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TransformedModelSSE.cpp
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////////////////////////////////////////////////////////////////////////////////
// Copyright 2017 Intel Corporation
//
// Licensed under the Apache License, Version 2.0 (the "License"); you may not
// use this file except in compliance with the License. You may obtain a copy
// of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
// WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
// License for the specific language governing permissions and limitations
// under the License.
////////////////////////////////////////////////////////////////////////////////
#include "TransformedModelSSE.h"
TransformedModelSSE::TransformedModelSSE()
: mpCPUTModel(NULL),
mNumMeshes(0),
mWorldMatrix(NULL),
mNumVertices(0),
mNumTriangles(0),
mpMeshes(NULL)
{
mInsideViewFrustum[0] = mInsideViewFrustum[1] = false;
mTooSmall[0] = mTooSmall[1] = false;
mpXformedPos[0] = mpXformedPos[1] = NULL;
mWorldMatrix = (__m128*)_aligned_malloc(sizeof(float) * 4 * 4, 16);
mCumulativeMatrix[0] = (__m128*)_aligned_malloc(sizeof(float) * 4 * 4, 16);
mCumulativeMatrix[1] = (__m128*)_aligned_malloc(sizeof(float) * 4 * 4, 16);
}
TransformedModelSSE::~TransformedModelSSE()
{
SAFE_DELETE_ARRAY(mpMeshes);
_aligned_free(mWorldMatrix);
_aligned_free(mCumulativeMatrix[0]);
_aligned_free(mCumulativeMatrix[1]);
}
//--------------------------------------------------------------------
// Create place holder for the transformed meshes for each model
//---------------------------------------------------------------------
void TransformedModelSSE::CreateTransformedMeshes(CPUTModelDX11 *pModel)
{
mpCPUTModel = pModel;
mNumMeshes = pModel->GetMeshCount();
float *world = (float*)pModel->GetWorldMatrix();
mWorldMatrix[0] = _mm_loadu_ps(world + 0);
mWorldMatrix[1] = _mm_loadu_ps(world + 4);
mWorldMatrix[2] = _mm_loadu_ps(world + 8);
mWorldMatrix[3] = _mm_loadu_ps(world + 12);
float3 center, half;
pModel->GetBoundsObjectSpace(¢er, &half);
mBBCenterOS = center;
mRadiusSq = half.lengthSq();
mpMeshes = new TransformedMeshSSE[mNumMeshes];
for(UINT i = 0; i < mNumMeshes; i++)
{
CPUTMeshDX11* pMesh = (CPUTMeshDX11*)pModel->GetMesh(i);
ASSERT((pMesh != NULL), _L("pMesh is NULL"));
mpMeshes[i].Initialize(pMesh);
mNumVertices += mpMeshes[i].GetNumVertices();
mNumTriangles += mpMeshes[i].GetNumTriangles();
}
}
void TransformedModelSSE::TooSmall(const BoxTestSetupSSE &setup, UINT idx)
{
if(mInsideViewFrustum[idx])
{
MatrixMultiply(mWorldMatrix, setup.mViewProjViewport, mCumulativeMatrix[idx]);
mBBCenterW = mBBCenterOS.x * mCumulativeMatrix[idx][0].m128_f32[3] +
mBBCenterOS.y * mCumulativeMatrix[idx][1].m128_f32[3] +
mBBCenterOS.z * mCumulativeMatrix[idx][2].m128_f32[3] +
mCumulativeMatrix[idx][3].m128_f32[3];
if(mBBCenterW > 1.0f)
{
mTooSmall[idx] = mRadiusSq < mBBCenterW * setup.radiusThreshold;
}
else
{
// BB center is behind the near clip plane, making screen-space radius meaningless.
// Assume visible. This should be a safe assumption, as the frustum test says the bbox is visible.
