0ad/source/simulation2/components/CCmpUnitRenderer.cpp
Ykkrosh b1b96a89d6 Fix culling for shadows and reflections.
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.
2014-06-25 01:11:10 +00:00

417 lines
11 KiB
C++

/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpUnitRenderer.h"
#include "simulation2/MessageTypes.h"
#include "ICmpPosition.h"
#include "ICmpRangeManager.h"
#include "ICmpSelectable.h"
#include "ICmpVision.h"
#include "graphics/Frustum.h"
#include "graphics/ModelAbstract.h"
#include "graphics/ObjectEntry.h"
#include "graphics/Overlay.h"
#include "graphics/Unit.h"
#include "maths/BoundingSphere.h"
#include "maths/Matrix3D.h"
#include "renderer/Scene.h"
#include "tools/atlas/GameInterface/GameLoop.h"
/**
* Efficiently(ish) renders all the units in the world.
*
* The class maintains a list of all units that currently exist, and the data
* needed for frustum-culling them. To minimise the amount of work done per
* frame (despite a unit's interpolated position changing every frame), the
* culling data is only updated once per turn: we store the position at the
* start of the turn, and the position at the end of the turn, and assume the
* unit might be anywhere between those two points (linearly).
*
* (Note this is a slightly invalid assumption: units don't always move linearly,
* since their interpolated position depends on terrain and water. But over a
* single turn it's probably going to be a good enough approximation, and will
* only break for units that both start and end the turn off-screen.)
*
* We want to ignore rotation entirely, since it's a complex function of
* interpolated position and terrain. So we store a bounding sphere, which
* is rotation-independent, instead of a bounding box.
*/
class CCmpUnitRenderer : public ICmpUnitRenderer
{
public:
struct SUnit
{
CEntityHandle entity;
CUnit* actor;
int flags;
/**
* m_FrameNumber from when the model's transform was last updated.
* This is used to avoid recomputing it multiple times per frame
* if a model is visible in multiple cull groups.
*/
int lastTransformFrame;
/**
* Worst-case bounding shape, relative to position. Needs to account
* for all possible animations, orientations, etc.
*/
CBoundingSphere boundsApprox;
/**
* Cached LOS visibility status.
*/
ICmpRangeManager::ELosVisibility visibility;
bool visibilityDirty;
/**
* Whether the unit has a valid position. If false, pos0 and pos1
* are meaningless.
*/
bool inWorld;
/**
* World-space positions to interpolate between.
*/
CVector3D pos0;
CVector3D pos1;
/**
* Bounds encompassing the unit's bounds when it is anywhere between
* pos0 and pos1.
*/
CBoundingSphere sweptBounds;
/**
* For debug overlay.
*/
bool culled;
};
std::vector<SUnit> m_Units;
std::vector<tag_t> m_UnitTagsFree;
int m_FrameNumber;
float m_FrameOffset;
bool m_EnableDebugOverlays;
std::vector<SOverlaySphere> m_DebugSpheres;
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_TurnStart);
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_RenderSubmit);
}
DEFAULT_COMPONENT_ALLOCATOR(UnitRenderer)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_FrameNumber = 0;
m_FrameOffset = 0.0f;
m_EnableDebugOverlays = false;
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_TurnStart:
{
TurnStart();
break;
}
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
Interpolate(msgData.deltaSimTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector, msgData.frustum, msgData.culling);
break;
}
}
}
SUnit* LookupUnit(tag_t tag)
{
if (tag.n < 1 || tag.n - 1 >= m_Units.size())
return NULL;
return &m_Units[tag.n - 1];
}
virtual tag_t AddUnit(CEntityHandle entity, CUnit* actor, const CBoundingSphere& boundsApprox, int flags)
{
ENSURE(actor != NULL);
tag_t tag;
if (!m_UnitTagsFree.empty())
{
tag = m_UnitTagsFree.back();
m_UnitTagsFree.pop_back();
}
else
{
m_Units.push_back(SUnit());
tag.n = m_Units.size();
}
SUnit* unit = LookupUnit(tag);
unit->entity = entity;
unit->actor = actor;
unit->lastTransformFrame = -1;
unit->flags = flags;
unit->boundsApprox = boundsApprox;
unit->inWorld = false;
unit->visibilityDirty = true;
unit->pos0 = unit->pos1 = CVector3D();
return tag;
}
virtual void RemoveUnit(tag_t tag)
{
SUnit* unit = LookupUnit(tag);
unit->actor = NULL;
unit->inWorld = false;
m_UnitTagsFree.push_back(tag);
}
void RecomputeSweptBounds(SUnit* unit)
{
// Compute the bounding sphere of the capsule formed by
// sweeping boundsApprox from pos0 to pos1
CVector3D mid = (unit->pos0 + unit->pos1) * 0.5f + unit->boundsApprox.GetCenter();
float radius = (unit->pos1 - unit->pos0).Length() * 0.5f + unit->boundsApprox.GetRadius();
unit->sweptBounds = CBoundingSphere(mid, radius);
}
virtual void UpdateUnit(tag_t tag, CUnit* actor, const CBoundingSphere& boundsApprox)
{
SUnit* unit = LookupUnit(tag);
unit->actor = actor;
unit->boundsApprox = boundsApprox;
RecomputeSweptBounds(unit);
}
virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1)
{
SUnit* unit = LookupUnit(tag);
unit->inWorld = inWorld;
unit->pos0 = pos0;
unit->pos1 = pos1;
unit->visibilityDirty = true;
RecomputeSweptBounds(unit);
}
void TurnStart();
void Interpolate(float frameTime, float frameOffset);
void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
void UpdateVisibility(SUnit& unit);
virtual float GetFrameOffset()
{
return m_FrameOffset;
}
virtual void SetDebugOverlay(bool enabled)
{
m_EnableDebugOverlays = enabled;
}
};
void CCmpUnitRenderer::TurnStart()
{
PROFILE3("UnitRenderer::TurnStart");
// Assume units have stopped moving after the previous turn. If that assumption is not
// correct, we will get a UpdateUnitPos to tell us about its movement in the new turn.
