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o3de/Code/CryEngine/CryCommon/AABBSV.h

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
// Description : shadow volume AABB functionality for overlap testings
#ifndef CRYINCLUDE_CRYCOMMON_AABBSV_H
#define CRYINCLUDE_CRYCOMMON_AABBSV_H
#pragma once
#include "Cry_Geo.h"
struct Shadowvolume
{
uint32 sideamount;
uint32 nplanes;
Plane oplanes[10];
};
namespace NAABB_SV
{
//***************************************************************************************
//***************************************************************************************
//*** Calculate a ShadowVolume using an AABB and a point-light ***
//***************************************************************************************
//*** The planes of the AABB facing away from the point-light are the far-planes ***
//*** of the ShadowVolume. There can be 3-6 far-planes. ***
//***************************************************************************************
void AABB_ReceiverShadowVolume(const Vec3& PointLight, const AABB& Occluder, Shadowvolume& sv);
//***************************************************************************************
//***************************************************************************************
//*** Calculate a ShadowVolume using an AABB and a point-light ***
//***************************************************************************************
//*** The planes of the AABB facing the point-light are the near-planes of the ***
//*** the ShadowVolume. There can be 1-3 near-planes. ***
//*** The far-plane is defined by lightrange. ***
//***************************************************************************************
void AABB_ShadowVolume(const Vec3& PointLight, const AABB& Occluder, Shadowvolume& sv, f32 lightrange);
//***************************************************************************************
//*** this is the "fast" version to check if an AABB is overlapping a shadowvolume ***
//***************************************************************************************
bool Is_AABB_In_ShadowVolume(const Shadowvolume& sv, const AABB& Receiver);
//***************************************************************************************
//*** this is the "hierarchical" check ***
//***************************************************************************************
char Is_AABB_In_ShadowVolume_hierarchical(const Shadowvolume& sv, const AABB& Receiver);
}
inline void NAABB_SV::AABB_ReceiverShadowVolume(const Vec3& PointLight, const AABB& Occluder, Shadowvolume& sv)
{
sv.sideamount = 0;
sv.nplanes = 0;
//------------------------------------------------------------------------------
//-- check if PointLight is in front of any occluder plane or inside occluder --
//------------------------------------------------------------------------------
uint32 front = 0;
if (PointLight.x < Occluder.min.x)
{
front |= 0x01;
}
if (PointLight.x > Occluder.max.x)
{
front |= 0x02;
}
if (PointLight.y < Occluder.min.y)
{
front |= 0x04;
}
if (PointLight.y > Occluder.max.y)
{
front |= 0x08;
}
if (PointLight.z < Occluder.min.z)
{
front |= 0x10;
}
if (PointLight.z > Occluder.max.z)
{
front |= 0x20;
}
sv.sideamount = BoxSides[(front << 3) + 7];
uint32 back = front ^ 0x3f;
if (back & 0x01)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(-1, +0, +0), Occluder.min);
sv.nplanes++;
}
if (back & 0x02)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+1, +0, +0), Occluder.max);
sv.nplanes++;
}
if (back & 0x04)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+0, -1, +0), Occluder.min);
