occlusionVolume.cpp
Engine/source/T3D/occlusionVolume.cpp
Public Functions
ConsoleDocClass(OcclusionVolume , "@brief An invisible shape that causes objects hidden from view behind it <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> not be <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">rendered.\n\n</a>" "<a href="/coding/class/classocclusionvolume/">OcclusionVolume</a> is <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> class <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> scene optimization. It's <a href="/coding/file/x86unixmain_8cpp/#x86unixmain_8cpp_1a217dbf8b442f20279ea00b898af96f52">main</a> use is <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> outdoor spaces where zones " "and portals do not help in optimizing scene culling as they almost only make sense <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> modeling visibility " "in indoor scenarios (and <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> connecting indoor spaces <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> outdoor spaces).\<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" "During rendering, every object that is fully behind an occluder \<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" "Be aware that occluders add overhead <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> scene culling. Only <a href="/coding/file/tsmeshintrinsics_8cpp/#tsmeshintrinsics_8cpp_1a4e4fa7e3399708e0777b5308db01278c">if</a> 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 <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> placing occluders where <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> significant number of objects will be culled from points that the player " "will actually be at during the <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">game.\n\n</a>" "Like zones and portals, OcclusionVolumes may have <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> default box shape or <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> more complex \<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" " @see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Scene::maxOccludersPerZone\n</a>" " @see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Scene::occluderMinWidthPercentage\n</a>" " @see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Scene::occluderMinHeightPercentage\n</a>" " @ingroup enviroMisc" )
Detailed Description
Public Functions
ConsoleDocClass(OcclusionVolume , "@brief An invisible shape that causes objects hidden from view behind it <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> not be <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">rendered.\n\n</a>" "<a href="/coding/class/classocclusionvolume/">OcclusionVolume</a> is <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> class <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> scene optimization. It's <a href="/coding/file/x86unixmain_8cpp/#x86unixmain_8cpp_1a217dbf8b442f20279ea00b898af96f52">main</a> use is <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> outdoor spaces where zones " "and portals do not help in optimizing scene culling as they almost only make sense <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> modeling visibility " "in indoor scenarios (and <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> connecting indoor spaces <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> outdoor spaces).\<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" "During rendering, every object that is fully behind an occluder \<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" "Be aware that occluders add overhead <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> scene culling. Only <a href="/coding/file/tsmeshintrinsics_8cpp/#tsmeshintrinsics_8cpp_1a4e4fa7e3399708e0777b5308db01278c">if</a> 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 <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> placing occluders where <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> significant number of objects will be culled from points that the player " "will actually be at during the <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">game.\n\n</a>" "Like zones and portals, OcclusionVolumes may have <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> default box shape or <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> more complex \<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" " @see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Scene::maxOccludersPerZone\n</a>" " @see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Scene::occluderMinWidthPercentage\n</a>" " @see <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Scene::occluderMinHeightPercentage\n</a>" " @ingroup enviroMisc" )
IMPLEMENT_CO_NETOBJECT_V1(OcclusionVolume )
