593 lines
30 KiB
C++
593 lines
30 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Intel Corporation
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//
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// Licensed under the Apache License, Version 2.0 (the "License"); you may not
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// use this file except in compliance with the License. You may obtain a copy
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// of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
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// WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
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// License for the specific language governing permissions and limitations
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// under the License.
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////////////////////////////////////////////////////////////////////////////////
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#pragma once
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/*!
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* \file MaskedOcclusionCulling.h
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* \brief Masked Occlusion Culling
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*
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* General information
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* - Input to all API functions are (x,y,w) clip-space coordinates (x positive left, y positive up, w positive away from camera).
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* We entirely skip the z component and instead compute it as 1 / w, see next bullet. For TestRect the input is NDC (x/w, y/w).
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* - We use a simple z = 1 / w transform, which is a bit faster than OGL/DX depth transforms. Thus, depth is REVERSED and z = 0 at
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* the far plane and z = inf at w = 0. We also have to use a GREATER depth function, which explains why all the conservative
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* tests will be reversed compared to what you might be used to (for example zMaxTri >= zMinBuffer is a visibility test)
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* - We support different layouts for vertex data (basic AoS and SoA), but note that it's beneficial to store the position data
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* as tightly in memory as possible to reduce cache misses. Big strides are bad, so it's beneficial to keep position as a separate
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* stream (rather than bundled with attributes) or to keep a copy of the position data for the occlusion culling system.
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* - The resolution width must be a multiple of 8 and height a multiple of 4.
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* - The hierarchical Z buffer is stored OpenGL-style with the y axis pointing up. This includes the scissor box.
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* - This code is only tested with Visual Studio 2015, but should hopefully be easy to port to other compilers.
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*/
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Defines used to configure the implementation
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef QUICK_MASK
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/*!
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* Configure the algorithm used for updating and merging hierarchical z buffer entries. If QUICK_MASK
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* is defined to 1, use the algorithm from the paper "Masked Software Occlusion Culling", which has good
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* balance between performance and low leakage. If QUICK_MASK is defined to 0, use the algorithm from
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* "Masked Depth Culling for Graphics Hardware" which has less leakage, but also lower performance.
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*/
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#define QUICK_MASK 1
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#endif
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#ifndef USE_D3D
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/*!
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* Configures the library for use with Direct3D (default) or OpenGL rendering. This changes whether the
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* screen space Y axis points downwards (D3D) or upwards (OGL), and is primarily important in combination
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* with the PRECISE_COVERAGE define, where this is important to ensure correct rounding and tie-breaker
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* behaviour. It also affects the ScissorRect screen space coordinates.
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*/
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#define USE_D3D 1
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#endif
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#ifndef PRECISE_COVERAGE
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/*!
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* Define PRECISE_COVERAGE to 1 to more closely match GPU rasterization rules. The increased precision comes
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* at a cost of slightly lower performance.
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*/
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#define PRECISE_COVERAGE 1
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#endif
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#ifndef USE_AVX512
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/*!
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* Define USE_AVX512 to 1 to enable experimental AVX-512 support. It's currently mostly untested and only
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* validated on simple examples using Intel SDE. Older compilers may not support AVX-512 intrinsics.
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*/
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#define USE_AVX512 0
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#endif
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#ifndef CLIPPING_PRESERVES_ORDER
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/*!
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* Define CLIPPING_PRESERVES_ORDER to 1 to prevent clipping from reordering triangle rasterization
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* order; This comes at a cost (approx 3-4%) but removes one source of temporal frame-to-frame instability.
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*/
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#define CLIPPING_PRESERVES_ORDER 1
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#endif
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#ifndef ENABLE_STATS
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/*!
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* Define ENABLE_STATS to 1 to gather various statistics during occlusion culling. Can be used for profiling
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* and debugging. Note that enabling this function will reduce performance significantly.
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*/
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#define ENABLE_STATS 0
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#endif
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#ifndef MOC_RECORDER_ENABLE
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/*!
