Difference between revisions of "AROT (MREA Section)"
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+ | [[File:Octree2.svg|thumb|right|400px|Left: Recursive subdivision of a cube into [[wikipedia:octant (solid geometry)|octant]]s. Right: The corresponding octree.]] | ||
+ | |||
+ | Within [[MREA (File Format)|MREA]] resources, the '''AROT section''' stores an [[wikipedia:Octree|octree]] which | ||
+ | is used to accelerate rendering of areas in back-to-front order. | ||
+ | |||
+ | Octrees are a form of [[wikipedia:Binary Space Partitioning|BSP tree]] that subdivide an area in 3-dimensions. | ||
+ | They are structured recursively, starting with a ''root'' node and traversing their way to individual ''leaf'' nodes. | ||
+ | A full-branch octant will split sub-octants across 3-tiers, one for each dimension of euclidean space. | ||
+ | Retro uses a Z-major convention with (up to) 8 child-nodes subdivided as: 2 nodes along Z, 4 nodes along Y, | ||
+ | and 8 nodes along X. A set of three bit-flags in each node determines which dimensions are subdivided. | ||
+ | Nodes that do not subdivide all 3 dimensions will parent less child nodes as a result. | ||
+ | |||
+ | Within each octant is an index to a [[wikipedia:Bit array|bitmap]] relating that AABB-volume to a set of meshes within the MREA; they | ||
+ | are sorted and frustum-culled accordingly. Actors, particle effects, and other visual entities are also sorted and | ||
+ | frustum-culled according to which octant(s) they intersect. | ||
+ | |||
+ | === Layout === | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Data Type | ||
+ | ! Element Count | ||
+ | ! Description | ||
+ | ! Notes | ||
+ | |- | ||
+ | | [[#Header|Header]] | ||
+ | | 1 | ||
+ | | Octree Header | ||
+ | | | ||
+ | |- | ||
+ | | long | ||
+ | | round_up(bitmap_bit_count / 32) * bitmap_count | ||
+ | | Mesh Bitmap Array | ||
+ | | An array of word-packed bitmaps relating octant nodes to sets of MREA meshes | ||
+ | |- | ||
+ | | long | ||
+ | | node_count | ||
+ | | Node Indirection Table | ||
+ | | Since nodes use variable-length-encoding, there is an indirection table with byte-offsets (relative to first node) | ||
+ | |- | ||
+ | | [[#Node Entry|Node Entry]] | ||
+ | | node_count | ||
+ | | Node Entry Table | ||
+ | | Tightly-packed blob of nodes | ||
+ | |} | ||
+ | |||
=== Header === | === Header === | ||
Line 30: | Line 75: | ||
| long | | long | ||
| Mesh-Bitmap Bit-Count | | Mesh-Bitmap Bit-Count | ||
− | | Count of bits in each mesh-bitmap | + | | Count of bits in each mesh-bitmap (matches MREA's mesh count) |
|- | |- | ||
| 0x10 | | 0x10 | ||
Line 43: | Line 88: | ||
| AABB | | AABB | ||
| AABB that fully-encloses area and serves as the octree's root-shape | | AABB that fully-encloses area and serves as the octree's root-shape | ||
+ | |- | ||
+ | | 0x2C | ||
+ | | 20 | ||
+ | | | ||
+ | | Alignment Padding | ||
+ | | Allows the following bitmaps to be data-cached with guaranteed 32-byte alignment | ||
+ | |} | ||
+ | |||
+ | === Node Entry === | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Offset | ||
+ | ! Size | ||
+ | ! Data Type | ||
+ | ! Description | ||
+ | ! Notes | ||
+ | |- | ||
+ | | 0x0 | ||
+ | | 2 | ||
+ | | short | ||
+ | | Bitmap Index | ||
+ | | Index of the mesh bitmap defining a set of MREA meshes for this octant node | ||
+ | |- | ||
+ | | 0x2 | ||
+ | | 2 | ||
+ | | short | ||
+ | | Dimensional Flags | ||
+ | | If non-zero, this half-word contains 3-bits specifying which dimensions are subdivided using the children specified (using Z-major convention) | ||
+ | <ul> | ||
+ | <li>0x4 — Z subdivided</li> | ||
+ | <li>0x2 — Y subdivided</li> | ||
+ | <li>0x1 — X subdivided</li> | ||
+ | </ul> | ||
+ | '''If zero, this node-entry ends here''' | ||
+ | |- | ||
+ | | 0x4 | ||
+ | | Varies | ||
+ | | short[] | ||
+ | | Node Child Indices | ||
+ | | Variable-length array of node-entry indices that are children of this node-entry (Z-major layout) | ||
|} | |} |
Latest revision as of 23:59, 18 October 2018
Within MREA resources, the AROT section stores an octree which is used to accelerate rendering of areas in back-to-front order.
Octrees are a form of BSP tree that subdivide an area in 3-dimensions. They are structured recursively, starting with a root node and traversing their way to individual leaf nodes. A full-branch octant will split sub-octants across 3-tiers, one for each dimension of euclidean space. Retro uses a Z-major convention with (up to) 8 child-nodes subdivided as: 2 nodes along Z, 4 nodes along Y, and 8 nodes along X. A set of three bit-flags in each node determines which dimensions are subdivided. Nodes that do not subdivide all 3 dimensions will parent less child nodes as a result.
Within each octant is an index to a bitmap relating that AABB-volume to a set of meshes within the MREA; they are sorted and frustum-culled accordingly. Actors, particle effects, and other visual entities are also sorted and frustum-culled according to which octant(s) they intersect.
Layout
Data Type | Element Count | Description | Notes |
---|---|---|---|
Header | 1 | Octree Header | |
long | round_up(bitmap_bit_count / 32) * bitmap_count | Mesh Bitmap Array | An array of word-packed bitmaps relating octant nodes to sets of MREA meshes |
long | node_count | Node Indirection Table | Since nodes use variable-length-encoding, there is an indirection table with byte-offsets (relative to first node) |
Node Entry | node_count | Node Entry Table | Tightly-packed blob of nodes |
Header
Offset | Size | Data Type | Description | Notes |
---|---|---|---|---|
0x0 | 4 | long | Magic | AROT
|
0x4 | 4 | long | Version | Always 0x1 |
0x8 | 4 | long | Mesh-Bitmap Count | Count of mesh-bitmaps |
0xC | 4 | long | Mesh-Bitmap Bit-Count | Count of bits in each mesh-bitmap (matches MREA's mesh count) |
0x10 | 4 | long | Node Count | Number of octant nodes |
0x14 | 24 | float2x3 | AABB | AABB that fully-encloses area and serves as the octree's root-shape |
0x2C | 20 | Alignment Padding | Allows the following bitmaps to be data-cached with guaranteed 32-byte alignment |
Node Entry
Offset | Size | Data Type | Description | Notes |
---|---|---|---|---|
0x0 | 2 | short | Bitmap Index | Index of the mesh bitmap defining a set of MREA meshes for this octant node |
0x2 | 2 | short | Dimensional Flags | If non-zero, this half-word contains 3-bits specifying which dimensions are subdivided using the children specified (using Z-major convention)
If zero, this node-entry ends here |
0x4 | Varies | short[] | Node Child Indices | Variable-length array of node-entry indices that are children of this node-entry (Z-major layout) |