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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_scene_occlusion_cull.h
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/**************************************************************************/
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/* renderer_scene_occlusion_cull.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/math/projection.h"
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#include "core/templates/local_vector.h"
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#include "servers/rendering/rendering_server.h"
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class RendererSceneOcclusionCull {
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protected:
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static RendererSceneOcclusionCull *singleton;
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public:
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class HZBuffer {
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protected:
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LocalVector<float> data;
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LocalVector<Size2i> sizes;
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LocalVector<float *> mips;
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RID debug_texture;
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Ref<Image> debug_image;
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PackedByteArray debug_data;
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float debug_tex_range = 0.0f;
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uint64_t occlusion_frame = 0;
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Size2i occlusion_buffer_size;
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_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, bool p_is_orthogonal) const {
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if (is_empty()) {
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return false;
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}
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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]));
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if (closest_point == p_cam_position) {
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return false;
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}
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Vector3 closest_point_view = p_cam_inv_transform.xform(closest_point);
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if (closest_point_view.z > -p_near) {
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return false;
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}
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// Force distance calculation to use double precision to avoid floating-point overflow for distant objects.
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closest_point = closest_point - p_cam_position;
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float min_depth = Math::sqrt((double)closest_point.x * (double)closest_point.x + (double)closest_point.y * (double)closest_point.y + (double)closest_point.z * (double)closest_point.z);
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Vector2 rect_min = Vector2(FLT_MAX, FLT_MAX);
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Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
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for (int j = 0; j < 8; j++) {
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// Bitmask to cycle through the corners of the AABB.
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Vector3 corner = Vector3(
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j & 4 ? p_bounds[0] : p_bounds[3],
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j & 2 ? p_bounds[1] : p_bounds[4],
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j & 1 ? p_bounds[2] : p_bounds[5]);
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Vector3 view = p_cam_inv_transform.xform(corner);
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// When using an orthogonal camera, the closest point of an AABB to the camera is guaranteed to be a corner.
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if (p_is_orthogonal) {
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min_depth = MIN(min_depth, -view.z);
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}
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Vector3 projected = p_cam_projection.xform(view);
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if (-view.z < 0.0) {
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rect_min = Vector2(0.0f, 0.0f);
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rect_max = Vector2(1.0f, 1.0f);
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break;
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}
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Vector2 normalized = Vector2(projected.x * 0.5f + 0.5f, projected.y * 0.5f + 0.5f);
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rect_min = rect_min.min(normalized);
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rect_max = rect_max.max(normalized);
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}
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rect_max = rect_max.minf(1);
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rect_min = rect_min.maxf(0);
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int mip_count = mips.size();
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Vector2 screen_diagonal = (rect_max - rect_min) * sizes[0];
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float size = MAX(screen_diagonal.x, screen_diagonal.y);
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float l = Math::ceil(Math::log2(size));
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int lod = CLAMP(l, 0, mip_count - 1);
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const int max_samples = 512;
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int sample_count = 0;
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bool visible = true;
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for (; lod >= 0; lod--) {
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int w = sizes[lod].x;
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int h = sizes[lod].y;
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int minx = CLAMP(rect_min.x * w - 1, 0, w - 1);
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int maxx = CLAMP(rect_max.x * w + 1, 0, w - 1);
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int miny = CLAMP(rect_min.y * h - 1, 0, h - 1);
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int maxy = CLAMP(rect_max.y * h + 1, 0, h - 1);
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sample_count += (maxx - minx + 1) * (maxy - miny + 1);
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if (sample_count > max_samples) {
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return false;
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}
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visible = false;
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for (int y = miny; y <= maxy; y++) {
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for (int x = minx; x <= maxx; x++) {
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float depth = mips[lod][y * w + x];
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if (depth > min_depth) {
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visible = true;
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break;
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}
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}
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if (visible) {
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break;
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}
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}
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if (!visible) {
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return true;
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}
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}
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return !visible;
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}
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public:
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static bool occlusion_jitter_enabled;
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_FORCE_INLINE_ bool is_empty() const {
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return sizes.is_empty();
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}
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virtual void clear();
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virtual void resize(const Size2i &p_size);
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void update_mips();
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// Thin wrapper around _is_occluded(),
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// allowing occlusion timers to delay the disappearance
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// of objects to prevent flickering when using jittering.
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_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, bool p_is_orthogonal, uint64_t &r_occlusion_timeout) const {
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bool occluded = _is_occluded(p_bounds, p_cam_position, p_cam_inv_transform, p_cam_projection, p_near, p_is_orthogonal);
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// Special case, temporal jitter disabled,
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// so we don't use occlusion timers.
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if (!occlusion_jitter_enabled) {
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return occluded;
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}
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if (!occluded) {
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//#define DEBUG_RASTER_OCCLUSION_JITTER
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#ifdef DEBUG_RASTER_OCCLUSION_JITTER
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r_occlusion_timeout = occlusion_frame + 1;
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#else
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r_occlusion_timeout = occlusion_frame + 9;
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#endif
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} else if (r_occlusion_timeout) {
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// Regular timeout, allow occlusion culling
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// to proceed as normal after the delay.
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if (occlusion_frame >= r_occlusion_timeout) {
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r_occlusion_timeout = 0;
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}
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}
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return occluded && !r_occlusion_timeout;
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}
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RID get_debug_texture();
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const Size2i &get_occlusion_buffer_size() const { return occlusion_buffer_size; }
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virtual ~HZBuffer() {}
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};
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static RendererSceneOcclusionCull *get_singleton() { return singleton; }
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void _print_warning() {
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WARN_PRINT_ONCE("Occlusion culling is disabled at build-time.");
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}
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virtual bool is_occluder(RID p_rid) { return false; }
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virtual RID occluder_allocate() { return RID(); }
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virtual void occluder_initialize(RID p_occluder) {}
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virtual void free_occluder(RID p_occluder) { _print_warning(); }
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virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) { _print_warning(); }
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virtual void add_scenario(RID p_scenario) {}
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virtual void remove_scenario(RID p_scenario) {}
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virtual void scenario_set_instance(RID p_scenario, RID p_instance, RID p_occluder, const Transform3D &p_xform, bool p_enabled) { _print_warning(); }
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virtual void scenario_remove_instance(RID p_scenario, RID p_instance) { _print_warning(); }
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virtual void add_buffer(RID p_buffer) { _print_warning(); }
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virtual void remove_buffer(RID p_buffer) { _print_warning(); }
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virtual HZBuffer *buffer_get_ptr(RID p_buffer) {
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return nullptr;
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}
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virtual void buffer_set_scenario(RID p_buffer, RID p_scenario) { _print_warning(); }
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virtual void buffer_set_size(RID p_buffer, const Vector2i &p_size) { _print_warning(); }
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virtual void buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal) {}
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virtual RID buffer_get_debug_texture(RID p_buffer) {
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_print_warning();
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return RID();
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}
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virtual void set_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {}
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RendererSceneOcclusionCull() {
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singleton = this;
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}
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virtual ~RendererSceneOcclusionCull() {
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singleton = nullptr;
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}
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};
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