/* 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 .
*/
#include "precompiled.h"
#include "SilhouetteRenderer.h"
#include "graphics/Camera.h"
#include "graphics/HFTracer.h"
#include "graphics/Model.h"
#include "graphics/Patch.h"
#include "graphics/ShaderManager.h"
#include "maths/MathUtil.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/Scene.h"
#include
extern int g_xres, g_yres;
// For debugging
static const bool g_DisablePreciseIntersections = false;
SilhouetteRenderer::SilhouetteRenderer()
{
m_DebugEnabled = false;
}
void SilhouetteRenderer::AddOccluder(CPatch* patch)
{
m_SubmittedPatchOccluders.push_back(patch);
}
void SilhouetteRenderer::AddOccluder(CModel* model)
{
m_SubmittedModelOccluders.push_back(model);
}
void SilhouetteRenderer::AddCaster(CModel* model)
{
m_SubmittedModelCasters.push_back(model);
}
/*
* Silhouettes are the solid-colored versions of units that are rendered when
* standing behind a building or terrain, so the player won't lose them.
*
* The rendering is done in CRenderer::RenderSilhouettes, by rendering the
* units (silhouette casters) and buildings/terrain (silhouette occluders)
* in an extra pass using depth and stencil buffers. It's very inefficient to
* render those objects when they're not actually going to contribute to a
* silhouette.
*
* This class is responsible for finding the subset of casters/occluders
* that might contribute to a silhouette and will need to be rendered.
*
* The algorithm is largely based on sweep-and-prune for detecting intersection
* along a single axis:
*
* First we compute the 2D screen-space bounding box of every occluder, and
* their minimum distance from the camera. We also compute the screen-space
* position of each caster (approximating them as points, which is not perfect
* but almost always good enough).
*
* We split each occluder's screen-space bounds into a left ('in') edge and
* right ('out') edge. We put those edges plus the caster points into a list,
* and sort by x coordinate.
*
* Then we walk through the list, maintaining an active set of occluders.
* An 'in' edge will add an occluder to the set, an 'out' edge will remove it.
* When we reach a caster point, the active set contains all the occluders that
* intersect it in x. We do a quick test of y and depth coordinates against
* each occluder in the set. If they pass that test, we do a more precise ray
* vs bounding box test (for model occluders) or ray vs patch (for terrain
* occluders) to see if we really need to render that caster and occluder.
*
* Performance relies on the active set being quite small. Given the game's
* typical occluder sizes and camera angles, this works out okay.
*
* We have to do precise ray/patch intersection tests for terrain, because
* if we just used the patch's bounding box, pretty much every unit would
* be seen as intersecting the patch it's standing on.
*
* We store screen-space coordinates as 14-bit integers (0..16383) because
* that lets us pack and sort the edge/point list efficiently.
*/
static const int MAX_COORD = 16384;
struct Occluder
{
CRenderableObject* renderable;
bool isPatch;
u16 x0, y0, x1, y1;
float z;
bool rendered;
};
struct Caster
{
CModel* model;
u16 x, y;
float z;
bool rendered;
};
enum { EDGE_IN, EDGE_OUT, POINT };
// Entry is essentially:
// struct Entry {
// u16 id; // index into occluders array
// u16 type : 2;
// u16 x : 14;
// };
// where x is in the most significant bits, so that sorting as a uint32_t
// is the same as sorting by x. To avoid worrying about endianness and the
// compiler's ability to handle bitfields efficiently, we use uint32_t instead
// of the actual struct.
