WIP FrustumCulling, most code added but not working now.
This commit is contained in:
@@ -2,6 +2,7 @@
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#define Octree_h__
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#include <type_traits>
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#include <bitset>
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#include "../Common.h"
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#include "AABB.h"
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@@ -40,6 +41,8 @@ public:
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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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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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void ObjectsInFrustum(const glm::mat4x4& viewProj, std::vector<T>& outObjects);
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//Empty the tree of all objects, static and dynamic.
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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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@@ -68,6 +71,56 @@ struct Output
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float CollideDistance;
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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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{
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ContainedObject()
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@@ -97,6 +150,8 @@ struct Child
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void AddStaticObject(const AABB& box);
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template<typename T, typename Box>
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
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template<typename T>
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
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void ClearObjects();
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void ClearDynamicObjects();
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bool RayCollides(const Ray& ray, Output& data) const;
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@@ -154,6 +209,26 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
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m_Root->ObjectsInSameRegion(box, outObjects);
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}
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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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{
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falsifyObjectChecks();
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OctSpace::Frustum frustum;
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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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}
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template<typename T>
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void Octree<T>::ClearObjects()
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{
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@@ -230,4 +305,46 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
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}
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}
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template<typename T>
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void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
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{
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if (hasChildren()) {
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for (const Child* c : m_Children) {
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Frustum::Output out = Frustum::Inside;
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if (!takeAllDontTest) {
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out = frustum.VsAABB(c->m_Box);
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if (out == Frustum::Outside) {
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continue;
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}
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}
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c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Inside);
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}
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} else {
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size_t startIndex = outObjects.size();
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int numDuplicates = 0;
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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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ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
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if (obj.Checked || !frustum.VsAABB(obj.Box)) {
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++numDuplicates;
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} else {
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obj.Checked = true;
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outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
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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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ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
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if (obj.Checked || !frustum.VsAABB(obj.Box)) {
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++numDuplicates;
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} else {
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obj.Checked = true;
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outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
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}
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}
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for (size_t i = 0; i < numDuplicates; ++i) {
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outObjects.pop_back();
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}
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}
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}
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#endif
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@@ -16,11 +16,13 @@
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#include "PointLightJob.h"
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#include "../Core/Transform.h"
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#include "../Core/EPlayerSpawned.h"
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#include "../Core/Octree.h"
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#include "../Collision/EntityAABB.h"
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class RenderSystem : public ImpureSystem
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{
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public:
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RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
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RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
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~RenderSystem();
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virtual void Update(double dt) override;
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@@ -29,9 +31,12 @@ private:
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const IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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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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World* m_World;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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Octree<EntityAABB>* m_Octree;
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EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(Events::SetCamera &event);
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@@ -1,21 +1,26 @@
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#include "Rendering/RenderSystem.h"
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#include "Collision/Collision.h"
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RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
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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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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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, m_World(world)
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, m_Octree(frustumCullOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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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_LastCullCamera = new Camera(*m_Camera);
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m_FrustumCamPtr = &m_Camera;
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}
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RenderSystem::~RenderSystem()
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{
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delete m_Camera;
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delete m_LastCullCamera;
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}
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bool RenderSystem::OnSetCamera(Events::SetCamera& e)
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@@ -28,6 +33,17 @@ bool RenderSystem::OnSetCamera(Events::SetCamera& e)
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m_Camera->SetPosition(cTransform["Position"]);
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m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
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m_CurrentCamera = e.CameraEntity;
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//Right now, lets set the camera to cull away stuff if it is connected to anything.
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//TODO: This won't work with spectators, or death anim.
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if (m_CurrentCamera.Parent().Valid()) {
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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_Camera;
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} else {
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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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m_FrustumCamPtr = &m_LastCullCamera;
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}
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return true;
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}
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@@ -42,11 +58,33 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
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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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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((*m_FrustumCamPtr)->ViewMatrix() * (*m_FrustumCamPtr)->ProjectionMatrix(), seenEntities);
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glm::mat4x4 viewProj = (*m_FrustumCamPtr)->ViewMatrix() * (*m_FrustumCamPtr)->ProjectionMatrix();
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OctSpace::Frustum frustum;
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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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//for (auto& seenEntity : seenEntities) {
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// EntityWrapper entity = seenEntity.Entity;
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// ComponentWrapper cModel = entity["Model"];
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auto models = m_World->GetComponents("Model");
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if (models == nullptr) {
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return;
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}
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for (auto& cModel : *models) {
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bool visible = cModel["Visible"];
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if (!visible) {
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@@ -57,7 +95,7 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
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continue;
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}
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EntityWrapper entity(m_World, cModel.EntityID);
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EntityWrapper entity = EntityWrapper(m_World, cModel.EntityID);
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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@@ -69,6 +107,15 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs,
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continue;
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}
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if (entity.HasComponent("AABB")) {
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OctSpace::Frustum::Output o = frustum.VsAABB(*Collision::EntityAbsoluteAABB(entity));
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if (o == OctSpace::Frustum::Outside) {
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continue;
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}
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} else {
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continue;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(resource);
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+6
-4
@@ -75,9 +75,10 @@ Game::Game(int argc, char* argv[])
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// Create Octrees
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m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
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m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
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m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
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@@ -99,6 +100,7 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling, "Model");
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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@@ -107,7 +109,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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