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- // zlib open source license
- //
- // Copyright (c) 2019 to 2025 David Forsgren Piuva
- //
- // This software is provided 'as-is', without any express or implied
- // warranty. In no event will the authors be held liable for any damages
- // arising from the use of this software.
- //
- // Permission is granted to anyone to use this software for any purpose,
- // including commercial applications, and to alter it and redistribute it
- // freely, subject to the following restrictions:
- //
- // 1. The origin of this software must not be misrepresented; you must not
- // claim that you wrote the original software. If you use this software
- // in a product, an acknowledgment in the product documentation would be
- // appreciated but is not required.
- //
- // 2. Altered source versions must be plainly marked as such, and must not be
- // misrepresented as being the original software.
- //
- // 3. This notice may not be removed or altered from any source
- // distribution.
- #define DSR_INTERNAL_ACCESS
- #include "modelAPI.h"
- #include "imageAPI.h"
- #include "drawAPI.h"
- #include "../render/model/Model.h"
- #include <limits>
- #include "../base/virtualStack.h"
- #define MUST_EXIST(OBJECT, METHOD) if (OBJECT.isNull()) { throwError("The " #OBJECT " handle was null in " #METHOD "\n"); }
- namespace dsr {
- Model model_create() {
- return handle_create<ModelImpl>().setName("Model");
- }
- Model model_clone(const Model& model) {
- MUST_EXIST(model,model_clone);
- return handle_create<ModelImpl>(model->filter, model->partBuffer, model->positionBuffer).setName("Cloned Model");
- }
- void model_setFilter(const Model& model, Filter filter) {
- MUST_EXIST(model,model_setFilter);
- model->filter = filter;
- }
- Filter model_getFilter(const Model& model) {
- MUST_EXIST(model,model_getFilter);
- return model->filter;
- }
- bool model_exists(const Model& model) {
- return model.isNotNull();
- }
- int model_addEmptyPart(Model& model, const String &name) {
- MUST_EXIST(model,model_addEmptyPart);
- return model->addEmptyPart(name);
- }
- int model_getNumberOfParts(const Model& model) {
- MUST_EXIST(model,model_getNumberOfParts);
- return model->getNumberOfParts();
- }
- void model_setPartName(Model& model, int partIndex, const String &name) {
- MUST_EXIST(model,model_setPartName);
- model->setPartName(partIndex, name);
- }
- String model_getPartName(const Model& model, int partIndex) {
- MUST_EXIST(model,model_getPartName);
- return model->getPartName(partIndex);
- }
- int model_getNumberOfPoints(const Model& model) {
- MUST_EXIST(model,model_getNumberOfPoints);
- return model->getNumberOfPoints();
- }
- FVector3D model_getPoint(const Model& model, int pointIndex) {
- MUST_EXIST(model,model_getPoint);
- return model->getPoint(pointIndex);
- }
- void model_setPoint(Model& model, int pointIndex, const FVector3D& position) {
- MUST_EXIST(model,model_setPoint);
- model->setPoint(pointIndex, position);
- }
- int model_findPoint(const Model& model, const FVector3D &position, float threshold) {
- MUST_EXIST(model,model_findPoint);
- return model->findPoint(position, threshold);
- }
- int model_addPoint(const Model& model, const FVector3D &position) {
- MUST_EXIST(model,model_addPoint);
- return model->addPoint(position);
- }
- int model_addPointIfNeeded(Model& model, const FVector3D &position, float threshold) {
- MUST_EXIST(model,model_addPointIfNeeded);
- return model->addPointIfNeeded(position, threshold);
- }
- int model_getVertexPointIndex(const Model& model, int partIndex, int polygonIndex, int vertexIndex) {
- MUST_EXIST(model,model_getVertexPointIndex);
- return model->getVertexPointIndex(partIndex, polygonIndex, vertexIndex);
- }
- void model_setVertexPointIndex(Model& model, int partIndex, int polygonIndex, int vertexIndex, int pointIndex) {
- MUST_EXIST(model,model_setVertexPointIndex);
- model->setVertexPointIndex(partIndex, polygonIndex, vertexIndex, pointIndex);
- }
