diff --git a/include/Engine/Core/Octree.h b/include/Engine/Core/Octree.h index d97d644b..e0165cef 100644 --- a/include/Engine/Core/Octree.h +++ b/include/Engine/Core/Octree.h @@ -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::ObjectsInFrustum(const glm::mat4x4& viewProj, std::vector& 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); } diff --git a/include/Engine/Rendering/RenderSystem.h b/include/Engine/Rendering/RenderSystem.h index d404c56a..e4e6475a 100644 --- a/include/Engine/Rendering/RenderSystem.h +++ b/include/Engine/Rendering/RenderSystem.h @@ -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; diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index d57e263a..9d7e7530 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -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>& opaqueJobs, std::list>& 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 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>& 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;