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https://github.com/TorqueGameEngines/Torque3D.git
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963 lines
32 KiB
C++
963 lines
32 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 "scene/culling/sceneCullingState.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneObject.h"
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#include "scene/zones/sceneZoneSpace.h"
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#include "math/mathUtils.h"
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#include "platform/profiler.h"
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#include "terrain/terrData.h"
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#include "util/tempAlloc.h"
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#include "gfx/sim/debugDraw.h"
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extern bool gEditingMission;
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bool SceneCullingState::smDisableTerrainOcclusion = true;
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bool SceneCullingState::smDisableZoneCulling = false;
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U32 SceneCullingState::smMaxOccludersPerZone = 4;
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F32 SceneCullingState::smOccluderMinWidthPercentage = 0.1f;
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F32 SceneCullingState::smOccluderMinHeightPercentage = 0.1f;
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//-----------------------------------------------------------------------------
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SceneCullingState::SceneCullingState( SceneManager* sceneManager, const SceneCameraState& viewState )
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: mSceneManager( sceneManager ),
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mCameraState( viewState ),
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mDisableTerrainOcclusion( smDisableTerrainOcclusion ),
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mDisableZoneCulling( smDisableZoneCulling )
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{
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AssertFatal( sceneManager->getZoneManager(), "SceneCullingState::SceneCullingState - SceneManager must have a zone manager!" );
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VECTOR_SET_ASSOCIATION( mZoneStates );
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VECTOR_SET_ASSOCIATION( mAddedOccluderObjects );
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// Allocate zone states.
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const U32 numZones = sceneManager->getZoneManager()->getNumZones();
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mZoneStates.setSize( numZones );
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dMemset( mZoneStates.address(), 0, sizeof( SceneZoneCullingState ) * numZones );
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// Allocate the zone visibility flags.
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mZoneVisibilityFlags.setSize( numZones );
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mZoneVisibilityFlags.clear();
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// Culling frustum
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mCullingFrustum = mCameraState.getFrustum();
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mCullingFrustum.bakeProjectionOffset();
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// Construct the root culling volume from
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// the culling frustum. Omit the frustum's
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// near and far plane so we don't test it repeatedly.
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PlaneF* planes = allocateData< PlaneF >( 4 );
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planes[ 0 ] = mCullingFrustum.getPlanes()[ Frustum::PlaneLeft ];
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planes[ 1 ] = mCullingFrustum.getPlanes()[ Frustum::PlaneRight ];
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planes[ 2 ] = mCullingFrustum.getPlanes()[ Frustum::PlaneTop];
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planes[ 3 ] = mCullingFrustum.getPlanes()[ Frustum::PlaneBottom ];
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mRootVolume = SceneCullingVolume(
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SceneCullingVolume::Includer,
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PlaneSetF( planes, 4 )
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);
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clearExtraPlanesCull();
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}
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//-----------------------------------------------------------------------------
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bool SceneCullingState::isWithinVisibleZone( SceneObject* object ) const
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{
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SceneManager* mgr = object->getSceneManager();
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SceneZoneSpaceManager* zm = mgr->getZoneManager();
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U32 numZones = 0;
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U32* zones = NULL;
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SceneZoneSpaceManager::ObjectZoneValueIterator itr, itrEnd;
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zm->getObjectZoneValueIterators(object, itr, itrEnd);
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for (itr; itr != itrEnd; itr++)
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{
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if (mZoneVisibilityFlags.test(*itr))
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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void SceneCullingState::addOccluder( SceneObject* object )
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{
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PROFILE_SCOPE( SceneCullingState_addOccluder );
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// If the occluder is itself occluded, don't add it.
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//
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// NOTE: We do allow near plane intersections here. Silhouette extraction
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// should take that into account.
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if( cullObjects( &object, 1, DontCullRenderDisabled ) != 1 )
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return;
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// If the occluder has already been added, do nothing. Check this
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// after the culling check since the same occluder can be added by
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// two separate zones and not be visible in one yet be visible in the
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// other.
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if( mAddedOccluderObjects.contains( object ) )
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return;
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mAddedOccluderObjects.push_back( object );
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// Let the object build a silhouette. If it doesn't
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// return one, abort.
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Vector< Point3F > silhouette;
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object->buildSilhouette( getCameraState(), silhouette );
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if( silhouette.empty() || silhouette.size() < 3 )
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return;
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// Generate the culling volume.
