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129 lines
4.3 KiB
C++
129 lines
4.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#ifndef CRYINCLUDE_CRY3DENGINE_CCULLTHREAD_H
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#define CRYINCLUDE_CRY3DENGINE_CCULLTHREAD_H
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#pragma once
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#include "CryThread.h"
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#include <AzCore/Jobs/LegacyJobExecutor.h>
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namespace NAsyncCull
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{
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class CCullThread
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: public Cry3DEngineBase
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{
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bool m_Enabled;
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bool m_Active; // used to verify that the cull job is running and no new jobs are added after the job has finished
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public:
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enum PrepareStateT
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{
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IDLE, PREPARE_STARTED, PREPARE_DONE, CHECK_REQUESTED, CHECK_STARTED
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};
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PrepareStateT m_nPrepareState;
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CryCriticalSection m_FollowUpLock;
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char m_passInfoForCheckOcclusion[sizeof(SRenderingPassInfo)];
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uint32 m_nRunningReprojJobs;
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uint32 m_nRunningReprojJobsAfterMerge;
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int m_bCheckOcclusionRequested;
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private:
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AZ::LegacyJobExecutor m_OcclusionJobExecutor; // All jobs pushed against this instance to gurantee a wait on all jobs before exiting ~CCullThread
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AZ::LegacyJobExecutor m_PrepareBufferSync;
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Matrix44A m_MatScreenViewProj _ALIGN(16);
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Matrix44A m_MatScreenViewProjTransposed;
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Vec3 m_ViewDir;
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Vec3 m_Position;
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float m_NearPlane;
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float m_FarPlane;
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float m_NearestMax;
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PodArray<uint8> m_OCMBuffer;
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uint8* m_pOCMBufferAligned;
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uint32 m_OCMMeshCount;
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uint32 m_OCMInstCount;
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uint32 m_OCMOffsetInstances;
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template<class T>
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T Swap(T& rData)
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{
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// #if IS_LOCAL_MACHINE_BIG_ENDIAN
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PREFAST_SUPPRESS_WARNING(6326)
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switch (sizeof(T))
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{
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case 1:
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break;
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case 2:
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SwapEndianBase(reinterpret_cast<uint16*>(&rData));
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break;
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case 4:
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SwapEndianBase(reinterpret_cast<uint32*>(&rData));
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break;
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case 8:
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SwapEndianBase(reinterpret_cast<uint64*>(&rData));
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break;
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default:
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#if defined(__clang__) || defined(__GNUC__)
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__builtin_unreachable();
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#else
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__assume(0);
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#endif
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}
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//#endif
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return rData;
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}
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void RasterizeZBuffer(uint32 PolyLimit);
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void OutputMeshList();
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public:
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void CheckOcclusion(SRenderingPassInfo passInfo);
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void PrepareOcclusion();
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void PrepareOcclusion_RasterizeZBuffer();
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void PrepareOcclusion_ReprojectZBuffer();
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void PrepareOcclusion_ReprojectZBufferLine(int nStartLine, int nNumLines);
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void PrepareOcclusion_ReprojectZBufferLineAfterMerge(int nStartLine, int nNumLines);
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void Init();
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bool LoadLevel(const char* pFolderName);
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void UnloadLevel();
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bool TestAABB(const AABB& rAABB, float fEntDistance, float fVerticalExpand = 0.0f);
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bool TestQuad(const Vec3& vCenter, const Vec3& vAxisX, const Vec3& vAxisY);
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CCullThread();
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~CCullThread() = default;
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#ifndef _RELEASE
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void CoverageBufferDebugDraw();
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#endif
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void PrepareCullbufferAsync(const CCamera& rCamera);
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void CullStart(const SRenderingPassInfo& passInfo);
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void CullEnd(bool waitForOcclusionJobCompletion = false);
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bool IsActive() const { return m_Active; }
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void SetActive(bool bActive) { m_Active = bActive; }
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Vec3 GetViewDir() { return m_ViewDir; };
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} _ALIGN(128);
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}
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#endif // CRYINCLUDE_CRY3DENGINE_CCULLTHREAD_H
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