Frustum culling should be working.

This commit is contained in:
William Moberg
2016-02-09 17:12:23 +01:00
parent b9d6d59c62
commit 239a8e7a6a
5 changed files with 93 additions and 148 deletions
+77
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@@ -0,0 +1,77 @@
#ifndef Frustum_h__
#define Frustum_h__
#include "../GLM.h"
#include "AABB.h"
#include <bitset>
//A frustum defined by 6 planes.
struct Frustum
{
//Contains points P in: dot(normal, P) + d = 0
struct Plane
{
glm::vec3 Normal;
float Distance;
};
enum class Output
{
Inside,
Outside,
Intersects
};
Plane Planes[6];
Frustum() = default;
Frustum(glm::mat4x4 viewProjMatrix)
{
//Order: Right, left, top, bottom, far, near.
int sign = 1;
for (int i = 0; i < 6; ++i) {
sign = -sign;
int index = i / 2;
Plane& plane = Planes[i];
plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
float divByNormalLength = 1.0f / glm::length(plane.Normal);
plane.Normal *= divByNormalLength;
plane.Distance *= divByNormalLength;
}
}
Output VsAABB(const AABB& box) const
{
const glm::vec3& maxCorner = box.MaxCorner();
const glm::vec3& minCorner = box.MinCorner();
bool completelyInside = true;
for (const Plane& p : Planes) {
bool anyWasInside = false;
bool anyWasOutside = false;
//If points are on both sides of the plane, we can stop.
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
std::bitset<3> bits(i);
glm::vec3 corner;
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
if (glm::dot(p.Normal, corner) > -p.Distance) {
anyWasInside = true;
} else {
anyWasOutside = true;
}
}
if (!anyWasInside) {
return Output::Outside;
}
if (anyWasOutside) {
completelyInside = false;
}
}
return completelyInside ? Output::Inside : Output::Intersects;
}
};
#endif
+9 -72
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@@ -6,6 +6,7 @@
#include "../Common.h"
#include "AABB.h"
#include "Frustum.h"
//Fwd declarations.
class Ray;
@@ -41,8 +42,8 @@ public:
//The type Box must be AABB, or inherit from AABB.
template<typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
//Get the objects that are inside the frustum defined by the viewProjection matrix, the objects are put in outObjects.
void ObjectsInFrustum(const glm::mat4x4& viewProj, std::vector<T>& outObjects);
//Get the objects that are inside the frustum, the objects are put in outObjects.
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
//Empty the tree of all objects, static and dynamic.
void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree.
@@ -71,56 +72,6 @@ struct Output
float CollideDistance;
};
//Contains points P in: dot(normal, P) + d = 0
struct Plane
{
glm::vec3 Normal;
float Distance;
};
//A frustum defined by 6 planes.
struct Frustum
{
enum Output
{
Inside,
Outside,
Intersects
};
Plane Planes[6];
Output VsAABB(const AABB& box) const
{
const glm::vec3& maxCorner = box.MaxCorner();
const glm::vec3& minCorner = box.MinCorner();
bool completelyInside = true;
for (const Plane& p : Planes) {
bool anyWasInside = false;
bool anyWasOutside = false;
//If points are on both sides of the plane, we can stop.
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
std::bitset<3> bits(i);
glm::vec3 corner;
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
if (glm::dot(p.Normal, corner) > p.Distance) {
anyWasInside = true;
} else {
anyWasOutside = true;
}
}
if (!anyWasInside) {
return Outside;
}
if (anyWasOutside) {
completelyInside = false;
}
}
return completelyInside ? Inside : Intersects;
}
};
struct ContainedObject
{
ContainedObject()
@@ -210,23 +161,9 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
}
template<typename T>
void Octree<T>::ObjectsInFrustum(const glm::mat4x4& viewProj, std::vector<T>& outObjects)
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
{
falsifyObjectChecks();
OctSpace::Frustum frustum;
//Order: Right, left, top, bottom, far, near.
for (int i = 0; i < 6; ++i) {
int sign = 2 * (i % 2) - 1;
int index = i / 2;
OctSpace::Plane& plane = frustum.Planes[i];
plane.Normal.x = viewProj[0].w + sign * viewProj[0][index];
plane.Normal.y = viewProj[1].w + sign * viewProj[1][index];
plane.Normal.z = viewProj[2].w + sign * viewProj[2][index];
plane.Distance = viewProj[3].w + sign * viewProj[3][index];
float divByNormalLength = 1.0f / glm::length(plane.Normal);
plane.Normal *= divByNormalLength;
plane.Distance *= divByNormalLength;
}
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
@@ -311,14 +248,14 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
{
if (hasChildren()) {
for (const Child* c : m_Children) {
Frustum::Output out = Frustum::Inside;
Frustum::Output out = Frustum::Output::Inside;
if (!takeAllDontTest) {
out = frustum.VsAABB(c->m_Box);
if (out == Frustum::Outside) {
if (out == Frustum::Output::Outside) {
continue;
}
}
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Inside);
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
}
} else {
size_t startIndex = outObjects.size();
@@ -326,7 +263,7 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
if (obj.Checked || !frustum.VsAABB(obj.Box)) {
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
@@ -335,7 +272,7 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
}
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
if (obj.Checked || !frustum.VsAABB(obj.Box)) {
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
-3
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@@ -31,9 +31,6 @@ private:
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
Camera* m_LastCullCamera;
Camera** m_FrustumCamPtr;
EntityWrapper frustumEntity;
World* m_World;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
+6 -72
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@@ -1,5 +1,6 @@
#include "Rendering/RenderSystem.h"
#include "Collision/Collision.h"
#include "Core/Frustum.h"
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree)
: System(world, eventBroker)
@@ -13,31 +14,15 @@ RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRender
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
m_LastCullCamera = new Camera(*m_Camera);
m_FrustumCamPtr = &m_Camera;
}
RenderSystem::~RenderSystem()
{
delete m_Camera;
delete m_LastCullCamera;
}
bool RenderSystem::OnSetCamera(Events::SetCamera& e)
{
//Right now, lets set the camera to cull away stuff if it is connected to a player.
