提交 632f3781 编写于 作者: H happyfire

+ frustum culling for CPU Rasterizer

* fix clipped
上级 b72f4bac
......@@ -2,8 +2,6 @@
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......@@ -11,7 +9,7 @@
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......@@ -23,22 +21,13 @@
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......@@ -68,612 +57,612 @@
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--- !u!1001 &4433848260563764755
PrefabInstance:
m_ObjectHideFlags: 0
......
......@@ -35,6 +35,7 @@ namespace URasterizer
//优化GC
Vector4[] _tmpVector4s = new Vector4[3];
Vector4[] _tmp8Vector4s = new Vector4[8];
Vector3[] _tmpVector3s = new Vector3[3];
public String Name { get=>"CPU"; }
......@@ -173,6 +174,100 @@ namespace URasterizer
TransformTool.SetupViewProjectionMatrix(camera, Aspect, out _matView, out _matProjection);
}
//在ClipSpace中,判断OBB顶点是否在视锥外部。输入v为clip space下OBB的8个顶点
//该函数使用的是保守视锥剔除算法,对于每个裁剪面都检查OBB的所有顶点是否在它外面,如果都在则剔除
//该算法是保守的,不会错误剔除掉不该剔除的OBB,但是可能有一些特殊位置的OBB剔除不掉,
//比如当OBB比较大且在视锥外,但是同时和左右近3个面相交,这样这3个面就无法成功判断剔除。
//这种情况一般是离镜头很近的大的墙体,可能会剔除不掉,造成性能问题。
//可参考:https://www.iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm
bool CheckVerticesOutFrustumClipSpace(Vector4[] v)
{
//left
int cnt = 0;
for(int i=0; i < 8; ++i){
var w = v[i].w >=0 ? v[i].w : -v[i].w;
if(v[i].x < -w){
++cnt;
}
if(cnt==8){
return true;
}
}
//right
cnt = 0;
for(int i=0; i < 8; ++i){
var w = v[i].w >=0 ? v[i].w : -v[i].w;
if(v[i].x > w){
++cnt;
}
if(cnt==8){
return true;
}
}
//bottom
cnt = 0;
for(int i=0; i < 8; ++i){
var w = v[i].w >=0 ? v[i].w : -v[i].w;
if(v[i].y < -w){
++cnt;
}
if(cnt==8){
return true;
}
}
//top
cnt = 0;
for(int i=0; i < 8; ++i){
var w = v[i].w >=0 ? v[i].w : -v[i].w;
if(v[i].y > w){
++cnt;
}
if(cnt==8){
return true;
}
}
//near
cnt = 0;
for(int i=0; i < 8; ++i){
var w = v[i].w >=0 ? v[i].w : -v[i].w;
if(v[i].z < -w){
++cnt;
}
if(cnt==8){
return true;
}
}
//far
cnt = 0;
for(int i=0; i < 8; ++i){
var w = v[i].w >=0 ? v[i].w : -v[i].w;
if(v[i].z > w){
++cnt;
}
if(cnt==8){
return true;
}
}
return false;
}
bool FrustumCulling(Bounds localAABB, Matrix4x4 mvp)
{
var v = _tmp8Vector4s;
var min = localAABB.min; min.z = -min.z;
var max = localAABB.max; max.z = -max.z;
v[0] = mvp * new Vector4(min.x, min.y, min.z, 1.0f);
v[1] = mvp * new Vector4(min.x, min.y, max.z, 1.0f);
v[2] = mvp * new Vector4(min.x, max.y, min.z, 1.0f);
v[3] = mvp * new Vector4(min.x, max.y, max.z, 1.0f);
v[4] = mvp * new Vector4(max.x, min.y, min.z, 1.0f);
v[5] = mvp * new Vector4(max.x, min.y, max.z, 1.0f);
v[6] = mvp * new Vector4(max.x, max.y, min.z, 1.0f);
v[7] = mvp * new Vector4(max.x, max.y, max.z, 1.0f);
return CheckVerticesOutFrustumClipSpace(v);
}
