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Engine directory for ticket #1
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Engine/source/T3D/occlusionVolume.cpp
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Engine/source/T3D/occlusionVolume.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/occlusionVolume.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/sim/debugDraw.h"
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#include "util/tempAlloc.h"
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#include "math/mPolyhedron.impl.h"
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//#define DEBUG_DRAW
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IMPLEMENT_CO_NETOBJECT_V1( OcclusionVolume );
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ConsoleDocClass( OcclusionVolume,
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"@brief An invisible shape that causes objects hidden from view behind it to not be rendered.\n\n"
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"OcclusionVolume is a class for scene optimization. It's main use is for outdoor spaces where zones "
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"and portals do not help in optimizing scene culling as they almost only make sense for modeling visibility "
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"in indoor scenarios (and for connecting indoor spaces to outdoor spaces).\n\n"
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"During rendering, every object that is fully behind an occluder \n\n"
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"Be aware that occluders add overhead to scene culling. Only if this overhead is outweighed by the time "
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"saved by not rendering hidden objects, is the occluder actually effective. Because of this, chose only those "
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"spots for placing occluders where a significant number of objects will be culled from points that the player "
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"will actually be at during the game.\n\n"
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"Like zones and portals, OcclusionVolumes may have a default box shape or a more complex \n\n"
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"@see Scene::maxOccludersPerZone\n"
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"@see Scene::occluderMinWidthPercentage\n"
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"@see Scene::occluderMinHeightPercentage\n"
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"@ingroup enviroMisc"
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);
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//-----------------------------------------------------------------------------
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OcclusionVolume::OcclusionVolume()
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: mTransformDirty( true ),
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mSilhouetteExtractor( mPolyhedron )
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{
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VECTOR_SET_ASSOCIATION( mWSPoints );
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mObjectFlags.set( VisualOccluderFlag );
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mObjScale.set( 1.f, 1.f, 1.f );
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mObjBox.set(
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Point3F( -0.5f, -0.5f, -0.5f ),
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Point3F( 0.5f, 0.5f, 0.5f )
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);
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mObjToWorld.identity();
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mWorldToObj.identity();
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resetWorldBox();
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}
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//-----------------------------------------------------------------------------
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void OcclusionVolume::consoleInit()
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{
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// Disable rendering of occlusion volumes by default.
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getStaticClassRep()->mIsRenderEnabled = false;
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}
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//-----------------------------------------------------------------------------
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bool OcclusionVolume::onAdd()
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{
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if( !Parent::onAdd() )
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return false;
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// Set up the silhouette extractor.
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mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
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return true;
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}
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//-----------------------------------------------------------------------------
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void OcclusionVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
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{
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Parent::_renderObject( ri, state, overrideMat );
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#ifdef DEBUG_DRAW
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if( state->isDiffusePass() )
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DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
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#endif
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}
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//-----------------------------------------------------------------------------
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void OcclusionVolume::setTransform( const MatrixF& mat )
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{
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Parent::setTransform( mat );
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mTransformDirty = true;
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}
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//-----------------------------------------------------------------------------
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void OcclusionVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
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{
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// Extract the silhouette of the polyhedron. This works differently
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// depending on whether we project orthogonally or in perspective.
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TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
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U32 numPoints;
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if( cameraState.getFrustum().isOrtho() )
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{
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// Transform the view direction into object space.
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Point3F osViewDir;
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getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
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// And extract the silhouette.
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SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
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numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
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}
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else
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{
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// Create a transform to go from view space to object space.
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MatrixF camView( true );
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camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
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camView.mul( getRenderWorldTransform() );
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camView.mul( cameraState.getViewWorldMatrix() );
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// Do a perspective-correct silhouette extraction.
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numPoints = mSilhouetteExtractor.extractSilhouette(
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camView,
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indices, indices.size );
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}
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// If we haven't yet, transform the polyhedron's points
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// to world space.
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if( mTransformDirty )
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{
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const U32 numPoints = mPolyhedron.getNumPoints();
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const PolyhedronType::PointType* points = getPolyhedron().getPoints();
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mWSPoints.setSize( numPoints );
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for( U32 i = 0; i < numPoints; ++ i )
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{
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Point3F p = points[ i ];
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p.convolve( getScale() );
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getTransform().mulP( p, &mWSPoints[ i ] );
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}
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mTransformDirty = false;
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}
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// Now store the points.
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outPoints.setSize( numPoints );
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for( U32 i = 0; i < numPoints; ++ i )
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outPoints[ i ] = mWSPoints[ indices[ i ] ];
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}
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