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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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 3 of the License, or
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(at your option) any later version.
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This program 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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include <algorithm>
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#include "plPageTreeMgr.h"
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#include "plDrawable/plSpaceTreeMaker.h"
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#include "plDrawable/plSpaceTree.h"
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#include "plDrawable.h"
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#include "plScene/plSceneNode.h"
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#include "plPipeline.h"
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#include "plMath/hsRadixSort.h"
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#include "plCullPoly.h"
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#include "plOccluder.h"
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#include "hsFastMath.h"
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#include "plProfile.h"
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#include "plVisMgr.h"
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#include "plTweak.h"
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static hsTArray<hsRadixSortElem> scratchList;
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bool plPageTreeMgr::fDisableVisMgr = 0;
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plProfile_CreateTimer("Object Sort", "Draw", DrawObjSort);
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plProfile_CreateCounter("Objects Sorted", "Draw", DrawObjSorted);
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plProfile_CreateTimer("Occluder Sort", "Draw", DrawOccSort);
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plProfile_CreateCounter("Occluders Used", "Draw", DrawOccUsed);
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plProfile_CreateTimer("Occluder Build", "Draw", DrawOccBuild);
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plProfile_CreateCounter("Occluder Polys Processed", "Draw", DrawOccPolyProc);
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plProfile_CreateTimer("Occluder Poly Sort", "Draw", DrawOccPolySort);
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plPageTreeMgr::plPageTreeMgr()
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: fSpaceTree(nil)
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{
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fVisMgr = plGlobalVisMgr::Instance();
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}
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plPageTreeMgr::~plPageTreeMgr()
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{
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delete fSpaceTree;
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}
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void plPageTreeMgr::AddNode(plSceneNode* node)
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{
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ITrashSpaceTree();
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node->Init();
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fNodes.push_back(node);
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}
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void plPageTreeMgr::RemoveNode(plSceneNode* node)
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{
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ITrashSpaceTree();
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auto it = std::find(fNodes.begin(), fNodes.end(), node);
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if (it != fNodes.end())
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fNodes.erase(it);
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}
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void plPageTreeMgr::Reset()
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{
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fNodes.clear();
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ITrashSpaceTree();
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}
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void plPageTreeMgr::ITrashSpaceTree()
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{
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delete fSpaceTree;
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fSpaceTree = nil;
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}
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bool plPageTreeMgr::Harvest(plVolumeIsect* isect, hsTArray<plDrawVisList>& levList)
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{
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levList.SetCount(0);
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if( !(GetSpaceTree() || IBuildSpaceTree()) )
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return false;
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static hsTArray<int16_t> list;
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GetSpaceTree()->HarvestLeaves(isect, list);
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int i;
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for( i = 0; i < list.GetCount(); i++ )
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{
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fNodes[list[i]]->Harvest(isect, levList);
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}
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return levList.GetCount() > 0;
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}
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#include "plProfile.h"
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plProfile_CreateTimer("DrawableTime", "Draw", DrawableTime);
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plProfile_Extern(RenderScene);
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int plPageTreeMgr::Render(plPipeline* pipe)
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{
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// If we don't have a space tree and can't make one, just bail
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if( !(GetSpaceTree() || IBuildSpaceTree()) )
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return 0;
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static hsTArray<int16_t> list;
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list.SetCount(0);
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plProfile_BeginTiming(RenderScene);
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plVisMgr* visMgr = fDisableVisMgr ? nil : fVisMgr;
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if( visMgr )
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{
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plProfile_Extern(VisEval);
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plProfile_BeginTiming(VisEval);
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visMgr->Eval(pipe->GetViewPositionWorld());
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plProfile_EndTiming(VisEval);
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}
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pipe->BeginVisMgr(visMgr);
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IRefreshTree(pipe);
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IGetOcclusion(pipe, list);
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pipe->HarvestVisible(GetSpaceTree(), list);
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static hsTArray<plDrawVisList> levList;
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levList.SetCount(0);
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int i;
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for( i = 0; i < list.GetCount(); i++ )
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{
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fNodes[list[i]]->CollectForRender(pipe, levList, visMgr);
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}
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int numDrawn = IRenderVisList(pipe, levList);
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IResetOcclusion(pipe);
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pipe->EndVisMgr(visMgr);
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plProfile_EndTiming(RenderScene);
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return numDrawn;
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}
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int plPageTreeMgr::IRenderVisList(plPipeline* pipe, hsTArray<plDrawVisList>& levList)
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{
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// Sort levList into sortedDrawList, which is just a list
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// of drawable/visList pairs in ascending render priority order.