sv.nplanes++;
}
if (back & 0x08)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+0, +1, +0), Occluder.max);
sv.nplanes++;
}
if (back & 0x10)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+0, +0, -1), Occluder.min);
sv.nplanes++;
}
if (back & 0x20)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+0, +0, +1), Occluder.max);
sv.nplanes++;
}
if (front == 0)
{
return; //light is inside occluder
}
//all 8 vertices of a AABB
Vec3 o[8] =
{
Vec3(Occluder.min.x, Occluder.min.y, Occluder.min.z),
Vec3(Occluder.max.x, Occluder.min.y, Occluder.min.z),
Vec3(Occluder.min.x, Occluder.max.y, Occluder.min.z),
Vec3(Occluder.max.x, Occluder.max.y, Occluder.min.z),
Vec3(Occluder.min.x, Occluder.min.y, Occluder.max.z),
Vec3(Occluder.max.x, Occluder.min.y, Occluder.max.z),
Vec3(Occluder.min.x, Occluder.max.y, Occluder.max.z),
Vec3(Occluder.max.x, Occluder.max.y, Occluder.max.z)
};
//---------------------------------------------------------------------
//--- find the silhouette-vertices of the occluder-AABB ---
//---------------------------------------------------------------------
uint32 p0 = BoxSides[(front << 3) + 0];
uint32 p1 = BoxSides[(front << 3) + 1];
uint32 p2 = BoxSides[(front << 3) + 2];
uint32 p3 = BoxSides[(front << 3) + 3];
uint32 p4 = BoxSides[(front << 3) + 4];
uint32 p5 = BoxSides[(front << 3) + 5];
float a;
if (sv.sideamount == 4)
{
//sv.oplanes[sv.nplanes+0] = Plane::CreatePlane( o[p0],o[p1], PointLight );
//sv.oplanes[sv.nplanes+1] = Plane::CreatePlane( o[p1],o[p2], PointLight );
//sv.oplanes[sv.nplanes+2] = Plane::CreatePlane( o[p2],o[p3], PointLight );
//sv.oplanes[sv.nplanes+3] = Plane::CreatePlane( o[p3],o[p0], PointLight );
sv.sideamount = 0;
a = (o[p1] - o[p0]) | (o[p0] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p0], o[p1], PointLight);
sv.sideamount++;
}
a = (o[p2] - o[p1]) | (o[p1] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p1], o[p2], PointLight);
sv.sideamount++;
}
a = (o[p3] - o[p2]) | (o[p2] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p2], o[p3], PointLight);
sv.sideamount++;
}
a = (o[p0] - o[p3]) | (o[p3] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p3], o[p0], PointLight);
sv.sideamount++;
}
}
if (sv.sideamount == 6)
{
//sv.oplanes[sv.nplanes+0] = Plane::CreatePlane( o[p0],o[p1], PointLight );
//sv.oplanes[sv.nplanes+1] = Plane::CreatePlane( o[p1],o[p2], PointLight );
//sv.oplanes[sv.nplanes+2] = Plane::CreatePlane( o[p2],o[p3], PointLight );
//sv.oplanes[sv.nplanes+3] = Plane::CreatePlane( o[p3],o[p4], PointLight );
//sv.oplanes[sv.nplanes+4] = Plane::CreatePlane( o[p4],o[p5], PointLight );
//sv.oplanes[sv.nplanes+5] = Plane::CreatePlane( o[p5],o[p0], PointLight );
sv.sideamount = 0;
a = (o[p1] - o[p0]) | (o[p0] - PointLight);
assert(sv.nplanes + sv.sideamount < 10);
PREFAST_ASSUME(sv.nplanes + sv.sideamount < 10);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p0], o[p1], PointLight);
sv.sideamount++;
}
a = (o[p2] - o[p1]) | (o[p1] - PointLight);
assert(sv.nplanes + sv.sideamount < 10);
PREFAST_ASSUME(sv.nplanes + sv.sideamount < 10);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p1], o[p2], PointLight);
sv.sideamount++;
}
a = (o[p3] - o[p2]) | (o[p2] - PointLight);
assert(sv.nplanes + sv.sideamount < 10);
PREFAST_ASSUME(sv.nplanes + sv.sideamount < 10);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p2], o[p3], PointLight);
sv.sideamount++;
}
a = (o[p4] - o[p3]) | (o[p3] - PointLight);
assert(sv.nplanes + sv.sideamount < 10);
PREFAST_ASSUME(sv.nplanes + sv.sideamount < 10);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p3], o[p4], PointLight);
