Added a visibility result flag to RPI::Cullable, set to true if the object passed all culling tests.
This commit is contained in:
@@ -96,6 +96,9 @@ namespace AZ
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};
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LodData m_lodData;
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//! Flag indicating if the object is visible, i.e., was not culled out in the last frame
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bool m_isVisible = true;
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void SetDebugName([[maybe_unused]] const AZ::Name& debugName)
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{
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#ifdef AZ_CULL_DEBUG_ENABLED
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@@ -315,21 +315,29 @@ namespace AZ
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//Add all objects within this node to the view, without any extra culling
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for (AzFramework::VisibilityEntry* visibleEntry : nodeData.m_entries)
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{
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#if AZ_TRAIT_MASKED_OCCLUSION_CULLING_SUPPORTED
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if (TestOcclusionCulling(visibleEntry) == MaskedOcclusionCulling::CullingResult::VISIBLE)
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#endif
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{
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if (visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_Cullable)
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{
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Cullable* c = static_cast<Cullable*>(visibleEntry->m_userData);
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// reset visibility flag to false, update to true if all culling checks pass
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c->m_isVisible = false;
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if ((c->m_cullData.m_drawListMask & drawListMask).none() ||
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c->m_cullData.m_hideFlags & viewFlags ||
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c->m_cullData.m_scene != m_jobData->m_scene) //[GFX_TODO][ATOM-13796] once the IVisibilitySystem supports multiple octree scenes, remove this
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{
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continue;
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}
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numDrawPackets += AddLodDataToView(c->m_cullData.m_boundingSphere.GetCenter(), c->m_lodData, *m_jobData->m_view);
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++numVisibleCullables;
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#if AZ_TRAIT_MASKED_OCCLUSION_CULLING_SUPPORTED
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if (TestOcclusionCulling(visibleEntry) == MaskedOcclusionCulling::CullingResult::VISIBLE)
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#endif
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{
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numDrawPackets += AddLodDataToView(c->m_cullData.m_boundingSphere.GetCenter(), c->m_lodData, *m_jobData->m_view);
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++numVisibleCullables;
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c->m_isVisible = true;
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}
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}
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}
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}
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@@ -342,6 +350,10 @@ namespace AZ
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if (visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_Cullable)
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{
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Cullable* c = static_cast<Cullable*>(visibleEntry->m_userData);
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// reset visibility flag to false, update to true if all culling checks pass
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c->m_isVisible = false;
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if ((c->m_cullData.m_drawListMask & drawListMask).none() ||
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c->m_cullData.m_hideFlags & viewFlags ||
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c->m_cullData.m_scene != m_jobData->m_scene) //[GFX_TODO][ATOM-13796] once the IVisibilitySystem supports multiple octree scenes, remove this
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@@ -362,6 +374,7 @@ namespace AZ
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{
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numDrawPackets += AddLodDataToView(c->m_cullData.m_boundingSphere.GetCenter(), c->m_lodData, *m_jobData->m_view);
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++numVisibleCullables;
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c->m_isVisible = true;
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}
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}
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}
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@@ -461,11 +474,11 @@ namespace AZ
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corners[7] = m_jobData->m_view->GetWorldToClipMatrix() * Vector4(maxBound.GetX(), maxBound.GetY(), minBound.GetZ(), 1.0f);
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// find min clip-space depth and NDC min/max
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float minDepth = FLT_MAX;
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float ndcMinX = FLT_MAX;
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float ndcMinY = FLT_MAX;
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float ndcMaxX = -FLT_MAX;
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float ndcMaxY = -FLT_MAX;
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float minDepth = FLT_MAX;
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for (uint32_t index = 0; index < 8; ++index)
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{
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minDepth = AZStd::min(minDepth, corners[index].GetW());
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