- FVector3D model_getVertexPosition(const Model& model, int partIndex, int polygonIndex, int vertexIndex) {
- MUST_EXIST(model,model_getVertexPosition);
- return model->getVertexPosition(partIndex, polygonIndex, vertexIndex);
- }
- FVector4D model_getVertexColor(const Model& model, int partIndex, int polygonIndex, int vertexIndex) {
- MUST_EXIST(model,model_getVertexColor);
- return model->getVertexColor(partIndex, polygonIndex, vertexIndex);
- }
- void model_setVertexColor(Model& model, int partIndex, int polygonIndex, int vertexIndex, const FVector4D& color) {
- MUST_EXIST(model,model_setVertexColor);
- model->setVertexColor(partIndex, polygonIndex, vertexIndex, color);
- }
- FVector4D model_getTexCoord(const Model& model, int partIndex, int polygonIndex, int vertexIndex) {
- MUST_EXIST(model,model_getTexCoord);
- return model->getTexCoord(partIndex, polygonIndex, vertexIndex);
- }
- void model_setTexCoord(Model& model, int partIndex, int polygonIndex, int vertexIndex, const FVector4D& texCoord) {
- MUST_EXIST(model,model_setTexCoord);
- model->setTexCoord(partIndex, polygonIndex, vertexIndex, texCoord);
- }
- int model_addTriangle(Model& model, int partIndex, int pointA, int pointB, int pointC) {
- MUST_EXIST(model,model_addTriangle);
- return model->addPolygon(Polygon(pointA, pointB, pointC), partIndex);
- }
- int model_addQuad(Model& model, int partIndex, int pointA, int pointB, int pointC, int pointD) {
- MUST_EXIST(model,model_addQuad);
- return model->addPolygon(Polygon(pointA, pointB, pointC, pointD), partIndex);
- }
- int model_getNumberOfPolygons(const Model& model, int partIndex) {
- MUST_EXIST(model,model_getNumberOfPolygons);
- return model->getNumberOfPolygons(partIndex);
- }
- int model_getPolygonVertexCount(const Model& model, int partIndex, int polygonIndex) {
- MUST_EXIST(model,model_getPolygonVertexCount);
- return model->getPolygonVertexCount(partIndex, polygonIndex);
- }
- TextureRgbaU8 model_getDiffuseMap(const Model& model, int partIndex) {
- MUST_EXIST(model,model_getDiffuseMap);
- return model->getDiffuseMap(partIndex);
- }
- void model_setDiffuseMap(Model& model, int partIndex, const TextureRgbaU8 &diffuseMap) {
- MUST_EXIST(model,model_setDiffuseMap);
- model->setDiffuseMap(diffuseMap, partIndex);
- }
- void model_setDiffuseMapByName(Model& model, int partIndex, ResourcePool &pool, const String &filename) {
- MUST_EXIST(model,model_setDiffuseMapByName);
- model->setDiffuseMapByName(pool, filename, partIndex);
- }
- TextureRgbaU8 model_getLightMap(Model& model, int partIndex) {
- MUST_EXIST(model,model_getLightMap);
- return model->getLightMap(partIndex);
- }
- void model_setLightMap(Model& model, int partIndex, const TextureRgbaU8 &lightMap) {
- MUST_EXIST(model,model_setLightMap);
- model->setLightMap(lightMap, partIndex);
- }
- void model_setLightMapByName(Model& model, int partIndex, ResourcePool &pool, const String &filename) {
- MUST_EXIST(model,model_setLightMapByName);
- model->setLightMapByName(pool, filename, partIndex);
- }
- // Single-threaded rendering for the simple cases where you just want it to work
- void model_render(const Model& model, const Transform3D &modelToWorldTransform, ImageRgbaU8& colorBuffer, ImageF32& depthBuffer, const Camera &camera) {
- if (model.isNotNull()) {
- model->render((CommandQueue*)nullptr, image_exists(colorBuffer) ? &colorBuffer : nullptr, image_exists(depthBuffer) ? &depthBuffer : nullptr, modelToWorldTransform, camera);
- }
- }
- void model_renderDepth(const Model& model, const Transform3D &modelToWorldTransform, ImageF32& depthBuffer, const Camera &camera) {
- if (model.isNotNull()) {
- model->renderDepth(image_exists(depthBuffer) ? &depthBuffer : nullptr, modelToWorldTransform, camera);
- }
- }
- void model_getBoundingBox(const Model& model, FVector3D& minimum, FVector3D& maximum) {
- MUST_EXIST(model,model_getBoundingBox);
- minimum = model->minBound;
- maximum = model->maxBound;
- }
- static const int cellSize = 16;
- struct DebugLine {
- int64_t x1, y1, x2, y2;
- ColorRgbaI32 color;
- DebugLine(int64_t x1, int64_t y1, int64_t x2, int64_t y2, const ColorRgbaI32& color)