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* Define MOC_RECORDER_ENABLE to 1 to enable frame recorder (see FrameRecorder.h/cpp for details)
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*/
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#define MOC_RECORDER_ENABLE 0
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#endif
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#if MOC_RECORDER_ENABLE
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#ifndef MOC_RECORDER_ENABLE_PLAYBACK
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/*!
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* Define MOC_RECORDER_ENABLE_PLAYBACK to 1 to enable compilation of the playback code (not needed
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for recording)
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*/
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#define MOC_RECORDER_ENABLE_PLAYBACK 0
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#endif
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#endif
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#if MOC_RECORDER_ENABLE
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#include <mutex>
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class FrameRecorder;
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#endif // #if MOC_RECORDER_ENABLE
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Masked occlusion culling class
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class MaskedOcclusionCulling
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{
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public:
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Memory management callback functions
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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typedef void *(*pfnAlignedAlloc)(size_t alignment, size_t size);
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typedef void (*pfnAlignedFree) (void *ptr);
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Enums
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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enum Implementation
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{
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SSE2 = 0,
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SSE41 = 1,
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AVX2 = 2,
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AVX512 = 3
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};
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enum BackfaceWinding
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{
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BACKFACE_NONE = 0,
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BACKFACE_CW = 1,
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BACKFACE_CCW = 2,
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};
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enum CullingResult
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{
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VISIBLE = 0x0,
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OCCLUDED = 0x1,
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VIEW_CULLED = 0x3
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};
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enum ClipPlanes
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{
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CLIP_PLANE_NONE = 0x00,
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CLIP_PLANE_NEAR = 0x01,
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CLIP_PLANE_LEFT = 0x02,
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CLIP_PLANE_RIGHT = 0x04,
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CLIP_PLANE_BOTTOM = 0x08,
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CLIP_PLANE_TOP = 0x10,
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CLIP_PLANE_SIDES = (CLIP_PLANE_LEFT | CLIP_PLANE_RIGHT | CLIP_PLANE_BOTTOM | CLIP_PLANE_TOP),
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CLIP_PLANE_ALL = (CLIP_PLANE_LEFT | CLIP_PLANE_RIGHT | CLIP_PLANE_BOTTOM | CLIP_PLANE_TOP | CLIP_PLANE_NEAR)
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Structs
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/*!
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* Used to specify custom vertex layout. Memory offsets to y and z coordinates are set through
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* mOffsetY and mOffsetW, and vertex stride is given by mStride. It's possible to configure both
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* AoS and SoA layouts. Note that large strides may cause more cache misses and decrease
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* performance. It is advisable to store position data as compactly in memory as possible.
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*/
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struct VertexLayout
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{
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VertexLayout() {}
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VertexLayout(int stride, int offsetY, int offsetZW) :
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mStride(stride), mOffsetY(offsetY), mOffsetW(offsetZW) {}
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int mStride; //!< byte stride between vertices
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int mOffsetY; //!< byte offset from X to Y coordinate
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union {
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int mOffsetZ; //!< byte offset from X to Z coordinate
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int mOffsetW; //!< byte offset from X to W coordinate
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};
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};
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/*!
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* Used to control scissoring during rasterization. Note that we only provide coarse scissor support.
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* The scissor box x coordinates must be a multiple of 32, and the y coordinates a multiple of 8.
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* Scissoring is mainly meant as a means of enabling binning (sort middle) rasterizers in case
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* application developers want to use that approach for multithreading.
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*/
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struct ScissorRect
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{
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ScissorRect() {}
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ScissorRect(int minX, int minY, int maxX, int maxY) :
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mMinX(minX), mMinY(minY), mMaxX(maxX), mMaxY(maxY) {}
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int mMinX; //!< Screen space X coordinate for left side of scissor rect, inclusive and must be a multiple of 32
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int mMinY; //!< Screen space Y coordinate for bottom side of scissor rect, inclusive and must be a multiple of 8
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int mMaxX; //!< Screen space X coordinate for right side of scissor rect, <B>non</B> inclusive and must be a multiple of 32
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int mMaxY; //!< Screen space Y coordinate for top side of scissor rect, <B>non</B> inclusive and must be a multiple of 8
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};
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/*!
