Esempio n. 1
0
//////////////////////////////////////////////////////////////////////
// Use the tree
//////////////////////////////////////////////////////////////////////
void plCullTree::Harvest(const plSpaceTree* space, hsTArray<int16_t>& outList) const
{
    outList.SetCount(0);
    if (!space->IsEmpty())
        IGetRoot()->IHarvest(space, outList);

}
Esempio n. 2
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void plSceneNode::CollectForRender(plPipeline* pipe, hsTArray<plDrawVisList>& levList, plVisMgr* visMgr)
{
    static hsTArray<int16_t> visList;
    visList.SetCount(0);
    pipe->HarvestVisible(GetSpaceTree(), visList);
    static hsTArray<int16_t> visSpans;
    visSpans.SetCount(0);

    int i;
    for( i = 0; i < visList.GetCount(); i++ )
    {
        int idx = visList[i];
        if( pipe->PreRender(fDrawPool[idx], visSpans, visMgr) )
        {
            plDrawVisList* drawVis = levList.Push();
            drawVis->fDrawable = fDrawPool[idx];
            drawVis->fVisList.Swap(visSpans);
        }
    }
}
Esempio n. 3
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void plSceneNode::Harvest(plVolumeIsect* isect, hsTArray<plDrawVisList>& levList)
{
    static hsTArray<int16_t> visList;
    visList.SetCount(0);
    GetSpaceTree()->HarvestLeaves(isect, visList);
    static hsTArray<int16_t> visSpans;
    visSpans.SetCount(0);

    int i;
    for( i = 0; i < visList.GetCount(); i++ )
    {
        int idx = visList[i];
        fDrawPool[idx]->GetSpaceTree()->HarvestLeaves(isect, visSpans);
        if( visSpans.GetCount() )
        {
            plDrawVisList* drawVis = levList.Push();
            drawVis->fDrawable = fDrawPool[idx];
            drawVis->fVisList.Swap(visSpans);
        }
    }
}
Esempio n. 4
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void pl3DPipeline::IAttachSlaveToReceivers(int which, plDrawableSpans* drawable, const hsTArray<int16_t>& visList)
{
    plShadowSlave* slave = fShadows[which];

    // Whether the drawable is a character affects which lights/shadows affect it.
    bool isChar = drawable->GetNativeProperty(plDrawable::kPropCharacter);

    // If the shadow is part of a light group, it gets handled in ISetShadowFromGroup.
    // Unless the drawable is a character (something that moves around indeterminately,
    // like the avatar or a physical object), and the shadow affects all characters.
    if (slave->ObeysLightGroups() && !(slave->IncludesChars() && isChar))
        return;

    // Do a space tree harvest looking for spans that are visible and whose bounds
    // intercect the shadow volume.
    plSpaceTree* space = drawable->GetSpaceTree();

    static hsBitVector cache;
    cache.Clear();
    space->EnableLeaves(visList, cache);

    static hsTArray<int16_t> hitList;
    hitList.SetCount(0);
    space->HarvestEnabledLeaves(slave->fIsect, cache, hitList);

    // For the visible spans that intercect the shadow volume, attach the shadow
    // to all appropriate for receiving this shadow map.
    for (size_t i = 0; i < hitList.GetCount(); i++)
    {
        const plSpan* span = drawable->GetSpan(hitList[i]);
        hsGMaterial* mat = drawable->GetMaterial(span->fMaterialIdx);

        // Check that the span isn't flagged as unshadowable, or has
        // a material that we can't shadow onto.
        if (!IReceivesShadows(span, mat))
            continue;

        // Check for self shadowing. If the shadow doesn't want self shadowing,
        // and the span is part of the shadow caster, then skip.
        if (!IAcceptsShadow(span, slave))
            continue;

        // Add it to this span's shadow list for this frame.
        span->AddShadowSlave(fShadows[which]->fIndex);
    }
}
Esempio n. 5
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void plPipelineViewSettings::GetVisibleSpans(plDrawableSpans* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr)
{
    static hsTArray<int16_t> tmpVis;
    tmpVis.SetCount(0);
    visList.SetCount(0);

    drawable->GetSpaceTree()->SetViewPos(GetViewPositionWorld());

    drawable->GetSpaceTree()->Refresh();

    if (fCullTreeDirty)
        RefreshCullTree();

    const float viewDist = GetViewDirWorld().InnerProduct(GetViewPositionWorld());

    const hsTArray<plSpan *>    &spans = drawable->GetSpanArray();

    plProfile_BeginTiming(Harvest);
    if (visMgr)
    {
        drawable->SetVisSet(visMgr);
        fCullTree.Harvest(drawable->GetSpaceTree(), tmpVis);
        drawable->SetVisSet(nullptr);
    }
    else
    {
        fCullTree.Harvest(drawable->GetSpaceTree(), tmpVis);
    }