- : x1(x1), y1(y1), x2(x2), y2(y2), color(color) {}
- };
- // Context for multi-threaded rendering of triangles in a command queue
- struct RendererImpl {
- bool receiving = false; // Preventing version dependency by only allowing calls in the expected order
- ImageRgbaU8 colorBuffer; // The color image being rendered to
- ImageF32 depthBuffer; // Linear depth for isometric cameras, 1 / depth for perspective cameras
- ImageF32 depthGrid; // An occlusion grid of cellSize² cells representing the longest linear depth where something might be visible
- CommandQueue commandQueue; // Triangles to be drawn
- List<DebugLine> debugLines; // Additional lines to be drawn as an overlay for debugging occlusion
- int width = 0, height = 0, gridWidth = 0, gridHeight = 0;
- bool occluded = false;
- RendererImpl() {}
- void beginFrame(ImageRgbaU8& colorBuffer, ImageF32& depthBuffer) {
- if (this->receiving) {
- throwError("Called renderer_begin on the same renderer twice without ending the previous batch!\n");
- }
- this->receiving = true;
- this->colorBuffer = colorBuffer;
- this->depthBuffer = depthBuffer;
- if (image_exists(this->colorBuffer)) {
- this->width = image_getWidth(this->colorBuffer);
- this->height = image_getHeight(this->colorBuffer);
- } else if (image_exists(this->depthBuffer)) {
- this->width = image_getWidth(this->depthBuffer);
- this->height = image_getHeight(this->depthBuffer);
- }
- this->gridWidth = (this->width + (cellSize - 1)) / cellSize;
- this->gridHeight = (this->height + (cellSize - 1)) / cellSize;
- this->occluded = false;
- }
- bool pointInsideOfEdge(const LVector2D &edgeA, const LVector2D &edgeB, const LVector2D &point) {
- LVector2D edgeDirection = LVector2D(edgeB.y - edgeA.y, edgeA.x - edgeB.x);
- LVector2D relativePosition = point - edgeA;
- return (edgeDirection.x * relativePosition.x) + (edgeDirection.y * relativePosition.y) <= 0;
- }
- // Returns true iff the point is inside of the hull
- // convexHullCorners from 0 to cornerCount-1 must be sorted clockwise and may not include any concave corners
- bool pointInsideOfHull(const ProjectedPoint* convexHullCorners, int cornerCount, const LVector2D &point) {
- for (int c = 0; c < cornerCount; c++) {
- int nc = c + 1;
- if (nc == cornerCount) {
- nc = 0;
- }
- if (!pointInsideOfEdge(convexHullCorners[c].flat, convexHullCorners[nc].flat, point)) {
- // Outside of one edge, not inside
- return false;
- }
- }
- // Passed all edge tests
- return true;
- }
- // Returns true iff all corners of the rectangle are inside of the hull
- bool rectangleInsideOfHull(const ProjectedPoint* convexHullCorners, int cornerCount, const IRect &rectangle) {
- return pointInsideOfHull(convexHullCorners, cornerCount, LVector2D(rectangle.left(), rectangle.top()))
- && pointInsideOfHull(convexHullCorners, cornerCount, LVector2D(rectangle.right(), rectangle.top()))
- && pointInsideOfHull(convexHullCorners, cornerCount, LVector2D(rectangle.left(), rectangle.bottom()))
- && pointInsideOfHull(convexHullCorners, cornerCount, LVector2D(rectangle.right(), rectangle.bottom()));
- }
- IRect getOuterCellBound(const IRect &pixelBound) {
- int minCellX = pixelBound.left() / cellSize;
- int maxCellX = pixelBound.right() / cellSize + 1;
- int minCellY = pixelBound.top() / cellSize;
- int maxCellY = pixelBound.bottom() / cellSize + 1;
- if (minCellX < 0) { minCellX = 0; }
- if (minCellY < 0) { minCellY = 0; }
- if (maxCellX > this->gridWidth) { maxCellX = this->gridWidth; }
- if (maxCellY > this->gridHeight) { maxCellY = this->gridHeight; }
- return IRect(minCellX, minCellY, maxCellX - minCellX, maxCellY - minCellY);
- }
- // Called before occluding so that the grid is initialized once when used and skipped when not used
- void prepareForOcclusion() {
- if (!this->occluded) {
- // Allocate the grid if a sufficiently large one does not already exist
- if (!(image_exists(this->depthGrid) && image_getWidth(this->depthGrid) >= gridWidth && image_getHeight(this->depthGrid) >= gridHeight)) {
