SceneCullingState with culling and camera frustum

- Fix for issue https://github.com/GarageGames/Torque3D/issues/525  This
fix takes into account the skewed view into the world when you have a
projection offset and the ability to see further into the scene at the
edges opposite to the offset.
- SceneCullingState now has two frustum rather than one: a culling
frustum and camera frustum.
- The camera frustum should be referenced when you need the projection
matrix or don't want a skewed frustum.
- The culling frustum should be referenced during any scene culling or
when determining what dynamic geometry to render.  It currently skews
itself to take into account any projection offset (automatically
calculated in SceneCullingState constructor).
- When there is no projection offset, the camera frustum and culling
frustum are the same.  This usually means any time when not using the
Oculus Rift.
This commit is contained in:
DavidWyand-GG 2013-11-07 15:07:16 -05:00
parent 9af13248cf
commit 91e542b8ec
22 changed files with 161 additions and 47 deletions

View file

@ -68,17 +68,21 @@ SceneCullingState::SceneCullingState( SceneManager* sceneManager, const SceneCam
mZoneVisibilityFlags.setSize( numZones );
mZoneVisibilityFlags.clear();
// Culling frustum
mCullingFrustum = mCameraState.getFrustum();
mCullingFrustum.bakeProjectionOffset();
// Construct the root culling volume from
// the camera's view frustum. Omit the frustum's
// the culling frustum. Omit the frustum's
// near and far plane so we don't test it repeatedly.
const Frustum& frustum = mCameraState.getFrustum();
PlaneF* planes = allocateData< PlaneF >( 4 );
planes[ 0 ] = frustum.getPlanes()[ Frustum::PlaneLeft ];
planes[ 1 ] = frustum.getPlanes()[ Frustum::PlaneRight ];
planes[ 2 ] = frustum.getPlanes()[ Frustum::PlaneTop];
planes[ 3 ] = frustum.getPlanes()[ Frustum::PlaneBottom ];
planes[ 0 ] = mCullingFrustum.getPlanes()[ Frustum::PlaneLeft ];
planes[ 1 ] = mCullingFrustum.getPlanes()[ Frustum::PlaneRight ];
planes[ 2 ] = mCullingFrustum.getPlanes()[ Frustum::PlaneTop];
planes[ 3 ] = mCullingFrustum.getPlanes()[ Frustum::PlaneBottom ];
mRootVolume = SceneCullingVolume(
SceneCullingVolume::Includer,
@ -219,7 +223,7 @@ bool SceneCullingState::createCullingVolume( const Point3F* vertices, U32 numVer
{
const Point3F& viewPos = getCameraState().getViewPosition();
const Point3F& viewDir = getCameraState().getViewDirection();
const bool isOrtho = getFrustum().isOrtho();
const bool isOrtho = getCullingFrustum().isOrtho();
//TODO: check if we need to handle penetration of the near plane for occluders specially
@ -440,8 +444,8 @@ bool SceneCullingState::createCullingVolume( const Point3F* vertices, U32 numVer
if( type == SceneCullingVolume::Occluder )
{
const F32 widthEstimatePercentage = widthEstimate / getFrustum().getWidth();
const F32 heightEstimatePercentage = heightEstimate / getFrustum().getHeight();
const F32 widthEstimatePercentage = widthEstimate / getCullingFrustum().getWidth();
const F32 heightEstimatePercentage = heightEstimate / getCullingFrustum().getHeight();
if( widthEstimatePercentage < smOccluderMinWidthPercentage ||
heightEstimatePercentage < smOccluderMinHeightPercentage )
@ -614,7 +618,7 @@ inline SceneZoneCullingState::CullingTestResult SceneCullingState::_test( const
if( disableZoneCulling() )
{
if( !OCCLUDERS_ONLY && !getFrustum().isCulled( bounds ) )
if( !OCCLUDERS_ONLY && !getCullingFrustum().isCulled( bounds ) )
return SceneZoneCullingState::CullingTestPositiveByInclusion;
return SceneZoneCullingState::CullingTestNegative;
@ -631,7 +635,7 @@ inline SceneZoneCullingState::CullingTestResult SceneCullingState::_test( const
}
else
{
const PlaneF* frustumPlanes = getFrustum().getPlanes();
const PlaneF* frustumPlanes = getCullingFrustum().getPlanes();
return _test(
bounds,
@ -715,8 +719,8 @@ U32 SceneCullingState::cullObjects( SceneObject** objects, U32 numObjects, U32 c
// We test near and far planes separately in order to not do the tests
// repeatedly, so fetch the planes now.
const PlaneF& nearPlane = getFrustum().getPlanes()[ Frustum::PlaneNear ];
const PlaneF& farPlane = getFrustum().getPlanes()[ Frustum::PlaneFar ];
const PlaneF& nearPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneNear ];
const PlaneF& farPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneFar ];
for( U32 i = 0; i < numObjects; ++ i )
{
@ -766,7 +770,7 @@ U32 SceneCullingState::cullObjects( SceneObject** objects, U32 numObjects, U32 c
( object->getTypeMask() & CULLING_EXCLUDE_TYPEMASK ) ||
disableZoneCulling() )
{
isCulled = getFrustum().isCulled( object->getWorldBox() );
isCulled = getCullingFrustum().isCulled( object->getWorldBox() );
}
// Go through the zones that the object is assigned to and
@ -881,8 +885,8 @@ void SceneCullingState::debugRenderCullingVolumes() const
const ColorI occluderColor( 255, 0, 0, 255 );
const ColorI includerColor( 0, 255, 0, 255 );
const PlaneF& nearPlane = getFrustum().getPlanes()[ Frustum::PlaneNear ];
const PlaneF& farPlane = getFrustum().getPlanes()[ Frustum::PlaneFar ];
const PlaneF& nearPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneNear ];
const PlaneF& farPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneFar ];
DebugDrawer* drawer = DebugDrawer::get();
const SceneZoneSpaceManager* zoneManager = mSceneManager->getZoneManager();