/*************************************************************************/ /* rendering_server_light_culler.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rendering_server_light_culler.h" #include "core/math/plane.h" #include "core/math/projection.h" #include "rendering_server_globals.h" #include "rendering_server_scene.h" #include "scene/3d/camera.h" #ifdef RENDERING_SERVER_LIGHT_CULLER_DEBUG_STRINGS const char *RenderingServerLightCuller::Data::string_planes[] = { "NEAR", "FAR", "LEFT", "TOP", "RIGHT", "BOTTOM", }; const char *RenderingServerLightCuller::Data::string_points[] = { "FAR_LEFT_TOP", "FAR_LEFT_BOTTOM", "FAR_RIGHT_TOP", "FAR_RIGHT_BOTTOM", "NEAR_LEFT_TOP", "NEAR_LEFT_BOTTOM", "NEAR_RIGHT_TOP", "NEAR_RIGHT_BOTTOM", }; String RenderingServerLightCuller::Data::plane_bitfield_to_string(unsigned int BF) { String sz; for (int n = 0; n < 6; n++) { unsigned int bit = 1 << n; if (BF & bit) { sz += String(string_planes[n]) + ", "; } } return sz; } #endif bool RenderingServerLightCuller::prepare_light(const RenderingServerScene::Instance &p_instance) { if (!data.is_active()) { return true; } LightSource lsource; switch (RSG::storage->light_get_type(p_instance.base)) { case RS::LIGHT_SPOT: lsource.type = LightSource::ST_SPOTLIGHT; lsource.angle = RSG::storage->light_get_param(p_instance.base, RS::LIGHT_PARAM_SPOT_ANGLE); lsource.range = RSG::storage->light_get_param(p_instance.base, RS::LIGHT_PARAM_RANGE); break; case RS::LIGHT_OMNI: lsource.type = LightSource::ST_OMNI; lsource.range = RSG::storage->light_get_param(p_instance.base, RS::LIGHT_PARAM_RANGE); break; case RS::LIGHT_DIRECTIONAL: lsource.type = LightSource::ST_DIRECTIONAL; // Could deal with a max directional shadow range here? NYI // LIGHT_PARAM_SHADOW_MAX_DISTANCE break; } lsource.pos = p_instance.transform.origin; lsource.dir = -p_instance.transform.basis.get_axis(2); lsource.dir.normalize(); bool visible = _add_light_camera_planes(lsource); if (data.light_culling_active) { return visible; } return true; } int RenderingServerLightCuller::cull(int p_count, RenderingServerScene::Instance **p_result_array) { if (!data.is_active() || !is_caster_culling_active()) { return p_count; } // If the light is out of range, no need to check anything, just return 0 casters. // Ideally an out of range light should not even be drawn AT ALL (no shadow map, no PCF etc). if (data.out_of_range) { return 0; } int new_count = p_count; // Go through all the casters in the list (the list will hopefully shrink as we go). for (int n = 0; n < new_count; n++) { // World space aabb. const AABB &bb = p_result_array[n]->transformed_aabb; #ifdef LIGHT_CULLER_DEBUG_LOGGING if (is_logging()) { print_line("bb : " + String(bb)); } #endif float r_min, r_max; bool show = true; for (int p = 0; p < data.num_cull_planes; p++) { // As we only need r_min, could this be optimized? bb.project_range_in_plane(data.cull_planes[p], r_min, r_max); #ifdef LIGHT_CULLER_DEBUG_LOGGING if (is_logging()) { print_line("\tplane " + itos(p) + " : " + String(data.cull_planes[p]) + " r_min " + String(Variant(r_min)) + " r_max " + String(Variant(r_max))); } #endif if (r_min > 0.0f) { show = false; break; } } // Remove. if (!show) { // Quick unsorted remove - swap last element and reduce count. p_result_array[n] = p_result_array[new_count - 1]; new_count--; // Repeat this element next iteration of the loop as it has been removed and replaced by the last. n--; } } #ifdef LIGHT_CULLER_DEBUG_LOGGING int removed = p_count - new_count; if (removed) { if (((data.debug_count) % 60) == 0) { print_line("[" + itos(data.debug_count) + "] linear cull before " + itos(p_count) + " after " + itos(new_count)); } } #endif return new_count; } void RenderingServerLightCuller::add_cull_plane(const Plane &p) { ERR_FAIL_COND(data.num_cull_planes >= MAX_CULL_PLANES); data.cull_planes[data.num_cull_planes++] = p; } // Directional lights are different to points, as the origin is infinitely in the distance, so the plane third // points are derived differently. bool RenderingServerLightCuller::add_light_camera_planes_directional(const LightSource &p_light_source) { uint32_t lookup = 0; // Directional light, we will use dot against the light direction to determine back facing planes. for (int n = 0; n < 6; n++) { float dot = data.frustum_planes[n].normal.dot(p_light_source.dir); if (dot > 0.0f) { lookup |= 1 << n; // Add backfacing camera frustum planes. add_cull_plane(data.frustum_planes[n]); } } ERR_FAIL_COND_V(lookup >= LUT_SIZE, true); // Deal with special case... if the light is INSIDE the view frustum (i.e. all planes face away) // then we will add the camera frustum planes to clip the light volume .. there is no need to // render shadow casters outside the frustum as shadows can never re-enter the frustum. // Should never happen with directional light?? This may be able to be removed. if (lookup == 63) { data.num_cull_planes = 0; for (int n = 0; n < data.frustum_planes.size(); n++) { add_cull_plane(data.frustum_planes[n]); } return true; } // Each edge forms a plane. #ifdef RENDERING_SERVER_LIGHT_CULLER_CALCULATE_LUT const LocalVector &entry = _calculated_LUT[lookup]; // each edge forms a plane int n_edges = entry.size() - 1; #else uint8_t *entry = &data.LUT_entries[lookup][0]; int n_edges = data.LUT_entry_sizes[lookup] - 1; #endif for (int e = 0; e < n_edges; e++) { int i0 = entry[e]; int i1 = entry[e + 1]; const Vector3 &pt0 = data.frustum_points[i0]; const Vector3 &pt1 = data.frustum_points[i1]; // Create a third point from the light direction. Vector3 pt2 = pt0 - p_light_source.dir; // Create plane from 3 points. Plane p(pt0, pt1, pt2); add_cull_plane(p); } // Last to 0 edge. if (n_edges) { int i0 = entry[n_edges]; // Last. int i1 = entry[0]; // First. const Vector3 &pt0 = data.frustum_points[i0]; const Vector3 &pt1 = data.frustum_points[i1]; // Create a third point from the light direction. Vector3 pt2 = pt0 - p_light_source.dir; // Create plane from 3 points. Plane p(pt0, pt1, pt2); add_cull_plane(p); } #ifdef LIGHT_CULLER_DEBUG_LOGGING if (is_logging()) { print_line("lcam.pos is " + String(p_light_source.pos)); } #endif return true; } bool RenderingServerLightCuller::_add_light_camera_planes(const