sv.sideamount++;
}
a = (o[p5] - o[p4]) | (o[p4] - PointLight);
assert(sv.nplanes + sv.sideamount < 10);
PREFAST_ASSUME(sv.nplanes + sv.sideamount < 10);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p4], o[p5], PointLight);
sv.sideamount++;
}
a = (o[p0] - o[p5]) | (o[p5] - PointLight);
assert(sv.nplanes + sv.sideamount < 10);
PREFAST_ASSUME(sv.nplanes + sv.sideamount < 10);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p5], o[p0], PointLight);
sv.sideamount++;
}
}
}
inline void NAABB_SV::AABB_ShadowVolume(const Vec3& PointLight, const AABB& Occluder, Shadowvolume& sv, f32 lightrange)
{
sv.sideamount = 0;
sv.nplanes = 0;
//------------------------------------------------------------------------------
//-- check if PointLight is in front of any occluder plane or inside occluder --
//------------------------------------------------------------------------------
uint32 front = 0;
if (PointLight.x < Occluder.min.x)
{
front |= 0x01;
}
if (PointLight.x > Occluder.max.x)
{
front |= 0x02;
}
if (PointLight.y < Occluder.min.y)
{
front |= 0x04;
}
if (PointLight.y > Occluder.max.y)
{
front |= 0x08;
}
if (PointLight.z < Occluder.min.z)
{
front |= 0x10;
}
if (PointLight.z > Occluder.max.z)
{
front |= 0x20;
}
if (front == 0)
{
return; //light is inside occluder
}
sv.sideamount = BoxSides[(front << 3) + 7];
if (front & 0x01)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(-1, +0, +0), Occluder.min);
sv.nplanes++;
}
if (front & 0x02)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+1, +0, +0), Occluder.max);
sv.nplanes++;
}
if (front & 0x04)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+0, -1, +0), Occluder.min);
sv.nplanes++;
}
if (front & 0x08)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+0, +1, +0), Occluder.max);
sv.nplanes++;
}
if (front & 0x10)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+0, +0, -1), Occluder.min);
sv.nplanes++;
}
if (front & 0x20)
{
sv.oplanes[sv.nplanes].SetPlane(Vec3(+0, +0, +1), Occluder.max);
sv.nplanes++;
}
//all 8 vertices of a AABB
Vec3 o[8] =
{
Vec3(Occluder.min.x, Occluder.min.y, Occluder.min.z),
Vec3(Occluder.max.x, Occluder.min.y, Occluder.min.z),
Vec3(Occluder.min.x, Occluder.max.y, Occluder.min.z),
Vec3(Occluder.max.x, Occluder.max.y, Occluder.min.z),
Vec3(Occluder.min.x, Occluder.min.y, Occluder.max.z),
Vec3(Occluder.max.x, Occluder.min.y, Occluder.max.z),
Vec3(Occluder.min.x, Occluder.max.y, Occluder.max.z),
Vec3(Occluder.max.x, Occluder.max.y, Occluder.max.z)
};
//---------------------------------------------------------------------
//--- find the silhouette-vertices of the occluder-AABB ---
//---------------------------------------------------------------------
uint32 p0 = BoxSides[(front << 3) + 0];
uint32 p1 = BoxSides[(front << 3) + 1];
uint32 p2 = BoxSides[(front << 3) + 2];
uint32 p3 = BoxSides[(front << 3) + 3];
uint32 p4 = BoxSides[(front << 3) + 4];
uint32 p5 = BoxSides[(front << 3) + 5];
//the new center-position in world-space
Vec3 MiddleOfOccluder = (Occluder.max + Occluder.min) * 0.5f;
sv.oplanes[sv.nplanes] = Plane::CreatePlane((MiddleOfOccluder - PointLight).GetNormalized(), (MiddleOfOccluder - PointLight).GetNormalized() * lightrange + PointLight);
sv.nplanes++;
float a;
if (sv.sideamount == 4)
{
sv.sideamount = 0;
a = (o[p1] - o[p0]) | (o[p0] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p0], o[p1], PointLight);
sv.sideamount++;
}
a = (o[p2] - o[p1]) | (o[p1] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p1], o[p2], PointLight);
sv.sideamount++;
}
