Nebula
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Implements a resource loader for models.
The visibility container stores the visibility results for entities registered with the VisibilityContext.
A visibility system describes some virtual representation of the scene, wherein objects are searchable for visibility.
Quadtree system.
Portal system.
Octree system.
Brute force system.
Box system.
This is coarse grained visibility, and does not account for any pixel-perfect techniques like occlusion culling.
Some systems are procedural (Octree and Quadtree) while other systems require authoring.
Different systems have different strenghts, as described here:
Box system: Fully authored visibility system where objects are grouped into boxes, so if the box is visible, all objects within are too. Useful for big objects, or areas, but for many small objects this might result in drawing too much not in the screen.
Octree system: 3D subdivision of the scene into incrementally smaller regions. Useful for large game worlds, where movement is small or none, such as terrain or static objects. Octrees also support difference in height, meaning they are more suitable than Quadtrees for shooters or platformers.
Portal system: Produces frustums for 'portals', which in a linked-list manner resolves visibility only for things seen through said portals. Useful for indoor environments where there are many occluders.
Quadtree system: Like Octree but 2D, meaning there is only a 2D grid. Useful for big worlds where there is no importance of visibility along one axis (isomorphic RPG, 2D scroller)
Bruteforce system: Doesn't do anything but view frustum culling on everything in the scene.
The idea is to map the list of graphics entities registered with the GraphicsServer against a list of visibility results.
TODO: But how does this map do any kind of sorting? If models are grouped by <shader, material, mesh> for example, how does an ordinary array account for that?
SOLUTION: The array contains results for ALL entities, independent of observer mask, and the visibility status is in the same order as the <shader, material, mesh> grouping would be if it was deflated. The <shader, material, model> list is always static during the frame, since it contains ALL shader, material and mesh groupings. The difference with the old system is that now, the only thing that changes is the flipping of a boolean value, instead of having to reconstruct the triple tuple list every frame. It means however, that everytime a graphics entity is attached, the VisibilityContainer MUST be notified so that it may change the size of the visibility array.
Classes | |
class | BoxSystem |
struct | BoxSystemLoadInfo |
class | BruteforceSystem |
struct | BruteforceSystemLoadInfo |
class | ObservableContext |
class | ObserverContext |
class | OctreeSystem |
struct | OctreeSystemLoadInfo |
class | PortalSystem |
struct | PortalSystemLoadInfo |
class | QuadtreeSystem |
struct | QuadtreeSystemLoadInfo |
class | VisibilityContainer |
class | VisibilitySystem |
Enumerations | |
enum | ObserverMask : uint8_t { Graphics = (1 << 0) , Observers = (1 << 1) , All = (1 << 2) , NumObserverMasks = 2 } |
enum | ObserverType : uint8_t { Perspective = 0 , Orthographic = 1 , BoundingBox = 2 , Omnipercipient = 3 , NumObserverTypes = 4 } |
enum | VisibilityEntityType : uint8_t { Model , Particle , Camera , Light , LightProbe } |
enum | { Observer_Matrix , Observer_IsOrtho , Observer_EntityId , Observer_EntityType , Observer_ResultArray , Observer_Dependency , Observer_DependencyMode , Observer_DrawList , Observer_DrawListAllocator } |
enum | { ObservableAtom_NodeInstanceRange , ObservableAtom_GraphicsEntityId , ObservableAtom_Transform , ObservableAtom_Instance , ObservableAtom_VisibilityEntityType , ObservableAtom_Active } |
enum | { Observable_EntityId , Observable_NumNodes } |
enum | DependencyMode { DependencyMode_Total , DependencyMode_Masked } |
Functions | |
void | QuadtreeInjectFunction (const Jobs::JobFuncContext &ctx) |
void | QuadtreeResolveFunction (const Jobs::JobFuncContext &ctx) |
__ImplementEnumBitOperators (ObserverMask) | |
__ImplementEnumBitOperators (ObserverType) | |
__ImplementClass (Visibility::VisibilityContainer, 'VICO', Core::RefCounted) | |
__ImplementContext (ObserverContext, ObserverContext::observerAllocator) struct ObservableGlobalState | |
__ImplementContext (ObservableContext, ObservableContext::observableAllocator) | |
void | VisibilityDependencyJob (const Jobs::JobFuncContext &ctx) |
void | VisibilityDrawListUpdateJob (const Jobs::JobFuncContext &ctx) |
Variables | |
static Util::Queue< Threading::Event * > | waitEvents |
ObservableState | |
anonymous enum |
anonymous enum |
enum Visibility::ObserverMask : uint8_t |
enum Visibility::ObserverType : uint8_t |
enum Visibility::VisibilityEntityType : uint8_t |
Visibility::__ImplementClass | ( | Visibility::VisibilityContainer | , |
'VICO' | , | ||
Core::RefCounted | ) |
Visibility::__ImplementContext | ( | ObservableContext | , |
ObservableContext::observableAllocator | ) |
Visibility::__ImplementContext | ( | ObserverContext | , |
ObserverContext::observerAllocator | ) |
Visibility::__ImplementEnumBitOperators | ( | ObserverMask | ) |
Visibility::__ImplementEnumBitOperators | ( | ObserverType | ) |
void Visibility::QuadtreeInjectFunction | ( | const Jobs::JobFuncContext & | ctx | ) |
void Visibility::QuadtreeResolveFunction | ( | const Jobs::JobFuncContext & | ctx | ) |
void Visibility::VisibilityDependencyJob | ( | const Jobs::JobFuncContext & | ctx | ) |
void Visibility::VisibilityDrawListUpdateJob | ( | const Jobs::JobFuncContext & | ctx | ) |
Visibility::ObservableState |
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static |