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- /**************************************************************************/
- /* portal_occlusion_culler.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "portal_occlusion_culler.h"
- #include "core/engine.h"
- #include "core/math/aabb.h"
- #include "core/project_settings.h"
- #include "portal_renderer.h"
- #include "servers/visual/visual_server_globals.h"
- #include "servers/visual/visual_server_scene.h"
- #define _log(a, b) ;
- //#define _log_prepare(a) log(a, 0)
- #define _log_prepare(a) ;
- bool PortalOcclusionCuller::_debug_log = true;
- bool PortalOcclusionCuller::_redraw_gizmo = false;
- void PortalOcclusionCuller::Clipper::debug_print_points(String p_string) {
- print_line(p_string);
- for (int n = 0; n < _pts_in.size(); n++) {
- print_line("\t" + itos(n) + " : " + String(Variant(_pts_in[n])));
- }
- }
- Plane PortalOcclusionCuller::Clipper::interpolate(const Plane &p_a, const Plane &p_b, real_t p_t) const {
- Vector3 diff = p_b.normal - p_a.normal;
- real_t d = p_b.d - p_a.d;
- diff *= p_t;
- d *= p_t;
- return Plane(p_a.normal + diff, p_a.d + d);
- }
- real_t PortalOcclusionCuller::Clipper::clip_and_find_poly_area(const Plane *p_verts, int p_num_verts) {
- _pts_in.clear();
- _pts_out.clear();
- // seed
- for (int n = 0; n < p_num_verts; n++) {
- _pts_in.push_back(p_verts[n]);
- }
- if (!clip_to_plane(-1, 0, 0, 1)) {
- return 0.0;
- }
- if (!clip_to_plane(1, 0, 0, 1)) {
- return 0.0;
- }
- if (!clip_to_plane(0, -1, 0, 1)) {
- return 0.0;
- }
- if (!clip_to_plane(0, 1, 0, 1)) {
- return 0.0;
- }
- if (!clip_to_plane(0, 0, -1, 1)) {
- return 0.0;
- }
- if (!clip_to_plane(0, 0, 1, 1)) {
- return 0.0;
- }
- // perspective divide
- _pts_final.resize(_pts_in.size());
- for (int n = 0; n < _pts_in.size(); n++) {
- _pts_final[n] = _pts_in[n].normal / _pts_in[n].d;
- }
- return Geometry::find_polygon_area(&_pts_final[0], _pts_final.size());
- }
- bool PortalOcclusionCuller::Clipper::is_inside(const Plane &p_pt, Boundary p_boundary) {
- real_t w = p_pt.d;
- switch (p_boundary) {
- case B_LEFT: {
- return p_pt.normal.x > -w;
- } break;
- case B_RIGHT: {
- return p_pt.normal.x < w;
- } break;
- case B_TOP: {
- return p_pt.normal.y < w;
- } break;
- case B_BOTTOM: {
- return p_pt.normal.y > -w;
- } break;
- case B_NEAR: {
- return p_pt.normal.z < w;
- } break;
- case B_FAR: {
- return p_pt.normal.z > -w;
- } break;
- default:
- break;
- }
- return false;
- }
- // a is out, b is in
- Plane PortalOcclusionCuller::Clipper::intersect(const Plane &p_a, const Plane &p_b, Boundary p_boundary) {
- Plane diff_plane(p_b.normal - p_a.normal, p_b.d - p_a.d);
- const Vector3 &diff = diff_plane.normal;
- real_t t = 0.0;
- const real_t epsilon = 0.001f;
- // prevent divide by zero
- switch (p_boundary) {
- case B_LEFT: {
- if (diff.x > epsilon) {
- t = (-1.0f - p_a.normal.x) / diff.x;
- }
- } break;
- case B_RIGHT: {
- if (-diff.x > epsilon) {
- t = (p_a.normal.x - 1.0f) / -diff.x;
- }
- } break;
- case B_TOP: {
- if (-diff.y > epsilon) {
- t = (p_a.normal.y - 1.0f) / -diff.y;
- }
- } break;
- case B_BOTTOM: {
- if (diff.y > epsilon) {
- t = (-1.0f - p_a.normal.y) / diff.y;
- }
- } break;
- case B_NEAR: {
- if (-diff.z > epsilon) {
- t = (p_a.normal.z - 1.0f) / -diff.z;
- }
- } break;
- case B_FAR: {
- if (diff.z > epsilon) {
- t = (-1.0f - p_a.normal.z) / diff.z;
- }
- } break;
- default:
- break;
- }
- diff_plane.normal *= t;
- diff_plane.d *= t;
- return Plane(p_a.normal + diff_plane.normal, p_a.d + diff_plane.d);
- }
- // Clip the poly to the plane given by the formula a * x + b * y + c * z + d * w.
