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- // Copyright (c) 2008-2022 the Urho3D project
- // License: MIT
- #include "../Precompiled.h"
- #include "../Core/WorkQueue.h"
- #include "../Core/Profiler.h"
- #include "../Graphics/Camera.h"
- #include "../Graphics/OcclusionBuffer.h"
- #include "../IO/Log.h"
- #include "../DebugNew.h"
- namespace Urho3D
- {
- enum ClipMask : unsigned
- {
- CLIPMASK_X_POS = 0x1,
- CLIPMASK_X_NEG = 0x2,
- CLIPMASK_Y_POS = 0x4,
- CLIPMASK_Y_NEG = 0x8,
- CLIPMASK_Z_POS = 0x10,
- CLIPMASK_Z_NEG = 0x20,
- };
- URHO3D_FLAGSET(ClipMask, ClipMaskFlags);
- void DrawOcclusionBatchWork(const WorkItem* item, i32 threadIndex)
- {
- auto* buffer = reinterpret_cast<OcclusionBuffer*>(item->aux_);
- OcclusionBatch& batch = *reinterpret_cast<OcclusionBatch*>(item->start_);
- buffer->DrawBatch(batch, threadIndex);
- }
- OcclusionBuffer::OcclusionBuffer(Context* context) :
- Object(context)
- {
- }
- OcclusionBuffer::~OcclusionBuffer() = default;
- bool OcclusionBuffer::SetSize(int width, int height, bool threaded)
- {
- // Force the height to an even amount of pixels for better mip generation
- if (height & 1u)
- ++height;
- if (width == width_ && height == height_)
- return true;
- if (width <= 0 || height <= 0)
- return false;
- if (!IsPowerOfTwo((unsigned)width))
- {
- URHO3D_LOGERRORF("Requested occlusion buffer width %d is not a power of two", width);
- return false;
- }
- width_ = width;
- height_ = height;
- // Build work buffers for threading
- unsigned numThreadBuffers = threaded ? GetSubsystem<WorkQueue>()->GetNumThreads() + 1 : 1;
- buffers_.Resize(numThreadBuffers);
- for (unsigned i = 0; i < numThreadBuffers; ++i)
- {
- // Reserve extra memory in case 3D clipping is not exact
- OcclusionBufferData& buffer = buffers_[i];
- buffer.dataWithSafety_ = new int[width * (height + 2) + 2];
- buffer.data_ = buffer.dataWithSafety_.Get() + width + 1;
- buffer.used_ = false;
- }
- mipBuffers_.Clear();
- // Build buffers for mip levels
- for (;;)
- {
- width = (width + 1) / 2;
- height = (height + 1) / 2;
- mipBuffers_.Push(SharedArrayPtr<DepthValue>(new DepthValue[width * height]));
- if (width <= OCCLUSION_MIN_SIZE && height <= OCCLUSION_MIN_SIZE)
- break;
- }
- URHO3D_LOGDEBUG("Set occlusion buffer size " + String(width_) + "x" + String(height_) + " with " +
- String(mipBuffers_.Size()) + " mip levels and " + String(numThreadBuffers) + " thread buffers");
- CalculateViewport();
- return true;
- }
- void OcclusionBuffer::SetView(Camera* camera)
- {
- if (!camera)
- return;
- view_ = camera->GetView();
- projection_ = camera->GetProjection();
- viewProj_ = projection_ * view_;
- nearClip_ = camera->GetNearClip();
- farClip_ = camera->GetFarClip();
- reverseCulling_ = camera->GetReverseCulling();
- CalculateViewport();
- }
- void OcclusionBuffer::SetMaxTriangles(unsigned triangles)
- {
- maxTriangles_ = triangles;
- }
- void OcclusionBuffer::SetCullMode(CullMode mode)
- {
- if (reverseCulling_)
- {
- if (mode == CULL_CW)
- mode = CULL_CCW;
- else if (mode == CULL_CCW)
- mode = CULL_CW;
- }
- cullMode_ = mode;
- }
- void OcclusionBuffer::Reset()
- {
- numTriangles_ = 0;
- batches_.Clear();
- }
- void OcclusionBuffer::Clear()
- {
- Reset();
- // Only clear the main thread buffer. Rest are cleared on-demand when drawing the first batch
- ClearBuffer(0);
- for (OcclusionBufferData& buffer : buffers_)
- buffer.used_ = false;
- depthHierarchyDirty_ = true;
- }