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// visLists are just lists of span indices, but only of the
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// spans which are visible (on screen and non-occluded and non-disabled).
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static hsTArray<plDrawVisList> sortedDrawList;
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if( !ISortByLevel(pipe, levList, sortedDrawList) )
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{
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return 0;
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}
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int numDrawn = 0;
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plVisMgr* visMgr = fDisableVisMgr ? nil : fVisMgr;
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// Going through the list in order, if we hit a drawable which doesn't need
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// its spans sorted, we can just draw it.
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// If we hit a drawable which does need its spans sorted, we could just draw
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// it, but that precludes sorting spans between drawables (like the player avatar
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// sorting with normal scene objects). So when we hit a drawable which needs
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// span sorting, we sort its spans with the spans of the next N drawables in
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// the sorted list which have the same render priority and which also want their
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// spans sorted.
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int i;
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for( i = 0; i < sortedDrawList.GetCount(); i++ )
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{
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plDrawable* p = sortedDrawList[i].fDrawable;
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plProfile_BeginLap(DrawableTime, p->GetKey()->GetUoid().GetObjectName().c_str());
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if( sortedDrawList[i].fDrawable->GetNativeProperty(plDrawable::kPropSortSpans) )
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{
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// IPrepForRenderSortingSpans increments "i" to the next index to be drawn (-1 so the i++
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// at the top of the loop is correct.
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numDrawn += IPrepForRenderSortingSpans(pipe, sortedDrawList, i);
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}
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else
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{
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pipe->PrepForRender(sortedDrawList[i].fDrawable, sortedDrawList[i].fVisList, visMgr);
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pipe->Render(sortedDrawList[i].fDrawable, sortedDrawList[i].fVisList);
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numDrawn += sortedDrawList[i].fVisList.GetCount();
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}
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plProfile_EndLap(DrawableTime, p->GetKey()->GetUoid().GetObjectName().c_str());
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}
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return numDrawn;
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}
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bool plPageTreeMgr::ISortByLevel(plPipeline* pipe, hsTArray<plDrawVisList>& drawList, hsTArray<plDrawVisList>& sortedDrawList)
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{
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sortedDrawList.SetCount(0);
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if( !drawList.GetCount() )
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return false;
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scratchList.SetCount(drawList.GetCount());
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hsRadixSort::Elem* listTrav = nil;
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int i;
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for( i = 0; i < drawList.GetCount(); i++ )
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{
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listTrav = &scratchList[i];
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listTrav->fBody = (void*)&drawList[i];
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listTrav->fNext = listTrav+1;
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listTrav->fKey.fULong = drawList[i].fDrawable->GetRenderLevel().Level();
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}
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listTrav->fNext = nil;
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hsRadixSort rad;
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hsRadixSort::Elem* sortedList = rad.Sort(scratchList.AcquireArray(), hsRadixSort::kUnsigned);
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listTrav = sortedList;
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while( listTrav )
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{
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plDrawVisList& drawVis = *(plDrawVisList*)listTrav->fBody;
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sortedDrawList.Append(drawVis);
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listTrav = listTrav->fNext;
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}
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return true;
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}
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// Render from iDrawStart in drawVis list all drawables with the sort by spans property, well, sorting
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// by spans.
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// Returns the index of the last one drawn.
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int plPageTreeMgr::IPrepForRenderSortingSpans(plPipeline* pipe, hsTArray<plDrawVisList>& drawVis, int& iDrawStart)
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{
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uint32_t renderLevel = drawVis[iDrawStart].fDrawable->GetRenderLevel().Level();
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int i;
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static hsTArray<plDrawVisList*> drawables;
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static hsTArray<plDrawSpanPair> pairs;
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// Given the input drawVisList (list of drawable/visList pairs), we make two new
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// lists. The list "drawables" is just the excerpted sub-list from drawVis starting
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// from the input index and going through all compatible drawables (drawables which
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// are appropriate to sort (and hence intermix) with the first drawable in the list.
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// The second list is the drawableIndex/spanIndex pairs convenient for sorting (where
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// drawIndex indexes into drawables and spanIndex indexes into drawVis[iDraw].fVisList.