typedef uint32_t Entry;
static Entry EntryCreate(int type, u16 id, u16 x) { return (x << 18) | (type << 16) | id; }
static int EntryGetId(Entry e) { return e & 0xffff; }
static int EntryGetType(Entry e) { return (e >> 16) & 3; }
struct ActiveList
{
std::vector m_Ids;
void Add(u16 id)
{
m_Ids.push_back(id);
}
void Remove(u16 id)
{
ssize_t sz = m_Ids.size();
for (ssize_t i = sz-1; i >= 0; --i)
{
if (m_Ids[i] == id)
{
m_Ids[i] = m_Ids[sz-1];
m_Ids.pop_back();
return;
}
}
debug_warn(L"Failed to find id");
}
};
static void ComputeScreenBounds(Occluder& occluder, const CBoundingBoxAligned& bounds, CMatrix3D& proj)
{
int x0 = INT_MAX, y0 = INT_MAX, x1 = INT_MIN, y1 = INT_MIN;
float z0 = FLT_MAX;
for (size_t ix = 0; ix <= 1; ix++)
{
for (size_t iy = 0; iy <= 1; iy++)
{
for (size_t iz = 0; iz <= 1; iz++)
{
CVector4D vec(bounds[ix].X, bounds[iy].Y, bounds[iz].Z, 1.0f);
CVector4D svec = proj.Transform(vec);
x0 = std::min(x0, MAX_COORD/2 + (int)(MAX_COORD/2 * svec.X / svec.W));
y0 = std::min(y0, MAX_COORD/2 + (int)(MAX_COORD/2 * svec.Y / svec.W));
x1 = std::max(x1, MAX_COORD/2 + (int)(MAX_COORD/2 * svec.X / svec.W));
y1 = std::max(y1, MAX_COORD/2 + (int)(MAX_COORD/2 * svec.Y / svec.W));
z0 = std::min(z0, svec.Z / svec.W);
}
}
}
// TODO: there must be a quicker way to do this than to test every vertex,
// given the symmetry of the bounding box
occluder.x0 = clamp(x0, 0, MAX_COORD-1);
occluder.y0 = clamp(y0, 0, MAX_COORD-1);
occluder.x1 = clamp(x1, 0, MAX_COORD-1);
occluder.y1 = clamp(y1, 0, MAX_COORD-1);
occluder.z = z0;
}
static void ComputeScreenPos(Caster& caster, const CVector3D& pos, CMatrix3D& proj)
{
CVector4D vec(pos.X, pos.Y, pos.Z, 1.0f);
CVector4D svec = proj.Transform(vec);
int x = MAX_COORD/2 + (int)(MAX_COORD/2 * svec.X / svec.W);
int y = MAX_COORD/2 + (int)(MAX_COORD/2 * svec.Y / svec.W);
float z = svec.Z / svec.W;
caster.x = clamp(x, 0, MAX_COORD-1);
caster.y = clamp(y, 0, MAX_COORD-1);
caster.z = z;
}
void SilhouetteRenderer::ComputeSubmissions(const CCamera& camera)
{
PROFILE3("compute silhouettes");
m_DebugBounds.clear();
m_DebugRects.clear();
m_DebugSpheres.clear();
m_VisiblePatchOccluders.clear();
m_VisibleModelOccluders.clear();
m_VisibleModelCasters.clear();
std::vector occluders;
std::vector casters;
std::vector entries;
occluders.reserve(m_SubmittedModelOccluders.size() + m_SubmittedPatchOccluders.size());
casters.reserve(m_SubmittedModelCasters.size());
entries.reserve((m_SubmittedModelOccluders.size() + m_SubmittedPatchOccluders.size()) * 2 + m_SubmittedModelCasters.size());
CMatrix3D proj = camera.GetViewProjection();
// Bump the positions of unit casters upwards a bit, so they're not always
// detected as intersecting the terrain they're standing on
CVector3D posOffset(0.0f, 0.1f, 0.0f);
#if 0
// For debugging ray-patch intersections - casts a ton of rays and draws
// a sphere where they intersect
for (int y = 0; y < g_yres; y += 8)
{
for (int x = 0; x < g_xres; x += 8)