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SceneCullingVolume volume;
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if( !createCullingVolume(
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silhouette.address(),
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silhouette.size(),
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SceneCullingVolume::Occluder,
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volume ) )
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return;
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// Add the frustum to all zones that the object is assigned to.
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U32 numZones = 0;
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U32* zones = NULL;
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SceneManager* sm = object->getSceneManager();
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SceneZoneSpaceManager* zm = sm->getZoneManager();
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SceneZoneSpaceManager::ObjectZoneValueIterator itr, itrEnd;
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zm->getObjectZoneValueIterators(object, itr, itrEnd);
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for (itr; itr != itrEnd; itr++)
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{
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addCullingVolumeToZone(*itr, volume);
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}
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}
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//-----------------------------------------------------------------------------
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bool SceneCullingState::addCullingVolumeToZone( U32 zoneId, const SceneCullingVolume& volume )
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{
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PROFILE_SCOPE( SceneCullingState_addCullingVolumeToZone );
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AssertFatal( zoneId < mZoneStates.size(), "SceneCullingState::addCullingVolumeToZone - Zone ID out of range" );
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SceneZoneCullingState& zoneState = mZoneStates[ zoneId ];
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// [rene, 07-Apr-10] I previously used to attempt to merge things here and detect whether
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// the visibility state of the zone has changed at all. Since we allow polyhedra to be
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// degenerate here and since polyhedra cannot be merged easily like frustums, I have opted
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// to remove this for now. I'm also convinced that with the current traversal system it
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// adds little benefit.
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// Link the volume to the zone state.
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typedef SceneZoneCullingState::CullingVolumeLink LinkType;
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LinkType* link = reinterpret_cast< LinkType* >( allocateData( sizeof( LinkType ) ) );
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link->mVolume = volume;
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link->mNext = zoneState.mCullingVolumes;
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zoneState.mCullingVolumes = link;
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if( volume.isOccluder() )
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zoneState.mHaveOccluders = true;
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else
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zoneState.mHaveIncluders = true;
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// Mark sorting state as dirty.
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zoneState.mHaveSortedVolumes = false;
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// Set the visibility flag for the zone.
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if( volume.isIncluder() )
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mZoneVisibilityFlags.set( zoneId );
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return true;
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}
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//-----------------------------------------------------------------------------
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bool SceneCullingState::addCullingVolumeToZone( U32 zoneId, SceneCullingVolume::Type type, const AnyPolyhedron& polyhedron )
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{
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// Allocate space on our chunker.
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const U32 numPlanes = polyhedron.getNumPlanes();
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PlaneF* planes = allocateData< PlaneF >( numPlanes );
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// Copy the planes over.
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dMemcpy( planes, polyhedron.getPlanes(), numPlanes * sizeof( planes[ 0 ] ) );
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// Create a culling volume.
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SceneCullingVolume volume(
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type,
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PlaneSetF( planes, numPlanes )
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);
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// And add it.
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return addCullingVolumeToZone( zoneId, volume );
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}
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//-----------------------------------------------------------------------------
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bool SceneCullingState::createCullingVolume( const Point3F* vertices, U32 numVertices, SceneCullingVolume::Type type, SceneCullingVolume& outVolume )
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{
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const Point3F& viewPos = getCameraState().getViewPosition();
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const Point3F& viewDir = getCameraState().getViewDirection();
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const bool isOrtho = getCullingFrustum().isOrtho();
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//TODO: check if we need to handle penetration of the near plane for occluders specially
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// Allocate space for the clipping planes we generate. Assume the worst case
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// of every edge generating a plane and, for includers, all edges meeting at
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// steep angles so we need to insert extra planes (the latter is not possible,
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// of course, but it makes things less complicated here). For occluders, add
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// an extra plane for the near cap.
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const U32 maxPlanes = ( type == SceneCullingVolume::Occluder ? numVertices + 1 : numVertices * 2 );
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PlaneF* planes = allocateData< PlaneF >( maxPlanes );
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// Keep track of the world-space bounds of the polygon. We use this later
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// to derive some metrics.
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Box3F wsPolyBounds;
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wsPolyBounds.minExtents = Point3F( TypeTraits< F32 >::MAX, TypeTraits< F32 >::MAX, TypeTraits< F32 >::MAX );
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wsPolyBounds.maxExtents = Point3F( TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN );
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// For occluders, also keep track of the nearest, and two farthest silhouette points. We use
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// this later to construct a near capping plane.
