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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "hsTypes.h"
#include "plPageTreeMgr.h"
#include "../plDrawable/plSpaceTreeMaker.h"
#include "../plDrawable/plSpaceTree.h"
#include "plDrawable.h"
#include "../plScene/plSceneNode.h"
#include "plPipeline.h"
#include "../plMath/hsRadixSort.h"
#include "plCullPoly.h"
#include "plOccluder.h"
#include "hsFastMath.h"
#include "plProfile.h"
#include "plVisMgr.h"
#include "plTweak.h"
static hsTArray<hsRadixSortElem> scratchList;
hsBool plPageTreeMgr::fDisableVisMgr = 0;
plProfile_CreateTimer("Object Sort", "Draw", DrawObjSort);
plProfile_CreateCounter("Objects Sorted", "Draw", DrawObjSorted);
plProfile_CreateTimer("Occluder Sort", "Draw", DrawOccSort);
plProfile_CreateCounter("Occluders Used", "Draw", DrawOccUsed);
plProfile_CreateTimer("Occluder Build", "Draw", DrawOccBuild);
plProfile_CreateCounter("Occluder Polys Processed", "Draw", DrawOccPolyProc);
plProfile_CreateTimer("Occluder Poly Sort", "Draw", DrawOccPolySort);
plPageTreeMgr::plPageTreeMgr()
: fSpaceTree(nil)
{
fVisMgr = plGlobalVisMgr::Instance();
}
plPageTreeMgr::~plPageTreeMgr()
{
delete fSpaceTree;
}
void plPageTreeMgr::AddNode(plSceneNode* node)
{
ITrashSpaceTree();
node->Init();
fNodes.Append(node);
}
void plPageTreeMgr::RemoveNode(plSceneNode* node)
{
ITrashSpaceTree();
int idx = fNodes.Find(node);
if( idx != fNodes.kMissingIndex )
fNodes.Remove(idx);
}
void plPageTreeMgr::Reset()
{
fNodes.Reset();
ITrashSpaceTree();
}
void plPageTreeMgr::ITrashSpaceTree()
{
delete fSpaceTree;
fSpaceTree = nil;
}
hsBool plPageTreeMgr::Harvest(plVolumeIsect* isect, hsTArray<plDrawVisList>& levList)
{
levList.SetCount(0);
if( !(GetSpaceTree() || IBuildSpaceTree()) )
return false;
static hsTArray<Int16> list;
GetSpaceTree()->HarvestLeaves(isect, list);
int i;
for( i = 0; i < list.GetCount(); i++ )
{
fNodes[list[i]]->Harvest(isect, levList);
}
return levList.GetCount() > 0;
}
#include "plProfile.h"
plProfile_CreateTimer("DrawableTime", "Draw", DrawableTime);
plProfile_Extern(RenderScene);
int plPageTreeMgr::Render(plPipeline* pipe)
{
// If we don't have a space tree and can't make one, just bail
if( !(GetSpaceTree() || IBuildSpaceTree()) )
return 0;
static hsTArray<Int16> list;
list.SetCount(0);
plProfile_BeginTiming(RenderScene);
plVisMgr* visMgr = fDisableVisMgr ? nil : fVisMgr;
if( visMgr )
{
plProfile_Extern(VisEval);
plProfile_BeginTiming(VisEval);
visMgr->Eval(pipe->GetViewPositionWorld());
plProfile_EndTiming(VisEval);
}
pipe->BeginVisMgr(visMgr);
IRefreshTree(pipe);
IGetOcclusion(pipe, list);
pipe->HarvestVisible(GetSpaceTree(), list);
static hsTArray<plDrawVisList> levList;
levList.SetCount(0);
int i;
for( i = 0; i < list.GetCount(); i++ )
{
fNodes[list[i]]->CollectForRender(pipe, levList, visMgr);
}
int numDrawn = IRenderVisList(pipe, levList);
IResetOcclusion(pipe);
pipe->EndVisMgr(visMgr);
plProfile_EndTiming(RenderScene);
return numDrawn;
}
int plPageTreeMgr::IRenderVisList(plPipeline* pipe, hsTArray<plDrawVisList>& levList)
{
// Sort levList into sortedDrawList, which is just a list
// of drawable/visList pairs in ascending render priority order.
