WIP FrustumCulling, most code added but not working now.
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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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