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F32 minVertexDistanceSquared = TypeTraits< F32 >::MAX;
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U32 leastDistantVert = 0;
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F32 maxVertexDistancesSquared[ 2 ] = { TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN };
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U32 mostDistantVertices[ 2 ] = { 0, 0 };
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// Generate the extrusion volume. For orthographic projections, extrude
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// parallel to the view direction whereas for parallel projections, extrude
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// from the viewpoint.
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U32 numPlanes = 0;
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U32 lastVertex = numVertices - 1;
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bool invert = false;
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for( U32 i = 0; i < numVertices; lastVertex = i, ++ i )
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{
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AssertFatal( numPlanes < maxPlanes, "SceneCullingState::createCullingVolume - Did not allocate enough planes!" );
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const Point3F& v1 = vertices[ i ];
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const Point3F& v2 = vertices[ lastVertex ];
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// Keep track of bounds.
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wsPolyBounds.minExtents.setMin( v1 );
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wsPolyBounds.maxExtents.setMax( v1 );
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// Skip the edge if it's length is really short.
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const Point3F edgeVector = v2 - v1;
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const F32 edgeVectorLenSquared = edgeVector.lenSquared();
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if( edgeVectorLenSquared < 0.025f )
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continue;
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//TODO: might need to do additional checks here for non-planar polygons used by occluders
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//TODO: test for colinearity of edge vector with view vector (occluders only)
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// Create a plane for the edge.
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if( isOrtho )
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{
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// Compute a plane through the two edge vertices and one
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// of the vertices extended along the view direction.
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if( !invert )
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planes[ numPlanes ] = PlaneF( v1, v1 + viewDir, v2 );
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else
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planes[ numPlanes ] = PlaneF( v2, v1 + viewDir, v1 );
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}
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else
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{
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// Compute a plane going through the viewpoint and the two
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// edge vertices.
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if( !invert )
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planes[ numPlanes ] = PlaneF( v1, viewPos, v2 );
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else
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planes[ numPlanes ] = PlaneF( v2, viewPos, v1 );
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}
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numPlanes ++;
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// If this is the first plane that we have created, find out whether
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// the vertex ordering is giving us the plane orientations that we want
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// (facing inside). If not, invert vertex order from now on.
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if( numPlanes == 1 )
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{
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Point3F center( 0, 0, 0 );
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for( U32 n = 0; n < numVertices; ++ n )
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center += vertices[n];
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center /= numVertices;
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if( planes[numPlanes - 1].whichSide( center ) == PlaneF::Back )
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{
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invert = true;
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planes[ numPlanes - 1 ].invert();
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}
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}
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// For occluders, keep tabs of the nearest, and two farthest vertices.
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if( type == SceneCullingVolume::Occluder )
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{
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const F32 distSquared = ( v1 - viewPos ).lenSquared();
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if( distSquared < minVertexDistanceSquared )
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{
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minVertexDistanceSquared = distSquared;
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leastDistantVert = i;
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}
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if( distSquared > maxVertexDistancesSquared[ 0 ] )
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{
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// Move 0 to 1.
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maxVertexDistancesSquared[ 1 ] = maxVertexDistancesSquared[ 0 ];
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mostDistantVertices[ 1 ] = mostDistantVertices[ 0 ];
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// Replace 0.
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maxVertexDistancesSquared[ 0 ] = distSquared;
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mostDistantVertices[ 0 ] = i;
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}
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else if( distSquared > maxVertexDistancesSquared[ 1 ] )
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{
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// Replace 1.
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maxVertexDistancesSquared[ 1 ] = distSquared;
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mostDistantVertices[ 1 ] = i;
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}
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}
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}
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// If the extrusion produced no useful result, abort.
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if( numPlanes < 3 )
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return false;
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// For includers, test the angle of the edges at the current vertex.
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// If too steep, add an extra plane to improve culling efficiency.
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if( false )//type == SceneCullingVolume::Includer )
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{
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const U32 numOriginalPlanes = numPlanes;
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U32 lastPlaneIndex = numPlanes - 1;
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for( U32 i = 0; i < numOriginalPlanes; lastPlaneIndex = i, ++ i )
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{
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const PlaneF& currentPlane = planes[ i ];
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const PlaneF& lastPlane = planes[ lastPlaneIndex ];
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// Compute the cosine of the angle between the two plane normals.