- bool OcclusionBuffer::AddTriangles(const Matrix3x4& model, const void* vertexData, unsigned vertexSize, unsigned vertexStart,
- unsigned vertexCount)
- {
- batches_.Resize(batches_.Size() + 1);
- OcclusionBatch& batch = batches_.Back();
- batch.model_ = model;
- batch.vertexData_ = vertexData;
- batch.vertexSize_ = vertexSize;
- batch.indexData_ = nullptr;
- batch.indexSize_ = 0;
- batch.drawStart_ = vertexStart;
- batch.drawCount_ = vertexCount;
- numTriangles_ += vertexCount / 3;
- return numTriangles_ <= maxTriangles_;
- }
- bool OcclusionBuffer::AddTriangles(const Matrix3x4& model, const void* vertexData, unsigned vertexSize, const void* indexData,
- unsigned indexSize, unsigned indexStart, unsigned indexCount)
- {
- batches_.Resize(batches_.Size() + 1);
- OcclusionBatch& batch = batches_.Back();
- batch.model_ = model;
- batch.vertexData_ = vertexData;
- batch.vertexSize_ = vertexSize;
- batch.indexData_ = indexData;
- batch.indexSize_ = indexSize;
- batch.drawStart_ = indexStart;
- batch.drawCount_ = indexCount;
- numTriangles_ += indexCount / 3;
- return numTriangles_ <= maxTriangles_;
- }
- void OcclusionBuffer::DrawTriangles()
- {
- if (buffers_.Size() == 1)
- {
- // Not threaded
- for (Vector<OcclusionBatch>::Iterator i = batches_.Begin(); i != batches_.End(); ++i)
- DrawBatch(*i, 0);
- depthHierarchyDirty_ = true;
- }
- else if (buffers_.Size() > 1)
- {
- // Threaded
- auto* queue = GetSubsystem<WorkQueue>();
- for (Vector<OcclusionBatch>::Iterator i = batches_.Begin(); i != batches_.End(); ++i)
- {
- SharedPtr<WorkItem> item = queue->GetFreeItem();
- item->priority_ = WI_MAX_PRIORITY;
- item->workFunction_ = DrawOcclusionBatchWork;
- item->aux_ = this;
- item->start_ = &(*i);
- queue->AddWorkItem(item);
- }
- queue->Complete(WI_MAX_PRIORITY);
- MergeBuffers();
- depthHierarchyDirty_ = true;
- }
- batches_.Clear();
- }
- void OcclusionBuffer::BuildDepthHierarchy()
- {
- if (buffers_.Empty() || !depthHierarchyDirty_)
- return;
- URHO3D_PROFILE(BuildDepthHierarchy);
- // Build the first mip level from the pixel-level data
- int width = (width_ + 1) / 2;
- int height = (height_ + 1) / 2;
- if (mipBuffers_.Size())
- {
- for (int y = 0; y < height; ++y)
- {
- int* src = buffers_[0].data_ + (y * 2) * width_;
- DepthValue* dest = mipBuffers_[0].Get() + y * width;
- DepthValue* end = dest + width;
- if (y * 2 + 1 < height_)
- {
- int* src2 = src + width_;
- while (dest < end)
- {
- int minUpper = Min(src[0], src[1]);
- int minLower = Min(src2[0], src2[1]);
- dest->min_ = Min(minUpper, minLower);
- int maxUpper = Max(src[0], src[1]);
- int maxLower = Max(src2[0], src2[1]);
- dest->max_ = Max(maxUpper, maxLower);
- src += 2;
- src2 += 2;
- ++dest;
- }
- }
- else
- {
- while (dest < end)
- {
- dest->min_ = Min(src[0], src[1]);
- dest->max_ = Max(src[0], src[1]);
- src += 2;
- ++dest;
- }
- }
- }
- }
- // Build the rest of the mip levels
- for (unsigned i = 1; i < mipBuffers_.Size(); ++i)
- {
- int prevWidth = width;
- int prevHeight = height;
- width = (width + 1) / 2;
- height = (height + 1) / 2;
- for (int y = 0; y < height; ++y)
- {
- DepthValue* src = mipBuffers_[i - 1].Get() + (y * 2) * prevWidth;
- DepthValue* dest = mipBuffers_[i].Get() + y * width;
- DepthValue* end = dest + width;
- if (y * 2 + 1 < prevHeight)
- {
- DepthValue* src2 = src + prevWidth;
- while (dest < end)
- {
- int minUpper = Min(src[0].min_, src[1].min_);
- int minLower = Min(src2[0].min_, src2[1].min_);
- dest->min_ = Min(minUpper, minLower);