LightSource &p_light_source) { if (!data.is_active()) { return true; } // We should have called prepare_camera before this. ERR_FAIL_COND_V(data.frustum_planes.size() != 6, true); // Start with 0 cull planes. data.num_cull_planes = 0; data.out_of_range = false; switch (p_light_source.type) { case LightSource::ST_SPOTLIGHT: case LightSource::ST_OMNI: break; case LightSource::ST_DIRECTIONAL: return add_light_camera_planes_directional(p_light_source); break; default: return false; // not yet supported break; } uint32_t lookup = 0; // Find which of the camera planes are facing away from the light. // We can also test for the situation where the light max range means it cannot // affect the camera frustum. This is absolutely worth doing because it is relatively // cheap, and if the entire light can be culled this can vastly improve performance // (much more than just culling casters). // POINT LIGHT (spotlight, omni) // Instead of using dot product to compare light direction to plane, we can simply // find out which side of the plane the camera is on. By definition this marks the point at which the plane // becomes invisible. // OMNIS if (p_light_source.type == LightSource::ST_OMNI) { for (int n = 0; n < 6; n++) { float dist = data.frustum_planes[n].distance_to(p_light_source.pos); if (dist < 0.0f) { lookup |= 1 << n; // Add backfacing camera frustum planes. add_cull_plane(data.frustum_planes[n]); } else { // Is the light out of range? // This is one of the tests. If the point source is more than range distance from a frustum plane, it can't // be seen. if (dist >= p_light_source.range) { // If the light is out of range, no need to do anything else, everything will be culled. data.out_of_range = true; return false; } } } } else { // SPOTLIGHTs, more complex to cull. Vector3 pos_end = p_light_source.pos + (p_light_source.dir * p_light_source.range); // This is the radius of the cone at distance 1. float radius_at_dist_one = Math::tan(Math::deg2rad(p_light_source.angle)); // The worst case radius of the cone at the end point can be calculated // (the radius will scale linearly with length along the cone). float end_cone_radius = radius_at_dist_one * p_light_source.range; for (int n = 0; n < 6; n++) { float dist = data.frustum_planes[n].distance_to(p_light_source.pos); if (dist < 0.0f) { // Either the plane is backfacing or we are inside the frustum. lookup |= 1 << n; // Add backfacing camera frustum planes. add_cull_plane(data.frustum_planes[n]); } else { // The light is in front of the plane. // Is the light out of range? if (dist >= p_light_source.range) { data.out_of_range = true; return false; } // For a spotlight, we can use an extra test // at this point the cone start is in front of the plane... // If the cone end point is further than the maximum possible distance to the plane // we can guarantee that the cone does not cross the plane, and hence the cone // is outside the frustum. float dist_end = data.frustum_planes[n].distance_to(pos_end); if (dist_end >= end_cone_radius) { data.out_of_range = true; return false; } } } } // The lookup should be