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const F32 cosAngle = mFabs( mDot( currentPlane, lastPlane ) );
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// The planes meet at increasingly steep angles the more they point
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// in opposite directions, i.e the closer the angle of their normals
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// is to 180 degrees. Skip any two planes that don't get near that.
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if( cosAngle > 0.1f )
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continue;
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Point3F newNormal = currentPlane + lastPlane;//addNormals - mDot( addNormals, crossNormals ) * crossNormals;
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//
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planes[ numPlanes ] = PlaneF( currentPlane.getPosition(), newNormal );
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numPlanes ++;
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}
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}
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// Compute the metrics of the culling volume in relation to the view frustum.
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//
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// For this, we are short-circuiting things slightly. The correct way (other than doing
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// full screen projections) would be to transform all the polygon points into camera
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// space, lay an AABB around those points, and then find the X and Z extents on the near plane.
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//
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// However, while not as accurate, a faster way is to just project the axial vectors
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// of the bounding box onto both the camera right and up vector. This gives us a rough
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// estimate of the camera-space size of the polygon we're looking at.
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const MatrixF& cameraTransform = getCameraState().getViewWorldMatrix();
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const Point3F cameraRight = cameraTransform.getRightVector();
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const Point3F cameraUp = cameraTransform.getUpVector();
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const Point3F wsPolyBoundsExtents = wsPolyBounds.getExtents();
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F32 widthEstimate =
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getMax( mFabs( wsPolyBoundsExtents.x * cameraRight.x ),
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getMax( mFabs( wsPolyBoundsExtents.y * cameraRight.y ),
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mFabs( wsPolyBoundsExtents.z * cameraRight.z ) ) );
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F32 heightEstimate =
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getMax( mFabs( wsPolyBoundsExtents.x * cameraUp.x ),
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getMax( mFabs( wsPolyBoundsExtents.y * cameraUp.y ),
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mFabs( wsPolyBoundsExtents.z * cameraUp.z ) ) );
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// If the current camera is a perspective one, divide the two estimates
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// by the distance of the nearest bounding box vertex to the camera
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// to account for perspective distortion.
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if( !isOrtho )
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{
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const Point3F nearestVertex = wsPolyBounds.computeVertex(
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Box3F::getPointIndexFromOctant( - viewDir )
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);
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const F32 distance = ( nearestVertex - viewPos ).len();
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widthEstimate /= distance;
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heightEstimate /= distance;
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}
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// If we are creating an occluder, check to see if the estimates fit
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// our minimum requirements.
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if( type == SceneCullingVolume::Occluder )
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{
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const F32 widthEstimatePercentage = widthEstimate / getCullingFrustum().getWidth();
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const F32 heightEstimatePercentage = heightEstimate / getCullingFrustum().getHeight();
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if( widthEstimatePercentage < smOccluderMinWidthPercentage ||
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heightEstimatePercentage < smOccluderMinHeightPercentage )
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return false; // Reject.
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}
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// Use the area estimate as the volume's sort point.
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const F32 sortPoint = widthEstimate * heightEstimate;
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// Finally, if it's an occluder, compute a near cap. The near cap prevents objects
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// in front of the occluder from testing positive. The same could be achieved by
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// manually comparing distances before testing objects but since that would amount
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// to the same checks the plane/AABB tests do, it's easier to just add another plane.
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// Additionally, it gives the benefit of being able to create more precise culling
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// results by angling the plane.
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//NOTE: Could consider adding a near cap for includers too when generating a volume
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// for the outdoor zone as that may prevent quite a bit of space from being included.
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// However, given that this space will most likely just be filled with interior
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// stuff anyway, it's probably not worth it.
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if( type == SceneCullingVolume::Occluder )
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{
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const U32 nearCapIndex = numPlanes;
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planes[ nearCapIndex ] = PlaneF(
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vertices[ mostDistantVertices[ 0 ] ],
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vertices[ mostDistantVertices[ 1 ] ],
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vertices[ leastDistantVert ] );
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// Invert the plane, if necessary.
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if( planes[ nearCapIndex ].whichSide( viewPos ) == PlaneF::Front )
|
|
planes[ nearCapIndex ].invert();
|
|
|
|
numPlanes ++;
|
|
}
|
|
|
|
// Create the volume from the planes.
|
|
|
|
outVolume = SceneCullingVolume(
|
|
type,
|
|
PlaneSetF( planes, numPlanes )
|
|
);
|
|
outVolume.setSortPoint( sortPoint );
|
|
|
|
// Done.