- int maxUpper = Max(src[0].max_, src[1].max_);
- int maxLower = Max(src2[0].max_, src2[1].max_);
- dest->max_ = Max(maxUpper, maxLower);
- src += 2;
- src2 += 2;
- ++dest;
- }
- }
- else
- {
- while (dest < end)
- {
- dest->min_ = Min(src[0].min_, src[1].min_);
- dest->max_ = Max(src[0].max_, src[1].max_);
- src += 2;
- ++dest;
- }
- }
- }
- }
- depthHierarchyDirty_ = false;
- }
- void OcclusionBuffer::ResetUseTimer()
- {
- useTimer_.Reset();
- }
- bool OcclusionBuffer::IsVisible(const BoundingBox& worldSpaceBox) const
- {
- if (buffers_.Empty())
- return true;
- // Transform corners to projection space
- Vector4 vertices[8];
- vertices[0] = ModelTransform(viewProj_, worldSpaceBox.min_);
- vertices[1] = ModelTransform(viewProj_, Vector3(worldSpaceBox.max_.x_, worldSpaceBox.min_.y_, worldSpaceBox.min_.z_));
- vertices[2] = ModelTransform(viewProj_, Vector3(worldSpaceBox.min_.x_, worldSpaceBox.max_.y_, worldSpaceBox.min_.z_));
- vertices[3] = ModelTransform(viewProj_, Vector3(worldSpaceBox.max_.x_, worldSpaceBox.max_.y_, worldSpaceBox.min_.z_));
- vertices[4] = ModelTransform(viewProj_, Vector3(worldSpaceBox.min_.x_, worldSpaceBox.min_.y_, worldSpaceBox.max_.z_));
- vertices[5] = ModelTransform(viewProj_, Vector3(worldSpaceBox.max_.x_, worldSpaceBox.min_.y_, worldSpaceBox.max_.z_));
- vertices[6] = ModelTransform(viewProj_, Vector3(worldSpaceBox.min_.x_, worldSpaceBox.max_.y_, worldSpaceBox.max_.z_));
- vertices[7] = ModelTransform(viewProj_, worldSpaceBox.max_);
- // Apply a far clip relative bias
- for (auto& vertice : vertices)
- vertice.z_ -= OCCLUSION_RELATIVE_BIAS;
- // Transform to screen space. If any of the corners cross the near plane, assume visible
- float minX, maxX, minY, maxY, minZ;
- if (vertices[0].z_ <= 0.0f)
- return true;
- Vector3 projected = ViewportTransform(vertices[0]);
- minX = maxX = projected.x_;
- minY = maxY = projected.y_;
- minZ = projected.z_;
- // Project the rest
- for (unsigned i = 1; i < 8; ++i)
- {
- if (vertices[i].z_ <= 0.0f)
- return true;
- projected = ViewportTransform(vertices[i]);
- if (projected.x_ < minX) minX = projected.x_;
- if (projected.x_ > maxX) maxX = projected.x_;
- if (projected.y_ < minY) minY = projected.y_;
- if (projected.y_ > maxY) maxY = projected.y_;
- if (projected.z_ < minZ) minZ = projected.z_;
- }
- // Expand the bounding box 1 pixel in each direction to be conservative and correct rasterization offset
- IntRect rect((int)(minX - 1.5f), (int)(minY - 1.5f), RoundToInt(maxX), RoundToInt(maxY));
- // If the rect is outside, let frustum culling handle
- if (rect.right_ < 0 || rect.bottom_ < 0)
- return true;
- if (rect.left_ >= width_ || rect.top_ >= height_)
- return true;
- // Clipping of rect
- if (rect.left_ < 0)
- rect.left_ = 0;
- if (rect.top_ < 0)
- rect.top_ = 0;
- if (rect.right_ >= width_)
- rect.right_ = width_ - 1;
- if (rect.bottom_ >= height_)
- rect.bottom_ = height_ - 1;
- // Convert depth to integer and apply final bias
- int z = RoundToInt(minZ) - OCCLUSION_FIXED_BIAS;
- if (!depthHierarchyDirty_)
- {
- // Start from lowest mip level and check if a conclusive result can be found
- for (int i = mipBuffers_.Size() - 1; i >= 0; --i)
- {
- int shift = i + 1;
- int width = width_ >> shift;
- int left = rect.left_ >> shift;
- int right = rect.right_ >> shift;
- DepthValue* buffer = mipBuffers_[i].Get();
- DepthValue* row = buffer + (rect.top_ >> shift) * width;
- DepthValue* endRow = buffer + (rect.bottom_ >> shift) * width;