- this->depthGrid = image_create_F32(gridWidth, gridHeight);
- }
- // Use inifnite depth in camera space
- image_fill(this->depthGrid, std::numeric_limits<float>::infinity());
- }
- this->occluded = true;
- }
- // If any occluder has been used during this pass, all triangles in the buffer will be filtered based using depthGrid
- void completeOcclusion() {
- if (this->occluded) {
- for (int t = this->commandQueue.buffer.length() - 1; t >= 0; t--) {
- bool anyVisible = false;
- ITriangle2D triangle = this->commandQueue.buffer[t].triangle;
- IRect outerBound = getOuterCellBound(triangle.wholeBound);
- for (int cellY = outerBound.top(); cellY < outerBound.bottom(); cellY++) {
- for (int cellX = outerBound.left(); cellX < outerBound.right(); cellX++) {
- // TODO: Optimize access using SafePointer iteration
- float backgroundDepth = image_readPixel_clamp(this->depthGrid, cellX, cellY);
- float triangleDepth = triangle.position[0].cs.z;
- replaceWithSmaller(triangleDepth, triangle.position[1].cs.z);
- replaceWithSmaller(triangleDepth, triangle.position[2].cs.z);
- if (triangleDepth < backgroundDepth + 0.001) {
- anyVisible = true;
- }
- }
- }
- if (!anyVisible) {
- // TODO: Make triangle swapping work so that the list can be sorted
- this->commandQueue.buffer[t].occluded = true;
- }
- }
- }
- }
- void occludeFromSortedHull(const ProjectedPoint* convexHullCorners, int cornerCount, const IRect& pixelBound) {
- // Loop over the outer bound
- if (pixelBound.width() > cellSize && pixelBound.height() > cellSize) {
- float distance = 0.0f;
- for (int c = 0; c < cornerCount; c++) {
- replaceWithLarger(distance, convexHullCorners[c].cs.z);
- }
- // Loop over all cells within the bound
- IRect outerBound = getOuterCellBound(pixelBound);
- for (int cellY = outerBound.top(); cellY < outerBound.bottom(); cellY++) {
- for (int cellX = outerBound.left(); cellX < outerBound.right(); cellX++) {
- IRect pixelRegion = IRect(cellX * cellSize, cellY * cellSize, cellSize, cellSize);
- IRect subPixelRegion = pixelRegion * constants::unitsPerPixel;
- if (rectangleInsideOfHull(convexHullCorners, cornerCount, subPixelRegion)) {
- float oldDepth = image_readPixel_clamp(this->depthGrid, cellX, cellY);
- if (distance < oldDepth) {
- image_writePixel(this->depthGrid, cellX, cellY, distance);
- }
- }
- }
- }
- }
- }
- IRect getPixelBoundFromProjection(const ProjectedPoint* convexHullCorners, int cornerCount) {
- IRect result = IRect(convexHullCorners[0].flat.x / constants::unitsPerPixel, convexHullCorners[0].flat.y / constants::unitsPerPixel, 1, 1);
- for (int p = 1; p < cornerCount; p++) {
- result = IRect::merge(result, IRect(convexHullCorners[p].flat.x / constants::unitsPerPixel, convexHullCorners[p].flat.y / constants::unitsPerPixel, 1, 1));
- }
- return result;
- }
- void occludeFromSortedHull(const ProjectedPoint* convexHullCorners, int cornerCount) {
- occludeFromSortedHull(convexHullCorners, cornerCount, getPixelBoundFromProjection(convexHullCorners, cornerCount));
- }
- void occludeFromExistingTriangles() {
- if (!this->receiving) {
- throwError("Cannot call renderer_occludeFromExistingTriangles without first calling renderer_begin!\n");
- }
- prepareForOcclusion();
- // Generate a depth grid to remove many small triangles behind larger triangles
- // This will leave triangles along seams but at least begin to remove the worst unwanted drawing
- for (int t = 0; t < this->commandQueue.buffer.length(); t++) {
- // Get the current triangle from the queue
- Filter filter = this->commandQueue.buffer[t].filter;
- if (filter == Filter::Solid) {
- ITriangle2D triangle = this->commandQueue.buffer[t].triangle;
- occludeFromSortedHull(triangle.position, 3, triangle.wholeBound);
- }
- }
- }
- bool counterClockwise(const ProjectedPoint& p, const ProjectedPoint& q, const ProjectedPoint& r) {
- return (q.flat.y - p.flat.y) * (r.flat.x - q.flat.x) - (q.flat.x - p.flat.x) * (r.flat.y - q.flat.y) < 0;
- }
- // outputHullCorners must be at least as big as inputHullCorners, so that it can hold the worst case output size.