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
namespace {
|
|
struct ZoneArrayIterator
|
|
{
|
|
U32 mCurrent;
|
|
U32 mNumZones;
|
|
const U32* mZones;
|
|
|
|
ZoneArrayIterator( const U32* zones, U32 numZones )
|
|
: mCurrent( 0 ),
|
|
mNumZones( numZones ),
|
|
mZones( zones ) {}
|
|
|
|
bool isValid() const
|
|
{
|
|
return ( mCurrent < mNumZones );
|
|
}
|
|
ZoneArrayIterator& operator ++()
|
|
{
|
|
mCurrent ++;
|
|
return *this;
|
|
}
|
|
U32 operator *() const
|
|
{
|
|
return mZones[ mCurrent ];
|
|
}
|
|
};
|
|
}
|
|
|
|
template< typename T, typename Iter >
|
|
inline SceneZoneCullingState::CullingTestResult SceneCullingState::_testOccludersOnly( const T& bounds, Iter zoneIter ) const
|
|
{
|
|
// Test the culling states of all zones that the object
|
|
// is assigned to.
|
|
|
|
for( ; zoneIter.isValid(); ++ zoneIter )
|
|
{
|
|
const SceneZoneCullingState& zoneState = getZoneState( *zoneIter );
|
|
|
|
// Skip zone if there are no occluders.
|
|
|
|
if( !zoneState.hasOccluders() )
|
|
continue;
|
|
|
|
// If the object's world bounds overlaps any of the volumes
|
|
// for this zone, it's rendered.
|
|
|
|
if( zoneState.testVolumes( bounds, true ) == SceneZoneCullingState::CullingTestPositiveByOcclusion )
|
|
return SceneZoneCullingState::CullingTestPositiveByOcclusion;
|
|
}
|
|
|
|
return SceneZoneCullingState::CullingTestNegative;
|
|
}
|
|
|
|
template< typename T, typename Iter >
|
|
inline SceneZoneCullingState::CullingTestResult SceneCullingState::_test( const T& bounds, Iter zoneIter,
|
|
const PlaneF& nearPlane, const PlaneF& farPlane ) const
|
|
{
|
|
// Defer test of near and far plane until we've hit a zone
|
|
// which actually has visible space. This prevents us from
|
|
// doing near/far tests on objects that were included in the
|
|
// potential render list but aren't actually in any visible
|
|
// zone.
|
|
bool haveTestedNearAndFar = false;
|
|
|
|
// Test the culling states of all zones that the object
|
|
// is assigned to.
|
|
|
|
for( ; zoneIter.isValid(); ++ zoneIter )
|
|
{
|
|
const SceneZoneCullingState& zoneState = getZoneState( *zoneIter );
|
|
|
|
// Skip zone if there are no positive culling volumes.
|
|
|
|
if( !zoneState.hasIncluders() )
|
|
continue;
|
|
|
|
// If we haven't tested the near and far plane yet, do so
|
|
// now.
|
|
|
|
if( !haveTestedNearAndFar )
|
|
{
|
|
// Test near plane.
|
|
|
|
PlaneF::Side nearSide = nearPlane.whichSide( bounds );
|
|
if( nearSide == PlaneF::Back )
|
|
return SceneZoneCullingState::CullingTestNegative;
|
|
|
|
// Test far plane.
|
|
|
|
PlaneF::Side farSide = farPlane.whichSide( bounds );
|
|
if( farSide == PlaneF::Back )
|
|
return SceneZoneCullingState::CullingTestNegative;
|
|
|
|
haveTestedNearAndFar = true;
|
|
}
|
|
|
|
// If the object's world bounds overlaps any of the volumes
|
|
// for this zone, it's rendered.
|
|
|
|
SceneZoneCullingState::CullingTestResult result = zoneState.testVolumes( bounds );
|
|
|
|
if( result == SceneZoneCullingState::CullingTestPositiveByInclusion )
|
|
return result;
|
|
else if( result == SceneZoneCullingState::CullingTestPositiveByOcclusion )
|
|
return result;
|
|
}
|
|
|
|
return SceneZoneCullingState::CullingTestNegative;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
template< bool OCCLUDERS_ONLY, typename T >
|
|
inline SceneZoneCullingState::CullingTestResult SceneCullingState::_test( const T& bounds, const U32* zones, U32 numZones ) const
|
|
{
|
|
// If zone culling is disabled, only test against
|
|
// the root frustum.