- bool allOccluded = true;
- while (row <= endRow)
- {
- DepthValue* src = row + left;
- DepthValue* end = row + right;
- while (src <= end)
- {
- if (z <= src->min_)
- return true;
- if (z <= src->max_)
- allOccluded = false;
- ++src;
- }
- row += width;
- }
- if (allOccluded)
- return false;
- }
- }
- // If no conclusive result, finally check the pixel-level data
- int* row = buffers_[0].data_ + rect.top_ * width_;
- int* endRow = buffers_[0].data_ + rect.bottom_ * width_;
- while (row <= endRow)
- {
- int* src = row + rect.left_;
- int* end = row + rect.right_;
- while (src <= end)
- {
- if (z <= *src)
- return true;
- ++src;
- }
- row += width_;
- }
- return false;
- }
- unsigned OcclusionBuffer::GetUseTimer()
- {
- return useTimer_.GetMSec(false);
- }
- void OcclusionBuffer::DrawBatch(const OcclusionBatch& batch, i32 threadIndex)
- {
- assert(threadIndex >= 0);
- // If buffer not yet used, clear it
- if (threadIndex > 0 && !buffers_[threadIndex].used_)
- {
- ClearBuffer(threadIndex);
- buffers_[threadIndex].used_ = true;
- }
- Matrix4 modelViewProj = viewProj_ * batch.model_;
- // Theoretical max. amount of vertices if each of the 6 clipping planes doubles the triangle count
- Vector4 vertices[64 * 3];
- if (!batch.indexData_)
- {
- const unsigned char* srcData = ((const unsigned char*)batch.vertexData_) + batch.drawStart_ * batch.vertexSize_;
- unsigned index = 0;
- while (index + 2 < batch.drawCount_)
- {
- const Vector3& v0 = *((const Vector3*)(&srcData[index * batch.vertexSize_]));
- const Vector3& v1 = *((const Vector3*)(&srcData[(index + 1) * batch.vertexSize_]));
- const Vector3& v2 = *((const Vector3*)(&srcData[(index + 2) * batch.vertexSize_]));
- vertices[0] = ModelTransform(modelViewProj, v0);
- vertices[1] = ModelTransform(modelViewProj, v1);
- vertices[2] = ModelTransform(modelViewProj, v2);
- DrawTriangle(vertices, threadIndex);
- index += 3;
- }
- }
- else
- {
- const auto* srcData = (const unsigned char*)batch.vertexData_;
- // 16-bit indices
- if (batch.indexSize_ == sizeof(unsigned short))
- {
- const unsigned short* indices = ((const unsigned short*)batch.indexData_) + batch.drawStart_;
- const unsigned short* indicesEnd = indices + batch.drawCount_;
- while (indices < indicesEnd)
- {
- const Vector3& v0 = *((const Vector3*)(&srcData[indices[0] * batch.vertexSize_]));
- const Vector3& v1 = *((const Vector3*)(&srcData[indices[1] * batch.vertexSize_]));
- const Vector3& v2 = *((const Vector3*)(&srcData[indices[2] * batch.vertexSize_]));
- vertices[0] = ModelTransform(modelViewProj, v0);
- vertices[1] = ModelTransform(modelViewProj, v1);
- vertices[2] = ModelTransform(modelViewProj, v2);
- DrawTriangle(vertices, threadIndex);
- indices += 3;
- }
- }
- else
- {
- const unsigned* indices = ((const unsigned*)batch.indexData_) + batch.drawStart_;
- const unsigned* indicesEnd = indices + batch.drawCount_;
- while (indices < indicesEnd)
- {
- const Vector3& v0 = *((const Vector3*)(&srcData[indices[0] * batch.vertexSize_]));
- const Vector3& v1 = *((const Vector3*)(&srcData[indices[1] * batch.vertexSize_]));
- const Vector3& v2 = *((const Vector3*)(&srcData[indices[2] * batch.vertexSize_]));
- vertices[0] = ModelTransform(modelViewProj, v0);
- vertices[1] = ModelTransform(modelViewProj, v1);
- vertices[2] = ModelTransform(modelViewProj, v2);
- DrawTriangle(vertices, threadIndex);
- indices += 3;
- }
- }
- }
- }
- inline Vector4 OcclusionBuffer::ModelTransform(const Matrix4& transform, const Vector3& vertex) const