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#include "platform/platform.h" 25#include "T3D/occlusionVolume.h" 26 27#include "scene/sceneManager.h" 28#include "scene/sceneRenderState.h" 29#include "gfx/gfxDevice.h" 30#include "gfx/gfxDrawUtil.h" 31#include "gfx/sim/debugDraw.h" 32#include "util/tempAlloc.h" 33 34#include "math/mPolyhedron.impl.h" 35 36 37//#define DEBUG_DRAW 38 39 40IMPLEMENT_CO_NETOBJECT_V1( OcclusionVolume ); 41 42ConsoleDocClass( OcclusionVolume, 43 "@brief An invisible shape that causes objects hidden from view behind it to not be rendered.\n\n" 44 45 "OcclusionVolume is a class for scene optimization. It's main use is for outdoor spaces where zones " 46 "and portals do not help in optimizing scene culling as they almost only make sense for modeling visibility " 47 "in indoor scenarios (and for connecting indoor spaces to outdoor spaces).\n\n" 48 49 "During rendering, every object that is fully behind an occluder \n\n" 50 51 "Be aware that occluders add overhead to scene culling. Only if this overhead is outweighed by the time " 52 "saved by not rendering hidden objects, is the occluder actually effective. Because of this, chose only those " 53 "spots for placing occluders where a significant number of objects will be culled from points that the player " 54 "will actually be at during the game.\n\n" 55 56 "Like zones and portals, OcclusionVolumes may have a default box shape or a more complex \n\n" 57 58 "@see Scene::maxOccludersPerZone\n" 59 "@see Scene::occluderMinWidthPercentage\n" 60 "@see Scene::occluderMinHeightPercentage\n" 61 "@ingroup enviroMisc" 62); 63 64 65//----------------------------------------------------------------------------- 66 67OcclusionVolume::OcclusionVolume() 68 : mTransformDirty( true ), 69 mSilhouetteExtractor( mPolyhedron ) 70{ 71 VECTOR_SET_ASSOCIATION( mWSPoints ); 72 73 mObjectFlags.set( VisualOccluderFlag ); 74 75 mObjScale.set( 1.f, 1.f, 1.f ); 76 mObjBox.set( 77 Point3F( -0.5f, -0.5f, -0.5f ), 78 Point3F( 0.5f, 0.5f, 0.5f ) 79 ); 80 81 mObjToWorld.identity(); 82 mWorldToObj.identity(); 83 84 resetWorldBox(); 85} 86 87//----------------------------------------------------------------------------- 88 89void OcclusionVolume::consoleInit() 90{ 91 // Disable rendering of occlusion volumes by default. 92 getStaticClassRep()->mIsRenderEnabled = false; 93} 94 95//----------------------------------------------------------------------------- 96 97bool OcclusionVolume::onAdd() 98{ 99 if( !Parent::onAdd() ) 100 return false; 101 102 // Set up the silhouette extractor. 103 mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron ); 104 105 return true; 106} 107 108//----------------------------------------------------------------------------- 109 110void OcclusionVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat ) 111{ 112 Parent::_renderObject( ri, state, overrideMat ); 113 114 #ifdef DEBUG_DRAW 115 if( state->isDiffusePass() ) 116 DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() ); 117 #endif 118} 119 120//----------------------------------------------------------------------------- 121 122void OcclusionVolume::setTransform( const MatrixF& mat ) 123{ 124 Parent::setTransform( mat ); 125 mTransformDirty = true; 126} 127 128//----------------------------------------------------------------------------- 129 130void OcclusionVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F>& outPoints ) 131{ 132 // Extract the silhouette of the polyhedron. This works differently 133 // depending on whether we project orthogonally or in perspective. 134 135 TempAlloc< U32> indices( mPolyhedron.getNumPoints() ); 136 U32 numPoints; 137 138 if( cameraState.getFrustum().isOrtho() ) 139 { 140 // Transform the view direction into object space. 141 142 Point3F osViewDir; 143 getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir ); 144 145 // And extract the silhouette. 146 147 SilhouetteExtractorOrtho< PolyhedronType> extractor( mPolyhedron ); 148 numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size ); 149 } 150 else 151 { 152 // Create a transform to go from view space to object space. 153 154 MatrixF camView( true ); 155 camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) ); 156 camView.mul( getRenderWorldTransform() ); 157 camView.mul( cameraState.getViewWorldMatrix() ); 158 159 // Do a perspective-correct silhouette extraction. 160 161 numPoints = mSilhouetteExtractor.extractSilhouette( 162 camView, 163 indices, indices.size ); 164 } 165 166 // If we haven't yet, transform the polyhedron's points 167 // to world space. 168 169 if( mTransformDirty ) 170 { 171 const U32 numPolyPoints = mPolyhedron.getNumPoints(); 172 const PolyhedronType::PointType* points = getPolyhedron().getPoints(); 173 174 mWSPoints.setSize(numPolyPoints); 175 for( U32 i = 0; i < numPolyPoints; ++ i ) 176 { 177 Point3F p = points[ i ]; 178 p.convolve( getScale() ); 179 getTransform().mulP( p, &mWSPoints[ i ] ); 180 } 181 182 mTransformDirty = false; 183 } 184 185 // Now store the points. 186 187 outPoints.setSize( numPoints ); 188 for( U32 i = 0; i < numPoints; ++ i ) 189 outPoints[ i ] = mWSPoints[ indices[ i ] ]; 190} 191