    // This is a big waste of time, As a desparate "optimization" pass, the artists
    // insist on going through and marking objects to fade or pop out of rendering
    // past a certain distance. This breaks the batching and requires more CPU to
    // check the objects by distance. Since there is no pattern to the distance at
    // which objects will be told not to draw, there's no way to make this hierarchical,
    // which is what it would take to make it a performance win. So they succeed in
    // reducing the poly count, but generally the frame rate goes _down_ as well.
    // Unfortunately, this technique actually does work in a few key areas, so
    // I haven't been able to purge it.
    if (fPipeline->IsDebugFlagSet(plPipeDbg::kFlagSkipVisDist))
    {
        int i;
        for (i = 0; i < tmpVis.GetCount(); i++)
        {
            if (spans[tmpVis[i]]->fSubType & fSubDrawableTypeMask)
            {
                visList.Append(tmpVis[i]);
            }
        }
    }
    else
    {
        int i;
        for (i = 0; i < tmpVis.GetCount(); i++)
        {
            if (spans[tmpVis[i]]->fSubType & fSubDrawableTypeMask)
            {
                // We'll check here for spans we can discard because they've completely distance faded out.
                // Note this is based on view direction distance (because the fade is), rather than the
                // preferrable distance to camera we sort by.
                float minDist, maxDist;
                if (drawable->GetSubVisDists(tmpVis[i], minDist, maxDist))
                {
                    const hsBounds3Ext& bnd = drawable->GetSpaceTree()->GetNode(tmpVis[i]).fWorldBounds;
                    hsPoint2 depth;
                    bnd.TestPlane(GetViewDirWorld(), depth);

                    if ((0 < minDist + viewDist - depth.fY) ||(0 > maxDist + viewDist - depth.fX))
                        continue;
                }

                visList.Append(tmpVis[i]);
            }
        }
    }
    plProfile_EndTiming(Harvest);
}
Esempio n. 6
0
void pl3DPipeline::ICheckLighting(plDrawableSpans* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr)
{
    if (fView.fRenderState & kRenderNoLights)
        return;

    if (!visList.GetCount())
        return;

    plLightInfo* light;

    plProfile_BeginTiming(FindLights);

    // First add in the explicit lights (from LightGroups).
    // Refresh the lights as they are added (actually a lazy eval).
    plProfile_BeginTiming(FindPerm);
    for (size_t j = 0; j < visList.GetCount(); j++)
    {
        drawable->GetSpan(visList[j])->ClearLights();

        if (IsDebugFlagSet(plPipeDbg::kFlagNoRuntimeLights))
            continue;

        // Set the bits for the lights added from the permanent lists (during ClearLights()).
        const hsTArray<plLightInfo*>& permaLights = drawable->GetSpan(visList[j])->fPermaLights;
        for (size_t k = 0; k < permaLights.GetCount(); k++)
        {
            permaLights[k]->Refresh();
            if (permaLights[k]->GetProperty(plLightInfo::kLPShadowLightGroup) && !permaLights[k]->IsIdle())
            {
                // If it casts a shadow, attach the shadow now.
                ISetShadowFromGroup(drawable, drawable->GetSpan(visList[j]), permaLights[k]);
            }
        }

        const hsTArray<plLightInfo*>& permaProjs = drawable->GetSpan(visList[j])->fPermaProjs;
        for (size_t k = 0; k < permaProjs.GetCount(); k++)
        {
            permaProjs[k]->Refresh();
            if (permaProjs[k]->GetProperty(plLightInfo::kLPShadowLightGroup) && !permaProjs[k]->IsIdle())
            {
                // If it casts a shadow, attach the shadow now.
                ISetShadowFromGroup(drawable, drawable->GetSpan(visList[j]), permaProjs[k]);
            }
        }
    }
    plProfile_EndTiming(FindPerm);

    if (IsDebugFlagSet(plPipeDbg::kFlagNoRuntimeLights))
    {
        plProfile_EndTiming(FindLights);
        return;
    }

    // Sort the incoming spans as either
    // A) moving - affected by all lights - moveList
    // B) specular - affected by specular lights - specList
    // C) visible - affected by moving lights - visList
    static hsTArray<int16_t> tmpList;
    static hsTArray<int16_t> moveList;
    static hsTArray<int16_t> specList;

    moveList.SetCount(0);
    specList.SetCount(0);

    plProfile_BeginTiming(FindSpan);
    for (size_t k = 0; k < visList.GetCount(); k++)
    {
        const plSpan* span = drawable->GetSpan(visList[k]);

        if (span->fProps & plSpan::kPropRunTimeLight)
        {
            moveList.Append(visList[k]);
            specList.Append(visList[k]);
        }
        else if (span->fProps & plSpan::kPropMatHasSpecular)
        {
             specList.Append(visList[k]);
        }
    }
    plProfile_EndTiming(FindSpan);