- {
- return Vector4(
- transform.m00_ * vertex.x_ + transform.m01_ * vertex.y_ + transform.m02_ * vertex.z_ + transform.m03_,
- transform.m10_ * vertex.x_ + transform.m11_ * vertex.y_ + transform.m12_ * vertex.z_ + transform.m13_,
- transform.m20_ * vertex.x_ + transform.m21_ * vertex.y_ + transform.m22_ * vertex.z_ + transform.m23_,
- transform.m30_ * vertex.x_ + transform.m31_ * vertex.y_ + transform.m32_ * vertex.z_ + transform.m33_
- );
- }
- inline Vector3 OcclusionBuffer::ViewportTransform(const Vector4& vertex) const
- {
- float invW = 1.0f / vertex.w_;
- return Vector3(
- invW * vertex.x_ * scaleX_ + offsetX_,
- invW * vertex.y_ * scaleY_ + offsetY_,
- invW * vertex.z_ * OCCLUSION_Z_SCALE
- );
- }
- inline Vector4 OcclusionBuffer::ClipEdge(const Vector4& v0, const Vector4& v1, float d0, float d1) const
- {
- float t = d0 / (d0 - d1);
- return v0 + t * (v1 - v0);
- }
- inline float OcclusionBuffer::SignedArea(const Vector3& v0, const Vector3& v1, const Vector3& v2) const
- {
- float aX = v0.x_ - v1.x_;
- float aY = v0.y_ - v1.y_;
- float bX = v2.x_ - v1.x_;
- float bY = v2.y_ - v1.y_;
- return aX * bY - aY * bX;
- }
- void OcclusionBuffer::CalculateViewport()
- {
- // Add half pixel offset due to 3D frustum culling
- scaleX_ = 0.5f * width_;
- scaleY_ = -0.5f * height_;
- offsetX_ = 0.5f * width_ + 0.5f;
- offsetY_ = 0.5f * height_ + 0.5f;
- projOffsetScaleX_ = projection_.m00_ * scaleX_;
- projOffsetScaleY_ = projection_.m11_ * scaleY_;
- }
- void OcclusionBuffer::DrawTriangle(Vector4* vertices, i32 threadIndex)
- {
- assert(threadIndex >= 0);
- ClipMaskFlags clipMask{};
- ClipMaskFlags andClipMask{};
- bool drawOk = false;
- Vector3 projected[3];
- // Build the clip plane mask for the triangle
- for (unsigned i = 0; i < 3; ++i)
- {
- ClipMaskFlags vertexClipMask{};
- if (vertices[i].x_ > vertices[i].w_)
- vertexClipMask |= CLIPMASK_X_POS;
- if (vertices[i].x_ < -vertices[i].w_)
- vertexClipMask |= CLIPMASK_X_NEG;
- if (vertices[i].y_ > vertices[i].w_)
- vertexClipMask |= CLIPMASK_Y_POS;
- if (vertices[i].y_ < -vertices[i].w_)
- vertexClipMask |= CLIPMASK_Y_NEG;
- if (vertices[i].z_ > vertices[i].w_)
- vertexClipMask |= CLIPMASK_Z_POS;
- if (vertices[i].z_ < 0.0f)
- vertexClipMask |= CLIPMASK_Z_NEG;
- clipMask |= vertexClipMask;
- if (!i)
- andClipMask = vertexClipMask;
- else
- andClipMask &= vertexClipMask;
- }
- // If triangle is fully behind any clip plane, can reject quickly
- if (andClipMask)
- return;
- // Check if triangle is fully inside
- if (!clipMask)
- {
- projected[0] = ViewportTransform(vertices[0]);
- projected[1] = ViewportTransform(vertices[1]);
- projected[2] = ViewportTransform(vertices[2]);
- bool clockwise = SignedArea(projected[0], projected[1], projected[2]) < 0.0f;
- if (cullMode_ == CULL_NONE || (cullMode_ == CULL_CCW && clockwise) || (cullMode_ == CULL_CW && !clockwise))
- {
- DrawTriangle2D(projected, clockwise, threadIndex);
- drawOk = true;
- }
- }
- else
- {
- bool triangles[64];
- // Initial triangle
- triangles[0] = true;
- unsigned numTriangles = 1;
- if (clipMask & CLIPMASK_X_POS)
- ClipVertices(Vector4(-1.0f, 0.0f, 0.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_X_NEG)
- ClipVertices(Vector4(1.0f, 0.0f, 0.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_Y_POS)
- ClipVertices(Vector4(0.0f, -1.0f, 0.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_Y_NEG)