within the LUT, logic should prevent this. ERR_FAIL_COND_V(lookup >= LUT_SIZE, true); // Deal with special case... if the light is INSIDE the view frustum (i.e. all planes face away) // then we will add the camera frustum planes to clip the light volume .. there is no need to // render shadow casters outside the frustum as shadows can never re-enter the frustum. if (lookup == 63) { data.num_cull_planes = 0; for (int n = 0; n < data.frustum_planes.size(); n++) { add_cull_plane(data.frustum_planes[n]); } return true; } // Each edge forms a plane. uint8_t *entry = &data.LUT_entries[lookup][0]; int n_edges = data.LUT_entry_sizes[lookup] - 1; for (int e = 0; e < n_edges; e++) { int i0 = entry[e]; int i1 = entry[e + 1]; const Vector3 &pt0 = data.frustum_points[i0]; const Vector3 &pt1 = data.frustum_points[i1]; // Create plane from 3 points. Plane p(pt0, pt1, p_light_source.pos); add_cull_plane(p); } // Last to 0 edge. if (n_edges) { int i0 = entry[n_edges]; // Last. int i1 = entry[0]; // First. const Vector3 &pt0 = data.frustum_points[i0]; const Vector3 &pt1 = data.frustum_points[i1]; // Create plane from 3 points. Plane p(pt0, pt1, p_light_source.pos); add_cull_plane(p); } #ifdef LIGHT_CULLER_DEBUG_LOGGING if (is_logging()) { print_line("lsource.pos is " + String(p_light_source.pos)); } #endif return true; } bool RenderingServerLightCuller::prepare_camera(const Transform &p_cam_transform, const Projection &p_cam_matrix) { data.debug_count++; // For debug flash off and on. #ifdef LIGHT_CULLER_DEBUG_FLASH if (!Engine::get_singleton()->is_editor_hint()) { int dc = data.debug_count / LIGHT_CULLER_DEBUG_FLASH_FREQUENCY; bool bnew_active; bnew_active = (dc % 2) == 0; if (bnew_active != data.active) { data.active = bnew_active; print_line("switching light culler " + String(Variant(data.active))); } } #endif if (!data.is_active()) { return false; } // Get the camera frustum planes in world space. data.frustum_planes = p_cam_matrix.get_projection_planes(p_cam_transform); data.num_cull_planes = 0; #ifdef LIGHT_CULLER_DEBUG_LOGGING if (is_logging()) { for (int p = 0; p < 6; p++) { print_line("plane " + itos(p) + " : " + String(data.frustum_planes[p])); } } #endif // We want to calculate the frustum corners in a specific order. const Projection::Planes intersections[8][3] = { { Projection::PLANE_FAR, Projection::PLANE_LEFT, Projection::PLANE_TOP }, { Projection::PLANE_FAR, Projection::PLANE_LEFT, Projection::PLANE_BOTTOM }, { Projection::PLANE_FAR, Projection::PLANE_RIGHT, Projection::PLANE_TOP }, { Projection::PLANE_FAR, Projection::PLANE_RIGHT, Projection::PLANE_BOTTOM }, { Projection::PLANE_NEAR, Projection::PLANE_LEFT, Projection::PLANE_TOP }, { Projection::PLANE_NEAR, Projection::PLANE_LEFT, Projection::PLANE_BOTTOM }, { Projection::PLANE_NEAR, Projection::PLANE_RIGHT, Projection::PLANE_TOP }, { Projection::PLANE_NEAR, Projection::PLANE_RIGHT, Projection::PLANE_BOTTOM }, }; for (int i = 0; i < 8; i++) { // 3 plane intersection, gives us a point. bool res = data.frustum_planes[intersections[i][0]].intersect_3(data.frustum_planes[intersections[i][1]], data.frustum_planes[intersections[i][2]], &data.frustum_points[i]); // What