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forked from 0ad/0ad
0ad/source/maths/BoundingBoxAligned.cpp
Ykkrosh b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00

322 lines
8.5 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Axis-aligned bounding box
*/
#include "precompiled.h"
#include "BoundingBoxAligned.h"
#include "lib/ogl.h"
#include <float.h>
#include "graphics/Frustum.h"
#include "maths/BoundingBoxOriented.h"
#include "maths/Brush.h"
#include "maths/Matrix3D.h"
const CBoundingBoxAligned CBoundingBoxAligned::EMPTY = CBoundingBoxAligned(); // initializes to an empty bound
///////////////////////////////////////////////////////////////////////////////
// RayIntersect: intersect ray with this bound; return true
// if ray hits (and store entry and exit times), or false
// otherwise
// note: incoming ray direction must be normalised
bool CBoundingBoxAligned::RayIntersect(const CVector3D& origin,const CVector3D& dir,
float& tmin,float& tmax) const
{
float t1,t2;
float tnear,tfar;
if (dir[0]==0) {
if (origin[0]<m_Data[0][0] || origin[0]>m_Data[1][0])
return false;
else {
tnear=(float) -FLT_MAX;
tfar=(float) FLT_MAX;
}
} else {
t1=(m_Data[0][0]-origin[0])/dir[0];
t2=(m_Data[1][0]-origin[0])/dir[0];
if (dir[0]<0) {
tnear = t2;
tfar = t1;
} else {
tnear = t1;
tfar = t2;
}
if (tfar<0)
return false;
}
if (dir[1]==0 && (origin[1]<m_Data[0][1] || origin[1]>m_Data[1][1]))
return false;
else {
t1=(m_Data[0][1]-origin[1])/dir[1];
t2=(m_Data[1][1]-origin[1])/dir[1];
if (dir[1]<0) {
if (t2>tnear)
tnear = t2;
if (t1<tfar)
tfar = t1;
} else {
if (t1>tnear)
tnear = t1;
if (t2<tfar)
tfar = t2;
}
if (tnear>tfar || tfar<0)
return false;
}
if (dir[2]==0 && (origin[2]<m_Data[0][2] || origin[2]>m_Data[1][2]))
return false;
else {
t1=(m_Data[0][2]-origin[2])/dir[2];
t2=(m_Data[1][2]-origin[2])/dir[2];
if (dir[2]<0) {
if (t2>tnear)
tnear = t2;
if (t1<tfar)
tfar = t1;
} else {
if (t1>tnear)
tnear = t1;
if (t2<tfar)
tfar = t2;
}
if (tnear>tfar || tfar<0)
return false;
}
tmin=tnear;
tmax=tfar;
return true;
}
///////////////////////////////////////////////////////////////////////////////
// SetEmpty: initialise this bound as empty
void CBoundingBoxAligned::SetEmpty()
{
m_Data[0]=CVector3D( FLT_MAX, FLT_MAX, FLT_MAX);
m_Data[1]=CVector3D(-FLT_MAX,-FLT_MAX,-FLT_MAX);
}
///////////////////////////////////////////////////////////////////////////////
// IsEmpty: tests whether this bound is empty
bool CBoundingBoxAligned::IsEmpty() const
{
return (m_Data[0].X == FLT_MAX && m_Data[0].Y == FLT_MAX && m_Data[0].Z == FLT_MAX
&& m_Data[1].X == -FLT_MAX && m_Data[1].Y == -FLT_MAX && m_Data[1].Z == -FLT_MAX);
}
///////////////////////////////////////////////////////////////////////////////
// Transform: transform this bound by given matrix; return transformed bound
// in 'result' parameter - slightly modified version of code in Graphic Gems
// (can't remember which one it was, though)
void CBoundingBoxAligned::Transform(const CMatrix3D& m, CBoundingBoxAligned& result) const
{
ENSURE(this!=&result);
for (int i=0;i<3;++i) {
// handle translation
result[0][i]=result[1][i]=m(i,3);
// Now find the extreme points by considering the product of the
// min and max with each component of matrix
for(int j=0;j<3;j++) {
float a=m(i,j)*m_Data[0][j];
float b=m(i,j)*m_Data[1][j];
if (a<b) {
result[0][i]+=a;
result[1][i]+=b;
} else {
result[0][i]+=b;
result[1][i]+=a;
}
}
}
}
void CBoundingBoxAligned::Transform(const CMatrix3D& transform, CBoundingBoxOriented& result) const
{
const CVector3D& pMin = m_Data[0];
const CVector3D& pMax = m_Data[1];
// the basis vectors of the OBB are the normalized versions of the transformed AABB basis vectors, which
// are the columns of the identity matrix, so the unnormalized OBB basis vectors are the transformation
// matrix columns:
CVector3D u(transform._11, transform._21, transform._31);