- ClipVertices(Vector4(0.0f, 1.0f, 0.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_Z_POS)
- ClipVertices(Vector4(0.0f, 0.0f, -1.0f, 1.0f), vertices, triangles, numTriangles);
- if (clipMask & CLIPMASK_Z_NEG)
- ClipVertices(Vector4(0.0f, 0.0f, 1.0f, 0.0f), vertices, triangles, numTriangles);
- // Draw each accepted triangle
- for (unsigned i = 0; i < numTriangles; ++i)
- {
- if (triangles[i])
- {
- unsigned index = i * 3;
- projected[0] = ViewportTransform(vertices[index]);
- projected[1] = ViewportTransform(vertices[index + 1]);
- projected[2] = ViewportTransform(vertices[index + 2]);
- bool clockwise = SignedArea(projected[0], projected[1], projected[2]) < 0.0f;
- if (cullMode_ == CULL_NONE || (cullMode_ == CULL_CCW && clockwise) || (cullMode_ == CULL_CW && !clockwise))
- {
- DrawTriangle2D(projected, clockwise, threadIndex);
- drawOk = true;
- }
- }
- }
- }
- if (drawOk)
- ++numTriangles_;
- }
- void OcclusionBuffer::ClipVertices(const Vector4& plane, Vector4* vertices, bool* triangles, unsigned& numTriangles)
- {
- unsigned num = numTriangles;
- for (unsigned i = 0; i < num; ++i)
- {
- if (triangles[i])
- {
- unsigned index = i * 3;
- float d0 = plane.DotProduct(vertices[index]);
- float d1 = plane.DotProduct(vertices[index + 1]);
- float d2 = plane.DotProduct(vertices[index + 2]);
- // If all vertices behind the plane, reject triangle
- if (d0 < 0.0f && d1 < 0.0f && d2 < 0.0f)
- {
- triangles[i] = false;
- continue;
- }
- // If 2 vertices behind the plane, create a new triangle in-place
- else if (d0 < 0.0f && d1 < 0.0f)
- {
- vertices[index] = ClipEdge(vertices[index], vertices[index + 2], d0, d2);
- vertices[index + 1] = ClipEdge(vertices[index + 1], vertices[index + 2], d1, d2);
- }
- else if (d0 < 0.0f && d2 < 0.0f)
- {
- vertices[index] = ClipEdge(vertices[index], vertices[index + 1], d0, d1);
- vertices[index + 2] = ClipEdge(vertices[index + 2], vertices[index + 1], d2, d1);
- }
- else if (d1 < 0.0f && d2 < 0.0f)
- {
- vertices[index + 1] = ClipEdge(vertices[index + 1], vertices[index], d1, d0);
- vertices[index + 2] = ClipEdge(vertices[index + 2], vertices[index], d2, d0);
- }
- // 1 vertex behind the plane: create one new triangle, and modify one in-place
- else if (d0 < 0.0f)
- {
- unsigned newIdx = numTriangles * 3;
- triangles[numTriangles] = true;
- ++numTriangles;
- vertices[newIdx] = ClipEdge(vertices[index], vertices[index + 2], d0, d2);
- vertices[newIdx + 1] = vertices[index] = ClipEdge(vertices[index], vertices[index + 1], d0, d1);
- vertices[newIdx + 2] = vertices[index + 2];
- }
- else if (d1 < 0.0f)
- {
- unsigned newIdx = numTriangles * 3;
- triangles[numTriangles] = true;
- ++numTriangles;
- vertices[newIdx + 1] = ClipEdge(vertices[index + 1], vertices[index], d1, d0);
- vertices[newIdx + 2] = vertices[index + 1] = ClipEdge(vertices[index + 1], vertices[index + 2], d1, d2);
- vertices[newIdx] = vertices[index];
- }
- else if (d2 < 0.0f)
- {
- unsigned newIdx = numTriangles * 3;
- triangles[numTriangles] = true;
- ++numTriangles;
- vertices[newIdx + 2] = ClipEdge(vertices[index + 2], vertices[index + 1], d2, d1);
- vertices[newIdx] = vertices[index + 2] = ClipEdge(vertices[index + 2], vertices[index], d2, d0);
- vertices[newIdx + 1] = vertices[index + 1];
- }
- }
- }
- }
- // Code based on Chris Hecker's Perspective Texture Mapping series in the Game Developer magazine
- // Also available online at http://chrishecker.com/Miscellaneous_Technical_Articles
- /// %Gradients of a software rasterized triangle.
