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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 "T3D/occlusionVolume.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/gfxDrawUtil.h"
- #include "gfx/sim/debugDraw.h"
- #include "util/tempAlloc.h"
- #include "math/mPolyhedron.impl.h"
- //#define DEBUG_DRAW
- IMPLEMENT_CO_NETOBJECT_V1( OcclusionVolume );
- ConsoleDocClass( OcclusionVolume,
- "@brief An invisible shape that causes objects hidden from view behind it to not be rendered.\n\n"
- "OcclusionVolume is a class for scene optimization. It's main use is for outdoor spaces where zones "
- "and portals do not help in optimizing scene culling as they almost only make sense for modeling visibility "
- "in indoor scenarios (and for connecting indoor spaces to outdoor spaces).\n\n"
- "During rendering, every object that is fully behind an occluder \n\n"
- "Be aware that occluders add overhead to scene culling. Only if this overhead is outweighed by the time "
- "saved by not rendering hidden objects, is the occluder actually effective. Because of this, chose only those "
- "spots for placing occluders where a significant number of objects will be culled from points that the player "
- "will actually be at during the game.\n\n"
- "Like zones and portals, OcclusionVolumes may have a default box shape or a more complex \n\n"
- "@see Scene::maxOccludersPerZone\n"
- "@see Scene::occluderMinWidthPercentage\n"
- "@see Scene::occluderMinHeightPercentage\n"
- "@ingroup enviroMisc"
- );
- //-----------------------------------------------------------------------------
- OcclusionVolume::OcclusionVolume()
- : mTransformDirty( true ),
- mSilhouetteExtractor( mPolyhedron )
- {
- VECTOR_SET_ASSOCIATION( mWSPoints );
- mObjectFlags.set( VisualOccluderFlag );
-
- mObjScale.set( 1.f, 1.f, 1.f );
- mObjBox.set(
- Point3F( -0.5f, -0.5f, -0.5f ),
- Point3F( 0.5f, 0.5f, 0.5f )
- );
- mObjToWorld.identity();
- mWorldToObj.identity();
- resetWorldBox();
- }
- //-----------------------------------------------------------------------------
- void OcclusionVolume::consoleInit()
- {
- // Disable rendering of occlusion volumes by default.
- getStaticClassRep()->mIsRenderEnabled = false;
- }
- //-----------------------------------------------------------------------------
- bool OcclusionVolume::onAdd()
- {
- if( !Parent::onAdd() )
- return false;
- // Set up the silhouette extractor.
- mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
- return true;
- }
- //-----------------------------------------------------------------------------
- void OcclusionVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
- {
- Parent::_renderObject( ri, state, overrideMat );
- #ifdef DEBUG_DRAW
- if( state->isDiffusePass() )
- DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
- #endif
- }
- //-----------------------------------------------------------------------------
- void OcclusionVolume::setTransform( const MatrixF& mat )
- {
- Parent::setTransform( mat );
- mTransformDirty = true;
- }
- //-----------------------------------------------------------------------------
- void OcclusionVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
- {
- // Extract the silhouette of the polyhedron. This works differently
- // depending on whether we project orthogonally or in perspective.
- TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
- U32 numPoints;
- if( cameraState.getFrustum().isOrtho() )
- {
- // Transform the view direction into object space.
- Point3F osViewDir;
- getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
- // And extract the silhouette.
- SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
- numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
- }
- else
- {
- // Create a transform to go from view space to object space.
- MatrixF camView( true );
- camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
- camView.mul( getRenderWorldTransform() );
- camView.mul( cameraState.getViewWorldMatrix() );
- // Do a perspective-correct silhouette extraction.
- numPoints = mSilhouetteExtractor.extractSilhouette(
- camView,
- indices, indices.size );
- }
- // If we haven't yet, transform the polyhedron's points
- // to world space.
- if( mTransformDirty )
- {
- const U32 numPolyPoints = mPolyhedron.getNumPoints();
- const PolyhedronType::PointType* points = getPolyhedron().getPoints();
- mWSPoints.setSize(numPolyPoints);
- for( U32 i = 0; i < numPolyPoints; ++ i )
- {
- Point3F p = points[ i ];
- p.convolve( getScale() );
- getTransform().mulP( p, &mWSPoints[ i ] );
- }
- mTransformDirty = false;
- }
- // Now store the points.
- outPoints.setSize( numPoints );
- for( U32 i = 0; i < numPoints; ++ i )
- outPoints[ i ] = mWSPoints[ indices[ i ] ];
- }
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