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* Used to specify storage area for a binlist, containing triangles. This struct is used for binning
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* and multithreading. The host application is responsible for allocating memory for the binlists.
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*/
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struct TriList
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{
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unsigned int mNumTriangles; //!< Maximum number of triangles that may be stored in mPtr
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unsigned int mTriIdx; //!< Index of next triangle to be written, clear before calling BinTriangles to start from the beginning of the list
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float *mPtr; //!< Scratchpad buffer allocated by the host application
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};
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/*!
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* Statistics that can be gathered during occluder rendering and visibility to aid debugging
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* and profiling. Must be enabled by changing the ENABLE_STATS define.
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*/
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struct OcclusionCullingStatistics
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{
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struct
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{
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long long mNumProcessedTriangles; //!< Number of occluder triangles processed in total
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long long mNumRasterizedTriangles; //!< Number of occluder triangles passing view frustum and backface culling
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long long mNumTilesTraversed; //!< Number of tiles traversed by the rasterizer
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long long mNumTilesUpdated; //!< Number of tiles where the hierarchical z buffer was updated
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long long mNumTilesMerged; //!< Number of tiles where the hierarchical z buffer was updated
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} mOccluders;
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struct
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{
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long long mNumProcessedRectangles; //!< Number of rects processed (TestRect())
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long long mNumProcessedTriangles; //!< Number of ocludee triangles processed (TestTriangles())
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long long mNumRasterizedTriangles; //!< Number of ocludee triangle passing view frustum and backface culling
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long long mNumTilesTraversed; //!< Number of tiles traversed by triangle & rect rasterizers
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} mOccludees;
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Functions
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/*!
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* \brief Creates a new object with default state, no z buffer attached/allocated.
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*/
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static MaskedOcclusionCulling *Create(Implementation RequestedSIMD = AVX512);
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/*!
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* \brief Creates a new object with default state, no z buffer attached/allocated.
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* \param alignedAlloc Pointer to a callback function used when allocating memory
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* \param alignedFree Pointer to a callback function used when freeing memory
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*/
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static MaskedOcclusionCulling *Create(Implementation RequestedSIMD, pfnAlignedAlloc alignedAlloc, pfnAlignedFree alignedFree);
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/*!
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* \brief Destroys an object and frees the z buffer memory. Note that you cannot
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* use the delete operator, and should rather use this function to free up memory.
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*/
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static void Destroy(MaskedOcclusionCulling *moc);
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/*!
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* \brief Sets the resolution of the hierarchical depth buffer. This function will
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* re-allocate the current depth buffer (if present). The contents of the
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* buffer is undefined until ClearBuffer() is called.
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*
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* \param witdh The width of the buffer in pixels, must be a multiple of 8
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* \param height The height of the buffer in pixels, must be a multiple of 4
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*/
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virtual void SetResolution(unsigned int width, unsigned int height) = 0;
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/*!
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* \brief Gets the resolution of the hierarchical depth buffer.
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*
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* \param witdh Output: The width of the buffer in pixels
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* \param height Output: The height of the buffer in pixels
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*/
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virtual void GetResolution(unsigned int &width, unsigned int &height) const = 0;
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/*!
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* \brief Returns the tile size for the current implementation.
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*
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* \param nBinsW Number of vertical bins, the screen is divided into nBinsW x nBinsH
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* rectangular bins.
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* \param nBinsH Number of horizontal bins, the screen is divided into nBinsW x nBinsH
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* rectangular bins.
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* \param outBinWidth Output: The width of the single bin in pixels (except for the
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* rightmost bin width, which is extended to resolution width)
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* \param outBinHeight Output: The height of the single bin in pixels (except for the
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* bottommost bin height, which is extended to resolution height)
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*/
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virtual void ComputeBinWidthHeight(unsigned int nBinsW, unsigned int nBinsH, unsigned int & outBinWidth, unsigned int & outBinHeight) = 0;
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/*!
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* \brief Sets the distance for the near clipping plane. Default is nearDist = 0.
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*
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* \param nearDist The distance to the near clipping plane, given as clip space w
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*/
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virtual void SetNearClipPlane(float nearDist) = 0;
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/*!