- bool PortalOcclusionCuller::Clipper::clip_to_plane(real_t a, real_t b, real_t c, real_t d) {
- _pts_out.clear();
- // repeat the first
- _pts_in.push_back(_pts_in[0]);
- Plane vPrev = _pts_in[0];
- real_t dpPrev = a * vPrev.normal.x + b * vPrev.normal.y + c * vPrev.normal.z + d * vPrev.d;
- for (int i = 1; i < _pts_in.size(); ++i) {
- Plane v = _pts_in[i];
- real_t dp = a * v.normal.x + b * v.normal.y + c * v.normal.z + d * v.d;
- if (dpPrev >= 0) {
- _pts_out.push_back(vPrev);
- }
- if (sgn(dp) != sgn(dpPrev)) {
- real_t t = dp < 0 ? dpPrev / (dpPrev - dp) : -dpPrev / (dp - dpPrev);
- Plane vOut = interpolate(vPrev, v, t);
- _pts_out.push_back(vOut);
- }
- vPrev = v;
- dpPrev = dp;
- }
- // start again from the output points next time
- _pts_in = _pts_out;
- return _pts_in.size() > 2;
- }
- Geometry::MeshData PortalOcclusionCuller::debug_get_current_polys() const {
- Geometry::MeshData md;
- for (int n = 0; n < _num_polys; n++) {
- const Occlusion::PolyPlane &p = _polys[n].poly;
- int first_index = md.vertices.size();
- Vector3 normal_push = p.plane.normal * 0.001f;
- // copy verts
- for (int c = 0; c < p.num_verts; c++) {
- md.vertices.push_back(p.verts[c] + normal_push);
- }
- // indices
- Geometry::MeshData::Face face;
- // triangle fan
- face.indices.resize(p.num_verts);
- for (int c = 0; c < p.num_verts; c++) {
- face.indices.set(c, first_index + c);
- }
- md.faces.push_back(face);
- }
- return md;
- }
- void PortalOcclusionCuller::prepare_generic(PortalRenderer &p_portal_renderer, const LocalVector<uint32_t, uint32_t> &p_occluder_pool_ids, const Vector3 &pt_camera, const LocalVector<Plane> &p_planes) {
- _portal_renderer = &p_portal_renderer;
- // Bodge to keep settings up to date, until the project settings PR is merged
- #ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint() && ((Engine::get_singleton()->get_frames_drawn() % 16) == 0)) {
- _max_polys = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_polygons");
- }
- #endif
- _num_spheres = 0;
- _pt_camera = pt_camera;
- // spheres
- _num_spheres = 0;
- real_t goodness_of_fit_sphere[MAX_SPHERES];
- for (int n = 0; n < _max_spheres; n++) {
- goodness_of_fit_sphere[n] = 0.0f;
- }
- real_t weakest_fit_sphere = FLT_MAX;
- int weakest_sphere = 0;
- _sphere_closest_dist = FLT_MAX;
- // polys
- _num_polys = 0;
- for (int n = 0; n < _max_polys; n++) {
- _polys[n].goodness_of_fit = 0.0f;
- }
- real_t weakest_fit_poly = FLT_MAX;
- int weakest_poly_id = 0;
- #ifdef TOOLS_ENABLED
- uint32_t polycount = 0;
- #endif
- const PortalResources &resources = VSG::scene->get_portal_resources();
- // find occluders
- for (unsigned int o = 0; o < p_occluder_pool_ids.size(); o++) {
- int id = p_occluder_pool_ids[o];
- VSOccluder_Instance &occ = p_portal_renderer.get_pool_occluder_instance(id);
- // is it active?
- // in the case of rooms, they will always be active, as inactive
- // are removed from rooms. But for whole scene mode, some may be inactive.
- if (!occ.active) {
- continue;
- }
- // TODO : occlusion cull spheres AGAINST themselves.
- // i.e. a sphere that is occluded by another occluder is no
- // use as an occluder...