for (size_t i = 0; i < m_Units.size(); i++)
{
SUnit& unit = m_Units[i];
unit.pos0 = unit.pos1;
unit.sweptBounds = CBoundingSphere(unit.pos1, unit.boundsApprox.GetRadius());
// Visibility must be recomputed on the first frame during this turn
unit.visibilityDirty = true;
}
}
void CCmpUnitRenderer::Interpolate(float frameTime, float frameOffset)
{
PROFILE3("UnitRenderer::Interpolate");
++m_FrameNumber;
m_FrameOffset = frameOffset;
// TODO: we shouldn't update all the animations etc for units that are off-screen
// (but need to be careful about e.g. sounds triggered by animations of off-screen
// units)
for (size_t i = 0; i < m_Units.size(); i++)
{
SUnit& unit = m_Units[i];
if (unit.actor)
unit.actor->UpdateModel(frameTime);
}
m_DebugSpheres.clear();
if (m_EnableDebugOverlays)
{
for (size_t i = 0; i < m_Units.size(); i++)
{
SUnit& unit = m_Units[i];
if (!(unit.actor && unit.inWorld))
continue;
SOverlaySphere sphere;
sphere.m_Center = unit.sweptBounds.GetCenter();
sphere.m_Radius = unit.sweptBounds.GetRadius();
if (unit.culled)
sphere.m_Color = CColor(1.0f, 0.5f, 0.5f, 0.5f);
else
sphere.m_Color = CColor(0.5f, 0.5f, 1.0f, 0.5f);
m_DebugSpheres.push_back(sphere);
}
}
}
void CCmpUnitRenderer::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
{
// TODO: need a coarse culling pass based on some kind of spatial data
// structure - that's the main point of this design. Once we've got a
// rough list of possibly-visible units, then we can do the more precise
// culling. (And once it's cheap enough, we can do multiple culling passes
// per frame - one for shadow generation, one for water reflections, etc.)
PROFILE3("UnitRenderer::RenderSubmit");
for (size_t i = 0; i < m_Units.size(); ++i)
{
SUnit& unit = m_Units[i];
unit.culled = true;
if (!(unit.actor && unit.inWorld))
continue;
if (!g_AtlasGameLoop->running && !g_RenderActors && (unit.flags & ACTOR_ONLY))
continue;
if (!g_AtlasGameLoop->running && (unit.flags & VISIBLE_IN_ATLAS_ONLY))
continue;
if (culling && !frustum.IsSphereVisible(unit.sweptBounds.GetCenter(), unit.sweptBounds.GetRadius()))
continue;
if (unit.visibilityDirty)
UpdateVisibility(unit);
if (unit.visibility == ICmpRangeManager::VIS_HIDDEN)
continue;
unit.culled = false;
CModelAbstract& unitModel = unit.actor->GetModel();
if (unit.lastTransformFrame != m_FrameNumber)
{
CmpPtr<ICmpPosition> cmpPosition(unit.entity);
if (!cmpPosition)
continue;
CMatrix3D transform(cmpPosition->GetInterpolatedTransform(m_FrameOffset));
unitModel.SetTransform(transform);
unit.lastTransformFrame = m_FrameNumber;
}
if (culling && !frustum.IsBoxVisible(CVector3D(0, 0, 0), unitModel.GetWorldBoundsRec()))
continue;
collector.SubmitRecursive(&unitModel);
}
for (size_t i = 0; i < m_DebugSpheres.size(); ++i)
collector.Submit(&m_DebugSpheres[i]);
}
void CCmpUnitRenderer::UpdateVisibility(SUnit& unit)
{
if (unit.inWorld)
{
// The 'always visible' flag means we should always render the unit
// (regardless of whether the LOS system thinks it's visible)
CmpPtr<ICmpVision> cmpVision(unit.entity);
if (cmpVision && cmpVision->GetAlwaysVisible())
unit.visibility = ICmpRangeManager::VIS_VISIBLE;
else
{
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
// Uncomment the following lines to prevent the models from popping into existence
// near the LOS boundary. Is rather resource intensive.
//if (cmpVision->GetRetainInFog())
// unit.visibility = ICmpRangeManager::VIS_VISIBLE;
//else
unit.visibility = cmpRangeManager->GetLosVisibility(unit.entity,
GetSimContext().GetCurrentDisplayedPlayer());
}
}
else
unit.visibility = ICmpRangeManager::VIS_HIDDEN;
// Change the visibility of the visual actor's selectable if it has one.
CmpPtr<ICmpSelectable> cmpSelectable(unit.entity);
if (cmpSelectable)
cmpSelectable->SetVisibility(unit.visibility != ICmpRangeManager::VIS_HIDDEN);
unit.visibilityDirty = false;
}
REGISTER_COMPONENT_TYPE(UnitRenderer)