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// So pairs[i] resolves into
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// drawables[pairs[i].fDrawable].fDrawable->GetSpan(pairs[i].fSpan)
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drawables.Append(&drawVis[iDrawStart]);
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for( i = 0; i < drawVis[iDrawStart].fVisList.GetCount(); i++ )
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{
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plDrawSpanPair* pair = pairs.Push();
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pair->fDrawable = 0;
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pair->fSpan = drawVis[iDrawStart].fVisList[i];
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}
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int iDraw;
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for( iDraw = iDrawStart+1;
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(iDraw < drawVis.GetCount())
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&& (drawVis[iDraw].fDrawable->GetRenderLevel().Level() == renderLevel)
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&& drawVis[iDraw].fDrawable->GetNativeProperty(plDrawable::kPropSortSpans);
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iDraw++ )
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{
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plDrawable* drawable = drawVis[iDraw].fDrawable;
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hsTArray<int16_t>& visList = drawVis[iDraw].fVisList;
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for( i = 0; i < visList.GetCount(); i++ )
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{
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plDrawSpanPair* pair = pairs.Push();
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pair->fDrawable = drawables.GetCount();
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pair->fSpan = visList[i];
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}
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drawables.Append(&drawVis[iDraw]);
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}
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// Now that we have them in a more convenient format, sort them and render.
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IRenderSortingSpans(pipe, drawables, pairs);
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int numDrawn = pairs.GetCount();
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drawables.SetCount(0);
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pairs.SetCount(0);
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iDrawStart = iDraw - 1;
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return numDrawn;
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}
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bool plPageTreeMgr::IRenderSortingSpans(plPipeline* pipe, hsTArray<plDrawVisList*>& drawList, hsTArray<plDrawSpanPair>& pairs)
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{
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if( !pairs.GetCount() )
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return false;
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hsPoint3 viewPos = pipe->GetViewPositionWorld();
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plProfile_BeginTiming(DrawObjSort);
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plProfile_IncCount(DrawObjSorted, pairs.GetCount());
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hsRadixSort::Elem* listTrav;
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scratchList.SetCount(pairs.GetCount());
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// First, sort on distance to the camera (squared).
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listTrav = nil;
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int iSort = 0;
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int i;
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for( i = 0; i < pairs.GetCount(); i++ )
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{
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plDrawable* drawable = drawList[pairs[i].fDrawable]->fDrawable;
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listTrav = &scratchList[iSort++];
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listTrav->fBody = (void*)&pairs[i];
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listTrav->fNext = listTrav + 1;
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if( drawable->GetNativeProperty(plDrawable::kPropSortAsOne) )
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{
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const hsBounds3Ext& bnd = drawable->GetSpaceTree()->GetNode(drawable->GetSpaceTree()->GetRoot()).fWorldBounds;
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plConst(float) kDistFudge(1.e-1f);
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listTrav->fKey.fFloat = -(bnd.GetCenter() - viewPos).MagnitudeSquared() + float(pairs[i].fSpan) * kDistFudge;
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}
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else
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{
|
|
|
|
const hsBounds3Ext& bnd = drawable->GetSpaceTree()->GetNode(pairs[i].fSpan).fWorldBounds;
|
|
|
|
listTrav->fKey.fFloat = -(bnd.GetCenter() - viewPos).MagnitudeSquared();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if( !listTrav )
|
|
|
|
{
|
|
|
|
plProfile_EndTiming(DrawObjSort);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
listTrav->fNext = nil;
|
|
|
|
|
|
|
|
hsRadixSort rad;
|
|
|
|
hsRadixSort::Elem* sortedList = rad.Sort(scratchList.AcquireArray(), 0);
|
|
|
|
|
|
|
|
plProfile_EndTiming(DrawObjSort);
|
|
|
|
|
|
|
|
static hsTArray<int16_t> visList;
|
|
|
|
visList.SetCount(0);
|
|
|
|
|
|
|
|
plVisMgr* visMgr = fDisableVisMgr ? nil : fVisMgr;
|
|
|
|
|
|
|
|
// Call PrepForRender on each of these bad boys. We only want to call
|
|
|
|
// PrepForRender once on each drawable, no matter how many times we're
|
|
|
|
// going to pass it off to be rendered (like if we render span 0 from
|
|
|
|
// drawable A, span 1 from drawable A, span 0 from drawable B, span 1 from Drawable A, we
|
|
|
|
// don't want to PrepForRender twice or three times on drawable A).
|
|
|
|
// So we're going to convert our sorted list back into a list of drawable/visList
|
|
|
|
// pairs. We could have done this with our original drawable/visList, but we've
|
|
|
|
// hopefully trimmed out some spans because of the fades. This drawable/visList
|
|
|
|
// isn't appropriate for rendering (because it doesn't let us switch back and forth
|
|
|
|
// from a drawable, but it's right for the PrepForRenderCall (which does things like
|
|
|
|
// face sorting).
