Add some intersection tests useful for culling

This commit is contained in:
Magnus Norddahl 2016-11-12 14:55:14 +01:00
parent e3dc9c93b9
commit 402227d6b6
5 changed files with 437 additions and 71 deletions

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@ -1053,6 +1053,7 @@ set( FASTMATH_PCH_SOURCES
r_swrenderer2.cpp r_swrenderer2.cpp
r_poly.cpp r_poly.cpp
r_poly_triangle.cpp r_poly_triangle.cpp
r_poly_intersection.cpp
r_3dfloors.cpp r_3dfloors.cpp
r_bsp.cpp r_bsp.cpp
r_draw.cpp r_draw.cpp

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@ -75,6 +75,8 @@ void RenderPolyBsp::Render()
// Y shearing like the Doom renderer: // Y shearing like the Doom renderer:
//worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView(); //worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView();
frustumPlanes = FrustumPlanes(worldToClip);
// Cull front to back // Cull front to back
if (numnodes == 0) if (numnodes == 0)
{ {
@ -1023,28 +1025,20 @@ int RenderPolyBsp::PointOnSide(const DVector2 &pos, const node_t *node)
bool RenderPolyBsp::CheckBBox(float *bspcoord) bool RenderPolyBsp::CheckBBox(float *bspcoord)
{ {
static const int checkcoord[12][4] = // Start using a quick frustum AABB test:
{
{ 3,0,2,1 }, AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], -1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], 1000.0f));
{ 3,0,2,0 }, auto result = IntersectionTest::frustum_aabb(frustumPlanes, aabb);
{ 3,1,2,0 }, if (result == IntersectionTest::outside)
{ 0 }, return false;
{ 2,0,2,1 },
{ 0,0,0,0 }, // Occlusion test using solid segments (which seems to be quite broken, actually):
{ 3,1,3,0 },
{ 0 },
{ 2,0,3,1 },
{ 2,1,3,1 },
{ 2,1,3,0 }
};
int boxx; int boxx;
int boxy; int boxy;
int boxpos; int boxpos;
double x1, y1, x2, y2; double x1, y1, x2, y2;
double rx1, ry1, rx2, ry2;
int sx1, sx2;
// Find the corners of the box // Find the corners of the box
// that define the edges from current viewpoint. // that define the edges from current viewpoint.
@ -1066,64 +1060,31 @@ bool RenderPolyBsp::CheckBBox(float *bspcoord)
if (boxpos == 5) if (boxpos == 5)
return true; return true;
x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X; static const int checkcoord[12][4] =
y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y; {
x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X; { 3,0,2,1 },
y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y; { 3,0,2,0 },
{ 3,1,2,0 },
{ 0 },
{ 2,0,2,1 },
{ 0,0,0,0 },
{ 3,1,3,0 },
{ 0 },
{ 2,0,3,1 },
{ 2,1,3,1 },
{ 2,1,3,0 }
};
// check clip list for an open space x1 = bspcoord[checkcoord[boxpos][0]];
y1 = bspcoord[checkcoord[boxpos][1]];
x2 = bspcoord[checkcoord[boxpos][2]];
y2 = bspcoord[checkcoord[boxpos][3]];
// Sitting on a line? int sx1, sx2;
if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON) if (GetSegmentRangeForLine(x1, y1, x2, y2, sx1, sx2))
return !IsSegmentCulled(sx1, sx2);
else
return true; return true;
rx1 = x1 * ViewSin - y1 * ViewCos;
rx2 = x2 * ViewSin - y2 * ViewCos;
ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
/*if (MirrorFlags & RF_XFLIP)
{
double t = -rx1;
rx1 = -rx2;
rx2 = t;
swapvalues(ry1, ry2);
}*/
if (rx1 >= -ry1)
{
if (rx1 > ry1) return false; // left edge is off the right side
if (ry1 == 0) return false;
sx1 = xs_RoundToInt(CenterX + rx1 * CenterX / ry1);
}
else
{
if (rx2 < -ry2) return false; // wall is off the left side
if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume
sx1 = 0;
}
if (rx2 <= ry2)
{
if (rx2 < -ry2) return false; // right edge is off the left side
if (ry2 == 0) return false;
sx2 = xs_RoundToInt(CenterX + rx2 * CenterX / ry2);
}
else
{
if (rx1 > ry1) return false; // wall is off the right side
if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume
sx2 = viewwidth;
}
// Find the first clippost that touches the source post
// (adjacent pixels are touching).