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* \brief Gets the distance for the near clipping plane.
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*/
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virtual float GetNearClipPlane() const = 0;
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/*!
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* \brief Clears the hierarchical depth buffer.
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*/
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virtual void ClearBuffer() = 0;
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/*!
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* \brief Merge a second hierarchical depth buffer into the main buffer.
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*/
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virtual void MergeBuffer(MaskedOcclusionCulling* BufferB) = 0;
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/*!
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* \brief Renders a mesh of occluder triangles and updates the hierarchical z buffer
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* with conservative depth values.
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*
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* This function is optimized for vertex layouts with stride 16 and y and w
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* offsets of 4 and 12 bytes, respectively.
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*
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* \param inVtx Pointer to an array of input vertices, should point to the x component
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* of the first vertex. The input vertices are given as (x,y,w) coordinates
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* in clip space. The memory layout can be changed using vtxLayout.
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* \param inTris Pointer to an array of vertex indices. Each triangle is created
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* from three indices consecutively fetched from the array.
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* \param nTris The number of triangles to render (inTris must contain atleast 3*nTris
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* entries)
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* \param modelToClipMatrix all vertices will be transformed by this matrix before
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* performing projection. If nullptr is passed the transform step will be skipped
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* \param bfWinding Sets triangle winding order to consider backfacing, must be one one
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* of (BACKFACE_NONE, BACKFACE_CW and BACKFACE_CCW). Back-facing triangles are culled
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* and will not be rasterized. You may use BACKFACE_NONE to disable culling for
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* double sided geometry
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* \param clipPlaneMask A mask indicating which clip planes should be considered by the
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* triangle clipper. Can be used as an optimization if your application can
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* determine (for example during culling) that a group of triangles does not
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* intersect a certain frustum plane. However, setting an incorrect mask may
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* cause out of bounds memory accesses.
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* \param vtxLayout A struct specifying the vertex layout (see struct for detailed
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* description). For best performance, it is advisable to store position data
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* as compactly in memory as possible.
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* \return Will return VIEW_CULLED if all triangles are either outside the frustum or
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* backface culled, returns VISIBLE otherwise.
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*/
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virtual CullingResult RenderTriangles(const float *inVtx, const unsigned int *inTris, int nTris, const float *modelToClipMatrix = nullptr, BackfaceWinding bfWinding = BACKFACE_CW, ClipPlanes clipPlaneMask = CLIP_PLANE_ALL, const VertexLayout &vtxLayout = VertexLayout(16, 4, 12)) = 0;
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/*!
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* \brief Occlusion query for a rectangle with a given depth. The rectangle is given
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* in normalized device coordinates where (x,y) coordinates between [-1,1] map
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* to the visible screen area. The query uses a GREATER_EQUAL (reversed) depth
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* test meaning that depth values equal to the contents of the depth buffer are
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* counted as visible.
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*
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* \param xmin NDC coordinate of the left side of the rectangle.
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* \param ymin NDC coordinate of the bottom side of the rectangle.
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* \param xmax NDC coordinate of the right side of the rectangle.
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* \param ymax NDC coordinate of the top side of the rectangle.
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* \param ymax NDC coordinate of the top side of the rectangle.
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* \param wmin Clip space W coordinate for the rectangle.
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* \return The query will return VISIBLE if the rectangle may be visible, OCCLUDED
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* if the rectangle is occluded by a previously rendered object, or VIEW_CULLED
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* if the rectangle is outside the view frustum.
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*/
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virtual CullingResult TestRect(float xmin, float ymin, float xmax, float ymax, float wmin) const = 0;
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/*!
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* \brief This function is similar to RenderTriangles(), but performs an occlusion
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* query instead and does not update the hierarchical z buffer. The query uses
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* a GREATER_EQUAL (reversed) depth test meaning that depth values equal to the
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* contents of the depth buffer are counted as visible.
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*
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* This function is optimized for vertex layouts with stride 16 and y and w
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* offsets of 4 and 12 bytes, respectively.