- // Instead of not allowing less than three points, it copies the input as output when it happens to reduce pre-conditions.
- void jarvisConvexHullAlgorithm(ProjectedPoint* outputHullCorners, int& outputCornerCount, const ProjectedPoint* inputHullCorners, int inputCornerCount) {
- if (inputCornerCount < 3) {
- outputCornerCount = inputCornerCount;
- for (int p = 0; p < inputCornerCount; p++) {
- outputHullCorners[p] = inputHullCorners[p];
- }
- } else {
- int l = 0;
- outputCornerCount = 0;
- for (int i = 1; i < inputCornerCount; i++) {
- if (inputHullCorners[i].flat.x < inputHullCorners[l].flat.x) {
- l = i;
- }
- }
- int p = l;
- do {
- if (outputCornerCount >= inputCornerCount) {
- // Prevent getting stuck in an infinite loop from overflow
- return;
- }
- outputHullCorners[outputCornerCount] = inputHullCorners[p]; outputCornerCount++;
- int q = (p + 1) % inputCornerCount;
- for (int i = 0; i < inputCornerCount; i++) {
- if (counterClockwise(inputHullCorners[p], inputHullCorners[i], inputHullCorners[q])) {
- q = i;
- }
- }
- p = q;
- } while (p != l);
- }
- }
- // Transform and project the corners of a hull, so that the output can be given to the convex hull algorithm and used for occluding
- // Returns true if occluder culling passed, which may skip occluders that could have been visible
- bool projectHull(ProjectedPoint* outputHullCorners, const FVector3D* inputHullCorners, int cornerCount, const Transform3D &modelToWorldTransform, const Camera &camera) {
- for (int p = 0; p < cornerCount; p++) {
- FVector3D worldPoint = modelToWorldTransform.transformPoint(inputHullCorners[p]);
- FVector3D cameraPoint = camera.worldToCamera(worldPoint);
- FVector3D narrowPoint = cameraPoint * FVector3D(0.5f, 0.5f, 1.0f);
- for (int s = 0; s < camera.cullFrustum.getPlaneCount(); s++) {
- FPlane3D plane = camera.cullFrustum.getPlane(s);
- if (!plane.inside(narrowPoint)) {
- return false;
- }
- }
- outputHullCorners[p] = camera.cameraToScreen(cameraPoint);
- }
- return true;
- }
- #define GENERATE_BOX_CORNERS(TARGET, MIN, MAX) \
- TARGET[0] = FVector3D(MIN.x, MIN.y, MIN.z); \
- TARGET[1] = FVector3D(MIN.x, MIN.y, MAX.z); \
- TARGET[2] = FVector3D(MIN.x, MAX.y, MIN.z); \
- TARGET[3] = FVector3D(MIN.x, MAX.y, MAX.z); \
- TARGET[4] = FVector3D(MAX.x, MIN.y, MIN.z); \
- TARGET[5] = FVector3D(MAX.x, MIN.y, MAX.z); \
- TARGET[6] = FVector3D(MAX.x, MAX.y, MIN.z); \
- TARGET[7] = FVector3D(MAX.x, MAX.y, MAX.z);
- // Fills the occlusion grid using the box, so that things behind it can skip rendering
- void occludeFromBox(const FVector3D& minimum, const FVector3D& maximum, const Transform3D &modelToWorldTransform, const Camera &camera, bool debugSilhouette) {
- if (!this->receiving) {
- throwError("Cannot call renderer_occludeFromBox without first calling renderer_begin!\n");
- }
- prepareForOcclusion();
- static const int pointCount = 8;
- FVector3D localPoints[pointCount];
- ProjectedPoint projections[pointCount];
- ProjectedPoint edgeCorners[pointCount];
- GENERATE_BOX_CORNERS(localPoints, minimum, maximum)
- if (projectHull(projections, localPoints, 8, modelToWorldTransform, camera)) {
- // Get a 2D convex hull from the projected corners
- int edgeCornerCount = 0;
- jarvisConvexHullAlgorithm(edgeCorners, edgeCornerCount, projections, 8);
- occludeFromSortedHull(edgeCorners, edgeCornerCount);
- // Allow saving the 2D silhouette for debugging
- if (debugSilhouette) {
- for (int p = 0; p < edgeCornerCount; p++) {
- int q = (p + 1) % edgeCornerCount;
- if (projections[p].cs.z > camera.nearClip) {
- this->debugLines.pushConstruct(
- edgeCorners[p].flat.x / constants::unitsPerPixel, edgeCorners[p].flat.y / constants::unitsPerPixel,
- edgeCorners[q].flat.x / constants::unitsPerPixel, edgeCorners[q].flat.y / constants::unitsPerPixel,
- ColorRgbaI32(0, 255, 255, 255)
- );
- }
- }
- }
- }
- }
- // Occlusion test for whole model bounds.
