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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #ifndef _SCENECULLINGSTATE_H_
- #define _SCENECULLINGSTATE_H_
- #ifndef _SCENEZONECULLINGSTATE_H_
- #include "scene/culling/sceneZoneCullingState.h"
- #endif
- #ifndef _MATHUTIL_FRUSTUM_H_
- #include "math/util/frustum.h"
- #endif
- #ifndef _TVECTOR_H_
- #include "core/util/tVector.h"
- #endif
- #ifndef _SCENECAMERASTATE_H_
- #include "scene/sceneCameraState.h"
- #endif
- #ifndef _DATACHUNKER_H_
- #include "core/dataChunker.h"
- #endif
- #ifndef _BITVECTOR_H_
- #include "core/bitVector.h"
- #endif
- class SceneObject;
- class SceneManager;
- /// An object that gathers the culling state for a scene.
- class SceneCullingState
- {
- public:
- /// Used to disable the somewhat expensive terrain occlusion testing
- /// done in during scene culling.
- static bool smDisableTerrainOcclusion;
- /// Whether to force zone culling to off by default.
- static bool smDisableZoneCulling;
- /// @name Occluder Restrictions
- /// Size restrictions on occlusion culling volumes. Any occlusion volume
- /// that does not meet these minimum requirements is not accepted into the
- /// rendering state.
- ///
- /// Having independent restrictions on both width and height allows filtering
- /// out occluders that might have a lot of area but only by covering very thin
- /// stretches of the screen.
- /// @{
- /// If more than this number of occlusion volumes are added to a ZoneState,
- /// then the occlusions volumes corresponding to the smallest amount of screen
- /// real estate get dropped such as to never exceed this total number of occlusion
- /// volumes.
- static U32 smMaxOccludersPerZone;
- /// Percentage of camera-space frustum near plane height that an occlusion culler must
- /// at least fill in order to not be rejected.
- /// @note The height computed for occluders is only an estimate.
- static F32 smOccluderMinHeightPercentage;
- /// Percentage of camera-space frustum near plane width that an occlusion culler must
- /// at least fill in order to not be rejected.
- /// @note The width computed for occluders is only an estimate.
- static F32 smOccluderMinWidthPercentage;
- /// @}
- protected:
- /// Scene which is being culled.
- SceneManager* mSceneManager;
- /// The viewing state that defines how the scene is being viewed.
- SceneCameraState mCameraState;
- /// The root culling volume corresponding to the culling frustum.
- SceneCullingVolume mRootVolume;
- /// The root culling frustum, which may be different from the camera frustum
- Frustum mCullingFrustum;
- /// Extra planes for culling.
- PlaneSetF mExtraPlanesCull;
- /// Occluders that have been added to this render state. Adding an occluder does not
- /// necessarily result in an occluder volume being added. To not repeatedly try to
- /// process the same occluder object, all objects that are added are recorded here.
- Vector< SceneObject* > mAddedOccluderObjects;
- ///
- BitVector mZoneVisibilityFlags;
- /// ZoneState entries for all zones in the scene.
- Vector< SceneZoneCullingState > mZoneStates;
- /// Allocator for culling data that can be freed in one go when
- /// the culling state is freed.
- DataChunker mDataChunker;
- /// If true, occlusion checks will not be done against the terrains
- /// in the scene.
- bool mDisableTerrainOcclusion;
- /// If true, all objects will only be tested against the root
- /// frustum.
- bool mDisableZoneCulling;
- public:
- ///
- SceneCullingState( SceneManager* sceneManager,
- const SceneCameraState& cameraState );
- /// Return the scene which is being culled in this state.
- SceneManager* getSceneManager() const { return mSceneManager; }
- /// Return the root frustum which is used to set up scene visibility.
- const Frustum& getCullingFrustum() const { return mCullingFrustum; }
- /// Return the root frustum which is used to set up scene visibility.
- const Frustum& getCameraFrustum() const { return getCameraState().getFrustum(); }
- /// Return the viewing state that defines how the scene is being viewed.