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*
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* \param inVtx Pointer to an array of input vertices, should point to the x component
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* of the first vertex. The input vertices are given as (x,y,w) coordinates
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* in clip space. The memory layout can be changed using vtxLayout.
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* \param inTris Pointer to an array of triangle indices. Each triangle is created
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* from three indices consecutively fetched from the array.
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* \param nTris The number of triangles to render (inTris must contain atleast 3*nTris
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* entries)
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* \param modelToClipMatrix all vertices will be transformed by this matrix before
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* performing projection. If nullptr is passed the transform step will be skipped
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* \param bfWinding Sets triangle winding order to consider backfacing, must be one one
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* of (BACKFACE_NONE, BACKFACE_CW and BACKFACE_CCW). Back-facing triangles are culled
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* and will not be occlusion tested. You may use BACKFACE_NONE to disable culling
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* for double sided geometry
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* \param clipPlaneMask A mask indicating which clip planes should be considered by the
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* triangle clipper. Can be used as an optimization if your application can
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* determine (for example during culling) that a group of triangles does not
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* intersect a certain frustum plane. However, setting an incorrect mask may
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* cause out of bounds memory accesses.
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* \param vtxLayout A struct specifying the vertex layout (see struct for detailed
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* description). For best performance, it is advisable to store position data
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* as compactly in memory as possible.
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* \return The query will return VISIBLE if the triangle mesh may be visible, OCCLUDED
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* if the mesh is occluded by a previously rendered object, or VIEW_CULLED if all
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* triangles are entirely outside the view frustum or backface culled.
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*/
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virtual CullingResult TestTriangles(const float *inVtx, const unsigned int *inTris, int nTris, const float *modelToClipMatrix = nullptr, BackfaceWinding bfWinding = BACKFACE_CW, ClipPlanes clipPlaneMask = CLIP_PLANE_ALL, const VertexLayout &vtxLayout = VertexLayout(16, 4, 12)) = 0;
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/*!
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* \brief Perform input assembly, clipping , projection, triangle setup, and write
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* triangles to the screen space bins they overlap. This function can be used to
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* distribute work for threading (See the CullingThreadpool class for an example)
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*
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* \param inVtx Pointer to an array of input vertices, should point to the x component
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* of the first vertex. The input vertices are given as (x,y,w) coordinates
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* in clip space. The memory layout can be changed using vtxLayout.
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* \param inTris Pointer to an array of vertex indices. Each triangle is created
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* from three indices consecutively fetched from the array.
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* \param nTris The number of triangles to render (inTris must contain atleast 3*nTris
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* entries)
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* \param triLists Pointer to an array of TriList objects with one TriList object per
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* bin. If a triangle overlaps a bin, it will be written to the corresponding
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* trilist. Note that this method appends the triangles to the current list, to
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* start writing from the beginning of the list, set triList.mTriIdx = 0
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* \param nBinsW Number of vertical bins, the screen is divided into nBinsW x nBinsH
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* rectangular bins.
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* \param nBinsH Number of horizontal bins, the screen is divided into nBinsW x nBinsH
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* rectangular bins.
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* \param modelToClipMatrix all vertices will be transformed by this matrix before
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* performing projection. If nullptr is passed the transform step will be skipped
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* \param clipPlaneMask A mask indicating which clip planes should be considered by the
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* triangle clipper. Can be used as an optimization if your application can
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|
* determine (for example during culling) that a group of triangles does not
|
|
* intersect a certain frustum plane. However, setting an incorrect mask may
|
|
* cause out of bounds memory accesses.
|
|
* \param vtxLayout A struct specifying the vertex layout (see struct for detailed
|
|
* description). For best performance, it is advisable to store position data
|
|
* as compactly in memory as possible.
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|
* \param bfWinding Sets triangle winding order to consider backfacing, must be one one
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* of (BACKFACE_NONE, BACKFACE_CW and BACKFACE_CCW). Back-facing triangles are culled
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* and will not be binned / rasterized. You may use BACKFACE_NONE to disable culling
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|
* for double sided geometry
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|
*/
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virtual void BinTriangles(const float *inVtx, const unsigned int *inTris, int nTris, TriList *triLists, unsigned int nBinsW, unsigned int nBinsH, const float *modelToClipMatrix = nullptr, BackfaceWinding bfWinding = BACKFACE_CW, ClipPlanes clipPlaneMask = CLIP_PLANE_ALL, const VertexLayout &vtxLayout = VertexLayout(16, 4, 12)) = 0;
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|
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/*!