- // Returns false if the convex hull of the corners has a chance to be seen from the camera.
- bool isHullOccluded(ProjectedPoint* outputHullCorners, const FVector3D* inputHullCorners, int cornerCount, const Transform3D &modelToWorldTransform, const Camera &camera) {
- VirtualStackAllocation<FVector3D> cameraPoints(cornerCount);
- for (int p = 0; p < cornerCount; p++) {
- cameraPoints[p] = camera.worldToCamera(modelToWorldTransform.transformPoint(inputHullCorners[p]));
- outputHullCorners[p] = camera.cameraToScreen(cameraPoints[p]);
- }
- // Culling test to see if all points are outside of the same plane of the view frustum.
- for (int s = 0; s < camera.cullFrustum.getPlaneCount(); s++) {
- bool allOutside = true; // True until prooven false.
- FPlane3D plane = camera.cullFrustum.getPlane(s);
- for (int p = 0; p < cornerCount; p++) {
- if (plane.inside(cameraPoints[p])) {
- // One point was inside of this plane, so it can not guarantee that all interpolated points between the corners are outside.
- allOutside = false;
- break;
- }
- }
- // If all points are outside of the same plane in the view frustum...
- if (allOutside) {
- // ...then we know that all interpolated points in between are also outside of this plane.
- return true; // Occluded due to failing culling test.
- }
- }
- IRect pixelBound = getPixelBoundFromProjection(outputHullCorners, cornerCount);
- float closestDistance = std::numeric_limits<float>::infinity();
- for (int c = 0; c < cornerCount; c++) {
- replaceWithSmaller(closestDistance, outputHullCorners[c].cs.z);
- }
- // Loop over all cells within the bound
- IRect outerBound = getOuterCellBound(pixelBound);
- for (int cellY = outerBound.top(); cellY < outerBound.bottom(); cellY++) {
- for (int cellX = outerBound.left(); cellX < outerBound.right(); cellX++) {
- if (closestDistance < image_readPixel_clamp(this->depthGrid, cellX, cellY)) {
- return false; // Visible because one cell had a more distant maximum depth.
- }
- }
- }
- return true; // Occluded, because none of the cells had a more distant depth.
- }
- // Checks if the box from minimum to maximum in object space is fully occluded when seen by the camera
- // Must be the same camera as when occluders filled the grid with occlusion depth
- bool isBoxOccluded(const FVector3D &minimum, const FVector3D &maximum, const Transform3D &modelToWorldTransform, const Camera &camera) {
- if (!this->receiving) {
- throwError("Cannot call renderer_isBoxVisible without first calling renderer_begin and giving occluder shapes to the pass!\n");
- }
- FVector3D corners[8];
- GENERATE_BOX_CORNERS(corners, minimum, maximum)
- ProjectedPoint projections[8];
- return isHullOccluded(projections, corners, 8, modelToWorldTransform, camera);
- }
- void giveTask(const Model& model, const Transform3D &modelToWorldTransform, const Camera &camera) {
- if (!this->receiving) {
- throwError("Cannot call renderer_giveTask before renderer_begin!\n");
- }
- // If occluders are present, check if the model's bound is visible
- if (this->occluded) {
- FVector3D minimum, maximum;
- model_getBoundingBox(model, minimum, maximum);
- if (isBoxOccluded(minimum, maximum, modelToWorldTransform, camera)) {
- // Skip projection of triangles if the whole bounding box is already behind occluders
- return;
- }
- }
- // TODO: Make an algorithm for selecting if the model should be queued as an instance or triangulated at once
- // An extra argument may choose to force an instance directly into the command queue
- // Because the model is being borrowed for vertex animation
- // To prevent the command queue from getting full hold as much as possible in a sorted list of instances
- // When the command queue is full, the solid instances will be drawn front to back before filtered is drawn back to front
- model->render(&this->commandQueue, image_exists(this->colorBuffer) ? &(this->colorBuffer) : nullptr, image_exists(this->depthBuffer) ? &(this->depthBuffer) : nullptr, modelToWorldTransform, camera);
- }
- void endFrame(bool debugWireframe) {