- struct Gradients
- {
- /// Construct from vertices.
- explicit Gradients(const Vector3* vertices)
- {
- float invdX = 1.0f / (((vertices[1].x_ - vertices[2].x_) *
- (vertices[0].y_ - vertices[2].y_)) -
- ((vertices[0].x_ - vertices[2].x_) *
- (vertices[1].y_ - vertices[2].y_)));
- float invdY = -invdX;
- dInvZdX_ = invdX * (((vertices[1].z_ - vertices[2].z_) * (vertices[0].y_ - vertices[2].y_)) -
- ((vertices[0].z_ - vertices[2].z_) * (vertices[1].y_ - vertices[2].y_)));
- dInvZdY_ = invdY * (((vertices[1].z_ - vertices[2].z_) * (vertices[0].x_ - vertices[2].x_)) -
- ((vertices[0].z_ - vertices[2].z_) * (vertices[1].x_ - vertices[2].x_)));
- dInvZdXInt_ = (int)dInvZdX_;
- }
- /// Integer horizontal gradient.
- int dInvZdXInt_;
- /// Horizontal gradient.
- float dInvZdX_;
- /// Vertical gradient.
- float dInvZdY_;
- };
- /// %Edge of a software rasterized triangle.
- struct Edge
- {
- /// Construct from gradients and top & bottom vertices.
- Edge(const Gradients& gradients, const Vector3& top, const Vector3& bottom, int topY)
- {
- float height = (bottom.y_ - top.y_);
- float slope = (height != 0.0f) ? (bottom.x_ - top.x_) / height : 0.0f;
- float yPreStep = (float)(topY + 1) - top.y_;
- float xPreStep = slope * yPreStep;
- x_ = RoundToInt((xPreStep + top.x_) * OCCLUSION_X_SCALE);
- xStep_ = RoundToInt(slope * OCCLUSION_X_SCALE);
- invZ_ = RoundToInt(top.z_ + xPreStep * gradients.dInvZdX_ + yPreStep * gradients.dInvZdY_);
- invZStep_ = RoundToInt(slope * gradients.dInvZdX_ + gradients.dInvZdY_);
- }
- /// X coordinate.
- int x_;
- /// X coordinate step.
- int xStep_;
- /// Inverse Z.
- int invZ_;
- /// Inverse Z step.
- int invZStep_;
- };
- void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices, bool clockwise, i32 threadIndex)
- {
- assert(threadIndex >= 0);
- int top, middle, bottom;
- bool middleIsRight;
- // Sort vertices in Y-direction
- if (vertices[0].y_ < vertices[1].y_)
- {
- if (vertices[2].y_ < vertices[0].y_)
- {
- top = 2;
- middle = 0;
- bottom = 1;
- middleIsRight = true;
- }
- else
- {
- top = 0;
- if (vertices[1].y_ < vertices[2].y_)
- {
- middle = 1;
- bottom = 2;
- middleIsRight = true;
- }
- else
- {
- middle = 2;
- bottom = 1;
- middleIsRight = false;
- }
- }
- }
- else
- {
- if (vertices[2].y_ < vertices[1].y_)
- {
- top = 2;
- middle = 1;
- bottom = 0;
- middleIsRight = false;
- }
- else
- {
- top = 1;
- if (vertices[0].y_ < vertices[2].y_)
- {
- middle = 0;
- bottom = 2;
- middleIsRight = false;
- }
- else
- {
- middle = 2;
- bottom = 0;
- middleIsRight = true;
- }
- }
- }
- auto topY = (int)vertices[top].y_;
- auto middleY = (int)vertices[middle].y_;
- auto bottomY = (int)vertices[bottom].y_;
- // Check for degenerate triangle
- if (topY == bottomY)
- return;
- // Reverse middleIsRight test if triangle is counterclockwise
- if (!clockwise)
- middleIsRight = !middleIsRight;
- const bool topDegenerate = topY == middleY;
- const bool bottomDegenerate = middleY == bottomY;
- Gradients gradients(vertices);
- Edge topToBottom(gradients, vertices[top], vertices[bottom], topY);
- int* bufferData = buffers_[threadIndex].data_;
- if (middleIsRight)
- {
- // Top half
- if (!topDegenerate)
- {
