1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
|
#include "UnityPrefix.h"
#include "UnityScene.h"
#include "IntermediateRenderer.h"
#include "SceneSettings.h"
#include "CullingParameters.h"
#include "Runtime/Filters/Renderer.h"
#include "Runtime/Camera/OcclusionPortal.h"
#include "UmbraBackwardsCompatibility.h"
///@TODO: Test for removing static renderers in pvs.
// @TODO: Test to check that enable / disable renderer keeps layer & bounding volume correctly.
//@TODO: Test for destroying all renderers during OnBecameInvisible callback
//* Should we use setDynamicObjects?
//@TODO: When a gate is baked. Make sure that the majority of the area is not tagged as occluded. (Eg. someone tagged static data around it)
//* Culling test when static objects have been deleted after baking...
namespace Unity
{
static Scene* gScene = NULL;
Scene::Scene ()
{
m_UmbraQuery = NULL;
m_PreventAddRemoveRenderer = 0;
m_RequestStaticPVSRebuild = false;
m_GateState = NULL;
}
Scene::~Scene ()
{
Assert(m_RendererNodes.empty());
ClearIntermediateRenderers();
CleanupUmbra();
}
void Scene::ClearIntermediateRenderers()
{
m_IntermediateNodes.Clear();
}
void Scene::CleanupUmbra ()
{
// The scene class does not own the tome (SceneSettings does)
m_UmbraTome = UmbraTomeData();
if (m_UmbraQuery)
delete m_UmbraQuery;
m_UmbraQuery = NULL;
delete[] m_GateState;
m_GateState = NULL;
// Cleanup references to PVS handle
dynamic_array<SceneNode>::iterator it, itEnd = m_RendererNodes.end();
for (it = m_RendererNodes.begin(); it != itEnd; ++it)
{
SceneNode& node = *it;
node.pvsHandle = -1;
}
///////@TODO: Cleanup all OcclusionPortals gateIndices
// Cleanup any renderer nodes which have already been deleted, but were kept around to keep the indices of pvs renderers
// in sync with umbra
for (int i=0;i<m_RendererNodes.size();i++)
{
if (m_RendererNodes[i].renderer == NULL)
{
RemoveRenderer(i);
i--;
}
}
}
void Scene::CleanupPVSAndRequestRebuild ()
{
CleanupUmbra();
m_RequestStaticPVSRebuild = true;
}
void Scene::InitializeUmbra()
{
RecalculateDirtyBounds();
CleanupUmbra();
m_UmbraTome = GetSceneSettings().GetUmbraTome();
if (!m_UmbraTome.HasTome())
return;
Assert(m_PendingRemoval.empty());
const dynamic_array<PPtr<Renderer> >& pvsObjectArray = GetSceneSettings().GetPVSObjectArray();
const dynamic_array<PPtr<OcclusionPortal> >& portalsArray = GetSceneSettings().GetPortalsArray();
int objectCount = UMBRA_TOME_METHOD(m_UmbraTome, getObjectCount());
// Setup pvs handles in renderer nodes
for (int i = 0; i < objectCount; i++)
{
Umbra::UINT32 userId = UMBRA_TOME_METHOD(m_UmbraTome, getObjectUserID(i));
Assert(userId < pvsObjectArray.size());
if (userId >= pvsObjectArray.size())
continue;
// Don't do any loading from disk to avoid weird corner cases and recursion - You never know
Object* obj = Object::IDToPointer(pvsObjectArray[userId].GetInstanceID());
Renderer* renderer = dynamic_pptr_cast<Renderer*> (obj);
SceneHandle handle = -1;
if (renderer)
handle = renderer->GetSceneHandle();
// Objects might have been deleted after baking. In this case we need to create holes in the PVS object array
// For each pvs object that can't be found we add a NULL renderer
if (handle < 0 || handle >= m_RendererNodes.size())
handle = AddRendererInternal (NULL, 0, AABB());
m_RendererNodes[handle].pvsHandle = i;
}
Assert(objectCount <= m_RendererNodes.size());
// Make sure that the pvs handles match the index in the renderer nodes array
// This way we can do very fast lookups.
