コード例 #1
0
//------------------------------------------------------------------------------
// * Determine if the occludee model is inside view frustum
// * Transform the occluder models on the CPU
// * Bin the occluder triangles into tiles that the frame buffer is divided into
// * Rasterize the occluder triangles to the CPU depth buffer
//-------------------------------------------------------------------------------
void DepthBufferRasterizerSSEST::TransformModelsAndRasterizeToDepthBuffer(CPUTCamera *pCamera, UINT idx)
{
	QueryPerformanceCounter(&mStartTime[idx]);
	mpCamera[idx] = pCamera;
	
	BoxTestSetupSSE setup;
	setup.Init(mpViewMatrix[idx], mpProjMatrix[idx], viewportMatrix, pCamera, mOccluderSizeThreshold);

	if(mEnableFCulling)
	{
		for(UINT i = 0; i < mNumModels1; i++)
		{
			mpTransformedModels1[i].InsideViewFrustum(setup, idx);
		}
	}
	else
	{
		for(UINT i = 0; i < mNumModels1; i++)
		{
			mpTransformedModels1[i].TooSmall(setup, idx);
		}
	}

	ActiveModels(idx);
	TransformMeshes(idx);
	BinTransformedMeshes(idx);
	for(UINT i = 0; i < NUM_TILES; i++)
	{
		RasterizeBinnedTrianglesToDepthBuffer(i, idx);
	}

	QueryPerformanceCounter(&mStopTime[idx][0]);
	mRasterizeTime[mTimeCounter++] = ((double)(mStopTime[idx][0].QuadPart - mStartTime[idx].QuadPart)) / ((double)glFrequency.QuadPart);
	mTimeCounter = mTimeCounter >= AVG_COUNTER ? 0 : mTimeCounter;
}
コード例 #2
0
//--------------------------------------------------------------------------------
// Determine the batch of occludee models each task should work on
// For each occludee model in the batch
// * Transform the AABBox to screen space
// * Rasterize the triangles that make up the AABBox
// * Depth test the raterized triangles against the CPU rasterized depth buffer
//--------------------------------------------------------------------------------
void AABBoxRasterizerSSEMT::TransformAABBoxAndDepthTest(UINT taskId, UINT taskCount, UINT idx)
{
	QueryPerformanceCounter(&mStartTime[idx][taskId]);

	BoxTestSetupSSE setup;
	setup.Init(mViewMatrix[idx], mProjMatrix[idx], viewportMatrix, mpCamera[idx], mOccludeeSizeThreshold);

	__m128 xformedPos[AABB_VERTICES];
	__m128 cumulativeMatrix[4];

	static const UINT kChunkSize = 64;
	for(UINT base = taskId*kChunkSize; base < mNumModels; base += mNumDepthTestTasks * kChunkSize)
	{
		UINT end = min(base + kChunkSize, mNumModels);
		if(mEnableFCulling)
		{
			CalcInsideFrustum(&mpCamera[idx]->mFrustum , base, end, idx);
		}
		for(UINT i = base; i < end; i++)
		{
			mpVisible[idx][i] = false;

			if(mpInsideFrustum[idx][i] && !mpTransformedAABBox[i].IsTooSmall(setup, cumulativeMatrix))
			{
				PreTestResult res = mpTransformedAABBox[i].TransformAndPreTestAABBox(xformedPos, cumulativeMatrix, mpDepthSummary[idx]);
		        if(res == ePT_UNSURE)
				{
					mpVisible[idx][i] = mpTransformedAABBox[i].RasterizeAndDepthTestAABBox(mpRenderTargetPixels[idx], xformedPos, idx);
				}
				else
				{
					mpVisible[idx][i] = (res == ePT_VISIBLE);
				}
			}
		}
	}
	QueryPerformanceCounter(&mStopTime[idx][taskId]);
}
コード例 #3
0
//------------------------------------------------------------------------------
// For each occludee model
// * Determine if the occludee model AABox is within the viewing frustum 
// * Transform the AABBox to screen space
// * Rasterize the triangles that make up the AABBox
// * Depth test the raterized triangles against the CPU rasterized depth buffer
//-----------------------------------------------------------------------------
void AABBoxRasterizerAVXST::TransformAABBoxAndDepthTest(CPUTCamera *pCamera, UINT idx)
{
	QueryPerformanceCounter(&mStartTime[idx][0]);
	mpCamera[idx] = pCamera;

	if(mEnableFCulling)
	{
		CalcInsideFrustum(&mpCamera[idx]->mFrustum , 0, mNumModels, idx);
	}

	BoxTestSetupSSE setup;
	setup.Init(mViewMatrix[idx], mProjMatrix[idx], viewportMatrix, mpCamera[idx], mOccludeeSizeThreshold);

	__m128 xformedPos[AABB_VERTICES];
	__m128 cumulativeMatrix[4];

	for(UINT i = 0; i < mNumModels; i++)
	{
		mpVisible[idx][i] = false;
		
		if(mpInsideFrustum[idx][i] && !mpTransformedAABBox[i].IsTooSmall(setup, cumulativeMatrix))
		{
			PreTestResult res = mpTransformedAABBox[i].TransformAndPreTestAABBox(xformedPos, cumulativeMatrix, mpDepthSummary[idx]);
		    if(res == ePT_UNSURE)
			{
				mpVisible[idx][i] = mpTransformedAABBox[i].RasterizeAndDepthTestAABBox(mpRenderTargetPixels[idx], xformedPos, idx);
			}
			else
			{
				mpVisible[idx][i] = (res == ePT_VISIBLE);
			}
		}		
	}

	QueryPerformanceCounter(&mStopTime[idx][0]);
	mDepthTestTime[mTimeCounter++] = ((double)(mStopTime[idx][0].QuadPart - mStartTime[idx][0].QuadPart)) / ((double)glFrequency.QuadPart);
	mTimeCounter = mTimeCounter >= AVG_COUNTER ? 0 : mTimeCounter;
}