|
|
|
|
if( disableZoneCulling() )
|
|
{
|
|
if( !OCCLUDERS_ONLY && !getCullingFrustum().isCulled( bounds ) )
|
|
return SceneZoneCullingState::CullingTestPositiveByInclusion;
|
|
|
|
return SceneZoneCullingState::CullingTestNegative;
|
|
}
|
|
|
|
// Otherwise test each of the zones.
|
|
|
|
if( OCCLUDERS_ONLY )
|
|
{
|
|
return _testOccludersOnly(
|
|
bounds,
|
|
ZoneArrayIterator( zones, numZones )
|
|
);
|
|
}
|
|
else
|
|
{
|
|
const PlaneF* frustumPlanes = getCullingFrustum().getPlanes();
|
|
|
|
return _test(
|
|
bounds,
|
|
ZoneArrayIterator( zones, numZones ),
|
|
frustumPlanes[ Frustum::PlaneNear ],
|
|
frustumPlanes[ Frustum::PlaneFar ]
|
|
);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneCullingState::isCulled( const Box3F& aabb, const U32* zones, U32 numZones ) const
|
|
{
|
|
SceneZoneCullingState::CullingTestResult result = _test< false >( aabb, zones, numZones );
|
|
return ( result == SceneZoneCullingState::CullingTestNegative ||
|
|
result == SceneZoneCullingState::CullingTestPositiveByOcclusion );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneCullingState::isCulled( const OrientedBox3F& obb, const U32* zones, U32 numZones ) const
|
|
{
|
|
SceneZoneCullingState::CullingTestResult result = _test< false >( obb, zones, numZones );
|
|
return ( result == SceneZoneCullingState::CullingTestNegative ||
|
|
result == SceneZoneCullingState::CullingTestPositiveByOcclusion );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneCullingState::isCulled( const SphereF& sphere, const U32* zones, U32 numZones ) const
|
|
{
|
|
SceneZoneCullingState::CullingTestResult result = _test< false >( sphere, zones, numZones );
|
|
return ( result == SceneZoneCullingState::CullingTestNegative ||
|
|
result == SceneZoneCullingState::CullingTestPositiveByOcclusion );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneCullingState::isOccluded( SceneObject* object ) const
|
|
{
|
|
if( disableZoneCulling() )
|
|
return false;
|
|
|
|
CullingTestResult result = _testOccludersOnly(
|
|
object->getWorldBox(),
|
|
mSceneManager->getZoneManager()->makeObjectZoneValueIterator(object)
|
|
);
|
|
|
|
return ( result == SceneZoneCullingState::CullingTestPositiveByOcclusion );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneCullingState::isOccluded( const Box3F& aabb, const U32* zones, U32 numZones ) const
|
|
{
|
|
return ( _test< true >( aabb, zones, numZones ) == SceneZoneCullingState::CullingTestPositiveByOcclusion );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneCullingState::isOccluded( const OrientedBox3F& obb, const U32* zones, U32 numZones ) const
|
|
{
|
|
return ( _test< true >( obb, zones, numZones ) == SceneZoneCullingState::CullingTestPositiveByOcclusion );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneCullingState::isOccluded( const SphereF& sphere, const U32* zones, U32 numZones ) const
|
|
{
|
|
return ( _test< true >( sphere, zones, numZones ) == SceneZoneCullingState::CullingTestPositiveByOcclusion );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
U32 SceneCullingState::cullObjects( SceneObject** objects, U32 numObjects, U32 cullOptions ) const
|
|
{
|
|
PROFILE_SCOPE( SceneCullingState_cullObjects );
|
|
|
|
U32 numRemainingObjects = 0;
|
|
|
|
// We test near and far planes separately in order to not do the tests
|
|
// repeatedly, so fetch the planes now.
|
|
const PlaneF& nearPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneNear ];
|
|
const PlaneF& farPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneFar ];
|
|
|
|
SceneZoneSpaceManager* zoneMgr = mSceneManager->getZoneManager();
|
|
|
|
for( U32 i = 0; i < numObjects; ++ i )
|
|
{
|
|
SceneObject* object = objects[ i ];
|
|
bool isCulled = true;
|
|
|
|
// If we should respect editor overrides, test that now.