for (int i=0;i<m_RendererNodes.size();i++)
{
while (m_RendererNodes[i].pvsHandle != -1 && m_RendererNodes[i].pvsHandle != i)
{
SInt32 pvsIndex = m_RendererNodes[i].pvsHandle;
std::swap(m_RendererNodes[i], m_RendererNodes[pvsIndex]);
std::swap(m_BoundingBoxes[i], m_BoundingBoxes[pvsIndex]);
std::swap(m_VisibilityBits[i], m_VisibilityBits[pvsIndex]);
Renderer* rendererI = static_cast<Renderer*> (m_RendererNodes[i].renderer);
if (rendererI)
rendererI->NotifySceneHandleChange(i);
Renderer* rendererPVS = static_cast<Renderer*> (m_RendererNodes[pvsIndex].renderer);
if (rendererPVS)
rendererPVS->NotifySceneHandleChange(pvsIndex);
}
}
for (int i=0;i<m_RendererNodes.size();i++)
{
Assert(m_RendererNodes[i].pvsHandle == -1 || m_RendererNodes[i].pvsHandle == i);
Assert(m_RendererNodes[i].renderer == NULL || static_cast<Renderer*> (m_RendererNodes[i].renderer)->GetSceneHandle() == i);
}
// Create query
m_UmbraQuery = new Umbra::QueryExt(m_UmbraTome.tome);
// Setup portals by querying the renderer and grabbing the OcclusionPortal on the same game object
int gateCount = UMBRA_TOME_METHOD(m_UmbraTome, getGateCount());
if (gateCount != 0 && !portalsArray.empty())
{
m_GateState = new UInt8[UMBRA_TOME_METHOD(m_UmbraTome, getGateStateSize())];
memset(m_GateState, 0, UMBRA_TOME_METHOD(m_UmbraTome, getGateStateSize()));
Umbra::GateStateVector gateVector (m_GateState, 0, false);
SetGateStates (m_UmbraQuery, m_UmbraTome, gateVector);
for (int i = 0; i < gateCount; i++)
{
// Umbra userID's need to be unique. They are allocated to be after the static renderers/
Umbra::UINT32 userId = UMBRA_TOME_METHOD(m_UmbraTome, getGateUserID(i)) - pvsObjectArray.size();
Assert(userId < portalsArray.size());
if (userId >= portalsArray.size())
continue;
// Don't do any loading from disk to avoid weird corner cases and recursion - You never know
Object* obj = Object::IDToPointer(portalsArray[i].GetInstanceID());
OcclusionPortal* portal = dynamic_pptr_cast<OcclusionPortal*> (obj);
if (portal)
{
portal->SetPortalIndex(i);
gateVector.setState(i, portal->CalculatePortalEnabled());
}
}
}
}
size_t Scene::GetStaticObjectCount () const
{
if (!m_UmbraTome.HasTome())
return 0;
return UMBRA_TOME_METHOD(m_UmbraTome, getObjectCount());
}
size_t Scene::GetDynamicObjectCount () const
{
return GetRendererNodeCount() - GetStaticObjectCount();
}
size_t Scene::GetIntermediateObjectCount () const
{
return m_IntermediateNodes.GetRendererCount();
}
const SceneNode* Scene::GetStaticSceneNodes () const
{
return m_RendererNodes.begin();
}
const SceneNode* Scene::GetDynamicSceneNodes () const
{
return m_RendererNodes.begin() + GetStaticObjectCount();
}
const AABB* Scene::GetStaticBoundingBoxes () const
{
return m_BoundingBoxes.begin();
}
const AABB* Scene::GetDynamicBoundingBoxes () const
{
return m_BoundingBoxes.begin() + GetStaticObjectCount();
}
#if DEBUGMODE
bool Scene::HasNodeForRenderer( const BaseRenderer* r )
{
for (dynamic_array<SceneNode>::iterator j = m_RendererNodes.begin(); j != m_RendererNodes.end(); ++j)