- const SceneCameraState& getCameraState() const { return mCameraState; }
-
- /// Return the root culling volume that corresponds to the camera frustum.
- /// @note This volume omits the near and far plane of the frustum's polyhedron
- /// as these will be tested separately during culling. Testing them repeatedly
- /// just wastes time.
- const SceneCullingVolume& getRootVolume() const { return mRootVolume; }
- /// @name Visibility and Occlusion
- /// @{
- enum CullOptions
- {
- /// Cull objects that have their SceneObject::DisableCullingInEditorFlag set.
- /// By default, these objects will not get culled if the editor is active.
- CullEditorOverrides = BIT( 0 ),
- /// Do not cull objects that are render-disabled.
- /// @see SceneObject::isRenderEnabled()
- DontCullRenderDisabled = BIT( 1 )
- };
- /// Cull the given list of objects according to the current culling state.
- ///
- /// @param object Array of objects. This array will be modified in place.
- /// @param numObjects Number of objects in @a objects.
- /// @param cullOptions Combination of CullOptions.
- ///
- /// @return Number of objects remaining in the list.
- U32 cullObjects( SceneObject** objects, U32 numObjects, U32 cullOptions = 0 ) const;
- /// Return true if the given object is culled according to the current culling state.
- bool isCulled( SceneObject* object ) const { return ( cullObjects( &object, 1 ) == 0 ); }
- /// Return true if the given AABB is culled in any of the given zones.
- bool isCulled( const Box3F& aabb, const U32* zones, U32 numZones ) const;
- /// Return true if the given OBB is culled in any of the given zones.
- bool isCulled( const OrientedBox3F& obb, const U32* zones, U32 numZones ) const;
- /// Return true if the given sphere is culled in any of the given zones.
- bool isCulled( const SphereF& sphere, const U32* zones, U32 numZones ) const;
- /// Return true if the given object is occluded according to the current culling state.
- bool isOccluded( SceneObject* object ) const;
- /// Return true if the given AABB is occluded according to the current culling state.
- bool isOccluded( const Box3F& aabb, const U32* zones, U32 numZones ) const;
- /// Return true if the given OBB is occluded according to the current culling state.
- bool isOccluded( const OrientedBox3F& obb, const U32* zones, U32 numZones ) const;
- /// Return true if the given sphere is occluded according to the current culling state.
- bool isOccluded( const SphereF& sphere, const U32* zones, U32 numZones ) const;
- /// Add the occlusion information contained in the given object.
- ///
- /// @note This should only be called after all positive frustums have been added
- /// to the zone state.
- void addOccluder( SceneObject* object );
- /// Test whether the given object is occluded by any of the terrains
- /// in the scene.
- bool isOccludedByTerrain( SceneObject* object ) const;
- /// Set whether isCulled() should do terrain occlusion checks or not.
- void setDisableTerrainOcclusion( bool value ) { mDisableTerrainOcclusion = value; }
- /// @}
- /// @name Zones
- /// @{
- /// If true, culling will only be performed against the root frustum
- /// and not against frustums of individual zones.
- ///
- /// @note This also disables occluders as these are added to the zone frustums.
- bool disableZoneCulling() const { return mDisableZoneCulling; }
- void disableZoneCulling( bool value ) { mDisableZoneCulling = value; }
- /// Return true if any of the zones that the object is currently are
- /// visible.
- bool isWithinVisibleZone( SceneObject* object ) const;
- /// Return a bit vector with one bit for each zone in the scene. If the bit is set,
- /// the zone has includer culling volumes attached to it and thus is visible.
- const BitVector& getZoneVisibilityFlags() const { return mZoneVisibilityFlags; }
- /// Return the culling state for a particular zone.
- /// @param zoneId Numeric ID of zone.
- const SceneZoneCullingState& getZoneState( U32 zoneId ) const
- {
- AssertFatal( zoneId < ( U32 ) mZoneStates.size(), "SceneCullingState::getZoneState - Index out of bounds" );
- return mZoneStates[ zoneId ];
- }
- /// Returns the culling state for a particular zone.