a = (o[p3] - o[p2]) | (o[p2] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p2], o[p3], PointLight);
sv.sideamount++;
}
a = (o[p0] - o[p3]) | (o[p3] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p3], o[p0], PointLight);
sv.sideamount++;
}
}
if (sv.sideamount == 6)
{
sv.sideamount = 0;
a = (o[p1] - o[p0]) | (o[p0] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p0], o[p1], PointLight);
sv.sideamount++;
}
a = (o[p2] - o[p1]) | (o[p1] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p1], o[p2], PointLight);
sv.sideamount++;
}
a = (o[p3] - o[p2]) | (o[p2] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p2], o[p3], PointLight);
sv.sideamount++;
}
a = (o[p4] - o[p3]) | (o[p3] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p3], o[p4], PointLight);
sv.sideamount++;
}
a = (o[p5] - o[p4]) | (o[p4] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p4], o[p5], PointLight);
sv.sideamount++;
}
a = (o[p0] - o[p5]) | (o[p5] - PointLight);
if (a)
{
sv.oplanes[sv.nplanes + sv.sideamount] = Plane::CreatePlane(o[p5], o[p0], PointLight);
sv.sideamount++;
}
}
}
inline bool NAABB_SV::Is_AABB_In_ShadowVolume(const Shadowvolume& sv, const AABB& Receiver)
{
uint32 pa = sv.sideamount + sv.nplanes;
f32 d;
const Vec3* pAABB = &Receiver.min;
union f32_u
{
float floatVal;
uint32 uintVal;
};
//------------------------------------------------------------------------------
//---- check if receiver-AABB is in front of any of these planes ------
//------------------------------------------------------------------------------
for (uint32 x = 0; x < pa; x++)
{
d = sv.oplanes[x].d;
//avoid breaking strict aliasing rules
f32_u ux;
ux.floatVal = sv.oplanes[x].n.x;
f32_u uy;
uy.floatVal = sv.oplanes[x].n.y;
f32_u uz;
uz.floatVal = sv.oplanes[x].n.z;
const uint32 bitX = ux.uintVal >> 31;
const uint32 bitY = uy.uintVal >> 31;
const uint32 bitZ = uz.uintVal >> 31;
d += sv.oplanes[x].n.x * pAABB[bitX].x;
d += sv.oplanes[x].n.y * pAABB[bitY].y;
d += sv.oplanes[x].n.z * pAABB[bitZ].z;
if (d > 0)
{
return CULL_EXCLUSION;
}
}
return CULL_OVERLAP;
}
inline char NAABB_SV::Is_AABB_In_ShadowVolume_hierarchical(const Shadowvolume& sv, const AABB& Receiver)
{
uint32 pa = sv.sideamount + sv.nplanes;
const Vec3* pAABB = &Receiver.min;
f32 dot1, dot2;
uint32 notOverlap = 0x80000000; // will be reset to 0 if there's at least one overlapping
union f32_u
{
float floatVal;
uint32 uintVal;
};
//------------------------------------------------------------------------------
//---- check if receiver-AABB is in front of any of these planes ------
//------------------------------------------------------------------------------
for (uint32 x = 0; x < pa; x++)
{
dot1 = dot2 = sv.oplanes[x].d;
//avoid breaking strict aliasing rules
f32_u ux;
ux.floatVal = sv.oplanes[x].n.x;
f32_u uy;
uy.floatVal = sv.oplanes[x].n.y;
f32_u uz;
uz.floatVal = sv.oplanes[x].n.z;
const uint32 bitX = ux.uintVal >> 31;
const uint32 bitY = uy.uintVal >> 31;
const uint32 bitZ = uz.uintVal >> 31;
dot1 += sv.oplanes[x].n.x * pAABB[0 + bitX].x;
dot2 += sv.oplanes[x].n.x * pAABB[1 - bitX].x;
dot1 += sv.oplanes[x].n.y * pAABB[0 + bitY].y;
dot2 += sv.oplanes[x].n.y * pAABB[1 - bitY].y;
dot1 += sv.oplanes[x].n.z * pAABB[0 + bitZ].z;
dot2 += sv.oplanes[x].n.z * pAABB[1 - bitZ].z;
PREFAST_SUPPRESS_WARNING(6001) f32_u d;
d.floatVal = dot1;
if (!(d.uintVal & 0x80000000))
{
return CULL_EXCLUSION;
}
PREFAST_SUPPRESS_WARNING(6001) f32_u d2;
d2.floatVal = dot2;
notOverlap &= d2.uintVal;
}
if (notOverlap)
{
return CULL_INCLUSION;
}
return CULL_OVERLAP;
}
#endif // CRYINCLUDE_CRYCOMMON_AABBSV_H