    // Make a list of lights that can potentially affect spans in this drawable
    // based on the drawables bounds and properties.
    // If the drawable has the PropCharacter property, it is affected by lights
    // in fCharLights, else only by the smaller list of fVisLights.

    plProfile_BeginTiming(FindActiveLights);
    static hsTArray<plLightInfo*> lightList;
    lightList.SetCount(0);

    if (drawable->GetNativeProperty(plDrawable::kPropCharacter))
    {
        for (size_t i = 0; i < fCharLights.GetCount(); i++)
        {
            if (fCharLights[i]->AffectsBound(drawable->GetSpaceTree()->GetWorldBounds()))
                lightList.Append(fCharLights[i]);
        }
    }
    else
    {
        for (size_t i = 0; i < fVisLights.GetCount(); i++)
        {
            if (fVisLights[i]->AffectsBound(drawable->GetSpaceTree()->GetWorldBounds()))
                lightList.Append(fVisLights[i]);
        }
    }
    plProfile_EndTiming(FindActiveLights);

    // Loop over the lights and for each light, extract a list of the spans that light
    // affects. Append the light to each spans list with a scalar strength of how strongly
    // the light affects it. Since the strength is based on the object's center position,
    // it's not very accurate, but good enough for selecting which lights to use.

    plProfile_BeginTiming(ApplyActiveLights);
    for (size_t k = 0; k < lightList.GetCount(); k++)
    {
        light = lightList[k];

        tmpList.SetCount(0);
        if (light->GetProperty(plLightInfo::kLPMovable))
        {
            plProfile_BeginTiming(ApplyMoving);

            const hsTArray<int16_t>& litList = light->GetAffected(drawable->GetSpaceTree(),
                visList,
                tmpList,
                drawable->GetNativeProperty(plDrawable::kPropCharacter));

            // PUT OVERRIDE FOR KILLING PROJECTORS HERE!!!!
            bool proj = nil != light->GetProjection();
            if (fView.fRenderState & kRenderNoProjection)
                proj = false;

            for (size_t j = 0; j < litList.GetCount(); j++)
            {
                // Use the light IF light is enabled and
                //      1) light is movable
                //      2) span is movable, or
                //      3) Both the light and the span have specular
                const plSpan* span = drawable->GetSpan(litList[j]);
                bool currProj = proj;

                if (span->fProps & plSpan::kPropProjAsVtx)
                    currProj = false;

                if (!(currProj && (span->fProps & plSpan::kPropSkipProjection)))
                {
                    float strength, scale;

                    light->GetStrengthAndScale(span->fWorldBounds, strength, scale);

                    // We can't pitch a light because it's "strength" is zero, because the strength is based
                    // on the center of the span and isn't conservative enough. We can pitch based on the
                    // scale though, since a light scaled down to zero will have no effect no where.
                    if (scale > 0)
                    {
                        plProfile_Inc(FindLightsFound);
                        span->AddLight(light, strength, scale, currProj);
                    }
                }
            }
            plProfile_EndTiming(ApplyMoving);
        }
        else if (light->GetProperty(plLightInfo::kLPHasSpecular))
        {
            if (!specList.GetCount())
                continue;

            plProfile_BeginTiming(ApplyToSpec);

            const hsTArray<int16_t>& litList = light->GetAffected(drawable->GetSpaceTree(),
                specList,
                tmpList,
                drawable->GetNativeProperty(plDrawable::kPropCharacter));

            // PUT OVERRIDE FOR KILLING PROJECTORS HERE!!!!
            bool proj = nil != light->GetProjection();
            if (fView.fRenderState & kRenderNoProjection)
                proj = false;

            for (size_t j = 0; j < litList.GetCount(); j++)
            {
                // Use the light IF light is enabled and
                //      1) light is movable
                //      2) span is movable, or
                //      3) Both the light and the span have specular
                const plSpan* span = drawable->GetSpan(litList[j]);
                bool currProj = proj;

                if (span->fProps & plSpan::kPropProjAsVtx)
                    currProj = false;

                if (!(currProj && (span->fProps & plSpan::kPropSkipProjection)))
                {
                    float strength, scale;

                    light->GetStrengthAndScale(span->fWorldBounds, strength, scale);