{
SOverlaySphere sphere;
sphere.m_Color = CColor(1, 0, 0, 1);
sphere.m_Radius = 0.25f;
sphere.m_Center = camera.GetWorldCoordinates(x, y, false);
CVector3D origin, dir;
camera.BuildCameraRay(x, y, origin, dir);
for (size_t i = 0; i < m_SubmittedPatchOccluders.size(); ++i)
{
CPatch* occluder = m_SubmittedPatchOccluders[i];
if (CHFTracer::PatchRayIntersect(occluder, origin, dir, &sphere.m_Center))
sphere.m_Color = CColor(0, 0, 1, 1);
}
m_DebugSpheres.push_back(sphere);
}
}
#endif
{
PROFILE("compute bounds");
for (size_t i = 0; i < m_SubmittedModelOccluders.size(); ++i)
{
CModel* occluder = m_SubmittedModelOccluders[i];
Occluder d;
d.renderable = occluder;
d.isPatch = false;
d.rendered = false;
ComputeScreenBounds(d, occluder->GetWorldBounds(), proj);
// Skip zero-sized occluders, so we don't need to worry about EDGE_OUT
// getting sorted before EDGE_IN
if (d.x0 == d.x1 || d.y0 == d.y1)
continue;
size_t id = occluders.size();
occluders.push_back(d);
entries.push_back(EntryCreate(EDGE_IN, id, d.x0));
entries.push_back(EntryCreate(EDGE_OUT, id, d.x1));
}
for (size_t i = 0; i < m_SubmittedPatchOccluders.size(); ++i)
{
CPatch* occluder = m_SubmittedPatchOccluders[i];
Occluder d;
d.renderable = occluder;
d.isPatch = true;
d.rendered = false;
ComputeScreenBounds(d, occluder->GetWorldBounds(), proj);
// Skip zero-sized occluders
if (d.x0 == d.x1 || d.y0 == d.y1)
continue;
size_t id = occluders.size();
occluders.push_back(d);
entries.push_back(EntryCreate(EDGE_IN, id, d.x0));
entries.push_back(EntryCreate(EDGE_OUT, id, d.x1));
}
for (size_t i = 0; i < m_SubmittedModelCasters.size(); ++i)
{
CModel* model = m_SubmittedModelCasters[i];
CVector3D pos = model->GetTransform().GetTranslation() + posOffset;
Caster d;
d.model = model;
d.rendered = false;
ComputeScreenPos(d, pos, proj);
size_t id = casters.size();
casters.push_back(d);
entries.push_back(EntryCreate(POINT, id, d.x));
}
}
// Make sure the u16 id didn't overflow
ENSURE(occluders.size() < 65536 && casters.size() < 65536);
{
PROFILE("sorting");
std::sort(entries.begin(), entries.end());
}
{
PROFILE("sweeping");
ActiveList active;
CVector3D cameraPos = camera.GetOrientation().GetTranslation();
for (size_t i = 0; i < entries.size(); ++i)
{
Entry e = entries[i];
int type = EntryGetType(e);
u16 id = EntryGetId(e);
if (type == EDGE_IN)
active.Add(id);
else if (type == EDGE_OUT)
active.Remove(id);
else
{
Caster& caster = casters[id];
for (size_t j = 0; j < active.m_Ids.size(); ++j)
{
Occluder& occluder = occluders[active.m_Ids[j]];
if (caster.y < occluder.y0 || caster.y > occluder.y1)
continue;
if (caster.z < occluder.z)
continue;
// No point checking further if both are already being rendered
if (caster.rendered && occluder.rendered)
continue;
if (!g_DisablePreciseIntersections)
{
CVector3D pos = caster.model->GetTransform().GetTranslation() + posOffset;
if (occluder.isPatch)
{
CPatch* patch = static_cast(occluder.renderable);
