//----------------------------------------------------------------------------- // 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; }