/*************************************************************************/ /* portal_occlusion_culler.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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/project_settings.h" #include "portal_renderer.h" void PortalOcclusionCuller::prepare_generic(PortalRenderer &p_portal_renderer, const LocalVector &p_occluder_pool_ids, const Vector3 &pt_camera, const LocalVector &p_planes) { _num_spheres = 0; _pt_camera = pt_camera; real_t goodness_of_fit[MAX_SPHERES]; for (int n = 0; n < _max_spheres; n++) { goodness_of_fit[n] = 0.0; } real_t weakest_fit = FLT_MAX; int weakest_sphere = 0; _sphere_closest_dist = FLT_MAX; // TODO : occlusion cull spheres AGAINST themselves. // i.e. a sphere that is occluded by another occluder is no // use as an occluder... // find sphere occluders for (unsigned int o = 0; o < p_occluder_pool_ids.size(); o++) { int id = p_occluder_pool_ids[o]; VSOccluder &occ = p_portal_renderer.get_pool_occluder(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; } if (occ.type == VSOccluder::OT_SPHERE) { // make sure world space spheres are up to date p_portal_renderer.occluder_ensure_up_to_date_sphere(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_sphere(occ.list_ids[n]).world; // 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, 0.01); 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[_num_spheres] = fit; if (fit < weakest_fit) { weakest_fit = 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) { _spheres[weakest_sphere] = occluder_sphere; _sphere_distances[weakest_sphere] = dist; goodness_of_fit[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 = FLT_MAX; for (int s = 0; s < _max_spheres; s++) { if (goodness_of_fit[s] < weakest_fit) { weakest_fit = goodness_of_fit[s]; weakest_sphere = s; } } } } } } // sphere } // for o // 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--; } } } bool PortalOcclusionCuller::cull_sphere(const Vector3 &p_occludee_center, real_t p_occludee_radius, int p_ignore_sphere) const { if (!_num_spheres) { 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; // prevent divide by zero, and the occludee cannot be occluded if we are WITHIN // its bounding sphere... so no need to check if (dist_to_occludee < _sphere_closest_dist) { 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; // 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 (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 / 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, ray_dir, dist, occluder_radius)) { if ((dist < dist_to_occludee) && (s != p_ignore_sphere)) { // occluded return true; } } } // expanded occluder radius is more than 0 } return false; } PortalOcclusionCuller::PortalOcclusionCuller() { _max_spheres = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_spheres"); }