|
|
|
|
for( i = 0; i < drawList.GetCount(); i++ )
|
|
|
|
drawList[i]->fVisList.SetCount(0);
|
|
|
|
listTrav = sortedList;
|
|
|
|
while( listTrav )
|
|
|
|
{
|
|
|
|
plDrawSpanPair& curPair = *(plDrawSpanPair*)listTrav->fBody;
|
|
|
|
drawList[curPair.fDrawable]->fVisList.Append(curPair.fSpan);
|
|
|
|
listTrav = listTrav->fNext;
|
|
|
|
}
|
|
|
|
for( i = 0; i < drawList.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
pipe->PrepForRender(drawList[i]->fDrawable, drawList[i]->fVisList, visMgr);
|
|
|
|
}
|
|
|
|
|
|
|
|
// We'd like to call Render once on a drawable for each contiguous
|
|
|
|
// set of spans (so we want to render span 0 and span 1 on a single Render
|
|
|
|
// of drawable A in the above, then render drawable B, then back to A).
|
|
|
|
// So we go through the sorted drawable/spanIndex pairs list, building
|
|
|
|
// a visList for as long as the drawable remains the same. When it
|
|
|
|
// changes, we render what we have so far, and start again with the
|
|
|
|
// next drawable. Repeat until done.
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
listTrav = sortedList;
|
|
|
|
plDrawSpanPair& curPair = *(plDrawSpanPair*)listTrav->fBody;
|
|
|
|
int curDraw = curPair.fDrawable;
|
|
|
|
visList.Append(curPair.fSpan);
|
|
|
|
listTrav = listTrav->fNext;
|
|
|
|
|
|
|
|
while( listTrav )
|
|
|
|
{
|
|
|
|
curPair = *(plDrawSpanPair*)listTrav->fBody;
|
|
|
|
if( curPair.fDrawable != curDraw )
|
|
|
|
{
|
|
|
|
pipe->Render(drawList[curDraw]->fDrawable, visList);
|
|
|
|
curDraw = curPair.fDrawable;
|
|
|
|
visList.SetCount(0);
|
|
|
|
visList.Append(curPair.fSpan);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
visList.Append(curPair.fSpan);
|
|
|
|
}
|
|
|
|
listTrav = listTrav->fNext;
|
|
|
|
}
|
|
|
|
pipe->Render(drawList[curDraw]->fDrawable, visList);
|
|
|
|
#else
|
|
|
|
listTrav = sortedList;
|
|
|
|
plDrawSpanPair& curPair = *(plDrawSpanPair*)listTrav->fBody;
|
|
|
|
int curDraw = curPair.fDrawable;
|
|
|
|
listTrav = listTrav->fNext;
|
|
|
|
|
|
|
|
static hsTArray<uint32_t> numDrawn;
|
|
|
|
numDrawn.SetCountAndZero(drawList.GetCount());
|
|
|
|
|
|
|
|
visList.Append(drawList[curDraw]->fVisList[numDrawn[curDraw]++]);
|
|
|
|
|
|
|
|
while( listTrav )
|
|
|
|
{
|
|
|
|
curPair = *(plDrawSpanPair*)listTrav->fBody;
|
|
|
|
if( curPair.fDrawable != curDraw )
|
|
|
|
{
|
|
|
|
pipe->Render(drawList[curDraw]->fDrawable, visList);
|
|
|
|
curDraw = curPair.fDrawable;
|
|
|
|
visList.SetCount(0);
|
|
|
|
}
|
|
|
|
visList.Append(drawList[curDraw]->fVisList[numDrawn[curDraw]++]);
|
|
|
|
listTrav = listTrav->fNext;
|
|
|
|
}
|
|
|
|
pipe->Render(drawList[curDraw]->fDrawable, visList);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plPageTreeMgr::IBuildSpaceTree()
|
|
|
|
{
|
|
|
|
if (fNodes.empty())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
plSpaceTreeMaker maker;
|
|
|
|
maker.Reset();
|
|
|
|
for (plSceneNode* node : fNodes)
|
|
|
|
maker.AddLeaf(node->GetSpaceTree()->GetWorldBounds(), node->GetSpaceTree()->IsEmpty());
|
|
|
|
fSpaceTree = maker.MakeTree();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plPageTreeMgr::IRefreshTree(plPipeline* pipe)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < fNodes.size(); ++i)
|
|
|
|
{
|
|
|
|
plSceneNode* node = fNodes[i];
|
|
|
|