if (!CHFTracer::PatchRayIntersect(patch, pos, cameraPos - pos, NULL))
continue;
}
else
{
float tmin, tmax;
if (!occluder.renderable->GetWorldBounds().RayIntersect(pos, cameraPos - pos, tmin, tmax))
continue;
}
}
caster.rendered = true;
occluder.rendered = true;
}
}
}
}
if (m_DebugEnabled)
{
for (size_t i = 0; i < occluders.size(); ++i)
{
DebugRect r;
r.color = occluders[i].rendered ? CColor(1.0f, 1.0f, 0.0f, 1.0f) : CColor(0.2f, 0.2f, 0.0f, 1.0f);
r.x0 = occluders[i].x0;
r.y0 = occluders[i].y0;
r.x1 = occluders[i].x1;
r.y1 = occluders[i].y1;
m_DebugRects.push_back(r);
DebugBounds b;
b.color = r.color;
b.bounds = occluders[i].renderable->GetWorldBounds();
m_DebugBounds.push_back(b);
}
}
for (size_t i = 0; i < occluders.size(); ++i)
{
if (occluders[i].rendered)
{
if (occluders[i].isPatch)
m_VisiblePatchOccluders.push_back(static_cast(occluders[i].renderable));
else
m_VisibleModelOccluders.push_back(static_cast(occluders[i].renderable));
}
}
for (size_t i = 0; i < casters.size(); ++i)
if (casters[i].rendered)
m_VisibleModelCasters.push_back(casters[i].model);
}
void SilhouetteRenderer::RenderSubmitOverlays(SceneCollector& collector)
{
for (size_t i = 0; i < m_DebugSpheres.size(); i++)
collector.Submit(&m_DebugSpheres[i]);
}
void SilhouetteRenderer::RenderSubmitOccluders(SceneCollector& collector)
{
for (size_t i = 0; i < m_VisiblePatchOccluders.size(); ++i)
collector.Submit(m_VisiblePatchOccluders[i]);
for (size_t i = 0; i < m_VisibleModelOccluders.size(); ++i)
collector.SubmitNonRecursive(m_VisibleModelOccluders[i]);
}
void SilhouetteRenderer::RenderSubmitCasters(SceneCollector& collector)
{
for (size_t i = 0; i < m_VisibleModelCasters.size(); ++i)
collector.SubmitNonRecursive(m_VisibleModelCasters[i]);
}
void SilhouetteRenderer::RenderDebugOverlays(const CCamera& camera)
{
CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
shaderTech->BeginPass();
CShaderProgramPtr shader = shaderTech->GetShader();
glDepthMask(0);
glDisable(GL_CULL_FACE);
shader->Uniform(str_transform, camera.GetViewProjection());
for (size_t i = 0; i < m_DebugBounds.size(); ++i)
{
shader->Uniform(str_color, m_DebugBounds[i].color);
m_DebugBounds[i].bounds.RenderOutline(shader);
}
CMatrix3D m;
m.SetIdentity();
m.Scale(1.0f, -1.f, 1.0f);
m.Translate(0.0f, (float)g_yres, -1000.0f);
CMatrix3D proj;
proj.SetOrtho(0.f, MAX_COORD, 0.f, MAX_COORD, -1.f, 1000.f);
m = proj * m;
shader->Uniform(str_transform, proj);
for (size_t i = 0; i < m_DebugRects.size(); ++i)
{
const DebugRect& r = m_DebugRects[i];
shader->Uniform(str_color, r.color);
u16 verts[] = {
r.x0, r.y0,
r.x1, r.y0,
r.x1, r.y1,
r.x0, r.y1,
r.x0, r.y0,
};
shader->VertexPointer(2, GL_SHORT, 0, verts);
glDrawArrays(GL_LINE_STRIP, 0, 5);
}
shaderTech->EndPass();
glEnable(GL_CULL_FACE);
glDepthMask(1);
}
void SilhouetteRenderer::EndFrame()
{
m_SubmittedPatchOccluders.clear();
m_SubmittedModelOccluders.clear();
m_SubmittedModelCasters.clear();
}