|
|
|
|
if( !( cullOptions & CullEditorOverrides ) &&
|
|
gEditingMission &&
|
|
( ( object->isCullingDisabledInEditor() && object->isRenderEnabled() ) || object->isSelected() ) )
|
|
{
|
|
isCulled = false;
|
|
}
|
|
|
|
// If the object is render-disabled, it gets culled. The only
|
|
// way around this is the editor override above.
|
|
|
|
else if( !( cullOptions & DontCullRenderDisabled ) &&
|
|
!object->isRenderEnabled() )
|
|
{
|
|
isCulled = true;
|
|
}
|
|
|
|
// Global bounds objects are never culled. Note that this means
|
|
// that if these objects are to respect zoning, they need to manually
|
|
// trigger the respective culling checks for whatever they want to
|
|
// batch.
|
|
|
|
else if( object->isGlobalBounds() )
|
|
isCulled = false;
|
|
|
|
// If terrain occlusion checks are enabled, run them now.
|
|
|
|
else if( !mDisableTerrainOcclusion &&
|
|
object->getWorldBox().minExtents.x > -1e5 &&
|
|
isOccludedByTerrain( object ) )
|
|
{
|
|
// Occluded by terrain.
|
|
isCulled = true;
|
|
}
|
|
|
|
// If the object shouldn't be subjected to more fine-grained culling
|
|
// or if zone culling is disabled, just test against the root frustum.
|
|
|
|
else if( !( object->getTypeMask() & CULLING_INCLUDE_TYPEMASK ) ||
|
|
( object->getTypeMask() & CULLING_EXCLUDE_TYPEMASK ) ||
|
|
disableZoneCulling() )
|
|
{
|
|
isCulled = getCullingFrustum().isCulled( object->getWorldBox() );
|
|
}
|
|
|
|
// Go through the zones that the object is assigned to and
|
|
// test the object against the frustums of each of the zones.
|
|
|
|
else
|
|
{
|
|
CullingTestResult result = _test(
|
|
object->getWorldBox(),
|
|
zoneMgr->makeObjectZoneValueIterator( object ),
|
|
nearPlane,
|
|
farPlane
|
|
);
|
|
|
|
isCulled = ( result == SceneZoneCullingState::CullingTestNegative ||
|
|
result == SceneZoneCullingState::CullingTestPositiveByOcclusion );
|
|
}
|
|
|
|
if( !isCulled )
|
|
isCulled = isOccludedWithExtraPlanesCull( object->getWorldBox() );
|
|
|
|
if( !isCulled )
|
|
objects[ numRemainingObjects ++ ] = object;
|
|
}
|
|
|
|
return numRemainingObjects;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneCullingState::isOccludedByTerrain( SceneObject* object ) const
|
|
{
|
|
PROFILE_SCOPE( SceneCullingState_isOccludedByTerrain );
|
|
|
|
// Don't try to occlude globally bounded objects.
|
|
if( object->isGlobalBounds() )
|
|
return false;
|
|
|
|
const Vector< SceneObject* >& terrains = getSceneManager()->getContainer()->getTerrains();
|
|
const U32 numTerrains = terrains.size();
|
|
|
|
for( U32 terrainIdx = 0; terrainIdx < numTerrains; ++ terrainIdx )
|
|
{
|
|
TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( terrains[ terrainIdx ] );
|
|
if( !terrain )
|
|
continue;
|
|
|
|
MatrixF terrWorldTransform = terrain->getWorldTransform();
|
|
|
|
Point3F localCamPos = getCameraState().getViewPosition();
|
|
terrWorldTransform.mulP(localCamPos);
|
|
F32 height;
|
|
terrain->getHeight( Point2F( localCamPos.x, localCamPos.y ), &height );
|
|
bool aboveTerrain = ( height <= localCamPos.z );
|
|
|
|
// Don't occlude if we're below the terrain. This prevents problems when
|
|
// looking out from underground bases...