- if (occ.type == VSOccluder_Instance::OT_SPHERE) {
- // make sure world space spheres are up to date
- p_portal_renderer.occluder_ensure_up_to_date_sphere(resources, occ);
- // cull entire AABB
- if (is_aabb_culled(occ.aabb, p_planes)) {
- continue;
- }
- // multiple spheres
- for (int n = 0; n < occ.list_ids.size(); n++) {
- const Occlusion::Sphere &occluder_sphere = p_portal_renderer.get_pool_occluder_world_sphere(occ.list_ids[n]);
- // is the occluder sphere culled?
- if (is_sphere_culled(occluder_sphere.pos, occluder_sphere.radius, p_planes)) {
- continue;
- }
- real_t dist = (occluder_sphere.pos - pt_camera).length();
- // calculate the goodness of fit .. smaller distance better, and larger radius
- // calculate adjusted radius at 100.0
- real_t fit = 100 / MAX(dist, 0.01f);
- fit *= occluder_sphere.radius;
- // until we reach the max, just keep recording, and keep track
- // of the worst fit
- if (_num_spheres < _max_spheres) {
- _spheres[_num_spheres] = occluder_sphere;
- _sphere_distances[_num_spheres] = dist;
- goodness_of_fit_sphere[_num_spheres] = fit;
- if (fit < weakest_fit_sphere) {
- weakest_fit_sphere = fit;
- weakest_sphere = _num_spheres;
- }
- // keep a record of the closest sphere for quick rejects
- if (dist < _sphere_closest_dist) {
- _sphere_closest_dist = dist;
- }
- _num_spheres++;
- } else {
- // must beat the weakest
- if (fit > weakest_fit_sphere) {
- _spheres[weakest_sphere] = occluder_sphere;
- _sphere_distances[weakest_sphere] = dist;
- goodness_of_fit_sphere[weakest_sphere] = fit;
- // keep a record of the closest sphere for quick rejects
- if (dist < _sphere_closest_dist) {
- _sphere_closest_dist = dist;
- }
- // the weakest may have changed (this could be done more efficiently)
- weakest_fit_sphere = FLT_MAX;
- for (int s = 0; s < _max_spheres; s++) {
- if (goodness_of_fit_sphere[s] < weakest_fit_sphere) {
- weakest_fit_sphere = goodness_of_fit_sphere[s];
- weakest_sphere = s;
- }
- }
- }
- }
- }
- } // sphere
- if (occ.type == VSOccluder_Instance::OT_MESH) {
- // make sure world space spheres are up to date
- p_portal_renderer.occluder_ensure_up_to_date_polys(resources, occ);
- // multiple polys
- for (int n = 0; n < occ.list_ids.size(); n++) {
- const VSOccluder_Poly &opoly = p_portal_renderer.get_pool_occluder_world_poly(occ.list_ids[n]);
- const Occlusion::PolyPlane &poly = opoly.poly;
- // backface cull
- bool faces_camera = poly.plane.is_point_over(pt_camera);
- if (!faces_camera && !opoly.two_way) {
- continue;
- }
- real_t fit;
- if (!calculate_poly_goodness_of_fit(opoly, fit)) {
- continue;
- }
- if (_num_polys < _max_polys) {
- SortPoly &dest = _polys[_num_polys];
- dest.poly = poly;
- dest.flags = faces_camera ? SortPoly::SPF_FACES_CAMERA : 0;
- if (opoly.num_holes) {
- dest.flags |= SortPoly::SPF_HAS_HOLES;
- }
- #ifdef TOOLS_ENABLED
- dest.poly_source_id = polycount++;
- #endif
- dest.mesh_source_id = occ.list_ids[n];
- dest.goodness_of_fit = fit;
- if (fit < weakest_fit_poly) {
- weakest_fit_poly = fit;
- weakest_poly_id = _num_polys;
- }
- _num_polys++;
- } else {
- // must beat the weakest
- if (fit > weakest_fit_poly) {
- SortPoly &dest = _polys[weakest_poly_id];
- dest.poly = poly;
- //dest.faces_camera = faces_camera;
- dest.flags = faces_camera ? SortPoly::SPF_FACES_CAMERA : 0;
- if (opoly.num_holes) {
- dest.flags |= SortPoly::SPF_HAS_HOLES;
- }
- #ifdef TOOLS_ENABLED
- dest.poly_source_id = polycount++;
- #endif
- dest.mesh_source_id = occ.list_ids[n];
- dest.goodness_of_fit = fit;
- // the weakest may have changed (this could be done more efficiently)
- weakest_fit_poly = FLT_MAX;
- for (int p = 0; p < _max_polys; p++) {
- real_t goodness_of_fit = _polys[p].goodness_of_fit;
- if (goodness_of_fit < weakest_fit_poly) {
- weakest_fit_poly = goodness_of_fit;
- weakest_poly_id = p;
- }
- }
- }
- } // polys full up, replace
- }
- }
- } // for o
- precalc_poly_edge_planes(pt_camera);
- // flip polys so always facing camera
- for (int n = 0; n < _num_polys; n++) {
- if (!(_polys[n].flags & SortPoly::SPF_FACES_CAMERA)) {
- _polys[n].poly.flip();
- // must flip holes and planes too
- _precalced_poly[n].flip();
- }
- }
- // cull polys against each other.
