Torque3D/Engine/source/scene/culling/sceneZoneCullingState.cpp
2012-09-19 11:15:01 -04:00

236 lines
7.2 KiB
C++

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