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.
84 lines
2.3 KiB
C++
84 lines
2.3 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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* A Plane in R3 and several utility methods.
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*/
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// Note that the format used for the plane equation is
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// Ax + By + Cz + D = 0, where <A,B,C> is the normal vector.
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#ifndef INCLUDED_PLANE
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#define INCLUDED_PLANE
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#include "Vector3D.h"
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#include "Vector4D.h"
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enum PLANESIDE
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{
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PS_FRONT,
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PS_BACK,
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PS_ON
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};
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class CPlane
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{
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public:
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CPlane ();
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CPlane (const CVector4D& coeffs) : m_Norm(coeffs.X, coeffs.Y, coeffs.Z), m_Dist(coeffs.W) { }
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//sets the plane equation from 3 points on that plane
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void Set (const CVector3D &p1, const CVector3D &p2, const CVector3D &p3);
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//sets the plane equation from a normal and a point on
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//that plane
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void Set (const CVector3D &norm, const CVector3D &point);
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//normalizes the plane equation
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void Normalize ();
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//returns the side of the plane on which this point
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//lies.
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PLANESIDE ClassifyPoint (const CVector3D &point) const;
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//solves the plane equation for a particular point
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inline float DistanceToPlane (const CVector3D &point) const;
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//calculates the intersection point of a line with this
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//plane. Returns false if there is no intersection
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bool FindLineSegIntersection (const CVector3D &start, const CVector3D &end, CVector3D *intsect);
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bool FindRayIntersection (const CVector3D &start, const CVector3D &direction, CVector3D *intsect);
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public:
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CVector3D m_Norm; //normal vector of the plane
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float m_Dist; //Plane distance (ie D in the plane eq.)
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};
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float CPlane::DistanceToPlane (const CVector3D &point) const
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{
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float Dist;
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Dist = m_Norm.X * point.X +
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m_Norm.Y * point.Y +
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m_Norm.Z * point.Z +
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m_Dist;
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return Dist;
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}
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#endif
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