//TODO: This won't work with spectators, or death anim.
if (e.CameraEntity.FirstParentWithComponent("Player").Valid()) {
m_FrustumCamPtr = &m_Camera;
LOG_INFO("Setting frustum to new camera.");
} else if (e.CameraEntity != m_CurrentCamera) {
//If the camera has no parents, i.e. a free camera,
//then we cull from the last camera, so we can see if the culling works.
//Copy the camera into the last frustum camera, without allocating new memory.
new ((void*)m_LastCullCamera) Camera(*m_Camera);
m_FrustumCamPtr = &m_LastCullCamera;
LOG_INFO("New camera, frustum remains at old camera.");
}
ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_Camera->SetFOV((double)cCamera["FOV"]);
@@ -58,55 +43,15 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
}
float frustrumTODO = 0.f;
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
{
if (!frustumEntity.Valid() && m_World->GetComponentPools().size() > 0) {
frustumEntity = EntityWrapper(m_World, m_World->CreateEntity());
m_World->AttachComponent(frustumEntity.ID, "Transform");
m_World->AttachComponent(frustumEntity.ID, "Model");
frustumEntity["Model"]["Resource"] = "Models/Core/UnitCube.mesh";
}
Frustum frustum(m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix());
std::vector<EntityAABB> seenEntities;
//m_Octree->ObjectsInFrustum((*m_FrustumCamPtr)->ProjectionMatrix() * (*m_FrustumCamPtr)->ViewMatrix(), seenEntities);
m_Octree->ObjectsInFrustum(frustum, seenEntities);
glm::mat4x4 viewProj = (*m_FrustumCamPtr)->ProjectionMatrix() * (*m_FrustumCamPtr)->ViewMatrix();
OctSpace::Frustum frustum;
//Order: Right, left, top, bottom, far, near.
int sign = 1;
for (int i = 0; i < 6; ++i) {
sign = -sign;
int index = i / 2;
OctSpace::Plane& plane = frustum.Planes[i];
plane.Normal.x = viewProj[0].w + sign * viewProj[0][index];
plane.Normal.y = viewProj[1].w + sign * viewProj[1][index];
plane.Normal.z = viewProj[2].w + sign * viewProj[2][index];
plane.Distance = viewProj[3].w + sign * viewProj[3][index];
float divByNormalLength = 1.0f / glm::length(plane.Normal);
plane.Normal *= divByNormalLength;
plane.Distance *= divByNormalLength;
}
if (frustumEntity.Valid()) {
int planeI = 0;
glm::vec3 pos = (*m_FrustumCamPtr)->Position() + frustrumTODO * (*m_FrustumCamPtr)->Forward();
float dist = glm::dot(frustum.Planes[planeI].Normal, pos) + frustum.Planes[planeI].Distance;
frustumEntity["Transform"]["Position"] = pos - dist * frustum.Planes[planeI].Normal;
frustumEntity["Transform"]["Scale"] = glm::vec3(0.15f);
}
if (++frustrumTODO > 75) {
frustrumTODO = 0.f;
}
//for (auto& seenEntity : seenEntities) {
// EntityWrapper entity = seenEntity.Entity;
// ComponentWrapper cModel = entity["Model"];
auto models = m_World->GetComponents("Model");
if (models == nullptr) {
return;
}
for (auto& cModel : *models) {
for (auto& seenEntity : seenEntities) {
EntityWrapper entity = seenEntity.Entity;
ComponentWrapper cModel = entity["Model"];
bool visible = cModel["Visible"];
if (!visible) {
continue;
@@ -116,8 +61,6 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
continue;
}
EntityWrapper entity = EntityWrapper(m_World, cModel.EntityID);
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
continue;
@@ -128,15 +71,6 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
continue;
}
if (entity.HasComponent("AABB")) {
OctSpace::Frustum::Output o = frustum.VsAABB(*Collision::EntityAbsoluteAABB(entity));
if (o == OctSpace::Frustum::Outside && entity != frustumEntity) {
resource = "Models/Core/UnitRaptor.mesh";
}
} else if (entity != frustumEntity){
resource = "Models/Core/Error.mesh";
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(resource);
+1 -1
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@@ -100,7 +100,7 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling, "Model");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling, "Model");
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);