happens with a zero frustum? NYI - deal with this. ERR_FAIL_COND_V(!res, false); #ifdef LIGHT_CULLER_DEBUG_LOGGING if (is_logging()) { print_line("point " + itos(i) + " -> " + String(data.frustum_points[i])); } #endif } return true; } RenderingServerLightCuller::RenderingServerLightCuller() { // Used to determine which frame to give debug output. data.debug_count = -1; // bactive is switching on and off the light culler data.caster_culling_active = Engine::get_singleton()->is_editor_hint() == false; #ifdef RENDERING_SERVER_LIGHT_CULLER_CALCULATE_LUT create_LUT(); #endif } /* clang-format off */ uint8_t RenderingServerLightCuller::Data::LUT_entry_sizes[LUT_SIZE] = {0, 4, 4, 0, 4, 6, 6, 8, 4, 6, 6, 8, 6, 6, 6, 6, 4, 6, 6, 8, 0, 8, 8, 0, 6, 6, 6, 6, 8, 6, 6, 4, 4, 6, 6, 8, 6, 6, 6, 6, 0, 8, 8, 0, 8, 6, 6, 4, 6, 6, 6, 6, 8, 6, 6, 4, 8, 6, 6, 4, 0, 4, 4, 0, }; // The lookup table used to determine which edges form the silhouette of the camera frustum, // depending on the viewing angle (defined by which camera planes are backward facing). uint8_t RenderingServerLightCuller::Data::LUT_entries[LUT_SIZE][8] = { {0, 0, 0, 0, 0, 0, 0, 0, }, {7, 6, 4, 5, 0, 0, 0, 0, }, {1, 0, 2, 3, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, }, {1, 5, 4, 0, 0, 0, 0, 0, }, {1, 5, 7, 6, 4, 0, 0, 0, }, {4, 0, 2, 3, 1, 5, 0, 0, }, {5, 7, 6, 4, 0, 2, 3, 1, }, {0, 4, 6, 2, 0, 0, 0, 0, }, {0, 4, 5, 7, 6, 2, 0, 0, }, {6, 2, 3, 1, 0, 4, 0, 0, }, {2, 3, 1, 0, 4, 5, 7, 6, }, {0, 1, 5, 4, 6, 2, 0, 0, }, {0, 1, 5, 7, 6, 2, 0, 0, }, {6, 2, 3, 1, 5, 4, 0, 0, }, {2, 3, 1, 5, 7, 6, 0, 0, }, {2, 6, 7, 3, 0, 0, 0, 0, }, {2, 6, 4, 5, 7, 3, 0, 0, }, {7, 3, 1, 0, 2, 6, 0, 0, }, {3, 1, 0, 2, 6, 4, 5, 7, }, {0, 0, 0, 0, 0, 0, 0, 0, }, {2, 6, 4, 0, 1, 5, 7, 3, }, {7, 3, 1, 5, 4, 0, 2, 6, }, {0, 0, 0, 0, 0, 0, 0, 0, }, {2, 0, 4, 6, 7, 3, 0, 0, }, {2, 0, 4, 5, 7, 3, 0, 0, }, {7, 3, 1, 0, 4, 6, 0, 0, }, {3, 1, 0, 4, 5, 7, 0, 0, }, {2, 0, 1, 5, 4, 6, 7, 3, }, {2, 0, 1, 5, 7, 3, 0, 0, }, {7, 3, 1, 5, 4, 6, 0, 0, }, {3, 1, 5, 7, 0, 0, 0, 0, }, {3, 7, 5, 1, 0, 0, 0, 0, }, {3, 7, 6, 4, 5, 1, 0, 0, }, {5, 1, 0, 2, 3, 7, 0, 0, }, {7, 6, 4, 5, 1, 0, 2, 3, }, {3, 7, 5, 4, 0, 1, 0, 0, }, {3, 7, 6, 4, 0, 1, 0, 0, }, {5, 4, 0, 2, 3, 7, 0, 0, }, {7, 6, 4, 0, 2, 3, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, }, {3, 7, 6, 2, 0, 4, 5, 1, }, {5, 1, 0, 4, 6, 2, 3, 7, }, {0, 0, 0, 0, 0, 0, 0, 0, }, {3, 7, 5, 4, 6, 2, 0, 1, }, {3, 7, 6, 2, 0, 1, 0, 0, }, {5, 4, 6, 2, 3, 7, 0, 0, }, {7, 6, 2, 3, 0, 0, 0, 0, }, {3, 2, 6, 7, 5, 1, 0, 0, }, {3, 2, 6, 4, 5, 1, 0, 0, }, {5, 1, 0, 2, 6, 7, 0, 0, }, {1, 0, 2, 6, 4, 5, 0, 0, }, {3, 2, 6, 7, 5, 4, 0, 1, }, {3, 2, 6, 4, 0, 1, 0, 0, }, {5, 4, 0, 2, 6, 7, 0, 0, }, {6, 4, 0, 2, 0, 0, 0, 0, }, {3, 2, 0, 4, 6, 7, 5, 1, }, {3, 2, 0, 4, 5, 1, 0, 0, }, {5, 1, 0, 4, 6, 7, 0, 0, }, {1, 0, 4, 5, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, }, {3, 2, 0, 1, 0, 0, 0, 0, }, {5, 4, 6, 7, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, }, }; /* clang-format on */ #ifdef RENDERING_SERVER_LIGHT_CULLER_CALCULATE_LUT // See e.g. http://lspiroengine.com/?p=153 for reference. // Principles are the same, but differences to the article: // * Order of planes / points is different in Godot. // * We use a lookup table at runtime. void RenderingServerLightCuller::create_LUT() { // Each pair of planes that are opposite can have an edge. for (int plane_0 = 0; plane_0 < PLANE_TOTAL; plane_0++) { // For each neighbour of the plane. PlaneOrder neighs[4]; get_neighbouring_planes((PlaneOrder)plane_0, neighs); for (int n = 0; n < 4; n++) { int plane_1 = neighs[n]; // If these are opposite we need to add the 2 points they share. PointOrder pts[2]; get_corners_of_planes((PlaneOrder)plane_0, (PlaneOrder)plane_1, pts); add_LUT(plane_0, plane_1, pts); } } for (uint32_t n = 0; n < LUT_SIZE; n++) { compact_LUT_entry(n); } debug_print_LUT(); debug_print_LUT_as_table(); } // we can pre-create the entire LUT and store it hard coded as a static inside the executable! // it is only small in size, 64 entries with max 8 bytes per entry void RenderingServerLightCuller::debug_print_LUT_as_table() { print_line("\nLIGHT VOLUME TABLE BEGIN\n"); print_line("Copy this to LUT_entry_sizes:\n"); String sz = "{"; for (int n = 0; n < LUT_SIZE; n++) { const LocalVector &entry = _calculated_LUT[n]; sz += itos(entry.size()) + ", "; } sz += "}"; print_line(sz); print_line("\nCopy this to LUT_entries:\n"); for (int n = 0; n < LUT_SIZE; n++) { const LocalVector &entry = _calculated_LUT[n]; String sz = "{"; // First is the number of points in the entry. int s = entry.size(); for (int p = 0; p < 8; p++) { if (p < s) sz += itos(entry[p]); else sz += "0"; // just a spacer sz += ", "; } sz += "},"; print_line(sz); } print_line("\nLIGHT VOLUME TABLE END\n"); } void RenderingServerLightCuller::debug_print_LUT() { for (uint32_t n = 0; n < LUT_SIZE; n++) { String sz; sz = "LUT" + itos(n) + ":\t"; sz += Data::plane_bitfield_to_string(n); print_line(sz); const LocalVector &entry = _calculated_LUT[n]; sz = "\t" + string_LUT_entry(entry); print_line(sz); } } String RenderingServerLightCuller::string_LUT_entry(const LocalVector &p_entry) { String string; for (uint32_t n = 0; n < p_entry.size(); n++) { uint8_t val = p_entry[n]; DEV_ASSERT(val < 8); const char *sz_point = Data::string_points[val]; string += sz_point; string += ", "; } return string; } String RenderingServerLightCuller::debug_string_LUT_entry(const LocalVector &p_entry, bool p_pair) { String string; for (int i = 0; i < p_entry.size(); i++) { int pt_order = p_entry[i]; if (p_pair && ((i % 2) == 0)) { string += itos(pt_order) + "-"; } else { string += itos(pt_order) + ", "; } } return string; } void RenderingServerLightCuller::add_LUT(int p_plane_0, int p_plane_1, PointOrder p_pts[2]) { uint32_t bit0 = 1 << p_plane_0; uint32_t bit1 = 1 << p_plane_1; // All entries of the LUT that have plane 0 set and plane 1 not set. for (uint32_t n = 0; n < 64; n++) { // If bit0 not set... if (!