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