- if (!this->receiving) {
- throwError("Called renderer_end without renderer_begin!\n");
- }
- this->receiving = false;
- // Mark occluded triangles to prevent them from being rendered
- completeOcclusion();
- this->commandQueue.execute(IRect::FromSize(this->width, this->height));
- if (image_exists(this->colorBuffer)) {
- // Debug drawn triangles
- if (debugWireframe) {
- /*if (image_exists(this->depthGrid)) {
- for (int cellY = 0; cellY < this->gridHeight; cellY++) {
- for (int cellX = 0; cellX < this->gridWidth; cellX++) {
- float depth = image_readPixel_clamp(this->depthGrid, cellX, cellY);
- if (depth < std::numeric_limits<float>::infinity()) {
- int intensity = depth;
- draw_rectangle(this->colorBuffer, IRect(cellX * cellSize + 4, cellY * cellSize + 4, cellSize - 8, cellSize - 8), ColorRgbaI32(intensity, intensity, 0, 255));
- }
- }
- }
- }*/
- for (int t = 0; t < this->commandQueue.buffer.length(); t++) {
- if (!this->commandQueue.buffer[t].occluded) {
- ITriangle2D *triangle = &(this->commandQueue.buffer[t].triangle);
- draw_line(this->colorBuffer,
- triangle->position[0].flat.x / constants::unitsPerPixel, triangle->position[0].flat.y / constants::unitsPerPixel,
- triangle->position[1].flat.x / constants::unitsPerPixel, triangle->position[1].flat.y / constants::unitsPerPixel,
- ColorRgbaI32(255, 255, 255, 255)
- );
- draw_line(this->colorBuffer,
- triangle->position[1].flat.x / constants::unitsPerPixel, triangle->position[1].flat.y / constants::unitsPerPixel,
- triangle->position[2].flat.x / constants::unitsPerPixel, triangle->position[2].flat.y / constants::unitsPerPixel,
- ColorRgbaI32(255, 255, 255, 255)
- );
- draw_line(this->colorBuffer,
- triangle->position[2].flat.x / constants::unitsPerPixel, triangle->position[2].flat.y / constants::unitsPerPixel,
- triangle->position[0].flat.x / constants::unitsPerPixel, triangle->position[0].flat.y / constants::unitsPerPixel,
- ColorRgbaI32(255, 255, 255, 255)
- );
- }
- }
- }
- // Debug anything else added to debugLines
- for (int l = 0; l < this->debugLines.length(); l++) {
- draw_line(this->colorBuffer, this->debugLines[l].x1, this->debugLines[l].y1, this->debugLines[l].x2, this->debugLines[l].y2, this->debugLines[l].color);
- }
- this->debugLines.clear();
- }
- this->commandQueue.clear();
- }
- void occludeFromTopRows(const Camera &camera) {
- // Make sure that the depth grid exists with the correct dimensions.
- this->prepareForOcclusion();
- if (!this->receiving) {
- throwError("Cannot call renderer_occludeFromTopRows without first calling renderer_begin!\n");
- }
- if (!image_exists(this->depthBuffer)) {
- throwError("Cannot call renderer_occludeFromTopRows without having given a depth buffer in renderer_begin!\n");
- }
- SafePointer<float> depthRow = image_getSafePointer(this->depthBuffer);
- int depthStride = image_getStride(this->depthBuffer);
- SafePointer<float> gridRow = image_getSafePointer(this->depthGrid);
- int gridStride = image_getStride(this->depthGrid);
- if (camera.perspective) {
- // Perspective case using 1/depth for the depth buffer.
- for (int y = 0; y < this->height; y += cellSize) {
- SafePointer<float> gridPixel = gridRow;
- SafePointer<float> depthPixel = depthRow;
- int x = 0;
- int right = cellSize - 1;
- float maxInvDistance;
- // Scan bottom row of whole cell width
- for (int gridX = 0; gridX < this->gridWidth; gridX++) {
- maxInvDistance = std::numeric_limits<float>::infinity();
- if (right >= this->width) { right = this->width; }
- while (x < right) {
- float newInvDistance = *depthPixel;
- if (newInvDistance < maxInvDistance) { maxInvDistance = newInvDistance; }
- depthPixel += 1;
- x += 1;
- }
- float maxDistance = 1.0f / maxInvDistance;
- float oldDistance = *gridPixel;
- if (maxDistance < oldDistance) {
- *gridPixel = maxDistance;
- }
- gridPixel += 1;
- right += cellSize;
- }
- // Go to the next grid row
- depthRow.increaseBytes(depthStride * cellSize);
- gridRow.increaseBytes(gridStride);
- }
- } else {
- // Orthogonal case where linear depth is used for both grid and depth buffer.
