mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
320 lines
9.9 KiB
C++
320 lines
9.9 KiB
C++
//-----------------------------------------------------------------------------
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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 "forest/forest.h"
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#include "forest/forestCell.h"
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#include "forest/forestDataFile.h"
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#include "gfx/gfxTransformSaver.h"
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#include "renderInstance/renderPassManager.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "lighting/lightManager.h"
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#include "ts/tsMesh.h"
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#include "ts/tsRenderState.h"
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#include "ts/tsShapeInstance.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDrawUtil.h"
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#include "math/mathUtils.h"
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U32 Forest::smTotalCells = 0;
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U32 Forest::smCellsRendered = 0;
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U32 Forest::smCellItemsRendered = 0;
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U32 Forest::smCellsBatched = 0;
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U32 Forest::smCellItemsBatched = 0;
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F32 Forest::smAverageItemsPerCell = 0.0f;
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void Forest::_clearStats(bool beginFrame)
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{
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// Reset the rendering stats!
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if (beginFrame)
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{
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smTotalCells = 0;
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smCellsRendered = 0;
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smCellItemsRendered = 0;
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smCellsBatched = 0;
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smCellItemsBatched = 0;
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smAverageItemsPerCell = 0.0f;
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}
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}
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void Forest::prepRenderImage( SceneRenderState *state )
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{
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PROFILE_SCOPE(Forest_RenderCells);
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// TODO: Fix stats.
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/*
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ForestCellVector &theCells = mData->getCells();
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smTotalCells += theCells.size();
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// Don't render if we don't have a grid!
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if ( theCells.empty() )
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return false;
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*/
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// Prepare to render.
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GFXTransformSaver saver;
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// Figure out the grid range in the viewing area.
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const bool isReflectPass = state->isReflectPass();
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const F32 cullScale = isReflectPass ? mReflectionLodScalar : 1.0f;
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// If we need to update our cached
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// zone state then do it now.
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if ( mZoningDirty )
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{
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mZoningDirty = false;
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Vector<ForestCell*> cells;
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mData->getCells( &cells );
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for ( U32 i=0; i < cells.size(); i++ )
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cells[i]->_updateZoning( getSceneManager()->getZoneManager() );
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}
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// TODO: Move these into the TSForestItemData as something we
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// setup once and don't do per-instance.
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// Set up the TS render state.
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TSRenderState rdata;
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rdata.setSceneState( state );
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// Use origin sort on all forest elements as
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// its alot cheaper than the bounds sort.
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rdata.setOriginSort( true );
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// We may have some forward lit materials in
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// the forest, so pass down a LightQuery for it.
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LightQuery lightQuery;
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rdata.setLightQuery( &lightQuery );
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Frustum culler = state->getFrustum();
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// Adjust the far distance if the cull scale has changed.
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if ( !mIsEqual( cullScale, 1.0f ) )
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{
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const F32 visFarDist = culler.getFarDist() * cullScale;
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culler.setFarDist( visFarDist );
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}
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Box3F worldBox;
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// Used for debug drawing.
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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drawer->clearBitmapModulation();
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// Go thru the visible cells.
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const Box3F &cullerBounds = culler.getBounds();
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const Point3F &camPos = state->getDiffuseCameraPosition();
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U32 clipMask;
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smAverageItemsPerCell = 0.0f;
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U32 cellsProcessed = 0;
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ForestCell *cell;
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// First get all the top level cells which
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// intersect the frustum.
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Vector<ForestCell*> cellStack;
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mData->getCells( culler, &cellStack );
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// Get the culling zone state.
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const BitVector &zoneState = state->getCullingState().getZoneVisibilityFlags();
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// Now loop till we run out of cells.
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while ( !cellStack.empty() )
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{
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// Pop off the next cell.
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cell = cellStack.last();
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cellStack.pop_back();
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const Box3F &cellBounds = cell->getBounds();
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// If the cell is empty or its bounds is outside the frustum
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// bounds then we have nothing nothing more to do.
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if ( cell->isEmpty() || !cullerBounds.isOverlapped( cellBounds ) )
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continue;
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// Can we cull this cell entirely?
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clipMask = culler.testPlanes( cellBounds, Frustum::PlaneMaskAll );
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if ( clipMask == -1 )
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continue;
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// Test cell visibility for interior zones.
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const bool visibleInside = !cell->getZoneOverlap().empty() ? zoneState.testAny( cell->getZoneOverlap() ) : false;
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// Test cell visibility for outdoor zone, but only
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// if we need to.
