Torque3D/Engine/source/forest/forestRender.cpp
DavidWyand-GG 91e542b8ec 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.
2013-11-07 15:07:16 -05:00

320 lines
9.9 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 "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();
// 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();
}
}