(n & bit0)) continue; // If bit1 set... if (n & bit1) continue; // Meets criteria. add_LUT_entry(n, p_pts); } } void RenderingServerLightCuller::add_LUT_entry(uint32_t p_entry_id, PointOrder p_pts[2]) { DEV_ASSERT(p_entry_id < LUT_SIZE); LocalVector &entry = _calculated_LUT[p_entry_id]; entry.push_back(p_pts[0]); entry.push_back(p_pts[1]); } void RenderingServerLightCuller::compact_LUT_entry(uint32_t p_entry_id) { DEV_ASSERT(p_entry_id < LUT_SIZE); LocalVector &entry = _calculated_LUT[p_entry_id]; int num_pairs = entry.size() / 2; if (num_pairs == 0) return; LocalVector temp; String string; string = "Compact LUT" + itos(p_entry_id) + ":\t"; string += debug_string_LUT_entry(entry, true); print_line(string); // Add first pair. temp.push_back(entry[0]); temp.push_back(entry[1]); unsigned int BFpairs = 1; string = debug_string_LUT_entry(temp) + " -> "; print_line(string); // Attempt to add a pair each time. for (int done = 1; done < num_pairs; done++) { string = "done " + itos(done) + ": "; // Find a free pair. for (int p = 1; p < num_pairs; p++) { unsigned int bit = 1 << p; // Is it done already? if (BFpairs & bit) continue; // There must be at least 1 free pair. // Attempt to add. int a = entry[p * 2]; int b = entry[(p * 2) + 1]; string += "[" + itos(a) + "-" + itos(b) + "], "; int found_a = temp.find(a); int found_b = temp.find(b); // Special case, if they are both already in the list, no need to add // as this is a link from the tail to the head of the list. if ((found_a != -1) && (found_b != -1)) { string += "foundAB link " + itos(found_a) + ", " + itos(found_b) + " "; BFpairs |= bit; goto found; } // Find a. if (found_a != -1) { string += "foundA " + itos(found_a) + " "; temp.insert(found_a + 1, b); BFpairs |= bit; goto found; } // Find b. if (found_b != -1) { string += "foundB " + itos(found_b) + " "; temp.insert(found_b, a); BFpairs |= bit; goto found; } } // Check each pair for adding. // If we got here before finding a link, the whole set of planes is INVALID // e.g. far and near plane only, does not create continuous sillouhette of edges. print_line("\tINVALID"); entry.clear(); return; found:; print_line(string); string = "\ttemp now : " + debug_string_LUT_entry(temp); print_line(string); } // temp should now be the sorted entry .. delete the old one and replace by temp. entry.clear(); entry = temp; } void RenderingServerLightCuller::get_neighbouring_planes(PlaneOrder p_plane, PlaneOrder r_neigh_planes[4]) const { // Table of neighbouring planes to each. static const PlaneOrder neigh_table[PLANE_TOTAL][4] = { { // LSM_FP_NEAR PLANE_LEFT, PLANE_RIGHT, PLANE_TOP, PLANE_BOTTOM }, { // LSM_FP_FAR PLANE_LEFT, PLANE_RIGHT, PLANE_TOP, PLANE_BOTTOM }, { // LSM_FP_LEFT PLANE_TOP, PLANE_BOTTOM, PLANE_NEAR, PLANE_FAR }, { // LSM_FP_TOP PLANE_LEFT, PLANE_RIGHT, PLANE_NEAR, PLANE_FAR }, { // LSM_FP_RIGHT PLANE_TOP, PLANE_BOTTOM, PLANE_NEAR, PLANE_FAR }, { // LSM_FP_BOTTOM PLANE_LEFT, PLANE_RIGHT, PLANE_NEAR, PLANE_FAR }, }; for (int n = 0; n < 4; n++) { r_neigh_planes[n] = neigh_table[p_plane][n]; } } // Given two planes, returns the two points shared by those planes. The points are always // returned in counter-clockwise order, assuming the first input plane is facing towards // the viewer. // param p_plane_a The plane