// Does not cross a pixel.
if (sx2 <= sx1)
return false;
return !IsSegmentCulled(sx1, sx2);
} }
bool RenderPolyBsp::GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const bool RenderPolyBsp::GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const

View file

@ -30,6 +30,7 @@
#include "r_utility.h" #include "r_utility.h"
#include "r_main.h" #include "r_main.h"
#include "r_poly_triangle.h" #include "r_poly_triangle.h"
#include "r_poly_intersection.h"
// DScreen accelerated sprite to be rendered // DScreen accelerated sprite to be rendered
class PolyScreenSprite class PolyScreenSprite
@ -143,6 +144,7 @@ private:
double MinFloorHeight = 0.0; double MinFloorHeight = 0.0;
TriMatrix worldToClip; TriMatrix worldToClip;
FrustumPlanes frustumPlanes;
std::vector<SpriteRange> SectorSpriteRanges; std::vector<SpriteRange> SectorSpriteRanges;
std::vector<PolySortedSprite> SortedSprites; std::vector<PolySortedSprite> SortedSprites;

235
src/r_poly_intersection.cpp Normal file
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@ -0,0 +1,235 @@
/*
** Various 3D intersection tests
** Copyright (c) 1997-2015 The UICore Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "r_poly_intersection.h"
IntersectionTest::Result IntersectionTest::plane_aabb(const Vec4f &plane, const AxisAlignedBoundingBox &aabb)
{
Vec3f center = aabb.center();
Vec3f extents = aabb.extents();
float e = extents.x * std::abs(plane.x) + extents.y * std::abs(plane.y) + extents.z * std::abs(plane.z);
float s = center.x * plane.x + center.y * plane.y + center.z * plane.z + plane.w;
if (s - e > 0)
return inside;
else if (s + e < 0)
return outside;
else
return intersecting;
}
IntersectionTest::Result IntersectionTest::plane_obb(const Vec4f &plane, const OrientedBoundingBox &obb)
{
Vec3f n(plane);
float d = plane.w;
float e = obb.extents.x * std::abs(Vec3f::dot(obb.axis_x, n)) + obb.extents.y * std::abs(Vec3f::dot(obb.axis_y, n)) + obb.extents.z * std::abs(Vec3f::dot(obb.axis_z, n));
float s = Vec3f::dot(obb.center, n) + d;
if (s - e > 0)
return inside;
else if (s + e < 0)
return outside;
else
return intersecting;
}
IntersectionTest::OverlapResult IntersectionTest::sphere(const Vec3f &center1, float radius1, const Vec3f &center2, float radius2)
{
Vec3f h = center1 - center2;
float square_distance = Vec3f::dot(h, h);
float radius_sum = radius1 + radius2;
if (square_distance > radius_sum * radius_sum)
return disjoint;
else
return overlap;
}
IntersectionTest::OverlapResult IntersectionTest::sphere_aabb(const Vec3f &center, float radius, const AxisAlignedBoundingBox &aabb)
{
Vec3f a = aabb.aabb_min - center;
Vec3f b = center - aabb.aabb_max;
a.x = std::max(a.x, 0.0f);
a.y = std::max(a.y, 0.0f);
a.z = std::max(a.z, 0.0f);
b.x = std::max(b.x, 0.0f);
b.y = std::max(b.y, 0.0f);
b.z = std::max(b.z, 0.0f);
Vec3f e = a + b;
float d = Vec3f::dot(e, e);
if (d > radius * radius)
return disjoint;
else
return overlap;
}
IntersectionTest::OverlapResult IntersectionTest::aabb(const AxisAlignedBoundingBox &a, const AxisAlignedBoundingBox &b)
{
if (a.aabb_min.x > b.aabb_max.x || b.aabb_min.x > a.aabb_max.x ||
a.aabb_min.y > b.aabb_max.y || b.aabb_min.y > a.aabb_max.y ||
a.aabb_min.z > b.aabb_max.z || b.aabb_min.z > a.aabb_max.z)
