/**************************************************************************/ /* 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 data; LocalVector sizes; LocalVector mips; RID debug_texture; Ref 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_view.z * 0.95f; 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); 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.min(Vector2(1, 1)); rect_min = rect_min.max(Vector2(0, 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