                    // We can't pitch a light because it's "strength" is zero, because the strength is based
                    // on the center of the span and isn't conservative enough. We can pitch based on the
                    // scale though, since a light scaled down to zero will have no effect no where.
                    if (scale > 0)
                    {
                        plProfile_Inc(FindLightsFound);
                        span->AddLight(light, strength, scale, currProj);
                    }
                }
            }
            plProfile_EndTiming(ApplyToSpec);
        }
        else
        {
            if (!moveList.GetCount())
                continue;

            plProfile_BeginTiming(ApplyToMoving);

            const hsTArray<int16_t>& litList = light->GetAffected(drawable->GetSpaceTree(),
                moveList,
                tmpList,
                drawable->GetNativeProperty(plDrawable::kPropCharacter));

            // PUT OVERRIDE FOR KILLING PROJECTORS HERE!!!!
            bool proj = nil != light->GetProjection();
            if (fView.fRenderState & kRenderNoProjection)
                proj = false;

            for (size_t j = 0; j < litList.GetCount(); j++)
            {
                // Use the light IF light is enabled and
                //      1) light is movable
                //      2) span is movable, or
                //      3) Both the light and the span have specular
                const plSpan* span = drawable->GetSpan(litList[j]);
                bool currProj = proj;

                if (span->fProps & plSpan::kPropProjAsVtx)
                    currProj = false;

                if (!(currProj && (span->fProps & plSpan::kPropSkipProjection)))
                {
                    float strength, scale;

                    light->GetStrengthAndScale(span->fWorldBounds, strength, scale);

                    // We can't pitch a light because it's "strength" is zero, because the strength is based
                    // on the center of the span and isn't conservative enough. We can pitch based on the
                    // scale though, since a light scaled down to zero will have no effect no where.
                    if (scale > 0)
                    {
                        plProfile_Inc(FindLightsFound);
                        span->AddLight(light, strength, scale, currProj);
                    }
                }
            }
            plProfile_EndTiming(ApplyToMoving);
        }
    }
    plProfile_EndTiming(ApplyActiveLights);

    IAttachShadowsToReceivers(drawable, visList);

    plProfile_EndTiming(FindLights);
}
Esempio n. 7
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plCullNode::plCullStatus plCullNode::ISplitPoly(const plCullPoly& poly, 
                                                plCullPoly*& innerPoly, 
                                                plCullPoly*& outerPoly) const
{
    static hsTArray<float> depths;
    depths.SetCount(poly.fVerts.GetCount());

    static hsBitVector onVerts;
    onVerts.Clear();

    hsBool someInner = false;
    hsBool someOuter = false;
    hsBool someOn = false;
    int i;
    for( i = 0; i < poly.fVerts.GetCount(); i++ )
    {
        depths[i] = fNorm.InnerProduct(poly.fVerts[i]) + fDist;
        if( depths[i] < -kTolerance )
            someInner = true;
        else if( depths[i] > kTolerance )
            someOuter = true;
        else 
        {
            someOn = true;
            onVerts.SetBit(i);
        }
    }
    if( !(someInner || someOuter) )
    {
        (innerPoly = ScratchPolys().Push())->Init(poly);
        (outerPoly = ScratchPolys().Push())->Init(poly);
        return kSplit;
    }
    else if( !someInner )
    {
        IMarkClipped(poly, onVerts);
        return kClear;
    }
    else if( !someOuter )
    {
        IMarkClipped(poly, onVerts);
        return kCulled;
    }


    // Okay, it's split, now break it into the two polys
    (innerPoly = ScratchPolys().Push())->Init(poly);
    (outerPoly = ScratchPolys().Push())->Init(poly);

    static plCullPoly scrPoly;

    static hsBitVector inVerts;
    static hsBitVector outVerts;

    IBreakPoly(poly, depths,
        inVerts,
        outVerts,
        onVerts,
        scrPoly);

    static hsTArray<int> inPolyIdx;
    inPolyIdx.SetCount(0);
    static hsTArray<int> outPolyIdx;
    outPolyIdx.SetCount(0);

    for( i = 0; i < scrPoly.fVerts.GetCount(); i++ )
    {
        if( inVerts.IsBitSet(i) )
        {
            inPolyIdx.Append(i);
        }
        else if( outVerts.IsBitSet(i) )
        {
            outPolyIdx.Append(i);
        }
        else
        {
            inPolyIdx.Append(i);
            outPolyIdx.Append(i);
        }
    }

    ITakeHalfPoly(scrPoly, inPolyIdx, onVerts, *innerPoly);

    ITakeHalfPoly(scrPoly, outPolyIdx, onVerts, *outerPoly);

    return kSplit;
}
Esempio n. 8
0
 plMsgWrap&                      ClearReceivers() { fReceivers.SetCount(0); return *this; }