- // TODO: Create test cases for many ways to use occlusion, even these strange cases like isometric occlusion where plain culling does not leave many occluded models.
- for (int y = 0; y < this->height; y += cellSize) {
- SafePointer<float> gridPixel = gridRow;
- SafePointer<float> depthPixel = depthRow;
- int x = 0;
- int right = cellSize - 1;
- float maxDistance;
- // Scan bottom row of whole cell width
- for (int gridX = 0; gridX < this->gridWidth; gridX++) {
- maxDistance = 0.0f;
- if (right >= this->width) { right = this->width; }
- while (x < right) {
- float newDistance = *depthPixel;
- if (newDistance > maxDistance) { maxDistance = newDistance; }
- depthPixel += 1;
- x += 1;
- }
- float oldDistance = *gridPixel;
- if (maxDistance < oldDistance) {
- *gridPixel = maxDistance;
- }
- gridPixel += 1;
- right += cellSize;
- }
- // Go to the next grid row
- depthRow.increaseBytes(depthStride * cellSize);
- gridRow.increaseBytes(gridStride);
- }
- }
- }
- };
- Renderer renderer_create() {
- return handle_create<RendererImpl>().setName("Renderer");
- }
- bool renderer_exists(const Renderer& renderer) {
- return renderer.isNotNull();
- }
- void renderer_begin(Renderer& renderer, ImageRgbaU8& colorBuffer, ImageF32& depthBuffer) {
- MUST_EXIST(renderer, renderer_begin);
- renderer->beginFrame(colorBuffer, depthBuffer);
- }
- // TODO: Synchronous setting
- // * Asynchronous (default)
- // Only works on models that are locked from further editing
- // Locked models can also be safely pooled for reuse then (ResourcePool)
- // * Synced (for animation)
- // Dispatch triangles directly to the command queue so that the current state of the model is captured
- // This allow rendering many instances using the same model at different times
- // Enabling vertex light, reflection maps and bone animation
- void renderer_giveTask(Renderer& renderer, const Model& model, const Transform3D &modelToWorldTransform, const Camera &camera) {
- MUST_EXIST(renderer, renderer_giveTask);
- if (model.isNotNull()) {
- renderer->giveTask(model, modelToWorldTransform, camera);
- }
- }
- void renderer_giveTask_triangle(Renderer& renderer,
- const ProjectedPoint &posA, const ProjectedPoint &posB, const ProjectedPoint &posC,
- const FVector4D &colorA, const FVector4D &colorB, const FVector4D &colorC,
- const FVector4D &texCoordA, const FVector4D &texCoordB, const FVector4D &texCoordC,
- const TextureRgbaU8& diffuseMap, const TextureRgbaU8& lightMap,
- Filter filter, const Camera &camera) {
- #ifndef NDEBUG
- MUST_EXIST(renderer, renderer_addTriangle);
- #endif
- renderTriangleFromData(
- &(renderer->commandQueue), &(renderer->colorBuffer), &(renderer->depthBuffer), camera,
- posA, posB, posC,
- filter, &(diffuseMap), &(lightMap),
- TriangleTexCoords(texCoordA, texCoordB, texCoordC),
- TriangleColors(colorA, colorB, colorC)
- );
- }
- void renderer_occludeFromBox(Renderer& renderer, const FVector3D& minimum, const FVector3D& maximum, const Transform3D &modelToWorldTransform, const Camera &camera, bool debugSilhouette) {
- MUST_EXIST(renderer, renderer_occludeFromBox);
- renderer->occludeFromBox(minimum, maximum, modelToWorldTransform, camera, debugSilhouette);
- }
- void renderer_occludeFromExistingTriangles(Renderer& renderer) {
- MUST_EXIST(renderer, renderer_optimize);
- renderer->occludeFromExistingTriangles();
- }
- void renderer_occludeFromTopRows(Renderer& renderer, const Camera &camera) {
- MUST_EXIST(renderer, renderer_occludeFromTopRows);
- renderer->occludeFromTopRows(camera);
- }
- bool renderer_isBoxVisible(Renderer& renderer, const FVector3D &minimum, const FVector3D &maximum, const Transform3D &modelToWorldTransform, const Camera &camera) {
- MUST_EXIST(renderer, renderer_isBoxVisible);
- return !(renderer->isBoxOccluded(minimum, maximum, modelToWorldTransform, camera));
- }
- void renderer_end(Renderer& renderer, bool debugWireframe) {
- MUST_EXIST(renderer, renderer_end);
- renderer->endFrame(debugWireframe);
- }
- }
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