Torque3D Documentation / _generateds / sceneZoneCullingState.cpp

sceneZoneCullingState.cpp

Engine/source/scene/culling/sceneZoneCullingState.cpp

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Detailed Description

  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 "scene/culling/sceneZoneCullingState.h"
 26
 27#include "scene/culling/sceneCullingState.h"
 28#include "platform/profiler.h"
 29
 30
 31//-----------------------------------------------------------------------------
 32
 33template< typename T >
 34inline SceneZoneCullingState::CullingTestResult SceneZoneCullingState::_testVolumes( T bounds, bool occludersOnly ) const
 35{
 36   // If we are testing for occlusion only and we don't have any
 37   // occlusion volumes, we can early out here.
 38
 39   if( occludersOnly && !mHaveOccluders )
 40      return CullingTestNegative;
 41
 42   // If we haven't sorted the volumes on this zone state yet,
 43   // do so now.
 44
 45   if( !mHaveSortedVolumes )
 46      _sortVolumes();
 47
 48   // Now go through the volumes in this zone and test them
 49   // against the bounds.
 50
 51   for( CullingVolumeLink* link = mCullingVolumes; link != NULL; link = link->mNext )
 52   {
 53      const SceneCullingVolume& volume = link->mVolume;
 54
 55      if( volume.isOccluder() )
 56      {
 57         if( volume.test( bounds ) )
 58            return CullingTestPositiveByOcclusion;
 59      }
 60      else
 61      {
 62         // If we are testing for occlusion only, we can early out as soon
 63         // as we have reached the first non-inverted volume.
 64         if( occludersOnly )
 65            return CullingTestNegative;
 66
 67         if( volume.test( bounds ) )
 68            return CullingTestPositiveByInclusion;
 69      }
 70   }
 71
 72   return CullingTestNegative;
 73}
 74
 75//-----------------------------------------------------------------------------
 76
 77SceneZoneCullingState::CullingTestResult SceneZoneCullingState::testVolumes( const Box3F& aabb, bool invertedOnly ) const
 78{
 79   PROFILE_SCOPE( SceneZoneCullingState_testVolumes );
 80   return _testVolumes( aabb, invertedOnly );
 81}
 82
 83//-----------------------------------------------------------------------------
 84
 85SceneZoneCullingState::CullingTestResult SceneZoneCullingState::testVolumes( const OrientedBox3F& obb, bool invertedOnly ) const
 86{
 87   PROFILE_SCOPE( SceneZoneCullingState_testVolumes_OBB );
 88   return _testVolumes( obb, invertedOnly );
 89}
 90
 91//-----------------------------------------------------------------------------
 92
 93SceneZoneCullingState::CullingTestResult SceneZoneCullingState::testVolumes( const SphereF& sphere, bool invertedOnly ) const
 94{
 95   PROFILE_SCOPE( SceneZoneCullingState_testVolumes_Sphere );
 96   return _testVolumes( sphere, invertedOnly );
 97}
 98
 99//-----------------------------------------------------------------------------
100
101void SceneZoneCullingState::_sortVolumes() const
102{
103   // First do a pass to gather all occlusion volumes.  These must be put on the
104   // list in front of all inclusion volumes.  Otherwise, an inclusion volume
105   // may test positive when in fact an occlusion volume would reject the object.
106
107   CullingVolumeLink* occluderHead = NULL;
108   CullingVolumeLink* occluderTail = NULL;
109
110   if( mHaveOccluders )
111   {
112      U32 numOccluders = 0;
113
114      for( CullingVolumeLink* current = mCullingVolumes, *prev = NULL; current != NULL; )
115      {
116         CullingVolumeLink* next = current->mNext;
117
118         if( !current->mVolume.isOccluder() )
119            prev = current;
120         else
121         {
122            // Unlink from list.
123
124            if( prev )
125               prev->mNext = next;
126            else
127               mCullingVolumes = next;
128
129            // Sort into list.
130
131            _insertSorted( occluderHead, occluderTail, current );
132            ++ numOccluders;
133         }
134
135         current = next;
136      }
137
138      // If we ended up with more inverted (occlusion) volumes than we want,
139      // chop off any but the first N volumes.  Since we have sorted the volumes
140      // by screen coverage, this will get rid of smallest occlusion volumes.
141
142      if( numOccluders > SceneCullingState::smMaxOccludersPerZone )
143      {
144         CullingVolumeLink* last = occluderHead;
145         for( U32 i = 0; i < ( SceneCullingState::smMaxOccludersPerZone - 1 ); ++ i )
146            last = last->mNext;
147
148         // Chop off rest.  The links are allocated on the chunker
149         // and thus will simply disappear when the state gets deleted.
150
151         last->mNext = NULL;
152         occluderTail = last;
153      }
154   }
155
156   // Now, do a second pass to sort all includer volumes by decreasing screen
157   // real estate so that when testing against them, we test the larger volumes first
158   // and the smaller ones later.
159
160   CullingVolumeLink* includerHead = NULL;
161   CullingVolumeLink* includerTail = NULL;
162
163   while( mCullingVolumes )
164   {
165      CullingVolumeLink* current = mCullingVolumes;
166
167      AssertFatal( !current->mVolume.isOccluder(),
168         "SceneCullingState::ZoneState::_sortFrustums - Occluders must have been filtered out at this point" );
169
170      // Unlink from list.
171
172      mCullingVolumes = current->mNext;
173
174      // Sort into list.
175
176      _insertSorted( includerHead, includerTail, current );
177   }
178
179   // Merge the two lists.  Put inverted volumes first and
180   // non-inverted volumes second.
181
182   if( occluderHead != NULL )
183   {
184      mCullingVolumes = occluderHead;
185      occluderTail->mNext = includerHead;
186   }
187   else
188      mCullingVolumes = includerHead;
189
190   // Done.
191
192   mHaveSortedVolumes = true;
193}
194
195//-----------------------------------------------------------------------------
196
197void SceneZoneCullingState::_insertSorted( CullingVolumeLink*& head, CullingVolumeLink*& tail, CullingVolumeLink* link )
198{
199   // If first element, just put it in the list
200   // and return.
201
202   if( !head )
203   {
204      head = link;
205      tail = link;
206      link->mNext = NULL;
207
208      return;
209   }
210
211   // Otherwise, search for where to put it.
212
213   F32 sortPoint = link->mVolume.getSortPoint();
214
215   for( CullingVolumeLink* current = head, *prev = NULL; current != NULL; prev = current, current = current->mNext )
216   {
217      F32 currentSortPoint = current->mVolume.getSortPoint();
218      if( currentSortPoint > sortPoint )
219         continue;
220
221      if( !prev )
222         head = link;
223      else
224         prev->mNext = link;
225
226      link->mNext = current;
227      return;
228   }
229
230   // Smallest frustum in list.  Append to end.
231
232   tail->mNext = link;
233   link->mNext = NULL;
234
235   tail = link;
236}
237