{
if (j->renderer == r)
return true;
}
return false;
}
#endif
SceneHandle Scene::AddRendererInternal (Renderer *renderer, int layer, const AABB& aabb)
{
SceneHandle handle = m_RendererNodes.size();
Assert(m_BoundingBoxes.size() == handle);
Assert(m_VisibilityBits.size() == handle);
SceneNode node;
node.renderer = renderer;
node.layer = layer;
m_RendererNodes.push_back(node);
m_BoundingBoxes.push_back(aabb);
m_VisibilityBits.push_back(0);
return handle;
}
SceneHandle Scene::AddRenderer (Renderer *renderer)
{
Assert (renderer);
#if DEBUGMODE
DebugAssertIf (HasNodeForRenderer(renderer));
#endif
if (m_PreventAddRemoveRenderer != 0)
{
AssertString("Adding renderer during rendering is not allowed.");
return kInvalidSceneHandle;
}
AABB aabb;
renderer->GetWorldAABB(aabb);
Assert(aabb.IsValid());
return AddRendererInternal(renderer, renderer->GetLayer(), aabb);
}
BaseRenderer* Scene::RemoveRenderer (SceneHandle handle)
{
if (handle < 0 || handle >= m_RendererNodes.size())
{
ErrorString("Invalid SceneHandle");
return NULL;
}
SceneNode& node = m_RendererNodes[handle];
BaseRenderer* renderer = node.renderer;
if (m_PreventAddRemoveRenderer != 0)
{
// The current node can be removed during NotifyVisible()
// This is due to the fact that Animations can be updated during culling and
// our animation system allows users to set m_Enabled = false which then
// results in our node being removed (see fogbugz case 378739).
// We can't actually remove this or reorder nodes until after the render.
// There are pointers to nodes and AABBs being used during rendering!
m_PendingRemoval.push_back(handle);
node.disable = true;
return renderer;
}
// Static objects can not be removed from the array
if (handle < GetStaticObjectCount())
{
m_VisibilityBits[handle] = 0;
node.renderer = NULL;
node.dirtyAABB = false;
return renderer;
}
// Swap with last element (if we are not the last element)
int lastIndex = m_RendererNodes.size() - 1;
const SceneNode& lastNode = m_RendererNodes[lastIndex];
if (handle != lastIndex && lastNode.renderer != NULL)
{
const AABB& lastAABB = m_BoundingBoxes[lastIndex];
bool lastVisibilityBits = m_VisibilityBits[lastIndex];
m_RendererNodes[handle] = lastNode;
m_BoundingBoxes[handle] = lastAABB;
m_VisibilityBits[handle] = lastVisibilityBits;
// We don't remove old handle from dirty list, just check for invalid ones
if (lastNode.dirtyAABB)
m_DirtyAABBList.push_back(handle);
Renderer* swapRenderer = static_cast<Renderer*>(lastNode.renderer);
swapRenderer->NotifySceneHandleChange(handle);
}
m_RendererNodes.pop_back();
m_BoundingBoxes.pop_back();
m_VisibilityBits.pop_back();
return renderer;
}
#if UNITY_EDITOR
unsigned Scene::GetUmbraDataSize ()
{
if (!m_UmbraTome.HasTome())
return 0;
return UMBRA_TOME_METHOD(m_UmbraTome, getSize());
}
bool Scene::IsPositionInPVSVolume (const Vector3f& position)
{
if (m_UmbraQuery == NULL)
return false;
////@TODO: This is no longer working!
