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Diffstat (limited to 'source/blender/draw/intern/draw_view.cc')
-rw-r--r--source/blender/draw/intern/draw_view.cc262
1 files changed, 262 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_view.cc b/source/blender/draw/intern/draw_view.cc
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+++ b/source/blender/draw/intern/draw_view.cc
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+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "BLI_math_geom.h"
+#include "GPU_compute.h"
+#include "GPU_debug.h"
+
+#include "draw_debug.hh"
+#include "draw_shader.h"
+#include "draw_view.hh"
+
+namespace blender::draw {
+
+void View::sync(const float4x4 &view_mat, const float4x4 &win_mat)
+{
+ data_.viewmat = view_mat;
+ data_.viewinv = view_mat.inverted();
+ data_.winmat = win_mat;
+ data_.wininv = win_mat.inverted();
+
+ is_inverted_ = (is_negative_m4(view_mat.ptr()) == is_negative_m4(win_mat.ptr()));
+
+ BoundBox &bound_box = *reinterpret_cast<BoundBox *>(&culling_.corners);
+ BoundSphere &bound_sphere = *reinterpret_cast<BoundSphere *>(&culling_.bound_sphere);
+ frustum_boundbox_calc(bound_box);
+ frustum_culling_planes_calc();
+ frustum_culling_sphere_calc(bound_box, bound_sphere);
+
+ dirty_ = true;
+}
+
+void View::frustum_boundbox_calc(BoundBox &bbox)
+{
+ /* Extract the 8 corners from a Projection Matrix. */
+#if 0 /* Equivalent to this but it has accuracy problems. */
+ BKE_boundbox_init_from_minmax(&bbox, float3(-1.0f),float3(1.0f));
+ for (int i = 0; i < 8; i++) {
+ mul_project_m4_v3(data_.wininv.ptr(), bbox.vec[i]);
+ }
+#endif
+
+ float left, right, bottom, top, near, far;
+ bool is_persp = data_.winmat[3][3] == 0.0f;
+
+ projmat_dimensions(data_.winmat.ptr(), &left, &right, &bottom, &top, &near, &far);
+
+ bbox.vec[0][2] = bbox.vec[3][2] = bbox.vec[7][2] = bbox.vec[4][2] = -near;
+ bbox.vec[0][0] = bbox.vec[3][0] = left;
+ bbox.vec[4][0] = bbox.vec[7][0] = right;
+ bbox.vec[0][1] = bbox.vec[4][1] = bottom;
+ bbox.vec[7][1] = bbox.vec[3][1] = top;
+
+ /* Get the coordinates of the far plane. */
+ if (is_persp) {
+ float sca_far = far / near;
+ left *= sca_far;
+ right *= sca_far;
+ bottom *= sca_far;
+ top *= sca_far;
+ }
+
+ bbox.vec[1][2] = bbox.vec[2][2] = bbox.vec[6][2] = bbox.vec[5][2] = -far;
+ bbox.vec[1][0] = bbox.vec[2][0] = left;
+ bbox.vec[6][0] = bbox.vec[5][0] = right;
+ bbox.vec[1][1] = bbox.vec[5][1] = bottom;
+ bbox.vec[2][1] = bbox.vec[6][1] = top;
+
+ /* Transform into world space. */
+ for (int i = 0; i < 8; i++) {
+ mul_m4_v3(data_.viewinv.ptr(), bbox.vec[i]);
+ }
+}
+
+void View::frustum_culling_planes_calc()
+{
+ float4x4 persmat = data_.winmat * data_.viewmat;
+ planes_from_projmat(persmat.ptr(),
+ culling_.planes[0],
+ culling_.planes[5],
+ culling_.planes[1],
+ culling_.planes[3],
+ culling_.planes[4],
+ culling_.planes[2]);
+
+ /* Normalize. */
+ for (int p = 0; p < 6; p++) {
+ culling_.planes[p].w /= normalize_v3(culling_.planes[p]);
+ }
+}
+
+void View::frustum_culling_sphere_calc(const BoundBox &bbox, BoundSphere &bsphere)
+{
+ /* Extract Bounding Sphere */
