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- /**************************************************************************/
- /* renderer_scene_occlusion_cull.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef RENDERER_SCENE_OCCLUSION_CULL_H
- #define RENDERER_SCENE_OCCLUSION_CULL_H
- #include "core/math/projection.h"
- #include "core/templates/local_vector.h"
- #include "servers/rendering_server.h"
- class RendererSceneOcclusionCull {
- protected:
- static RendererSceneOcclusionCull *singleton;
- public:
- class HZBuffer {
- protected:
- static const Vector3 corners[8];
- LocalVector<float> data;
- LocalVector<Size2i> sizes;
- LocalVector<float *> mips;
- RID debug_texture;
- Ref<Image> debug_image;
- PackedByteArray debug_data;
- float debug_tex_range = 0.0f;
- uint64_t occlusion_frame = 0;
- Size2i occlusion_buffer_size;
- _FORCE_INLINE_ bool _is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near) const {
- if (is_empty()) {
- return false;
- }
- Vector3 closest_point = p_cam_position.clamp(Vector3(p_bounds[0], p_bounds[1], p_bounds[2]), Vector3(p_bounds[3], p_bounds[4], p_bounds[5]));
- if (closest_point == p_cam_position) {
- return false;
- }
- Vector3 closest_point_view = p_cam_inv_transform.xform(closest_point);
- if (closest_point_view.z > -p_near) {
- return false;
- }
- float min_depth = (closest_point - p_cam_position).length();
- Vector2 rect_min = Vector2(FLT_MAX, FLT_MAX);
- Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
- for (int j = 0; j < 8; j++) {
- const Vector3 &c = RendererSceneOcclusionCull::HZBuffer::corners[j];
- Vector3 nc = Vector3(1, 1, 1) - c;
- Vector3 corner = Vector3(p_bounds[0] * c.x + p_bounds[3] * nc.x, p_bounds[1] * c.y + p_bounds[4] * nc.y, p_bounds[2] * c.z + p_bounds[5] * nc.z);
- Vector3 view = p_cam_inv_transform.xform(corner);
- if (p_cam_projection.is_orthogonal()) {
- min_depth = MIN(min_depth, -view.z);
- }
- Plane vp = Plane(view, 1.0);
- Plane projected = p_cam_projection.xform4(vp);
- float w = projected.d;
- if (w < 1.0) {
- rect_min = Vector2(0.0f, 0.0f);
- rect_max = Vector2(1.0f, 1.0f);
- break;
- }
- Vector2 normalized = Vector2(projected.normal.x / w * 0.5f + 0.5f, projected.normal.y / w * 0.5f + 0.5f);
- rect_min = rect_min.min(normalized);
- rect_max = rect_max.max(normalized);
- }
- rect_max = rect_max.minf(1);
- rect_min = rect_min.maxf(0);
- int mip_count = mips.size();
- Vector2 screen_diagonal = (rect_max - rect_min) * sizes[0];
- float size = MAX(screen_diagonal.x, screen_diagonal.y);
- float l = Math::ceil(Math::log2(size));
- int lod = CLAMP(l, 0, mip_count - 1);
- const int max_samples = 512;
- int sample_count = 0;
- bool visible = true;
- for (; lod >= 0; lod--) {
- int w = sizes[lod].x;
- int h = sizes[lod].y;
- int minx = CLAMP(rect_min.x * w - 1, 0, w - 1);
- int maxx = CLAMP(rect_max.x * w + 1, 0, w - 1);
- int miny = CLAMP(rect_min.y * h - 1, 0, h - 1);
- int maxy = CLAMP(rect_max.y * h + 1, 0, h - 1);
- sample_count += (maxx - minx + 1) * (maxy - miny + 1);
- if (sample_count > max_samples) {
- return false;
- }
- visible = false;
- for (int y = miny; y <= maxy; y++) {
- for (int x = minx; x <= maxx; x++) {
- float depth = mips[lod][y * w + x];
- if (depth > min_depth) {
- visible = true;
- break;
- }
- }
- if (visible) {
- break;
- }
- }
- if (!visible) {
- return true;
- }
- }
- return !visible;
- }
- public:
- static bool occlusion_jitter_enabled;
- bool is_empty() const;
- virtual void clear();
- virtual void resize(const Size2i &p_size);
- void update_mips();
- // Thin wrapper around _is_occluded(),
- // allowing occlusion timers to delay the disappearance
- // of objects to prevent flickering when using jittering.
- _FORCE_INLINE_ bool is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near, uint64_t &r_occlusion_timeout) const {
- bool occluded = _is_occluded(p_bounds, p_cam_position, p_cam_inv_transform, p_cam_projection, p_near);
- // Special case, temporal jitter disabled,
- // so we don't use occlusion timers.
- if (!occlusion_jitter_enabled) {
- return occluded;
- }
- if (!occluded) {
- //#define DEBUG_RASTER_OCCLUSION_JITTER
- #ifdef DEBUG_RASTER_OCCLUSION_JITTER
- r_occlusion_timeout = occlusion_frame + 1;
- #else
- r_occlusion_timeout = occlusion_frame + 9;
- #endif
- } else if (r_occlusion_timeout) {
- // Regular timeout, allow occlusion culling
- // to proceed as normal after the delay.
- if (occlusion_frame >= r_occlusion_timeout) {
- r_occlusion_timeout = 0;
- }
- }
- return occluded && !r_occlusion_timeout;
- }
- RID get_debug_texture();
- const Size2i &get_occlusion_buffer_size() const { return occlusion_buffer_size; }
- virtual ~HZBuffer() {}
- };
- static RendererSceneOcclusionCull *get_singleton() { return singleton; }
- void _print_warning() {
- WARN_PRINT_ONCE("Occlusion culling is disabled at build-time.");
- }
- virtual bool is_occluder(RID p_rid) { return false; }
- virtual RID occluder_allocate() { return RID(); }
- virtual void occluder_initialize(RID p_occluder) {}
- virtual void free_occluder(RID p_occluder) { _print_warning(); }
- virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) { _print_warning(); }
- virtual void add_scenario(RID p_scenario) {}
- virtual void remove_scenario(RID p_scenario) {}
- virtual void scenario_set_instance(RID p_scenario, RID p_instance, RID p_occluder, const Transform3D &p_xform, bool p_enabled) { _print_warning(); }
- virtual void scenario_remove_instance(RID p_scenario, RID p_instance) { _print_warning(); }
- virtual void add_buffer(RID p_buffer) { _print_warning(); }
- virtual void remove_buffer(RID p_buffer) { _print_warning(); }
- virtual HZBuffer *buffer_get_ptr(RID p_buffer) {
- return nullptr;
- }
- virtual void buffer_set_scenario(RID p_buffer, RID p_scenario) { _print_warning(); }
- virtual void buffer_set_size(RID p_buffer, const Vector2i &p_size) { _print_warning(); }
- virtual void buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal) {}
- virtual RID buffer_get_debug_texture(RID p_buffer) {
- _print_warning();
- return RID();
- }
- virtual void set_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {}
- RendererSceneOcclusionCull() {
- singleton = this;
- }
- virtual ~RendererSceneOcclusionCull() {
- singleton = nullptr;
- }
- };
- #endif // RENDERER_SCENE_OCCLUSION_CULL_H
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