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Engine directory for ticket #1
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Engine/source/scene/culling/sceneZoneCullingState.cpp
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Engine/source/scene/culling/sceneZoneCullingState.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 "scene/culling/sceneZoneCullingState.h"
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#include "scene/culling/sceneCullingState.h"
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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template< typename T >
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inline SceneZoneCullingState::CullingTestResult SceneZoneCullingState::_testVolumes( T bounds, bool occludersOnly ) const
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{
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// If we are testing for occlusion only and we don't have any
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// occlusion volumes, we can early out here.
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if( occludersOnly && !mHaveOccluders )
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return CullingTestNegative;
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// If we haven't sorted the volumes on this zone state yet,
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// do so now.
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if( !mHaveSortedVolumes )
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_sortVolumes();
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// Now go through the volumes in this zone and test them
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// against the bounds.
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for( CullingVolumeLink* link = mCullingVolumes; link != NULL; link = link->mNext )
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{
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const SceneCullingVolume& volume = link->mVolume;
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if( volume.isOccluder() )
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{
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if( volume.test( bounds ) )
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return CullingTestPositiveByOcclusion;
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}
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else
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{
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// If we are testing for occlusion only, we can early out as soon
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// as we have reached the first non-inverted volume.
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if( occludersOnly )
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return CullingTestNegative;
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if( volume.test( bounds ) )
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return CullingTestPositiveByInclusion;
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}
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}
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return CullingTestNegative;
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}
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//-----------------------------------------------------------------------------
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SceneZoneCullingState::CullingTestResult SceneZoneCullingState::testVolumes( const Box3F& aabb, bool invertedOnly ) const
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{
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PROFILE_SCOPE( SceneZoneCullingState_testVolumes );
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return _testVolumes( aabb, invertedOnly );
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}
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//-----------------------------------------------------------------------------
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SceneZoneCullingState::CullingTestResult SceneZoneCullingState::testVolumes( const OrientedBox3F& obb, bool invertedOnly ) const
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{
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PROFILE_SCOPE( SceneZoneCullingState_testVolumes_OBB );
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return _testVolumes( obb, invertedOnly );
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}
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//-----------------------------------------------------------------------------
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SceneZoneCullingState::CullingTestResult SceneZoneCullingState::testVolumes( const SphereF& sphere, bool invertedOnly ) const
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{
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PROFILE_SCOPE( SceneZoneCullingState_testVolumes_Sphere );
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return _testVolumes( sphere, invertedOnly );
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}
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//-----------------------------------------------------------------------------
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void SceneZoneCullingState::_sortVolumes() const
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{
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// First do a pass to gather all occlusion volumes. These must be put on the
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// list in front of all inclusion volumes. Otherwise, an inclusion volume
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// may test positive when in fact an occlusion volume would reject the object.
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CullingVolumeLink* occluderHead = NULL;
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CullingVolumeLink* occluderTail = NULL;
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if( mHaveOccluders )
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{
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U32 numOccluders = 0;
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for( CullingVolumeLink* current = mCullingVolumes, *prev = NULL; current != NULL; )
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{
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CullingVolumeLink* next = current->mNext;
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if( !current->mVolume.isOccluder() )
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prev = current;
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else
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{
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// Unlink from list.
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if( prev )
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prev->mNext = next;
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else
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mCullingVolumes = next;
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// Sort into list.
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_insertSorted( occluderHead, occluderTail, current );
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++ numOccluders;
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}
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current = next;
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}
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// If we ended up with more inverted (occlusion) volumes than we want,
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// chop off any but the first N volumes. Since we have sorted the volumes
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// by screen coverage, this will get rid of smallest occlusion volumes.
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if( numOccluders > SceneCullingState::smMaxOccludersPerZone )
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{
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CullingVolumeLink* last = occluderHead;
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for( U32 i = 0; i < ( SceneCullingState::smMaxOccludersPerZone - 1 ); ++ i )
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last = last->mNext;
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// Chop off rest. The links are allocated on the chunker
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// and thus will simply disappear when the state gets deleted.
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last->mNext = NULL;
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occluderTail = last;
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}
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}
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// Now, do a second pass to sort all includer volumes by decreasing screen
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// real estate so that when testing against them, we test the larger volumes first
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// and the smaller ones later.
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CullingVolumeLink* includerHead = NULL;
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CullingVolumeLink* includerTail = NULL;
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while( mCullingVolumes )
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{
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CullingVolumeLink* current = mCullingVolumes;
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AssertFatal( !current->mVolume.isOccluder(),
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"SceneCullingState::ZoneState::_sortFrustums - Occluders must have been filtered out at this point" );
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// Unlink from list.
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mCullingVolumes = current->mNext;
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// Sort into list.
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_insertSorted( includerHead, includerTail, current );
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}
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// Merge the two lists. Put inverted volumes first and
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// non-inverted volumes second.
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if( occluderHead != NULL )
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{
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mCullingVolumes = occluderHead;
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occluderTail->mNext = includerHead;
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}
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else
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mCullingVolumes = includerHead;
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// Done.
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mHaveSortedVolumes = true;
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}
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//-----------------------------------------------------------------------------
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void SceneZoneCullingState::_insertSorted( CullingVolumeLink*& head, CullingVolumeLink*& tail, CullingVolumeLink* link )
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{
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// If first element, just put it in the list
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// and return.
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if( !head )
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{
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head = link;
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tail = link;
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link->mNext = NULL;
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return;
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}
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// Otherwise, search for where to put it.
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F32 sortPoint = link->mVolume.getSortPoint();
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for( CullingVolumeLink* current = head, *prev = NULL; current != NULL; prev = current, current = current->mNext )
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{
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F32 currentSortPoint = current->mVolume.getSortPoint();
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if( currentSortPoint > sortPoint )
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continue;
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if( !prev )
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head = link;
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else
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prev->mNext = link;
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link->mNext = current;
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return;
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}
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// Smallest frustum in list. Append to end.
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tail->mNext = link;
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link->mNext = NULL;
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tail = link;
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}
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