+ if (data_.winmat[3][3] != 0.0f) {
+ /* Orthographic */
+ /* The most extreme points on the near and far plane. (normalized device coords). */
+ const float *nearpoint = bbox.vec[0];
+ const float *farpoint = bbox.vec[6];
+
+ /* just use median point */
+ mid_v3_v3v3(bsphere.center, farpoint, nearpoint);
+ bsphere.radius = len_v3v3(bsphere.center, farpoint);
+ }
+ else if (data_.winmat[2][0] == 0.0f && data_.winmat[2][1] == 0.0f) {
+ /* Perspective with symmetrical frustum. */
+
+ /* We obtain the center and radius of the circumscribed circle of the
+ * isosceles trapezoid composed by the diagonals of the near and far clipping plane */
+
+ /* center of each clipping plane */
+ float mid_min[3], mid_max[3];
+ mid_v3_v3v3(mid_min, bbox.vec[3], bbox.vec[4]);
+ mid_v3_v3v3(mid_max, bbox.vec[2], bbox.vec[5]);
+
+ /* square length of the diagonals of each clipping plane */
+ float a_sq = len_squared_v3v3(bbox.vec[3], bbox.vec[4]);
+ float b_sq = len_squared_v3v3(bbox.vec[2], bbox.vec[5]);
+
+ /* distance squared between clipping planes */
+ float h_sq = len_squared_v3v3(mid_min, mid_max);
+
+ float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq);
+
+ /* The goal is to get the smallest sphere,
+ * not the sphere that passes through each corner */
+ CLAMP(fac, 0.0f, 1.0f);
+
+ interp_v3_v3v3(bsphere.center, mid_min, mid_max, fac);
+
+ /* distance from the center to one of the points of the far plane (1, 2, 5, 6) */
+ bsphere.radius = len_v3v3(bsphere.center, bbox.vec[1]);
+ }
+ else {
+ /* Perspective with asymmetrical frustum. */
+
+ /* We put the sphere center on the line that goes from origin
+ * to the center of the far clipping plane. */
+
+ /* Detect which of the corner of the far clipping plane is the farthest to the origin */
+ float nfar[4]; /* most extreme far point in NDC space */
+ float farxy[2]; /* far-point projection onto the near plane */
+ float farpoint[3] = {0.0f}; /* most extreme far point in camera coordinate */
+ float nearpoint[3]; /* most extreme near point in camera coordinate */
+ float farcenter[3] = {0.0f}; /* center of far clipping plane in camera coordinate */
+ float F = -1.0f, N; /* square distance of far and near point to origin */
+ float f, n; /* distance of far and near point to z axis. f is always > 0 but n can be < 0 */
+ float e, s; /* far and near clipping distance (<0) */
+ float c; /* slope of center line = distance of far clipping center
+ * to z axis / far clipping distance. */
+ float z; /* projection of sphere center on z axis (<0) */
+
+ /* Find farthest corner and center of far clip plane. */
+ float corner[3] = {1.0f, 1.0f, 1.0f}; /* in clip space */
+ for (int i = 0; i < 4; i++) {
+ float point[3];
+ mul_v3_project_m4_v3(point, data_.wininv.ptr(), corner);
+ float len = len_squared_v3(point);
+ if (len > F) {
+ copy_v3_v3(nfar, corner);
+ copy_v3_v3(farpoint, point);
+ F = len;
+ }
+ add_v3_v3(farcenter, point);
+ /* rotate by 90 degree to walk through the 4 points of the far clip plane */
+ float tmp = corner[0];
+ corner[0] = -corner[1];
+ corner[1] = tmp;
+ }
+