{
return disjoint;
}
else
{
return overlap;
}
}
IntersectionTest::Result IntersectionTest::frustum_aabb(const FrustumPlanes &frustum, const AxisAlignedBoundingBox &box)
{
bool is_intersecting = false;
for (int i = 0; i < 6; i++)
{
Result result = plane_aabb(frustum.planes[i], box);
if (result == outside)
return outside;
else if (result == intersecting)
is_intersecting = true;
break;
}
if (is_intersecting)
return intersecting;
else
return inside;
}
IntersectionTest::Result IntersectionTest::frustum_obb(const FrustumPlanes &frustum, const OrientedBoundingBox &box)
{
bool is_intersecting = false;
for (int i = 0; i < 6; i++)
{
Result result = plane_obb(frustum.planes[i], box);
if (result == outside)
return outside;
else if (result == intersecting)
is_intersecting = true;
}
if (is_intersecting)
return intersecting;
else
return inside;
}
IntersectionTest::OverlapResult IntersectionTest::ray_aabb(const Vec3f &ray_start, const Vec3f &ray_end, const AxisAlignedBoundingBox &aabb)
{
Vec3f c = (ray_start + ray_end) * 0.5f;
Vec3f w = ray_end - c;
Vec3f h = aabb.extents();
c -= aabb.center();
Vec3f v(std::abs(w.x), std::abs(w.y), std::abs(w.z));
if (std::abs(c.x) > v.x + h.x || std::abs(c.y) > v.y + h.y || std::abs(c.z) > v.z + h.z)
return disjoint;
if (std::abs(c.y * w.z - c.z * w.y) > h.y * v.z + h.z * v.y ||
std::abs(c.x * w.z - c.z * w.x) > h.x * v.z + h.z * v.x ||
std::abs(c.x * w.y - c.y * w.x) > h.x * v.y + h.y * v.x)
return disjoint;
return overlap;
}
/////////////////////////////////////////////////////////////////////////////
FrustumPlanes::FrustumPlanes()
{
}
FrustumPlanes::FrustumPlanes(const Mat4f &world_to_projection)
{
planes[0] = near_frustum_plane(world_to_projection);
planes[1] = far_frustum_plane(world_to_projection);
planes[2] = left_frustum_plane(world_to_projection);
planes[3] = right_frustum_plane(world_to_projection);
planes[4] = top_frustum_plane(world_to_projection);
planes[5] = bottom_frustum_plane(world_to_projection);
}
Vec4f FrustumPlanes::left_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] + m.matrix[0 + 0 * 4],
m.matrix[3 + 1 * 4] + m.matrix[0 + 1 * 4],
m.matrix[3 + 2 * 4] + m.matrix[0 + 2 * 4],
m.matrix[3 + 3 * 4] + m.matrix[0 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::right_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] - m.matrix[0 + 0 * 4],
m.matrix[3 + 1 * 4] - m.matrix[0 + 1 * 4],
m.matrix[3 + 2 * 4] - m.matrix[0 + 2 * 4],
m.matrix[3 + 3 * 4] - m.matrix[0 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::top_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] - m.matrix[1 + 0 * 4],
m.matrix[3 + 1 * 4] - m.matrix[1 + 1 * 4],
m.matrix[3 + 2 * 4] - m.matrix[1 + 2 * 4],
m.matrix[3 + 3 * 4] - m.matrix[1 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::bottom_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] + m.matrix[1 + 0 * 4],
m.matrix[3 + 1 * 4] + m.matrix[1 + 1 * 4],
m.matrix[3 + 2 * 4] + m.matrix[1 + 2 * 4],
m.matrix[3 + 3 * 4] + m.matrix[1 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::near_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] + m.matrix[2 + 0 * 4],
m.matrix[3 + 1 * 4] + m.matrix[2 + 1 * 4],
m.matrix[3 + 2 * 4] + m.matrix[2 + 2 * 4],