if (node->GetSpaceTree()->IsDirty())
|
|
|
|
{
|
|
|
|
node->GetSpaceTree()->Refresh();
|
|
|
|
|
|
|
|
GetSpaceTree()->MoveLeaf(i, node->GetSpaceTree()->GetWorldBounds());
|
|
|
|
|
|
|
|
if (!node->GetSpaceTree()->IsEmpty() && fSpaceTree->HasLeafFlag(i, plSpaceTreeNode::kDisabled) )
|
|
|
|
fSpaceTree->SetLeafFlag(i, plSpaceTreeNode::kDisabled, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GetSpaceTree()->SetViewPos(pipe->GetViewPositionWorld());
|
|
|
|
|
|
|
|
GetSpaceTree()->Refresh();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPageTreeMgr::AddOccluderList(const hsTArray<plOccluder*> occList)
|
|
|
|
{
|
|
|
|
int iStart = fOccluders.GetCount();
|
|
|
|
fOccluders.Expand(iStart + occList.GetCount());
|
|
|
|
fOccluders.SetCount(iStart + occList.GetCount());
|
|
|
|
|
|
|
|
plVisMgr* visMgr = fDisableVisMgr ? nil : fVisMgr;
|
|
|
|
|
|
|
|
if( visMgr )
|
|
|
|
{
|
|
|
|
const hsBitVector& visSet = visMgr->GetVisSet();
|
|
|
|
const hsBitVector& visNot = visMgr->GetVisNot();
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < occList.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( occList[i] && !occList[i]->InVisNot(visNot) && occList[i]->InVisSet(visSet) )
|
|
|
|
fOccluders[iStart++] = occList[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < occList.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( occList[i] )
|
|
|
|
fOccluders[iStart++] = occList[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
fOccluders.SetCount(iStart);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPageTreeMgr::IAddCullPolyList(const hsTArray<plCullPoly>& polyList)
|
|
|
|
{
|
|
|
|
int iStart = fCullPolys.GetCount();
|
|
|
|
fCullPolys.Expand(iStart + polyList.GetCount());
|
|
|
|
fCullPolys.SetCount(iStart + polyList.GetCount());
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < polyList.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
fCullPolys[i + iStart] = &polyList[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPageTreeMgr::ISortCullPolys(plPipeline* pipe)
|
|
|
|
{
|
|
|
|
fSortedCullPolys.SetCount(0);
|
|
|
|
if( !fCullPolys.GetCount() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
const int kMaxCullPolys = 300;
|
|
|
|
int numSubmit = 0;
|
|
|
|
|
|
|
|
hsPoint3 viewPos = pipe->GetViewPositionWorld();
|
|
|
|
|
|
|
|
hsRadixSort::Elem* listTrav;
|
|
|
|
scratchList.SetCount(fCullPolys.GetCount());
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fCullPolys.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
bool backFace = fCullPolys[i]->fNorm.InnerProduct(viewPos) + fCullPolys[i]->fDist <= 0;
|
|
|
|
if( backFace )
|
|
|
|
{
|
|
|
|
if( !fCullPolys[i]->IsHole() && !fCullPolys[i]->IsTwoSided() )
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( fCullPolys[i]->IsHole() )
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
listTrav = &scratchList[numSubmit];
|
|
|
|
listTrav->fBody = (void*)fCullPolys[i];
|
|
|
|
listTrav->fNext = listTrav + 1;
|
|
|
|
listTrav->fKey.fFloat = (fCullPolys[i]->GetCenter() - viewPos).MagnitudeSquared();
|
|
|
|
|
|
|
|
numSubmit++;
|
|
|
|
}
|
|
|
|
if( !numSubmit )
|
|
|
|
return;
|
|
|
|
|
|
|
|
listTrav->fNext = nil;
|
|
|
|
|
|
|
|
hsRadixSort rad;
|
|
|
|
hsRadixSort::Elem* sortedList = rad.Sort(scratchList.AcquireArray(), 0);
|
|
|
|
listTrav = sortedList;
|