facing towards the viewer. // param p_plane_b A plane neighboring p_plane_a. // param r_points An array of exactly two elements to be filled with the indices of the points // on return. void RenderingServerLightCuller::get_corners_of_planes(PlaneOrder p_plane_a, PlaneOrder p_plane_b, PointOrder r_points[2]) const { static const PointOrder fp_table[PLANE_TOTAL][PLANE_TOTAL][2] = { { // LSM_FP_NEAR { // LSM_FP_NEAR PT_NEAR_LEFT_TOP, PT_NEAR_RIGHT_TOP, // Invalid combination. }, { // LSM_FP_FAR PT_FAR_RIGHT_TOP, PT_FAR_LEFT_TOP, // Invalid combination. }, { // LSM_FP_LEFT PT_NEAR_LEFT_TOP, PT_NEAR_LEFT_BOTTOM, }, { // LSM_FP_TOP PT_NEAR_RIGHT_TOP, PT_NEAR_LEFT_TOP, }, { // LSM_FP_RIGHT PT_NEAR_RIGHT_BOTTOM, PT_NEAR_RIGHT_TOP, }, { // LSM_FP_BOTTOM PT_NEAR_LEFT_BOTTOM, PT_NEAR_RIGHT_BOTTOM, }, }, { // LSM_FP_FAR { // LSM_FP_NEAR PT_FAR_LEFT_TOP, PT_FAR_RIGHT_TOP, // Invalid combination. }, { // LSM_FP_FAR PT_FAR_RIGHT_TOP, PT_FAR_LEFT_TOP, // Invalid combination. }, { // LSM_FP_LEFT PT_FAR_LEFT_BOTTOM, PT_FAR_LEFT_TOP, }, { // LSM_FP_TOP PT_FAR_LEFT_TOP, PT_FAR_RIGHT_TOP, }, { // LSM_FP_RIGHT PT_FAR_RIGHT_TOP, PT_FAR_RIGHT_BOTTOM, }, { // LSM_FP_BOTTOM PT_FAR_RIGHT_BOTTOM, PT_FAR_LEFT_BOTTOM, }, }, { // LSM_FP_LEFT { // LSM_FP_NEAR PT_NEAR_LEFT_BOTTOM, PT_NEAR_LEFT_TOP, }, { // LSM_FP_FAR PT_FAR_LEFT_TOP, PT_FAR_LEFT_BOTTOM, }, { // LSM_FP_LEFT PT_FAR_LEFT_BOTTOM, PT_FAR_LEFT_BOTTOM, // Invalid combination. }, { // LSM_FP_TOP PT_NEAR_LEFT_TOP, PT_FAR_LEFT_TOP, }, { // LSM_FP_RIGHT PT_FAR_LEFT_BOTTOM, PT_FAR_LEFT_BOTTOM, // Invalid combination. }, { // LSM_FP_BOTTOM PT_FAR_LEFT_BOTTOM, PT_NEAR_LEFT_BOTTOM, }, }, { // LSM_FP_TOP { // LSM_FP_NEAR PT_NEAR_LEFT_TOP, PT_NEAR_RIGHT_TOP, }, { // LSM_FP_FAR PT_FAR_RIGHT_TOP, PT_FAR_LEFT_TOP, }, { // LSM_FP_LEFT PT_FAR_LEFT_TOP, PT_NEAR_LEFT_TOP, }, { // LSM_FP_TOP PT_NEAR_LEFT_TOP, PT_FAR_LEFT_TOP, // Invalid combination. }, { // LSM_FP_RIGHT PT_NEAR_RIGHT_TOP, PT_FAR_RIGHT_TOP, }, { // LSM_FP_BOTTOM PT_FAR_LEFT_BOTTOM, PT_NEAR_LEFT_BOTTOM, // Invalid combination. }, }, { // LSM_FP_RIGHT { // LSM_FP_NEAR PT_NEAR_RIGHT_TOP, PT_NEAR_RIGHT_BOTTOM, }, { // LSM_FP_FAR PT_FAR_RIGHT_BOTTOM, PT_FAR_RIGHT_TOP, }, { // LSM_FP_LEFT PT_FAR_RIGHT_BOTTOM, PT_FAR_RIGHT_BOTTOM, // Invalid combination. }, { // LSM_FP_TOP PT_FAR_RIGHT_TOP, PT_NEAR_RIGHT_TOP, }, { // LSM_FP_RIGHT PT_FAR_RIGHT_BOTTOM, PT_FAR_RIGHT_BOTTOM, // Invalid combination. }, { // LSM_FP_BOTTOM PT_NEAR_RIGHT_BOTTOM, PT_FAR_RIGHT_BOTTOM, }, }, // == // P_NEAR, // P_FAR, // P_LEFT, // P_TOP, // P_RIGHT, // P_BOTTOM, { // LSM_FP_BOTTOM { // LSM_FP_NEAR PT_NEAR_RIGHT_BOTTOM, PT_NEAR_LEFT_BOTTOM, }, { // LSM_FP_FAR PT_FAR_LEFT_BOTTOM, PT_FAR_RIGHT_BOTTOM, }, { // LSM_FP_LEFT PT_NEAR_LEFT_BOTTOM, PT_FAR_LEFT_BOTTOM, }, { // LSM_FP_TOP PT_NEAR_LEFT_BOTTOM, PT_FAR_LEFT_BOTTOM, // Invalid combination. }, { // LSM_FP_RIGHT PT_FAR_RIGHT_BOTTOM, PT_NEAR_RIGHT_BOTTOM, }, { // LSM_FP_BOTTOM PT_FAR_LEFT_BOTTOM, PT_NEAR_LEFT_BOTTOM, // Invalid combination. }, }, // == }; r_points[0] = fp_table[p_plane_a][p_plane_b][0]; r_points[1] = fp_table[p_plane_a][p_plane_b][1]; } #endif