- /// @param zoneId Numeric ID of zone.
- SceneZoneCullingState& getZoneState( U32 zoneId )
- {
- return const_cast< SceneZoneCullingState& >( static_cast< const SceneCullingState* >( this )->getZoneState( zoneId ) );
- }
- /// Add a culling volume to the visibility state of the given zone.
- ///
- /// @param zoneId ID of zone to which to add the given frustum's visibility information.
- /// @param volume A culling volume. Note that the data in the volume must have
- /// a lifetime at least as long as the culling state.
- ///
- /// @return True if the visibility state of the zone has changed, i.e. if the volume
- /// was either added in whole or merged with an existing set of planes. If the visibility
- /// state of the zone has not changed, returns false.
- bool addCullingVolumeToZone( U32 zoneId, const SceneCullingVolume& volume );
- /// Copy the data from the given polyhedron to the culling state, create
- /// a new culling volume it and add it to the current culling state of the given zone.
- ///
- /// @param zoneId ID of zone to which to add the given frustum's visibility information.
- /// @param type Which type of culling volume to add.
- /// @param polyhedron Polyhedron describing the space of the culling volume.
- bool addCullingVolumeToZone( U32 zoneId, SceneCullingVolume::Type type, const AnyPolyhedron& polyhedron );
- /// Create a new culling volume by extruding the given polygon away from the viewpoint.
- ///
- /// @param vertices Array of polygon vertices.
- /// @param numVertices Number of vertices in @a vertices.
- /// @param type Type of culling volume to create.
- /// @param outVolume (out) Receives the generated volume, if successful.
- ///
- /// @return True if a volume could be generated from the given polygon or false if not.
- bool createCullingVolume( const Point3F* vertices, U32 numVertices, SceneCullingVolume::Type type, SceneCullingVolume& outVolume );
- /// @}
- /// @name Memory Management
- ///
- /// Rather than allocating a lot of individual point and plane data for the culling volumes,
- /// it is more efficient to batch allocate chunks of memory and then release all the memory
- /// for all culling volumes in one go. This is facilitated by this interface.
- ///
- /// @{
- /// Allocate memory from this culling state. The memory is freed when the
- /// culling state is destroyed.
- void* allocateData( U32 size ) { return mDataChunker.alloc( size ); }
- /// Allocate memory for @a num instances of T from this culling state.
- template< typename T >
- T* allocateData( U32 num ) { return reinterpret_cast< T* >( allocateData( sizeof( T ) * num ) ); }
- /// @}
- /// Queue debug visualizations of the culling volumes of all currently selected zones
- /// (or, if no zone is selected, all volumes in the outdoor zone) to the debug drawer.
- void debugRenderCullingVolumes() const;
- /// Set planes for extra culling
- void setExtraPlanesCull( const PlaneSetF &cull) { mExtraPlanesCull = cull; }
- /// Clear planes for extra culling.
- void clearExtraPlanesCull() { mExtraPlanesCull = PlaneSetF(NULL, 0); }
- /// Check extra planes culling
- bool isOccludedWithExtraPlanesCull(const Box3F &box) const
- {
- if(mExtraPlanesCull.getNumPlanes())
- return mExtraPlanesCull.testPotentialIntersection( box ) == GeometryOutside;
- return false;
- }
- private:
- typedef SceneZoneCullingState::CullingTestResult CullingTestResult;
- // Helper methods to avoid code duplication.
- template< bool OCCLUDERS_ONLY, typename T > CullingTestResult _test( const T& bounds, const U32* zones, U32 numZones ) const;
- template< typename T, typename Iter > CullingTestResult _test
- ( const T& bounds, Iter iter, const PlaneF& nearPlane, const PlaneF& farPlane ) const;
- template< typename T, typename Iter > CullingTestResult _testOccludersOnly( const T& bounds, Iter iter ) const;
- };
- #endif // !_SCENECULLINGSTATE_H_
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