public void DrawObject(RenderingObject ro)
{
ProfileManager.BeginSample("CPURasterizer.DrawObject");
......@@ -182,6 +277,11 @@ namespace URasterizer
_matModel = ro.GetModelMatrix();
Matrix4x4 mvp = _matProjection * _matView * _matModel;
if(_config.FrustumCulling && FrustumCulling(mesh.bounds, mvp)){
ProfileManager.EndSample();
return;
}
Matrix4x4 normalMat = _matModel.inverse.transpose;
_verticesAll += mesh.vertexCount;
......@@ -206,7 +306,7 @@ namespace URasterizer
var normal = ro.MeshNormals[i];
var objNormal = new Vector3(normal.x, normal.y, -normal.z);
vsOutput[i].objectNormal = objNormal;
vsOutput[i].worldNormal = _matModel * objNormal;
vsOutput[i].worldNormal = normalMat * objNormal;
}
ProfileManager.EndSample();
......@@ -380,28 +480,70 @@ namespace URasterizer
//硬件实现时一般只对部分顶点z值在near,far之间的图元进行clipping操作,
//而部分顶点x,y值在x,y裁剪平面之间的图元则不进行裁剪,只是通过一个比viewport更大一些的guard-band区域进行整体剔除(相当于放大x,y的测试范围)
//这样x,y裁剪平面之间的图元最终在frame buffer上进行Scissor测试。
//此处的实现简化为只整体剔除,不做任何clipping操作。对于x,y裁剪没问题,虽然没扩大region,也可以最后在frame buffer上裁剪掉。
//此处的实现简化为只整体的视锥剔除,不做任何clipping操作。对于x,y裁剪没问题,虽然没扩大region,也可以最后在frame buffer上裁剪掉。
//对于z的裁剪由于没有处理,会看到整个三角形消失导致的边缘不齐整
//直接使用Clip space下的视锥剔除算法
bool Clipped(Vector4[] v)
{
//分别检查视锥体的六个面,如果三角形所有三个顶点都在某个面之外,则该三角形在视锥外,剔除
//由于NDC中总是满足-1<=Zndc<=1, 而当 w < 0 时,-w >= Zclip = Zndc*w >= w。所以此时clip space的坐标范围是[w,-w], 为了比较时更明确,将w取正
var v0 = v[0];
var w0 = v0.w >=0 ? v0.w : -v0.w;
var v1 = v[1];
var w1 = v1.w >=0 ? v1.w : -v1.w;
var v2 = v[2];
var w2 = v2.w >=0 ? v2.w : -v2.w;
//left
if(v0.x < -w0 && v1.x < -w1 && v2.x < -w2){
return true;
}
//right
if(v0.x > w0 && v1.x > w1 && v2.x > w2){
return true;
}
//bottom
if(v0.y < -w0 && v1.y < -w1 && v2.y < -w2){
return true;
}
//top
if(v0.y > w0 && v1.y > w1 && v2.y > w2){
return true;
}
//near
if(v0.z < -w0 && v1.z < -w1 && v2.z < -w2){
return true;
}
//far
if(v0.z > w0 && v1.z > w1 && v2.z > w2){
return true;
}
return false;
}
//Clipped_old的算法只检查顶点是否在视锥内。但是当三角形特别大,穿过视锥且所有顶点都在视锥外时,会错误认为是要剔除的 (false negative)
bool Clipped_old(Vector4[] v)
{
//Clip space使用GAMES101规范,右手坐标系,n为+1, f为-1
//裁剪(仅整体剔除)
//实际的硬件是在Clip space裁剪,所以此处我们也使用clip space (当然由于我们不真正的裁剪,只是整体剔除,所以其实在NDC操作更方便)
//实际的硬件是在Clip space裁剪,所以此处我们也使用clip space
for (int i = 0; i < 3; ++i)
{
var vertex = v[i];
var w = vertex.w;
w = w >= 0 ? w : -w; //由于NDC中总是满足-1<=Zndc<=1, 而当 w < 0 时,-w >= Zclip = Zndc*w >= w。所以此时clip space的坐标范围是[w,-w], 为了比较时更明确,将w取正
w = w >= 0 ? w : -w;
bool inside = (vertex.x <= w && vertex.x >= -w
&& vertex.y <= w && vertex.y >= -w
&& vertex.z <= w && vertex.z >= -w);
if (inside)
{
//不裁剪三角形,只要有任意一点在clip space中则三角形整体保留
//不裁剪三角形,只要有任意一点在clip space中则三角形整体保留
return false;
}
}
}
//三个顶点都不在三角形中则剔除
return true;
......