return true;
// Umbra::Query::ErrorCode e = m_UmbraQuery->queryPointVisibility(m_QueryMode, NULL, NULL, (Umbra::Vector3&)position);
// return e == Umbra::Query::ERROR_OK;
}
#endif
void Scene::SetOcclusionPortalEnabled (unsigned int portalIndex, bool enabled)
{
if (m_UmbraQuery == NULL)
return;
if (portalIndex >= UMBRA_TOME_METHOD(m_UmbraTome, getGateStateSize()))
{
ErrorString("Invalid portal index");
return;
}
Umbra::GateStateVector gateVector (m_GateState, 0, false);
gateVector.setState(portalIndex, enabled);
}
void Scene::RecalculateDirtyBounds()
{
int dirtyCount = m_DirtyAABBList.size();
for (int i = 0; i < dirtyCount; ++i)
{
SceneHandle handle = m_DirtyAABBList[i];
// List may have invalid entries so check range/dirty flag
if (handle < m_RendererNodes.size())
{
SceneNode& node = m_RendererNodes[handle];
if (node.dirtyAABB)
{
node.renderer->GetWorldAABB(m_BoundingBoxes[handle]);
node.dirtyAABB = false;
}
}
}
m_DirtyAABBList.resize_uninitialized(0);
}
void Scene::SetPreventAddRemoveRenderer(bool enable)
{
// Culling can be nested, so we need a count to disable changes to scene
m_PreventAddRemoveRenderer += enable ? 1 : -1;
}
void Scene::NotifyVisible (const CullingOutput& visibleObjects)
{
// Update visibility bits for static objects
for (int i = 0; i < visibleObjects.visible[kStaticRenderers].size; ++i)
{
int index = visibleObjects.visible[kStaticRenderers].indices[i];
m_VisibilityBits[index] |= kVisibleCurrentFrame;
}
// Update visibility bits for dynamic objects
size_t offset = GetStaticObjectCount();
for (int i = 0; i < visibleObjects.visible[kDynamicRenderer].size; ++i)
{
int index = visibleObjects.visible[kDynamicRenderer].indices[i] + offset;
m_VisibilityBits[index] |= kVisibleCurrentFrame;
}
// We prevent changes to scene here and in OnWillRenderObject(), case 445226.
// Since array indices and pointers must stay valid, adding nodes is not allowed.
// We disable nodes instead of removing them, then remove them later.
SetPreventAddRemoveRenderer(true);
int nodeCount = m_RendererNodes.size();
for (int i = 0; i < nodeCount; ++i)
{
SceneNode& node = m_RendererNodes[i];
UInt8& vbits = m_VisibilityBits[i];
if (vbits == kVisibleCurrentFrame)
{
node.renderer->RendererBecameVisible();
vbits |= kBecameVisibleCalled;
}
}
SetPreventAddRemoveRenderer(false);
}
void Scene::NotifyInvisible ()
{
// Happens after rendering, so modifying scene is not a problem.
int nodeCount = m_RendererNodes.size();
for (int i = 0; i < nodeCount; ++i)
{
SceneNode& node = m_RendererNodes[i];
UInt8& vbits = m_VisibilityBits[i];
if (vbits == kVisiblePreviousFrame)
{
node.renderer->RendererBecameInvisible();
}
// Roll visibility over to next frame
vbits = (vbits & kVisibleCurrentFrame) ? kVisiblePreviousFrame : 0;
}
}
void Scene::BeginCameraRender ()
{
// Prepare Static SceneNode array
if (m_RequestStaticPVSRebuild)
{
m_RequestStaticPVSRebuild = false;
InitializeUmbra();
}
}
void Scene::EndCameraRender ()
{
// Removal is done after rendering since we keep pointers around to nodes and AABBs.
// We do it in reverse order to avoid moving the last entries before deleting them.
// Do not change this without careful thinking as it is easy to break...
if (!m_PendingRemoval.empty())
{
std::sort(m_PendingRemoval.begin(), m_PendingRemoval.end());
#if DEBUGMODE
int validateUnique = -1;
#endif
for (int i=m_PendingRemoval.size()-1; i >= 0;i--)
{
#if DEBUGMODE
Assert(validateUnique != m_PendingRemoval[i]);
validateUnique = m_PendingRemoval[i];
#endif
RemoveRenderer(m_PendingRemoval[i]);
}
m_PendingRemoval.clear();
}
}
Scene& GetScene ()
{
return *gScene;
}
void Scene::InitializeClass ()
{
Assert(gScene == NULL);
gScene = new Scene ();
}
void Scene::CleanupClass ()
{
Assert(gScene != NULL);
delete gScene;
gScene = NULL;
}
} // namespace Unity
|