CVector3D v(transform._12, transform._22, transform._32);
CVector3D w(transform._13, transform._23, transform._33);
// the half-sizes are scaled by whatever factor the AABB unit vectors end up scaled by
result.m_HalfSizes = CVector3D(
(pMax.X - pMin.X) / 2.f * u.Length(),
(pMax.Y - pMin.Y) / 2.f * v.Length(),
(pMax.Z - pMin.Z) / 2.f * w.Length()
);
u.Normalize();
v.Normalize();
w.Normalize();
result.m_Basis[0] = u;
result.m_Basis[1] = v;
result.m_Basis[2] = w;
result.m_Center = transform.Transform((pMax + pMin) * 0.5f);
}
///////////////////////////////////////////////////////////////////////////////
// Intersect with the given frustum in a conservative manner
void CBoundingBoxAligned::IntersectFrustumConservative(const CFrustum& frustum)
{
// if this bound is empty, then the result must be empty (we should not attempt to intersect with
// a brush, may cause crashes due to the numeric representation of empty bounds -- see
// http://trac.wildfiregames.com/ticket/1027)
if (IsEmpty())
return;
CBrush brush(*this);
CBrush buf;
brush.Intersect(frustum, buf);
buf.Bounds(*this);
}
///////////////////////////////////////////////////////////////////////////////
CFrustum CBoundingBoxAligned::ToFrustum() const
{
CFrustum frustum;
frustum.SetNumPlanes(6);
// get the LEFT plane
frustum.m_aPlanes[0].m_Norm = CVector3D(1, 0, 0);
frustum.m_aPlanes[0].m_Dist = -m_Data[0].X;
// get the RIGHT plane
frustum.m_aPlanes[1].m_Norm = CVector3D(-1, 0, 0);
frustum.m_aPlanes[1].m_Dist = m_Data[1].X;
// get the BOTTOM plane
frustum.m_aPlanes[2].m_Norm = CVector3D(0, 1, 0);
frustum.m_aPlanes[2].m_Dist = -m_Data[0].Y;
// get the TOP plane
frustum.m_aPlanes[3].m_Norm = CVector3D(0, -1, 0);
frustum.m_aPlanes[3].m_Dist = m_Data[1].Y;
// get the NEAR plane
frustum.m_aPlanes[4].m_Norm = CVector3D(0, 0, 1);
frustum.m_aPlanes[4].m_Dist = -m_Data[0].Z;
// get the FAR plane
frustum.m_aPlanes[5].m_Norm = CVector3D(0, 0, -1);
frustum.m_aPlanes[5].m_Dist = m_Data[1].Z;
return frustum;
}
///////////////////////////////////////////////////////////////////////////////
void CBoundingBoxAligned::Expand(float amount)
{
m_Data[0] -= CVector3D(amount, amount, amount);
m_Data[1] += CVector3D(amount, amount, amount);
}
///////////////////////////////////////////////////////////////////////////////
// Render the bounding box
void CBoundingBoxAligned::Render(CShaderProgramPtr& shader) const
{
std::vector<float> data;
#define ADD_FACE(x, y, z) \
ADD_PT(0, 0, x, y, z); ADD_PT(1, 0, x, y, z); ADD_PT(1, 1, x, y, z); \
ADD_PT(1, 1, x, y, z); ADD_PT(0, 1, x, y, z); ADD_PT(0, 0, x, y, z);
#define ADD_PT(u_, v_, x, y, z) \
STMT(int u = u_; int v = v_; \
data.push_back(u); \
data.push_back(v); \
data.push_back(m_Data[x].X); \
data.push_back(m_Data[y].Y); \
data.push_back(m_Data[z].Z); \
)
ADD_FACE(u, v, 0);
ADD_FACE(0, u, v);
ADD_FACE(u, 0, 1-v);
ADD_FACE(u, 1-v, 1);
ADD_FACE(1, u, 1-v);
ADD_FACE(u, 1, v);
#undef ADD_FACE
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
shader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6*6);
}
void CBoundingBoxAligned::RenderOutline(CShaderProgramPtr& shader) const
{
std::vector<float> data;
#define ADD_FACE(x, y, z) \
ADD_PT(0, 0, x, y, z); ADD_PT(1, 0, x, y, z); \
ADD_PT(1, 0, x, y, z); ADD_PT(1, 1, x, y, z); \
ADD_PT(1, 1, x, y, z); ADD_PT(0, 1, x, y, z); \
ADD_PT(0, 1, x, y, z); ADD_PT(0, 0, x, y, z);
#define ADD_PT(u_, v_, x, y, z) \
STMT(int u = u_; int v = v_; \
data.push_back(u); \
data.push_back(v); \
data.push_back(m_Data[x].X); \
data.push_back(m_Data[y].Y); \
data.push_back(m_Data[z].Z); \
)
ADD_FACE(u, v, 0);
ADD_FACE(0, u, v);
ADD_FACE(u, 0, 1-v);
ADD_FACE(u, 1-v, 1);
ADD_FACE(1, u, 1-v);
ADD_FACE(u, 1, v);
#undef ADD_FACE
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
shader->AssertPointersBound();
glDrawArrays(GL_LINES, 0, 6*8);
}