m.matrix[3 + 3 * 4] + m.matrix[2 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::far_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] - m.matrix[2 + 0 * 4],
m.matrix[3 + 1 * 4] - m.matrix[2 + 1 * 4],
m.matrix[3 + 2 * 4] - m.matrix[2 + 2 * 4],
m.matrix[3 + 3 * 4] - m.matrix[2 + 3 * 4]);
plane /= plane.length3();
return plane;
}

167
src/r_poly_intersection.h Normal file
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@ -0,0 +1,167 @@
/*
** Various 3D intersection tests
** Copyright (c) 1997-2015 The UICore Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#pragma once
#include "r_triangle.h"
#include <algorithm>
class Vec4f
{
public:
Vec4f() = default;
Vec4f(const Vec4f &) = default;
Vec4f(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { }
Vec4f(float v) : x(v), y(v), z(v), w(v) { }
static float dot(const Vec4f &a, const Vec4f &b) { return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; }
static float dot3(const Vec4f &a, const Vec4f &b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
float length3() const { return std::sqrt(dot3(*this, *this)); }
float magnitude() const { return std::sqrt(dot(*this, *this)); }
Vec4f &operator+=(const Vec4f &b) { *this = Vec4f(x + b.x, y + b.y, z + b.z, w + b.w); return *this; }
Vec4f &operator-=(const Vec4f &b) { *this = Vec4f(x - b.x, y - b.y, z - b.z, w - b.w); return *this; }
Vec4f &operator*=(const Vec4f &b) { *this = Vec4f(x * b.x, y * b.y, z * b.z, w * b.w); return *this; }
Vec4f &operator/=(const Vec4f &b) { *this = Vec4f(x / b.x, y / b.y, z / b.z, w / b.w); return *this; }
Vec4f &operator+=(float b) { *this = Vec4f(x + b, y + b, z + b, w + b); return *this; }
Vec4f &operator-=(float b) { *this = Vec4f(x - b, y - b, z - b, w - b); return *this; }
Vec4f &operator*=(float b) { *this = Vec4f(x * b, y * b, z * b, w * b); return *this; }
Vec4f &operator/=(float b) { *this = Vec4f(x / b, y / b, z / b, w / b); return *this; }
float x, y, z, w;
};
class Vec3f
{
public:
Vec3f() = default;
Vec3f(const Vec3f &) = default;
Vec3f(const Vec4f &v) : x(v.x), y(v.y), z(v.z) { }
Vec3f(float x, float y, float z) : x(x), y(y), z(z) { }
Vec3f(float v) : x(v), y(v), z(v) { }
static float dot(const Vec3f &a, const Vec3f &b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
float length() const { return std::sqrt(dot(*this, *this)); }
Vec3f &operator+=(const Vec3f &b) { *this = Vec3f(x + b.x, y + b.y, z + b.z); return *this; }
Vec3f &operator-=(const Vec3f &b) { *this = Vec3f(x - b.x, y - b.y, z - b.z); return *this; }
Vec3f &operator*=(const Vec3f &b) { *this = Vec3f(x * b.x, y * b.y, z * b.z); return *this; }
Vec3f &operator/=(const Vec3f &b) { *this = Vec3f(x / b.x, y / b.y, z / b.z); return *this; }
Vec3f &operator+=(float b) { *this = Vec3f(x + b, y + b, z + b); return *this; }
Vec3f &operator-=(float b) { *this = Vec3f(x - b, y - b, z - b); return *this; }
Vec3f &operator*=(float b) { *this = Vec3f(x * b, y * b, z * b); return *this; }
Vec3f &operator/=(float b) { *this = Vec3f(x / b, y / b, z / b); return *this; }
float x, y, z;
};
inline Vec3f operator+(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x + b.x, a.y + b.y, a.z + b.z); }
inline Vec3f operator-(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x - b.x, a.y - b.y, a.z - b.z); }