|
|
|
|
|
|
|
if( numSubmit > kMaxCullPolys )
|
|
|
|
numSubmit = kMaxCullPolys;
|
|
|
|
|
|
|
|
fSortedCullPolys.SetCount(numSubmit);
|
|
|
|
|
|
|
|
for( i = 0; i < numSubmit; i++ )
|
|
|
|
{
|
|
|
|
fSortedCullPolys[i] = (const plCullPoly*)listTrav->fBody;
|
|
|
|
listTrav = listTrav->fNext;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plPageTreeMgr::IGetCullPolys(plPipeline* pipe)
|
|
|
|
{
|
|
|
|
if( !fOccluders.GetCount() )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
plProfile_BeginTiming(DrawOccSort);
|
|
|
|
|
|
|
|
hsRadixSort::Elem* listTrav = nil;
|
|
|
|
scratchList.SetCount(fOccluders.GetCount());
|
|
|
|
|
|
|
|
hsPoint3 viewPos = pipe->GetViewPositionWorld();
|
|
|
|
|
|
|
|
// cull test the occluders submitted
|
|
|
|
int numSubmit = 0;
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fOccluders.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( pipe->TestVisibleWorld(fOccluders[i]->GetWorldBounds()) )
|
|
|
|
{
|
|
|
|
float invDist = -hsFastMath::InvSqrtAppr((viewPos - fOccluders[i]->GetWorldBounds().GetCenter()).MagnitudeSquared());
|
|
|
|
listTrav = &scratchList[numSubmit++];
|
|
|
|
listTrav->fBody = (void*)fOccluders[i];
|
|
|
|
listTrav->fNext = listTrav+1;
|
|
|
|
listTrav->fKey.fFloat = fOccluders[i]->GetPriority() * invDist;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if( !listTrav )
|
|
|
|
{
|
|
|
|
plProfile_EndTiming(DrawOccSort);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
listTrav->fNext = nil;
|
|
|
|
|
|
|
|
|
|
|
|
// Sort the occluders by priority
|
|
|
|
hsRadixSort rad;
|
|
|
|
hsRadixSort::Elem* sortedList = rad.Sort(scratchList.AcquireArray(), 0);
|
|
|
|
listTrav = sortedList;
|
|
|
|
|
|
|
|
const uint32_t kMaxOccluders = 1000;
|
|
|
|
if( numSubmit > kMaxOccluders )
|
|
|
|
numSubmit = kMaxOccluders;
|
|
|
|
|
|
|
|
plProfile_IncCount(DrawOccUsed, numSubmit);
|
|
|
|
|
|
|
|
// Take the polys from the first N of them
|
|
|
|
for( i = 0; i < numSubmit; i++ )
|
|
|
|
{
|
|
|
|
plOccluder* occ = (plOccluder*)listTrav->fBody;
|
|
|
|
IAddCullPolyList(occ->GetWorldPolyList());
|
|
|
|
|
|
|
|
listTrav = listTrav->fNext;
|
|
|
|
}
|
|
|
|
|
|
|
|
plProfile_EndTiming(DrawOccSort);
|
|
|
|
|
|
|
|
return fCullPolys.GetCount() > 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plPageTreeMgr::IGetOcclusion(plPipeline* pipe, hsTArray<int16_t>& list)
|
|
|
|
{
|
|
|
|
plProfile_BeginTiming(DrawOccBuild);
|
|
|
|
|
|
|
|
fCullPolys.SetCount(0);
|
|
|
|
fOccluders.SetCount(0);
|
|
|
|
for (plSceneNode* node : fNodes)
|
|
|
|
node->SubmitOccluders(this);
|
|
|
|
|
|
|
|
if( !IGetCullPolys(pipe) )
|
|
|
|
{
|
|
|
|
plProfile_EndTiming(DrawOccBuild);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
plProfile_IncCount(DrawOccPolyProc, fCullPolys.GetCount());
|
|
|
|
|
|
|
|
plProfile_BeginTiming(DrawOccPolySort);
|
|
|
|
ISortCullPolys(pipe);
|
|
|
|
plProfile_EndTiming(DrawOccPolySort);
|
|
|
|
|
|
|
|
if( fSortedCullPolys.GetCount() )
|
|
|
|
pipe->SubmitOccluders(fSortedCullPolys);
|
|
|
|
|
|
|
|
plProfile_EndTiming(DrawOccBuild);
|
|
|
|
|
|
|
|
return fSortedCullPolys.GetCount() > 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPageTreeMgr::IResetOcclusion(plPipeline* pipe)
|
|
|
|
{
|
|
|
|
fCullPolys.SetCount(0);
|
|
|
|
fSortedCullPolys.SetCount(0);
|
|
|
|
}
|