......@@ -14,6 +14,7 @@ namespace URasterizer {
[Header("CPU Rasterizer ONLY Setting")]
public bool WireframeMode = false;
public bool FrustumCulling = true;
public bool BackfaceCulling = true;
public DisplayBufferType DisplayBuffer = DisplayBufferType.Color;
public MSAALevel MSAA = MSAALevel.Disabled;
......
......@@ -83,7 +83,7 @@ namespace URasterizer
TriangleBuffer = new ComputeBuffer(triangles.Length, 3*sizeof(uint));
TriangleBuffer.SetData(triangles);
VertexOutBuffer = new ComputeBuffer(vertexCnt, 15*sizeof(float));
VertexOutBuffer = new ComputeBuffer(vertexCnt, 15*sizeof(float));
}
void OnDestroy()
......
......@@ -17,10 +17,11 @@ MonoBehaviour:
RasterizerType: 1
UseUnityNativeRendering: 0
WireframeMode: 0
FrustumCulling: 1
BackfaceCulling: 1
DisplayBuffer: 0
MSAA: 0
BilinearSample: 1
FragmentShaderType: 1
FragmentShaderType: 0
VertexColors: {fileID: 11400000, guid: a126a2fdc8a60c54e8a3aadb7db4bb3a, type: 2}
ComputeShader: {fileID: 7200000, guid: caa96f337395ad9449e1be41546efcd6, type: 3}
bool Clipped(float4 v[3])
{
//Clip space使用GAMES101规范,右手坐标系,n为+1, f为-1
//裁剪(仅整体剔除)
for (int i = 0; i < 3; ++i)
{
float4 vertex = v[i];
float w = vertex.w;
w = w >= 0 ? w : -w; //由于NDC中总是满足-1<=Zndc<=1, 而当 w < 0 时,-w >= Zclip = Zndc*w >= w。所以此时clip space的坐标范围是[w,-w], 为了比较时更明确,将w取正
bool inside = (vertex.x <= w && vertex.x >= -w
&& vertex.y <= w && vertex.y >= -w
&& vertex.z <= w && vertex.z >= -w);
if (inside)
{
//不裁剪三角形,只要有任意一点在clip space中则三角形整体保留
return false;
}
//分别检查视锥体的六个面,如果三角形所有三个顶点都在某个面之外,则该三角形在视锥外,剔除
//由于NDC中总是满足-1<=Zndc<=1, 而当 w < 0 时,-w >= Zclip = Zndc*w >= w。所以此时clip space的坐标范围是[w,-w], 为了比较时更明确,将w取正
float4 v0 = v[0];
float w0 = v0.w >=0 ? v0.w : -v0.w;
float4 v1 = v[1];
float w1 = v1.w >=0 ? v1.w : -v1.w;
float4 v2 = v[2];
float w2 = v2.w >=0 ? v2.w : -v2.w;
//left
if(v0.x < -w0 && v1.x < -w1 && v2.x < -w2){
return true;
}
//三个顶点都不在三角形中则剔除
return true;
//right
if(v0.x > w0 && v1.x > w1 && v2.x > w2){
return true;
}
//bottom
if(v0.y < -w0 && v1.y < -w1 && v2.y < -w2){
return true;
}
//top
if(v0.y > w0 && v1.y > w1 && v2.y > w2){
return true;
}
//near
if(v0.z < -w0 && v1.z < -w1 && v2.z < -w2){
return true;
}
//far
if(v0.z > w0 && v1.z > w1 && v2.z > w2){
return true;
}
return false;
}
......

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{08C43D46-104D-517B-7865-ADA4F8FB4D91}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{463dc408-4d10-7b51-7865-ada4f8fb4d91}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{08C43D46-104D-517B-7865-ADA4F8FB4D91}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{08C43D46-104D-517B-7865-ADA4F8FB4D91}.Debug|Any CPU.Build.0 = Debug|Any CPU
{08C43D46-104D-517B-7865-ADA4F8FB4D91}.Release|Any CPU.ActiveCfg = Release|Any CPU
{08C43D46-104D-517B-7865-ADA4F8FB4D91}.Release|Any CPU.Build.0 = Release|Any CPU
{463dc408-4d10-7b51-7865-ada4f8fb4d91}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{463dc408-4d10-7b51-7865-ada4f8fb4d91}.Debug|Any CPU.Build.0 = Debug|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
......
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