- whittle_polys();
- // checksum is used only in the editor, to decide
- // whether to redraw the gizmo of active polys
- #ifdef TOOLS_ENABLED
- uint32_t last_checksum = _poly_checksum;
- _poly_checksum = 0;
- for (int n = 0; n < _num_polys; n++) {
- _poly_checksum += _polys[n].poly_source_id;
- //_log_prepare("prepfinal : " + itos(_polys[n].poly_source_id) + " fit : " + rtos(_polys[n].goodness_of_fit));
- }
- if (_poly_checksum != last_checksum) {
- _redraw_gizmo = true;
- }
- #endif
- // force the sphere closest distance to above zero to prevent
- // divide by zero in the quick reject
- _sphere_closest_dist = MAX(_sphere_closest_dist, 0.001);
- // sphere self occlusion.
- // we could avoid testing the closest sphere, but the complexity isn't worth any speed benefit
- for (int n = 0; n < _num_spheres; n++) {
- const Occlusion::Sphere &sphere = _spheres[n];
- // is it occluded by another sphere?
- if (cull_sphere(sphere.pos, sphere.radius, n)) {
- // yes, unordered remove
- _num_spheres--;
- _spheres[n] = _spheres[_num_spheres];
- _sphere_distances[n] = _sphere_distances[_num_spheres];
- // repeat this n
- n--;
- }
- }
- // record whether to do any occlusion culling at all..
- _occluders_present = _num_spheres || _num_polys;
- }
- void PortalOcclusionCuller::precalc_poly_edge_planes(const Vector3 &p_pt_camera) {
- for (int n = 0; n < _num_polys; n++) {
- const SortPoly &sortpoly = _polys[n];
- const Occlusion::PolyPlane &spoly = sortpoly.poly;
- PreCalcedPoly &dpoly = _precalced_poly[n];
- dpoly.edge_planes.num_planes = spoly.num_verts;
- for (int e = 0; e < spoly.num_verts; e++) {
- // point a and b of the edge
- const Vector3 &pt_a = spoly.verts[e];
- const Vector3 &pt_b = spoly.verts[(e + 1) % spoly.num_verts];
- // edge plane to camera
- dpoly.edge_planes.planes[e] = Plane(p_pt_camera, pt_a, pt_b);
- }
- dpoly.num_holes = 0;
- // holes
- if (sortpoly.flags & SortPoly::SPF_HAS_HOLES) {
- // get the mesh poly and the holes
- const VSOccluder_Poly &mesh = _portal_renderer->get_pool_occluder_world_poly(sortpoly.mesh_source_id);
- dpoly.num_holes = mesh.num_holes;
- for (int h = 0; h < mesh.num_holes; h++) {
- uint32_t hid = mesh.hole_pool_ids[h];
- const VSOccluder_Hole &hole = _portal_renderer->get_pool_occluder_world_hole(hid);
- // copy the verts to the precalced poly,
- // we will need these later for whittling polys.
- // We could alternatively link back to the original verts, but that gets messy.
- dpoly.hole_polys[h] = hole;
- int hole_num_verts = hole.num_verts;
- const Vector3 *hverts = hole.verts;
- // number of planes equals number of verts forming edges
- dpoly.hole_edge_planes[h].num_planes = hole_num_verts;
- for (int e = 0; e < hole_num_verts; e++) {
- const Vector3 &pt_a = hverts[e];
- const Vector3 &pt_b = hverts[(e + 1) % hole_num_verts];
- dpoly.hole_edge_planes[h].planes[e] = Plane(p_pt_camera, pt_a, pt_b);
- } // for e
- } // for h
- } // if has holes
- }
- }
- void PortalOcclusionCuller::whittle_polys() {
- //#define GODOT_OCCLUSION_FLASH_POLYS
- #ifdef GODOT_OCCLUSION_FLASH_POLYS
- if (((Engine::get_singleton()->get_frames_drawn() / 4) % 2) == 0) {
- return;
- }
- #endif
- bool repeat = true;
- while (repeat) {
- repeat = false;
- // Check for complete occlusion of polys by a closer poly.
