forked from 0ad/0ad
Ykkrosh
b1b96a89d6
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.
75 lines
2.1 KiB
C++
75 lines
2.1 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* CFrustum is a collection of planes which define a viewing space.
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*/
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/*
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Usually associated with the camera, there are 6 planes which define the
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view pyramid. But we allow more planes per frustum which may be used for
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portal rendering, where a portal may have 3 or more edges.
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*/
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#ifndef INCLUDED_FRUSTUM
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#define INCLUDED_FRUSTUM
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#include "maths/Plane.h"
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//10 planes should be enough
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#define MAX_NUM_FRUSTUM_PLANES (10)
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class CBoundingBoxAligned;
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class CMatrix3D;
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class CFrustum
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{
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public:
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CFrustum ();
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~CFrustum ();
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//Set the number of planes to use for
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//calculations. This is clipped to
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//[0,MAX_NUM_FRUSTUM_PLANES]
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void SetNumPlanes (size_t num);
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size_t GetNumPlanes() const { return m_NumPlanes; }
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void AddPlane (const CPlane& plane);
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void Transform(CMatrix3D& m);
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//The following methods return true if the shape is
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//partially or completely in front of the frustum planes
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bool IsPointVisible (const CVector3D &point) const;
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bool DoesSegmentIntersect(const CVector3D& start, const CVector3D &end);
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bool IsSphereVisible (const CVector3D ¢er, float radius) const;
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bool IsBoxVisible (const CVector3D &position,const CBoundingBoxAligned &bounds) const;
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CPlane& operator[](size_t idx) { return m_aPlanes[idx]; }
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const CPlane& operator[](size_t idx) const { return m_aPlanes[idx]; }
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public:
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//make the planes public for ease of use
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CPlane m_aPlanes[MAX_NUM_FRUSTUM_PLANES];
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private:
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size_t m_NumPlanes;
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};
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#endif
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