inline Vec3f operator*(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x * b.x, a.y * b.y, a.z * b.z); }
inline Vec3f operator/(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x / b.x, a.y / b.y, a.z / b.z); }
inline Vec3f operator+(const Vec3f &a, float b) { return Vec3f(a.x + b, a.y + b, a.z + b); }
inline Vec3f operator-(const Vec3f &a, float b) { return Vec3f(a.x - b, a.y - b, a.z - b); }
inline Vec3f operator*(const Vec3f &a, float b) { return Vec3f(a.x * b, a.y * b, a.z * b); }
inline Vec3f operator/(const Vec3f &a, float b) { return Vec3f(a.x / b, a.y / b, a.z / b); }
inline Vec3f operator+(float a, const Vec3f &b) { return Vec3f(a + b.x, a + b.y, a + b.z); }
inline Vec3f operator-(float a, const Vec3f &b) { return Vec3f(a - b.x, a - b.y, a - b.z); }
inline Vec3f operator*(float a, const Vec3f &b) { return Vec3f(a * b.x, a * b.y, a * b.z); }
inline Vec3f operator/(float a, const Vec3f &b) { return Vec3f(a / b.x, a / b.y, a / b.z); }
typedef TriMatrix Mat4f;
class AxisAlignedBoundingBox
{
public:
AxisAlignedBoundingBox() : aabb_min(), aabb_max() {}
AxisAlignedBoundingBox(const Vec3f &aabb_min, const Vec3f &aabb_max) : aabb_min(aabb_min), aabb_max(aabb_max) { }
AxisAlignedBoundingBox(const AxisAlignedBoundingBox &aabb, const Vec3f &barycentric_min, const Vec3f &barycentric_max)
: aabb_min(mix(aabb.aabb_min, aabb.aabb_max, barycentric_min)), aabb_max(mix(aabb.aabb_min, aabb.aabb_max, barycentric_max)) { }
Vec3f center() const { return (aabb_max + aabb_min) * 0.5f; }
Vec3f extents() const { return (aabb_max - aabb_min) * 0.5f; }
Vec3f aabb_min;
Vec3f aabb_max;
private:
template<typename A, typename B, typename C>
inline A mix(A a, B b, C mix)
{
return a * (C(1) - mix) + b * mix;
}
};
class OrientedBoundingBox
{
public:
Vec3f center;
Vec3f extents;
Vec3f axis_x;
Vec3f axis_y;
Vec3f axis_z;
};
class FrustumPlanes
{
public:
FrustumPlanes();
explicit FrustumPlanes(const Mat4f &world_to_projection);
Vec4f planes[6];
private:
static Vec4f left_frustum_plane(const Mat4f &matrix);
static Vec4f right_frustum_plane(const Mat4f &matrix);
static Vec4f top_frustum_plane(const Mat4f &matrix);
static Vec4f bottom_frustum_plane(const Mat4f &matrix);
static Vec4f near_frustum_plane(const Mat4f &matrix);
static Vec4f far_frustum_plane(const Mat4f &matrix);
};
class IntersectionTest
{
public:
enum Result
{
outside,
inside,
intersecting,
};
enum OverlapResult
{
disjoint,
overlap
};
static Result plane_aabb(const Vec4f &plane, const AxisAlignedBoundingBox &aabb);
static Result plane_obb(const Vec4f &plane, const OrientedBoundingBox &obb);
static OverlapResult sphere(const Vec3f &center1, float radius1, const Vec3f &center2, float radius2);
static OverlapResult sphere_aabb(const Vec3f &center, float radius, const AxisAlignedBoundingBox &aabb);
static OverlapResult aabb(const AxisAlignedBoundingBox &a, const AxisAlignedBoundingBox &b);
static Result frustum_aabb(const FrustumPlanes &frustum, const AxisAlignedBoundingBox &box);
static Result frustum_obb(const FrustumPlanes &frustum, const OrientedBoundingBox &box);
static OverlapResult ray_aabb(const Vec3f &ray_start, const Vec3f &ray_end, const AxisAlignedBoundingBox &box);
};