- // Such polys can be completely removed from checks.
- for (int n = 0; n < _num_polys; n++) {
- // ensure we test each occluder once and only once
- // (as this routine will repeat each time an occluded poly is found)
- SortPoly &sort_poly = _polys[n];
- if (!(sort_poly.flags & SortPoly::SPF_TESTED_AS_OCCLUDER)) {
- sort_poly.flags |= SortPoly::SPF_TESTED_AS_OCCLUDER;
- } else {
- continue;
- }
- const Occlusion::PolyPlane &poly = _polys[n].poly;
- const Plane &occluder_plane = poly.plane;
- const PreCalcedPoly &pcp = _precalced_poly[n];
- // the goodness of fit is the screen space area at the moment,
- // so we can use it as a quick reject .. polys behind occluders will always
- // be smaller area than the occluder.
- real_t occluder_area = _polys[n].goodness_of_fit;
- // check each other poly as an occludee
- for (int t = 0; t < _num_polys; t++) {
- if (n == t) {
- continue;
- }
- // quick reject based on screen space area.
- // if the area of the test poly is larger, it can't be completely behind
- // the occluder.
- bool quick_reject_entire_occludee = _polys[t].goodness_of_fit > occluder_area;
- const Occlusion::PolyPlane &test_poly = _polys[t].poly;
- PreCalcedPoly &pcp_test = _precalced_poly[t];
- // We have two considerations:
- // (1) Entire poly is occluded
- // (2) If not (1), then maybe a hole is occluded
- bool completely_reject = false;
- if (!quick_reject_entire_occludee && is_poly_inside_occlusion_volume(test_poly, occluder_plane, pcp.edge_planes)) {
- completely_reject = true;
- // we must also test against all holes if some are present
- for (int h = 0; h < pcp.num_holes; h++) {
- if (is_poly_touching_hole(test_poly, pcp.hole_edge_planes[h])) {
- completely_reject = false;
- break;
- }
- }
- if (completely_reject) {
- // yes .. we can remove this poly .. but do not muck up the iteration of the list
- //print_line("poly is occluded " + itos(t));
- #ifdef TOOLS_ENABLED
- // this condition should never happen, we should never be checking occludee against itself
- DEV_ASSERT(_polys[t].poly_source_id != _polys[n].poly_source_id);
- #endif
- // unordered remove
- _polys[t] = _polys[_num_polys - 1];
- _precalced_poly[t] = _precalced_poly[_num_polys - 1];
- _num_polys--;
- // no NOT repeat the test poly if it was copied from n, i.e. the occludee would
- // be the same as the occluder
- if (_num_polys != n) {
- // repeat this test poly as it will be the next
- t--;
- }
- // If we end up removing a poly BEFORE n, the replacement poly (from the unordered remove)
- // will never get tested as an occluder. So we have to account for this by rerunning the routine.
- repeat = true;
- } // allow due to holes
- } // if poly inside occlusion volume
- // if we did not completely reject, there could be holes that could be rejected
- if (!completely_reject) {
- if (pcp_test.num_holes) {
- for (int h = 0; h < pcp_test.num_holes; h++) {
- const Occlusion::Poly &hole_poly = pcp_test.hole_polys[h];
- // is the hole within the occluder?
- if (is_poly_inside_occlusion_volume(hole_poly, occluder_plane, pcp.edge_planes)) {
- // if the hole touching a hole in the occluder? if so we can't eliminate it
- bool allow = true;
- for (int oh = 0; oh < pcp.num_holes; oh++) {
- if (is_poly_touching_hole(hole_poly, pcp.hole_edge_planes[oh])) {
- allow = false;
- break;
- }
- }
- if (allow) {
- // Unordered remove the hole. No need to repeat the whole while loop I don't think?
- // As this just makes it more efficient at runtime, it doesn't make the further whittling more accurate.