mTooSmall[idx] = false;
}
}
}
//------------------------------------------------------------------
// Determine is the occluder model is inside view frustum
//------------------------------------------------------------------
void TransformedModelSSE::InsideViewFrustum(const BoxTestSetupSSE &setup, UINT idx)
{
mpCPUTModel->GetBoundsWorldSpace(&mBBCenterWS, &mBBHalfWS);
mInsideViewFrustum[idx] = setup.mpCamera->mFrustum.IsVisible(mBBCenterWS, mBBHalfWS);
if(mInsideViewFrustum[idx])
{
MatrixMultiply(mWorldMatrix, setup.mViewProjViewport, mCumulativeMatrix[idx]);
mBBCenterW = mBBCenterOS.x * mCumulativeMatrix[idx][0].m128_f32[3] +
mBBCenterOS.y * mCumulativeMatrix[idx][1].m128_f32[3] +
mBBCenterOS.z * mCumulativeMatrix[idx][2].m128_f32[3] +
mCumulativeMatrix[idx][3].m128_f32[3];
if(mBBCenterW > 1.0f)
{
mTooSmall[idx] = mRadiusSq < mBBCenterW * setup.radiusThreshold;
}
else
{
// BB center is behind the near clip plane, making screen-space radius meaningless.
// Assume visible. This should be a safe assumption, as the frustum test says the bbox is visible.
mTooSmall[idx] = false;
}
}
}
//---------------------------------------------------------------------------------------------------
// Determine if the occluder size is sufficiently large enough to occlude other object sin the scene
// If so transform the occluder to screen space so that it can be rasterized to the cPU depth buffer
//---------------------------------------------------------------------------------------------------
void TransformedModelSSE::TransformMeshes(UINT start,
UINT end,
CPUTCamera* pCamera,
UINT idx)
{
if(mInsideViewFrustum[idx] && !mTooSmall[idx])
{
UINT totalNumVertices = 0;
for(UINT meshId = 0; meshId < mNumMeshes; meshId++)
{
totalNumVertices += mpMeshes[meshId].GetNumVertices();
if(totalNumVertices < start)
{
continue;
}
mpMeshes[meshId].TransformVertices(mCumulativeMatrix[idx], start, end, idx);
}
}
}
//------------------------------------------------------------------------------------
// If the occluder is sufficiently large enough to occlude other objects in the scene
// bin the triangles that make up the occluder into tiles to speed up rateraization
// Single threaded version
//------------------------------------------------------------------------------------
void TransformedModelSSE::BinTransformedTrianglesST(UINT taskId,
UINT modelId,
UINT start,
UINT end,
BinTriangle* pBin,
USHORT* pNumTrisInBin,
UINT idx)
{
if(mInsideViewFrustum[idx] && !mTooSmall[idx])
{
UINT totalNumTris = 0;
for(UINT meshId = 0; meshId < mNumMeshes; meshId++)
{
totalNumTris += mpMeshes[meshId].GetNumTriangles();
if(totalNumTris < start)
{
continue;
}
mpMeshes[meshId].BinTransformedTrianglesST(taskId, modelId, meshId, start, end, pBin, pNumTrisInBin, idx);
}
}
}
//------------------------------------------------------------------------------------
// If the occluder is sufficiently large enough to occlude other objects in the scene
// bin the triangles that make up the occluder into tiles to speed up rateraization
// Multi threaded version
//------------------------------------------------------------------------------------
void TransformedModelSSE::BinTransformedTrianglesMT(UINT taskId,
UINT modelId,
UINT start,
UINT end,
BinTriangle* pBin,
USHORT* pNumTrisInBin,
UINT idx)
{
if(mInsideViewFrustum[idx] && !mTooSmall[idx])
{
UINT totalNumTris = 0;
for(UINT meshId = 0; meshId < mNumMeshes; meshId++)
{
totalNumTris += mpMeshes[meshId].GetNumTriangles();
if(totalNumTris < start)
{
continue;
}
mpMeshes[meshId].BinTransformedTrianglesMT(taskId, modelId, meshId, start, end, pBin, pNumTrisInBin, idx);
}
}
}
void TransformedModelSSE::TransformAndRasterizeTrianglesST(MaskedOcclusionCulling *moc, UINT idx)
{
if (mInsideViewFrustum[idx] && !mTooSmall[idx])
{
for (UINT meshId = 0; meshId < mNumMeshes; meshId++)
mpMeshes[meshId].TransformAndRasterizeTrianglesST(mCumulativeMatrix[idx], moc, idx);
}
}
void TransformedModelSSE::TransformAndRasterizeTrianglesMT( CullingThreadpool *mocThreadpool, UINT idx )
{
if( mInsideViewFrustum[idx] && !mTooSmall[idx] )
{
for( UINT meshId = 0; meshId < mNumMeshes; meshId++ )
mpMeshes[meshId].TransformAndRasterizeTrianglesMT( mCumulativeMatrix[idx], mocThreadpool, idx );
}
}