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bool visibleOutside = false;
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if( !cell->mIsInteriorOnly && !visibleInside )
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{
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U32 outdoorZone = SceneZoneSpaceManager::RootZoneId;
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visibleOutside = !state->getCullingState().isCulled( cellBounds, &outdoorZone, 1 );
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}
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// Skip cell if neither visible indoors nor outdoors.
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if( !visibleInside && !visibleOutside )
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continue;
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// Update the stats.
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smAverageItemsPerCell += cell->getItems().size();
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++cellsProcessed;
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//if ( cell->isLeaf() )
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//++leafCellsProcessed;
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// Get the distance from the camera to the cell bounds.
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F32 dist = cellBounds.getDistanceToPoint( camPos );
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// If the largest item in the cell can be billboarded
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// at the cell distance to the camera... then the whole
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// cell can be billboarded.
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//
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if ( smForceImposters ||
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( dist > 0.0f && cell->getLargestItem().canBillboard( state, dist ) ) )
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{
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// If imposters are disabled then skip out.
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if ( smDisableImposters )
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continue;
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PROFILE_SCOPE(Forest_RenderBatches);
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// Keep track of how many cells were batched.
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++smCellsBatched;
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// Ok... everything in this cell should be batched. First
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// create the batches if we don't have any.
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if ( !cell->hasBatches() )
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cell->buildBatches();
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//if ( drawCells )
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//mCellRenderFlag[ cellIter - theCells.begin() ] = 1;
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// TODO: Light queries for batches?
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// Now render the batches... we pass the culler if the
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// cell wasn't fully visible so that each batch can be culled.
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smCellItemsBatched += cell->renderBatches( state, clipMask != 0 ? &culler : NULL );
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continue;
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}
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// If this isn't a leaf then recurse.
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if ( !cell->isLeaf() )
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{
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cell->getChildren( &cellStack );
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continue;
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}
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// This cell has mixed billboards and mesh based items.
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++smCellsRendered;
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PROFILE_SCOPE(Forest_RenderItems);
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//if ( drawCells )
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//mCellRenderFlag[ cellIter - theCells.begin() ] = 2;
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// Use the cell bounds as the light query volume.
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//
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// This means all forward lit items in this cell will
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// get the same lights, but it performs much better.
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lightQuery.init( cellBounds );
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// This cell is visible... have it render its items.
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smCellItemsRendered += cell->render( &rdata, clipMask != 0 ? &culler : NULL );
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}
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// Keep track of the average items per cell.
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if ( cellsProcessed > 0 )
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smAverageItemsPerCell /= (F32)cellsProcessed;
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// Got debug drawing to do?
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if ( smDrawCells && state->isDiffusePass() )
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{
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind( this, &Forest::_renderCellBounds );
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ri->type = RenderPassManager::RIT_Editor;
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state->getRenderPass()->addInst( ri );
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}
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}
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void Forest::_renderCellBounds( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
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{
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PROFILE_SCOPE( Forest_RenderCellBounds );
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if ( overrideMat )
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return;
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GFXTransformSaver saver;
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MatrixF projBias(true);
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const Frustum frustum = GFX->getFrustum();
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MathUtils::getZBiasProjectionMatrix( 0.001f, frustum, &projBias );
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GFX->setProjectionMatrix( projBias );
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VectorF extents;
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Point3F pos;
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// Get top level cells
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Vector<ForestCell*> cellStack;
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mData->getCells( &cellStack );
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// Holds child cells we need to render as we encounter them.
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Vector<ForestCell*> frontier;
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GFXDrawUtil *drawer = GFX->getDrawUtil();
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GFXStateBlockDesc desc;
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desc.setZReadWrite( true, false );
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desc.setBlend( true );
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desc.setFillModeWireframe();
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while ( !cellStack.empty() )
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{
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while ( !cellStack.empty() )
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{
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const ForestCell *cell = cellStack.last();
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cellStack.pop_back();
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Box3F box = cell->getBounds();
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drawer->drawCube( desc, box, ColorI( 0, 255, 0 ) );
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RectF rect = cell->getRect();
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box.minExtents.set( rect.point.x, rect.point.y, box.minExtents.z );
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box.maxExtents.set( rect.point.x + rect.extent.x, rect.point.y + rect.extent.y, box.minExtents.z );
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drawer->drawCube( desc, box, ColorI::RED );
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// If this cell has children, add them to the frontier.
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if ( !cell->isLeaf() )
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cell->getChildren( &frontier );
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}
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// Now the frontier becomes the cellStack and we empty the frontier.
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cellStack = frontier;
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frontier.clear();
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}
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}
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