// visLists are just lists of span indices, but only of the
// spans which are visible (on screen and non-occluded and non-disabled).
static hsTArray<plDrawVisList> sortedDrawList;
if( !ISortByLevel(pipe, levList, sortedDrawList) )
{
return 0;
}
int numDrawn = 0;
plVisMgr* visMgr = fDisableVisMgr ? nil : fVisMgr;
// Going through the list in order, if we hit a drawable which doesn't need
// its spans sorted, we can just draw it.
// If we hit a drawable which does need its spans sorted, we could just draw
// it, but that precludes sorting spans between drawables (like the player avatar
// sorting with normal scene objects). So when we hit a drawable which needs
// span sorting, we sort its spans with the spans of the next N drawables in
// the sorted list which have the same render priority and which also want their
// spans sorted.
int i;
for( i = 0; i < sortedDrawList.GetCount(); i++ )
{
plDrawable* p = sortedDrawList[i].fDrawable;
plProfile_BeginLap(DrawableTime, p->GetKey()->GetUoid().GetObjectName());
if( sortedDrawList[i].fDrawable->GetNativeProperty(plDrawable::kPropSortSpans) )
{
// IPrepForRenderSortingSpans increments "i" to the next index to be drawn (-1 so the i++
// at the top of the loop is correct.
numDrawn += IPrepForRenderSortingSpans(pipe, sortedDrawList, i);
}
else
{
pipe->PrepForRender(sortedDrawList[i].fDrawable, sortedDrawList[i].fVisList, visMgr);
pipe->Render(sortedDrawList[i].fDrawable, sortedDrawList[i].fVisList);
numDrawn += sortedDrawList[i].fVisList.GetCount();
}
plProfile_EndLap(DrawableTime, p->GetKey()->GetUoid().GetObjectName());
}
return numDrawn;
}
hsBool plPageTreeMgr::ISortByLevel(plPipeline* pipe, hsTArray<plDrawVisList>& drawList, hsTArray<plDrawVisList>& sortedDrawList)
{
sortedDrawList.SetCount(0);
if( !drawList.GetCount() )
return false;
scratchList.SetCount(drawList.GetCount());
hsRadixSort::Elem* listTrav = nil;
int i;
for( i = 0; i < drawList.GetCount(); i++ )
{
listTrav = &scratchList[i];
listTrav->fBody = (void*)&drawList[i];
listTrav->fNext = listTrav+1;
listTrav->fKey.fULong = drawList[i].fDrawable->GetRenderLevel().Level();
}
listTrav->fNext = nil;
hsRadixSort rad;
hsRadixSort::Elem* sortedList = rad.Sort(scratchList.AcquireArray(), hsRadixSort::kUnsigned);
listTrav = sortedList;
while( listTrav )
{
plDrawVisList& drawVis = *(plDrawVisList*)listTrav->fBody;
sortedDrawList.Append(drawVis);
listTrav = listTrav->fNext;
}
return true;
}
// Render from iDrawStart in drawVis list all drawables with the sort by spans property, well, sorting
// by spans.
// Returns the index of the last one drawn.
int plPageTreeMgr::IPrepForRenderSortingSpans(plPipeline* pipe, hsTArray<plDrawVisList>& drawVis, int& iDrawStart)
{
UInt32 renderLevel = drawVis[iDrawStart].fDrawable->GetRenderLevel().Level();
int i;
static hsTArray<plDrawVisList*> drawables;
static hsTArray<plDrawSpanPair> pairs;
// Given the input drawVisList (list of drawable/visList pairs), we make two new
// lists. The list "drawables" is just the excerpted sub-list from drawVis starting
// from the input index and going through all compatible drawables (drawables which
// are appropriate to sort (and hence intermix) with the first drawable in the list.
// The second list is the drawableIndex/spanIndex pairs convenient for sorting (where
// drawIndex indexes into drawables and spanIndex indexes into drawVis[iDraw].fVisList.