- pcp_test.num_holes--;
- pcp_test.hole_edge_planes[h] = pcp_test.hole_edge_planes[pcp_test.num_holes];
- pcp_test.hole_polys[h] = pcp_test.hole_polys[pcp_test.num_holes];
- h--; // repeat this as the unordered remove has placed a new member into h slot
- } // allow
- } // hole is within
- }
- } // has holes
- } // did not completely reject
- } // for t through occludees
- } // for n through occluders
- } // while repeat
- // order polys by distance to camera / area? NYI
- }
- bool PortalOcclusionCuller::calculate_poly_goodness_of_fit(const VSOccluder_Poly &p_opoly, real_t &r_fit) {
- // transform each of the poly points, find the area in screen space
- // The points must be homogeneous coordinates, i.e. BEFORE
- // the perspective divide, in clip space. They will have the perspective
- // divide applied after clipping, to calculate the area.
- // We therefore store them as planes to store the w coordinate as d.
- Plane xpoints[Occlusion::PolyPlane::MAX_POLY_VERTS];
- int num_verts = p_opoly.poly.num_verts;
- for (int n = 0; n < num_verts; n++) {
- // source and dest in homogeneous coords
- Plane source(p_opoly.poly.verts[n], 1.0f);
- Plane &dest = xpoints[n];
- dest = _matrix_camera.xform4(source);
- }
- // find screen space area
- real_t area = _clipper.clip_and_find_poly_area(xpoints, num_verts);
- if (area <= 0.0f) {
- return false;
- }
- r_fit = area;
- return true;
- }
- bool PortalOcclusionCuller::_is_poly_of_interest_to_split_plane(const Plane *p_poly_split_plane, int p_poly_id) const {
- const Occlusion::PolyPlane &poly = _polys[p_poly_id].poly;
- int over = 0;
- int under = 0;
- // we need an epsilon because adjacent polys that just
- // join with a wall may have small floating point error ahead
- // of the splitting plane.
- const real_t epsilon = 0.005f;
- for (int n = 0; n < poly.num_verts; n++) {
- // point a and b of the edge
- const Vector3 &pt = poly.verts[n];
- real_t dist = p_poly_split_plane->distance_to(pt);
- if (dist > epsilon) {
- over++;
- } else {
- under++;
- }
- }
- // return whether straddles the plane
- return over && under;
- }
- bool PortalOcclusionCuller::cull_aabb_to_polys_ex(const AABB &p_aabb) const {
- _log("\n", 0);
- _log("* cull_aabb_to_polys_ex " + String(Variant(p_aabb)), 0);
- Plane plane;
- for (int n = 0; n < _num_polys; n++) {
- _log("\tchecking poly " + itos(n), 0);
- const SortPoly &sortpoly = _polys[n];
- const Occlusion::PolyPlane &poly = sortpoly.poly;
- // occludee must be on opposite side to camera
- real_t omin, omax;
- p_aabb.project_range_in_plane(poly.plane, omin, omax);
- if (omax > -0.2f) {
- _log("\t\tAABB is in front of occluder, ignoring", 0);
- continue;
- }
- // test against each edge of the poly, and expand the edge
- bool hit = true;
- const PreCalcedPoly &pcp = _precalced_poly[n];
- for (int e = 0; e < pcp.edge_planes.num_planes; e++) {
- // edge plane to camera
- plane = pcp.edge_planes.planes[e];
- p_aabb.project_range_in_plane(plane, omin, omax);
- if (omax > 0.0f) {
- hit = false;
- break;
- }
- }
- // if it hit, check against holes
- if (hit && pcp.num_holes) {
- for (int h = 0; h < pcp.num_holes; h++) {
- const PlaneSet &hole = pcp.hole_edge_planes[h];
- // if the AABB is totally outside any edge, it is safe for a hit
- bool safe = false;
- for (int e = 0; e < hole.num_planes; e++) {
- // edge plane to camera
- plane = hole.planes[e];
- p_aabb.project_range_in_plane(plane, omin, omax);
- // if inside the hole, no longer a hit on this poly
- if (omin > 0.0f) {
- safe = true;
- break;
- }
- } // for e
- if (!safe) {
- hit = false;
- }
- if (!hit) {
- break;
- }
- } // for h
- } // if has holes
- // hit?
