2021-08-05 16:44:43 +02:00
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/*************************************************************************/
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/* portal_occlusion_culler.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "portal_occlusion_culler.h"
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#include "core/project_settings.h"
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#include "portal_renderer.h"
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2021-09-14 12:07:34 +02:00
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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) {
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_num_spheres = 0;
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_pt_camera = pt_camera;
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real_t goodness_of_fit[MAX_SPHERES];
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for (int n = 0; n < _max_spheres; n++) {
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goodness_of_fit[n] = 0.0;
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}
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real_t weakest_fit = FLT_MAX;
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int weakest_sphere = 0;
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_sphere_closest_dist = FLT_MAX;
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// TODO : occlusion cull spheres AGAINST themselves.
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// i.e. a sphere that is occluded by another occluder is no
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// use as an occluder...
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// find sphere occluders
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for (unsigned int o = 0; o < p_occluder_pool_ids.size(); o++) {
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int id = p_occluder_pool_ids[o];
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VSOccluder &occ = p_portal_renderer.get_pool_occluder(id);
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// is it active?
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// in the case of rooms, they will always be active, as inactive
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// are removed from rooms. But for whole scene mode, some may be inactive.
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if (!occ.active) {
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continue;
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}
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if (occ.type == VSOccluder::OT_SPHERE) {
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// make sure world space spheres are up to date
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p_portal_renderer.occluder_ensure_up_to_date_sphere(occ);
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2021-09-14 12:07:34 +02:00
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// cull entire AABB
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if (is_aabb_culled(occ.aabb, p_planes)) {
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continue;
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}
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2021-08-05 16:44:43 +02:00
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// multiple spheres
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for (int n = 0; n < occ.list_ids.size(); n++) {
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const Occlusion::Sphere &occluder_sphere = p_portal_renderer.get_pool_occluder_sphere(occ.list_ids[n]).world;
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// is the occluder sphere culled?
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if (is_sphere_culled(occluder_sphere.pos, occluder_sphere.radius, p_planes)) {
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continue;
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}
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real_t dist = (occluder_sphere.pos - pt_camera).length();
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// calculate the goodness of fit .. smaller distance better, and larger radius
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// calculate adjusted radius at 100.0
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real_t fit = 100 / MAX(dist, 0.01);
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fit *= occluder_sphere.radius;
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// until we reach the max, just keep recording, and keep track
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// of the worst fit
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if (_num_spheres < _max_spheres) {
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_spheres[_num_spheres] = occluder_sphere;
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_sphere_distances[_num_spheres] = dist;
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goodness_of_fit[_num_spheres] = fit;
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if (fit < weakest_fit) {
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weakest_fit = fit;
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weakest_sphere = _num_spheres;
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}
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2021-09-14 12:07:34 +02:00
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// keep a record of the closest sphere for quick rejects
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if (dist < _sphere_closest_dist) {
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_sphere_closest_dist = dist;
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}
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2021-08-05 16:44:43 +02:00
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_num_spheres++;
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} else {
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// must beat the weakest
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if (fit > weakest_fit) {
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_spheres[weakest_sphere] = occluder_sphere;
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_sphere_distances[weakest_sphere] = dist;
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goodness_of_fit[weakest_sphere] = fit;
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2021-09-14 12:07:34 +02:00
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// keep a record of the closest sphere for quick rejects
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if (dist < _sphere_closest_dist) {
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_sphere_closest_dist = dist;
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}
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2021-08-05 16:44:43 +02:00
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// the weakest may have changed (this could be done more efficiently)
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weakest_fit = FLT_MAX;
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for (int s = 0; s < _max_spheres; s++) {
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if (goodness_of_fit[s] < weakest_fit) {
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weakest_fit = goodness_of_fit[s];
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weakest_sphere = s;
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}
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}
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}
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}
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}
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} // sphere
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} // for o
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// force the sphere closest distance to above zero to prevent
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// divide by zero in the quick reject
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_sphere_closest_dist = MAX(_sphere_closest_dist, 0.001);
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// sphere self occlusion.
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// we could avoid testing the closest sphere, but the complexity isn't worth any speed benefit
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for (int n = 0; n < _num_spheres; n++) {
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const Occlusion::Sphere &sphere = _spheres[n];
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// is it occluded by another sphere?
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if (cull_sphere(sphere.pos, sphere.radius, n)) {
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// yes, unordered remove
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_num_spheres--;
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_spheres[n] = _spheres[_num_spheres];
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_sphere_distances[n] = _sphere_distances[_num_spheres];
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// repeat this n
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n--;
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}
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}
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}
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2021-09-14 12:07:34 +02:00
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bool PortalOcclusionCuller::cull_sphere(const Vector3 &p_occludee_center, real_t p_occludee_radius, int p_ignore_sphere) const {
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if (!_num_spheres) {
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return false;
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}
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// ray from origin to the occludee
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Vector3 ray_dir = p_occludee_center - _pt_camera;
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real_t dist_to_occludee_raw = ray_dir.length();
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// account for occludee radius
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real_t dist_to_occludee = dist_to_occludee_raw - p_occludee_radius;
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// prevent divide by zero, and the occludee cannot be occluded if we are WITHIN
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// its bounding sphere... so no need to check
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if (dist_to_occludee < _sphere_closest_dist) {
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return false;
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}
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// normalize ray
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// hopefully by this point, dist_to_occludee_raw cannot possibly be zero due to above check
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ray_dir *= 1.0 / dist_to_occludee_raw;
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// this can probably be done cheaper with dot products but the math might be a bit fiddly to get right
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for (int s = 0; s < _num_spheres; s++) {
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// first get the sphere distance
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real_t occluder_dist_to_cam = _sphere_distances[s];
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if (dist_to_occludee < occluder_dist_to_cam) {
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// can't occlude
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continue;
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}
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// the perspective adjusted occludee radius
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real_t adjusted_occludee_radius = p_occludee_radius * (occluder_dist_to_cam / dist_to_occludee);
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const Occlusion::Sphere &occluder_sphere = _spheres[s];
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real_t occluder_radius = occluder_sphere.radius - adjusted_occludee_radius;
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if (occluder_radius > 0.0) {
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occluder_radius = occluder_radius * occluder_radius;
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// distance to hit
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real_t dist;
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if (occluder_sphere.intersect_ray(_pt_camera, ray_dir, dist, occluder_radius)) {
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if ((dist < dist_to_occludee) && (s != p_ignore_sphere)) {
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// occluded
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return true;
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}
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}
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} // expanded occluder radius is more than 0
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}
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return false;
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}
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PortalOcclusionCuller::PortalOcclusionCuller() {
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_max_spheres = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_spheres");
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}
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