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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 "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;
- }
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