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* \brief Renders all occluder triangles in a trilist. This function can be used in
|
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* combination with BinTriangles() to create a threded (binning) rasterizer. The
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|
* bins can be processed independently by different threads without risking writing
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|
* to overlapping memory regions.
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|
*
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* \param triLists A triangle list, filled using the BinTriangles() function that is to
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* be rendered.
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* \param scissor A scissor box limiting the rendering region to the bin. The size of each
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* bin must be a multiple of 32x8 pixels due to implementation constraints. For a
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* render target with (width, height) resolution and (nBinsW, nBinsH) bins, the
|
|
* size of a bin is:
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* binWidth = (width / nBinsW) - (width / nBinsW) % 32;
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* binHeight = (height / nBinsH) - (height / nBinsH) % 8;
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* The last row and column of tiles have a different size:
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* lastColBinWidth = width - (nBinsW-1)*binWidth;
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* lastRowBinHeight = height - (nBinsH-1)*binHeight;
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|
*/
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virtual void RenderTrilist(const TriList &triList, const ScissorRect *scissor) = 0;
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|
|
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/*!
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|
* \brief Creates a per-pixel depth buffer from the hierarchical z buffer representation.
|
|
* Intended for visualizing the hierarchical depth buffer for debugging. The
|
|
* buffer is written in scanline order, from the top to bottom (D3D) or bottom to
|
|
* top (OGL) of the surface. See the USE_D3D define.
|
|
*
|
|
* \param depthData Pointer to memory where the per-pixel depth data is written. Must
|
|
* hold storage for atleast width*height elements as set by setResolution.
|
|
*/
|
|
virtual void ComputePixelDepthBuffer(float *depthData, bool flipY) = 0;
|
|
|
|
/*!
|
|
* \brief Fetch occlusion culling statistics, returns zeroes if ENABLE_STATS define is
|
|
* not defined. The statistics can be used for profiling or debugging.
|
|
*/
|
|
virtual OcclusionCullingStatistics GetStatistics() = 0;
|
|
|
|
/*!
|
|
* \brief Returns the implementation (CPU instruction set) version of this object.
|
|
*/
|
|
virtual Implementation GetImplementation() = 0;
|
|
|
|
/*!
|
|
* \brief Utility function for transforming vertices and outputting them to an (x,y,z,w)
|
|
* format suitable for the occluder rasterization and occludee testing functions.
|
|
*
|
|
* \param mtx Pointer to matrix data. The matrix should column major for post
|
|
* multiplication (OGL) and row major for pre-multiplication (DX). This is
|
|
* consistent with OpenGL / DirectX behavior.
|
|
* \param inVtx Pointer to an array of input vertices. The input vertices are given as
|
|
* (x,y,z) coordinates. The memory layout can be changed using vtxLayout.
|
|
* \param xfVtx Pointer to an array to store transformed vertices. The transformed
|
|
* vertices are always stored as array of structs (AoS) (x,y,z,w) packed in memory.
|
|
* \param nVtx Number of vertices to transform.
|
|
* \param vtxLayout A struct specifying the vertex layout (see struct for detailed
|
|
* description). For best performance, it is advisable to store position data
|
|
* as compactly in memory as possible. Note that for this function, the
|
|
* w-component is assumed to be 1.0.
|
|
*/
|
|
static void TransformVertices(const float *mtx, const float *inVtx, float *xfVtx, unsigned int nVtx, const VertexLayout &vtxLayout = VertexLayout(12, 4, 8));
|
|
|
|
/*!
|
|
* \brief Get used memory alloc/free callbacks.
|
|
*/
|
|
void GetAllocFreeCallback( pfnAlignedAlloc & allocCallback, pfnAlignedFree & freeCallback ) { allocCallback = mAlignedAllocCallback, freeCallback = mAlignedFreeCallback; }
|
|
|
|
#if MOC_RECORDER_ENABLE
|
|
/*!