- if (hit) {
- return true;
- }
- }
- _log("\tno hit", 0);
- return false;
- }
- bool PortalOcclusionCuller::cull_aabb_to_polys(const AABB &p_aabb) const {
- if (!_num_polys) {
- return false;
- }
- return cull_aabb_to_polys_ex(p_aabb);
- }
- bool PortalOcclusionCuller::cull_sphere_to_polys(const Vector3 &p_occludee_center, real_t p_occludee_radius) const {
- if (!_num_polys) {
- return false;
- }
- Plane plane;
- for (int n = 0; n < _num_polys; n++) {
- const Occlusion::PolyPlane &poly = _polys[n].poly;
- // test against each edge of the poly, and expand the edge
- bool hit = true;
- // occludee must be on opposite side to camera
- real_t dist = poly.plane.distance_to(p_occludee_center);
- if (dist > -p_occludee_radius) {
- continue;
- }
- for (int e = 0; e < poly.num_verts; e++) {
- plane = Plane(_pt_camera, poly.verts[e], poly.verts[(e + 1) % poly.num_verts]);
- // de-expand
- plane.d -= p_occludee_radius;
- if (plane.is_point_over(p_occludee_center)) {
- hit = false;
- break;
- }
- }
- // hit?
- if (hit) {
- return true;
- }
- }
- return false;
- }
- bool PortalOcclusionCuller::cull_sphere_to_spheres(const Vector3 &p_occludee_center, real_t p_occludee_radius, const Vector3 &p_ray_dir, real_t p_dist_to_occludee, int p_ignore_sphere) const {
- // maybe not required
- if (!_num_spheres) {
- return false;
- }
- // prevent divide by zero, and the occludee cannot be occluded if we are WITHIN
- // its bounding sphere... so no need to check
- if (p_dist_to_occludee < _sphere_closest_dist) {
- return false;
- }
- // this can probably be done cheaper with dot products but the math might be a bit fiddly to get right
- for (int s = 0; s < _num_spheres; s++) {
- // first get the sphere distance
- real_t occluder_dist_to_cam = _sphere_distances[s];
- if (p_dist_to_occludee < occluder_dist_to_cam) {
- // can't occlude
- continue;
- }
- // the perspective adjusted occludee radius
- real_t adjusted_occludee_radius = p_occludee_radius * (occluder_dist_to_cam / p_dist_to_occludee);
- const Occlusion::Sphere &occluder_sphere = _spheres[s];
- real_t occluder_radius = occluder_sphere.radius - adjusted_occludee_radius;
- if (occluder_radius > 0.0) {
- occluder_radius = occluder_radius * occluder_radius;
- // distance to hit
- real_t dist;
- if (occluder_sphere.intersect_ray(_pt_camera, p_ray_dir, dist, occluder_radius)) {
- if ((dist < p_dist_to_occludee) && (s != p_ignore_sphere)) {
- // occluded
- return true;
- }
- }
- } // expanded occluder radius is more than 0
- }
- return false;
- }
- bool PortalOcclusionCuller::cull_sphere(const Vector3 &p_occludee_center, real_t p_occludee_radius, int p_ignore_sphere, bool p_cull_to_polys) const {
- if (!_occluders_present) {
- return false;
- }
- // ray from origin to the occludee
- Vector3 ray_dir = p_occludee_center - _pt_camera;
- real_t dist_to_occludee_raw = ray_dir.length();
- // account for occludee radius
- real_t dist_to_occludee = dist_to_occludee_raw - p_occludee_radius;
- // ignore occlusion for closeup, and avoid divide by zero
- if (dist_to_occludee_raw < 0.1) {
- return false;
- }
- // normalize ray
- // hopefully by this point, dist_to_occludee_raw cannot possibly be zero due to above check
- ray_dir *= 1.0 / dist_to_occludee_raw;
- if (cull_sphere_to_spheres(p_occludee_center, p_occludee_radius, ray_dir, dist_to_occludee, p_ignore_sphere)) {
- return true;
- }
- if (p_cull_to_polys && cull_sphere_to_polys(p_occludee_center, p_occludee_radius)) {
- return true;
- }
- return false;
- }
- PortalOcclusionCuller::PortalOcclusionCuller() {
- _max_spheres = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_spheres");
- _max_polys = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_polygons");
- }
- void PortalOcclusionCuller::log(String p_string, int p_depth) const {
- if (_debug_log) {
- for (int n = 0; n < p_depth; n++) {
- p_string = "\t\t\t" + p_string;
- }
- print_line(p_string);
- }
- }
- #undef _log
- #undef _log_prepare
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