// So pairs[i] resolves into
// drawables[pairs[i].fDrawable].fDrawable->GetSpan(pairs[i].fSpan)
drawables.Append(&drawVis[iDrawStart]);
for( i = 0; i < drawVis[iDrawStart].fVisList.GetCount(); i++ )
{
plDrawSpanPair* pair = pairs.Push();
pair->fDrawable = 0;
pair->fSpan = drawVis[iDrawStart].fVisList[i];
}
int iDraw;
for( iDraw = iDrawStart+1;
(iDraw < drawVis.GetCount())
&& (drawVis[iDraw].fDrawable->GetRenderLevel().Level() == renderLevel)
&& drawVis[iDraw].fDrawable->GetNativeProperty(plDrawable::kPropSortSpans);
iDraw++ )
{
plDrawable* drawable = drawVis[iDraw].fDrawable;
hsTArray<Int16>& visList = drawVis[iDraw].fVisList;
for( i = 0; i < visList.GetCount(); i++ )
{
plDrawSpanPair* pair = pairs.Push();
pair->fDrawable = drawables.GetCount();
pair->fSpan = visList[i];
}
drawables.Append(&drawVis[iDraw]);
}
// Now that we have them in a more convenient format, sort them and render.
IRenderSortingSpans(pipe, drawables, pairs);
int numDrawn = pairs.GetCount();
drawables.SetCount(0);
pairs.SetCount(0);
iDrawStart = iDraw - 1;
return numDrawn;
}
hsBool plPageTreeMgr::IRenderSortingSpans(plPipeline* pipe, hsTArray<plDrawVisList*>& drawList, hsTArray<plDrawSpanPair>& pairs)
{
if( !pairs.GetCount() )
return false;
hsPoint3 viewPos = pipe->GetViewPositionWorld();
plProfile_BeginTiming(DrawObjSort);
plProfile_IncCount(DrawObjSorted, pairs.GetCount());
hsRadixSort::Elem* listTrav;
scratchList.SetCount(pairs.GetCount());
// First, sort on distance to the camera (squared).
listTrav = nil;
int iSort = 0;
int i;
for( i = 0; i < pairs.GetCount(); i++ )
{
plDrawable* drawable = drawList[pairs[i].fDrawable]->fDrawable;
listTrav = &scratchList[iSort++];
listTrav->fBody = (void*)*(UInt32*)&pairs[i];
listTrav->fNext = listTrav + 1;
if( drawable->GetNativeProperty(plDrawable::kPropSortAsOne) )
{
const hsBounds3Ext& bnd = drawable->GetSpaceTree()->GetNode(drawable->GetSpaceTree()->GetRoot()).fWorldBounds;
plConst(hsScalar) kDistFudge(1.e-1f);
listTrav->fKey.fFloat = -(bnd.GetCenter() - viewPos).MagnitudeSquared() + hsScalar(pairs[i].fSpan) * kDistFudge;
}
else
{
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> 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> 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;
}
hsBool plPageTreeMgr::IBuildSpaceTree()
{
if( !fNodes.GetCount() )
return false;
plSpaceTreeMaker maker;
maker.Reset();
int i;
for( i = 0; i < fNodes.GetCount(); i++ )
{
maker.AddLeaf(fNodes[i]->GetSpaceTree()->GetWorldBounds(), fNodes[i]->GetSpaceTree()->IsEmpty());
}
fSpaceTree = maker.MakeTree();
return true;
}
hsBool plPageTreeMgr::IRefreshTree(plPipeline* pipe)
{
int i;
for( i = 0; i < fNodes.GetCount(); i++ )
{
if( fNodes[i]->GetSpaceTree()->IsDirty() )
{
fNodes[i]->GetSpaceTree()->Refresh();
GetSpaceTree()->MoveLeaf(i, fNodes[i]->GetSpaceTree()->GetWorldBounds());
if( !fNodes[i]->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++ )
{
hsBool 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;
}
}
hsBool 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()) )
{
hsScalar 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 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;
}
hsBool plPageTreeMgr::IGetOcclusion(plPipeline* pipe, hsTArray<Int16>& list)
{
plProfile_BeginTiming(DrawOccBuild);
fCullPolys.SetCount(0);
fOccluders.SetCount(0);
int i;
for( i = 0; i < fNodes.GetCount(); i++ )
{
fNodes[i]->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);
}