- Edge topToMiddle(gradients, vertices[top], vertices[middle], topY);
- int* row = bufferData + topY * width_;
- int* endRow = bufferData + middleY * width_;
- while (row < endRow)
- {
- int invZ = topToBottom.invZ_;
- int* dest = row + (topToBottom.x_ >> 16u);
- int* end = row + (topToMiddle.x_ >> 16u);
- while (dest < end)
- {
- if (invZ < *dest)
- *dest = invZ;
- invZ += gradients.dInvZdXInt_;
- ++dest;
- }
- topToBottom.x_ += topToBottom.xStep_;
- topToBottom.invZ_ += topToBottom.invZStep_;
- topToMiddle.x_ += topToMiddle.xStep_;
- row += width_;
- }
- }
- // Bottom half
- if (!bottomDegenerate)
- {
- Edge middleToBottom(gradients, vertices[middle], vertices[bottom], middleY);
- int* row = bufferData + middleY * width_;
- int* endRow = bufferData + bottomY * width_;
- while (row < endRow)
- {
- int invZ = topToBottom.invZ_;
- int* dest = row + (topToBottom.x_ >> 16u);
- int* end = row + (middleToBottom.x_ >> 16u);
- while (dest < end)
- {
- if (invZ < *dest)
- *dest = invZ;
- invZ += gradients.dInvZdXInt_;
- ++dest;
- }
- topToBottom.x_ += topToBottom.xStep_;
- topToBottom.invZ_ += topToBottom.invZStep_;
- middleToBottom.x_ += middleToBottom.xStep_;
- row += width_;
- }
- }
- }
- else
- {
- // Top half
- if (!topDegenerate)
- {
- Edge topToMiddle(gradients, vertices[top], vertices[middle], topY);
- int* row = bufferData + topY * width_;
- int* endRow = bufferData + middleY * width_;
- while (row < endRow)
- {
- int invZ = topToMiddle.invZ_;
- int* dest = row + (topToMiddle.x_ >> 16u);
- int* end = row + (topToBottom.x_ >> 16u);
- while (dest < end)
- {
- if (invZ < *dest)
- *dest = invZ;
- invZ += gradients.dInvZdXInt_;
- ++dest;
- }
- topToMiddle.x_ += topToMiddle.xStep_;
- topToMiddle.invZ_ += topToMiddle.invZStep_;
- topToBottom.x_ += topToBottom.xStep_;
- row += width_;
- }
- }
- // Bottom half
- if (!bottomDegenerate)
- {
- Edge middleToBottom(gradients, vertices[middle], vertices[bottom], middleY);
- int* row = bufferData + middleY * width_;
- int* endRow = bufferData + bottomY * width_;
- while (row < endRow)
- {
- int invZ = middleToBottom.invZ_;
- int* dest = row + (middleToBottom.x_ >> 16u);
- int* end = row + (topToBottom.x_ >> 16u);
- while (dest < end)
- {
- if (invZ < *dest)
- *dest = invZ;
- invZ += gradients.dInvZdXInt_;
- ++dest;
- }
- middleToBottom.x_ += middleToBottom.xStep_;
- middleToBottom.invZ_ += middleToBottom.invZStep_;
- topToBottom.x_ += topToBottom.xStep_;
- row += width_;
- }
- }
- }
- }
- void OcclusionBuffer::MergeBuffers()
- {
- URHO3D_PROFILE(MergeBuffers);
- for (unsigned i = 1; i < buffers_.Size(); ++i)
- {
- if (!buffers_[i].used_)
- continue;
- int* src = buffers_[i].data_;
- int* dest = buffers_[0].data_;
- int count = width_ * height_;
- while (count--)
- {
- // If thread buffer's depth value is closer, overwrite the original
- if (*src < *dest)
- *dest = *src;
- ++src;
- ++dest;
- }
- }
- }
- void OcclusionBuffer::ClearBuffer(i32 threadIndex)
- {
- assert(threadIndex >= 0);
- if (threadIndex >= buffers_.Size())
- return;
- int* dest = buffers_[threadIndex].data_;
- int count = width_ * height_;
- auto fillValue = (int)OCCLUSION_Z_SCALE;
- while (count--)
- *dest++ = fillValue;
- }
- }
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