
//++leafCellsProcessed;
// Get the distance from the camera to the cell bounds.
F32 dist = cellBounds.getDistanceToPoint( camPos );
// If the largest item in the cell can be billboarded
// at the cell distance to the camera... then the whole
// cell can be billboarded.
//
if ( smForceImposters ||
( dist > 0.0f && cell->getLargestItem().canBillboard( state, dist ) ) )
{
// If imposters are disabled then skip out.
if ( smDisableImposters )
continue;
PROFILE_SCOPE(Forest_RenderBatches);
// Keep track of how many cells were batched.
++smCellsBatched;
// Ok... everything in this cell should be batched. First
// create the batches if we don't have any.
if ( !cell->hasBatches() )
cell->buildBatches();
//if ( drawCells )
//mCellRenderFlag[ cellIter - theCells.begin() ] = 1;
// TODO: Light queries for batches?
// Now render the batches... we pass the culler if the
// cell wasn't fully visible so that each batch can be culled.
smCellItemsBatched += cell->renderBatches( state, clipMask != 0 ? &culler : NULL );
continue;
}
// If this isn't a leaf then recurse.
if ( !cell->isLeaf() )
{
cell->getChildren( &cellStack );
continue;
}
// This cell has mixed billboards and mesh based items.
++smCellsRendered;
PROFILE_SCOPE(Forest_RenderItems);
//if ( drawCells )
//mCellRenderFlag[ cellIter - theCells.begin() ] = 2;
// Use the cell bounds as the light query volume.
//
// This means all forward lit items in this cell will
// get the same lights, but it performs much better.
lightQuery.init( cellBounds );
// This cell is visible... have it render its items.
smCellItemsRendered += cell->render( &rdata, clipMask != 0 ? &culler : NULL );
}
// Keep track of the average items per cell.
if ( cellsProcessed > 0 )
smAverageItemsPerCell /= (F32)cellsProcessed;
// Got debug drawing to do?
if ( smDrawCells && state->isDiffusePass() )
{
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &Forest::_renderCellBounds );
ri->type = RenderPassManager::RIT_Editor;
state->getRenderPass()->addInst( ri );
}
}
void Forest::_renderCellBounds( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
PROFILE_SCOPE( Forest_RenderCellBounds );
if ( overrideMat )
return;
GFXTransformSaver saver;
MatrixF projBias(true);
const Frustum frustum = GFX->getFrustum();
MathUtils::getZBiasProjectionMatrix( 0.001f, frustum, &projBias );
GFX->setProjectionMatrix( projBias );
VectorF extents;
Point3F pos;
// Get top level cells
Vector<ForestCell*> cellStack;
mData->getCells( &cellStack );
// Holds child cells we need to render as we encounter them.
Vector<ForestCell*> frontier;
GFXDrawUtil *drawer = GFX->getDrawUtil();
GFXStateBlockDesc desc;
desc.setZReadWrite( true, false );
desc.setBlend( true );
desc.setFillModeWireframe();
while ( !cellStack.empty() )
{
while ( !cellStack.empty() )
{
const ForestCell *cell = cellStack.last();
cellStack.pop_back();
Box3F box = cell->getBounds();
drawer->drawCube( desc, box, ColorI( 0, 255, 0 ) );
RectF rect = cell->getRect();
box.minExtents.set( rect.point.x, rect.point.y, box.minExtents.z );
box.maxExtents.set( rect.point.x + rect.extent.x, rect.point.y + rect.extent.y, box.minExtents.z );
drawer->drawCube( desc, box, ColorI::RED );
// If this cell has children, add them to the frontier.
if ( !cell->isLeaf() )
cell->getChildren( &frontier );
}
// Now the frontier becomes the cellStack and we empty the frontier.
cellStack = frontier;
frontier.clear();
}
}