WIP, debugging code added, still not working.

This commit is contained in:
William Moberg
2016-02-09 15:00:30 +01:00
parent b748deb1e1
commit b30891aecd
3 changed files with 62 additions and 39 deletions
+14 -13
View File
@@ -74,8 +74,8 @@ struct Output
//Contains points P in: dot(normal, P) + d = 0
struct Plane
{
glm::vec3 normal;
float distance;
glm::vec3 Normal;
float Distance;
};
//A frustum defined by 6 planes.
@@ -87,14 +87,14 @@ struct Frustum
Outside,
Intersects
};
Plane planes[6];
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) {
for (const Plane& p : Planes) {
bool anyWasInside = false;
bool anyWasOutside = false;
//If points are on both sides of the plane, we can stop.
@@ -104,7 +104,7 @@ struct Frustum
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) {
if (glm::dot(p.Normal, corner) > p.Distance) {
anyWasInside = true;
} else {
anyWasOutside = true;
@@ -214,17 +214,18 @@ void Octree<T>::ObjectsInFrustum(const glm::mat4x4& viewProj, std::vector<T>& ou
{
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;
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);
}
+1
View File
@@ -33,6 +33,7 @@ private:
Camera* m_Camera;
Camera* m_LastCullCamera;
Camera** m_FrustumCamPtr;
EntityWrapper frustumEntity;
World* m_World;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
+47 -26
View File
@@ -25,6 +25,19 @@ RenderSystem::~RenderSystem()
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"]);
@@ -33,17 +46,6 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
m_Camera->SetPosition(cTransform["Position"]);
m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
m_CurrentCamera = e.CameraEntity;
//Right now, lets set the camera to cull away stuff if it is connected to anything.
//TODO: This won't work with spectators, or death anim.
if (m_CurrentCamera.Parent().Valid()) {
//Copy the camera into the last frustum camera, without allocating new memory.
new ((void*)m_LastCullCamera) Camera(*m_Camera);
m_FrustumCamPtr = &m_Camera;
} else {
//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.
m_FrustumCamPtr = &m_LastCullCamera;
}
return true;
}
@@ -56,26 +58,45 @@ 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";
}
std::vector<EntityAABB> seenEntities;
//m_Octree->ObjectsInFrustum((*m_FrustumCamPtr)->ProjectionMatrix() * (*m_FrustumCamPtr)->ViewMatrix(), seenEntities);
//m_Octree->ObjectsInFrustum((*m_FrustumCamPtr)->ViewMatrix() * (*m_FrustumCamPtr)->ProjectionMatrix(), seenEntities);
glm::mat4x4 viewProj = (*m_FrustumCamPtr)->ViewMatrix() * (*m_FrustumCamPtr)->ProjectionMatrix();
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) {
int sign = 2 * (i % 2) - 1;
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;
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) {
@@ -109,11 +130,11 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
if (entity.HasComponent("AABB")) {
OctSpace::Frustum::Output o = frustum.VsAABB(*Collision::EntityAbsoluteAABB(entity));
if (o == OctSpace::Frustum::Outside) {
continue;
if (o == OctSpace::Frustum::Outside && entity != frustumEntity) {
resource = "Models/Core/UnitRaptor.mesh";
}
} else {
continue;
} else if (entity != frustumEntity){
resource = "Models/Core/Error.mesh";
}
Model* model;