|
|
* \brief Start recording subsequent rasterization and testing calls using the FrameRecorder.
|
|
* The function calls that are recorded are:
|
|
* - ClearBuffer
|
|
* - RenderTriangles
|
|
* - TestTriangles
|
|
* - TestRect
|
|
* All inputs and outputs are recorded, which can be used for correctness validation
|
|
* and performance testing.
|
|
*
|
|
* \param outputFilePath Pointer to name of the output file.
|
|
* \return 'true' if recording was started successfully, 'false' otherwise (file access error).
|
|
*/
|
|
bool RecorderStart( const char * outputFilePath ) const;
|
|
|
|
/*!
|
|
* \brief Stop recording, flush output and release used memory.
|
|
*/
|
|
void RecorderStop( ) const;
|
|
|
|
/*!
|
|
* \brief Manually record triangles. This is called automatically from MaskedOcclusionCulling::RenderTriangles
|
|
* if the recording is started, but not from BinTriangles/RenderTrilist (used in multithreaded codepath), in
|
|
* which case it has to be called manually.
|
|
*
|
|
* \param inVtx Pointer to an array of input vertices, should point to the x component
|
|
* of the first vertex. The input vertices are given as (x,y,w) coordinates
|
|
* in clip space. The memory layout can be changed using vtxLayout.
|
|
* \param inTris Pointer to an array of triangle indices. Each triangle is created
|
|
* from three indices consecutively fetched from the array.
|
|
* \param nTris The number of triangles to render (inTris must contain atleast 3*nTris
|
|
* entries)
|
|
* \param modelToClipMatrix all vertices will be transformed by this matrix before
|
|
* performing projection. If nullptr is passed the transform step will be skipped
|
|
* \param bfWinding Sets triangle winding order to consider backfacing, must be one one
|
|
* of (BACKFACE_NONE, BACKFACE_CW and BACKFACE_CCW). Back-facing triangles are culled
|
|
* and will not be occlusion tested. You may use BACKFACE_NONE to disable culling
|
|
* for double sided geometry
|
|
* \param clipPlaneMask A mask indicating which clip planes should be considered by the
|
|
* triangle clipper. Can be used as an optimization if your application can
|
|
* determine (for example during culling) that a group of triangles does not
|
|
* intersect a certain frustum plane. However, setting an incorrect mask may
|
|
* cause out of bounds memory accesses.
|
|
* \param vtxLayout A struct specifying the vertex layout (see struct for detailed
|
|
* description). For best performance, it is advisable to store position data
|
|
* as compactly in memory as possible.
|
|
* \param cullingResult cull result value expected to be returned by executing the
|
|
* RenderTriangles call with recorded parameters.
|
|
*/
|
|
//
|
|
// merge the binned data back into original layout; in this case, call it manually from your Threadpool implementation (already added to CullingThreadpool).
|
|
// If recording is not enabled, calling this function will do nothing.
|
|
void RecordRenderTriangles( const float *inVtx, const unsigned int *inTris, int nTris, const float *modelToClipMatrix = nullptr, ClipPlanes clipPlaneMask = CLIP_PLANE_ALL, BackfaceWinding bfWinding = BACKFACE_CW, const VertexLayout &vtxLayout = VertexLayout( 16, 4, 12 ), CullingResult cullingResult = (CullingResult)-1 );
|
|
#endif // #if MOC_RECORDER_ENABLE
|
|
|
|
protected:
|
|
pfnAlignedAlloc mAlignedAllocCallback;
|
|
pfnAlignedFree mAlignedFreeCallback;
|
|
|
|
mutable OcclusionCullingStatistics mStats;
|
|
|
|
#if MOC_RECORDER_ENABLE
|
|
mutable FrameRecorder * mRecorder;
|
|
mutable std::mutex mRecorderMutex;
|
|
#endif // #if MOC_RECORDER_ENABLE
|
|
|
|
virtual ~MaskedOcclusionCulling() {}
|
|
};
|