|
|
if( !aboveTerrain )
|
|
continue;
|
|
|
|
const Box3F& oBox = object->getObjBox();
|
|
F32 minSide = getMin(oBox.len_x(), oBox.len_y());
|
|
if (minSide > 85.0f)
|
|
continue;
|
|
|
|
const Box3F& rBox = object->getWorldBox();
|
|
Point3F ul(rBox.minExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
|
|
Point3F ur(rBox.minExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);
|
|
Point3F ll(rBox.maxExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
|
|
Point3F lr(rBox.maxExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);
|
|
|
|
terrWorldTransform.mulP(ul);
|
|
terrWorldTransform.mulP(ur);
|
|
terrWorldTransform.mulP(ll);
|
|
terrWorldTransform.mulP(lr);
|
|
|
|
Point3F xBaseL0_s = ul - localCamPos;
|
|
Point3F xBaseL0_e = lr - localCamPos;
|
|
Point3F xBaseL1_s = ur - localCamPos;
|
|
Point3F xBaseL1_e = ll - localCamPos;
|
|
|
|
static F32 checkPoints[3] = {0.75, 0.5, 0.25};
|
|
RayInfo rinfo;
|
|
for( U32 i = 0; i < 3; i ++ )
|
|
{
|
|
Point3F start = (xBaseL0_s * checkPoints[i]) + localCamPos;
|
|
Point3F end = (xBaseL0_e * checkPoints[i]) + localCamPos;
|
|
|
|
if (terrain->castRay(start, end, &rinfo))
|
|
continue;
|
|
|
|
terrain->getHeight(Point2F(start.x, start.y), &height);
|
|
if ((height <= start.z) == aboveTerrain)
|
|
continue;
|
|
|
|
start = (xBaseL1_s * checkPoints[i]) + localCamPos;
|
|
end = (xBaseL1_e * checkPoints[i]) + localCamPos;
|
|
|
|
if (terrain->castRay(start, end, &rinfo))
|
|
continue;
|
|
|
|
Point3F test = (start + end) * 0.5;
|
|
if (terrain->castRay(localCamPos, test, &rinfo) == false)
|
|
continue;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneCullingState::debugRenderCullingVolumes() const
|
|
{
|
|
const ColorI occluderColor( 255, 0, 0, 255 );
|
|
const ColorI includerColor( 0, 255, 0, 255 );
|
|
|
|
const PlaneF& nearPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneNear ];
|
|
const PlaneF& farPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneFar ];
|
|
|
|
DebugDrawer* drawer = DebugDrawer::get();
|
|
const SceneZoneSpaceManager* zoneManager = mSceneManager->getZoneManager();
|
|
|
|
bool haveDebugZone = false;
|
|
const U32 numZones = mZoneStates.size();
|
|
for( S32 zoneId = numZones - 1; zoneId >= 0; -- zoneId )
|
|
{
|
|
if( !zoneManager->isValidZoneId( zoneId ) )
|
|
continue;
|
|
|
|
const SceneZoneCullingState& zoneState = mZoneStates[ zoneId ];
|
|
if( !zoneManager->getZoneOwner( zoneId )->isSelected() && ( zoneId != SceneZoneSpaceManager::RootZoneId || haveDebugZone ) )
|
|
continue;
|
|
|
|
haveDebugZone = true;
|
|
|
|
for( SceneZoneCullingState::CullingVolumeIterator iter( zoneState );
|
|
iter.isValid(); ++ iter )
|
|
{
|
|
// Temporarily add near and far plane to culling volume so that
|
|
// no matter how it is defined, it has a chance of being properly
|
|
// capped.
|
|
|
|
const U32 numPlanes = iter->getPlanes().getNumPlanes();
|
|
const PlaneF* planes = iter->getPlanes().getPlanes();
|
|
|
|
TempAlloc< PlaneF > tempPlanes( numPlanes + 2 );
|
|
|
|
tempPlanes[ 0 ] = nearPlane;
|
|
tempPlanes[ 1 ] = farPlane;
|
|
|
|
dMemcpy( &tempPlanes[ 2 ], planes, numPlanes * sizeof( PlaneF ) );
|
|
|
|
// Build a polyhedron from the plane set.
|
|
|
|
Polyhedron polyhedron;
|
|
polyhedron.buildFromPlanes(
|
|
PlaneSetF( tempPlanes, numPlanes + 2 )
|
|
);
|
|
|
|
// If the polyhedron has any renderable data,
|
|
// hand it over to the debug drawer.
|
|
|
|
if( polyhedron.getNumEdges() )
|
|
drawer->drawPolyhedron( polyhedron, iter->isOccluder() ? occluderColor : includerColor );
|
|
}
|
|
}
|
|
}
|