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