+ /* the far center is the average of the far clipping points */
+ mul_v3_fl(farcenter, 0.25f);
+ /* the extreme near point is the opposite point on the near clipping plane */
+ copy_v3_fl3(nfar, -nfar[0], -nfar[1], -1.0f);
+ mul_v3_project_m4_v3(nearpoint, data_.wininv.ptr(), nfar);
+ /* this is a frustum projection */
+ N = len_squared_v3(nearpoint);
+ e = farpoint[2];
+ s = nearpoint[2];
+ /* distance to view Z axis */
+ f = len_v2(farpoint);
+ /* get corresponding point on the near plane */
+ mul_v2_v2fl(farxy, farpoint, s / e);
+ /* this formula preserve the sign of n */
+ sub_v2_v2(nearpoint, farxy);
+ n = f * s / e - len_v2(nearpoint);
+ c = len_v2(farcenter) / e;
+ /* the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case */
+ z = (F - N) / (2.0f * (e - s + c * (f - n)));
+
+ bsphere.center[0] = farcenter[0] * z / e;
+ bsphere.center[1] = farcenter[1] * z / e;
+ bsphere.center[2] = z;
+
+ /* For XR, the view matrix may contain a scale factor. Then, transforming only the center
+ * into world space after calculating the radius will result in incorrect behavior. */
+ mul_m4_v3(data_.viewinv.ptr(), bsphere.center); /* Transform to world space. */
+ mul_m4_v3(data_.viewinv.ptr(), farpoint);
+ bsphere.radius = len_v3v3(bsphere.center, farpoint);
+ }
+}
+
+void View::bind()
+{
+ if (dirty_) {
+ dirty_ = false;
+ data_.push_update();
+ culling_.push_update();
+ }
+
+ GPU_uniformbuf_bind(data_, DRW_VIEW_UBO_SLOT);
+ GPU_uniformbuf_bind(culling_, DRW_VIEW_CULLING_UBO_SLOT);
+}
+
+void View::compute_visibility(ObjectBoundsBuf &bounds, uint resource_len, bool debug_freeze)
+{
+ if (debug_freeze && frozen_ == false) {
+ data_freeze_ = static_cast<ViewMatrices>(data_);
+ data_freeze_.push_update();
+ culling_freeze_ = static_cast<ViewCullingData>(culling_);
+ culling_freeze_.push_update();
+ }
+#ifdef DEBUG
+ if (debug_freeze) {
+ float4x4 persmat = data_freeze_.winmat * data_freeze_.viewmat;
+ drw_debug_matrix_as_bbox(persmat.inverted(), float4(0, 1, 0, 1));
+ }
+#endif
+ frozen_ = debug_freeze;
+
+ GPU_debug_group_begin("View.compute_visibility");
+
+ /* TODO(fclem): Early out if visibility hasn't changed. */
+ /* TODO(fclem): Resize to nearest pow2 to reduce fragmentation. */
+ visibility_buf_.resize(divide_ceil_u(resource_len, 128));
+
+ uint32_t data = 0xFFFFFFFFu;
+ GPU_storagebuf_clear(visibility_buf_, GPU_R32UI, GPU_DATA_UINT, &data);
+
+ if (do_visibility_) {
+ GPUShader *shader = DRW_shader_draw_visibility_compute_get();
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_1i(shader, "resource_len", resource_len);
+ GPU_storagebuf_bind(bounds, GPU_shader_get_ssbo(shader, "bounds_buf"));
+ GPU_storagebuf_bind(visibility_buf_, GPU_shader_get_ssbo(shader, "visibility_buf"));
+ GPU_uniformbuf_bind((frozen_) ? data_freeze_ : data_, DRW_VIEW_UBO_SLOT);
+ GPU_compute_dispatch(shader, divide_ceil_u(resource_len, DRW_VISIBILITY_GROUP_SIZE), 1, 1);
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+ }
+
+ if (frozen_) {
+ /* Bind back the non frozen data. */
+ GPU_uniformbuf_bind(data_, DRW_VIEW_UBO_SLOT);
+ }
+
+ GPU_debug_group_end();
+}
+
+} // namespace blender::draw