virtualx-engine/servers/visual/portals/portal_occlusion_culler.h
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00

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/*************************************************************************/
/* portal_occlusion_culler.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef PORTAL_OCCLUSION_CULLER_H
#define PORTAL_OCCLUSION_CULLER_H
class PortalRenderer;
#include "portal_types.h"
class PortalOcclusionCuller {
enum {
MAX_SPHERES = 64,
};
public:
PortalOcclusionCuller();
void prepare(PortalRenderer &p_portal_renderer, const VSRoom &p_room, const Vector3 &pt_camera, const LocalVector<Plane> &p_planes, const Plane *p_near_plane) {
if (p_near_plane) {
static LocalVector<Plane> local_planes;
int size_wanted = p_planes.size() + 1;
if ((int)local_planes.size() != size_wanted) {
local_planes.resize(size_wanted);
}
for (int n = 0; n < (int)p_planes.size(); n++) {
local_planes[n] = p_planes[n];
}
local_planes[size_wanted - 1] = *p_near_plane;
prepare_generic(p_portal_renderer, p_room._occluder_pool_ids, pt_camera, local_planes);
} else {
prepare_generic(p_portal_renderer, p_room._occluder_pool_ids, pt_camera, p_planes);
}
}
void 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);
bool cull_aabb(const AABB &p_aabb) const {
if (!_num_spheres) {
return false;
}
return cull_sphere(p_aabb.get_center(), p_aabb.size.length() * 0.5);
}
bool cull_sphere(const Vector3 &p_occludee_center, real_t p_occludee_radius, int p_ignore_sphere = -1) const;
private:
// if a sphere is entirely in front of any of the culling planes, it can't be seen so returns false
bool is_sphere_culled(const Vector3 &p_pos, real_t p_radius, const LocalVector<Plane> &p_planes) const {
for (unsigned int p = 0; p < p_planes.size(); p++) {
real_t dist = p_planes[p].distance_to(p_pos);
if (dist > p_radius) {
return true;
}
}
return false;
}
bool is_aabb_culled(const AABB &p_aabb, const LocalVector<Plane> &p_planes) const {
const Vector3 &size = p_aabb.size;
Vector3 half_extents = size * 0.5;
Vector3 ofs = p_aabb.position + half_extents;
for (unsigned int i = 0; i < p_planes.size(); i++) {
const Plane &p = p_planes[i];
Vector3 point(
(p.normal.x > 0) ? -half_extents.x : half_extents.x,
(p.normal.y > 0) ? -half_extents.y : half_extents.y,
(p.normal.z > 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point)) {
return true;
}
}
return false;
}
// only a number of the spheres in the scene will be chosen to be
// active based on their distance to the camera, screen space etc.
Occlusion::Sphere _spheres[MAX_SPHERES];
real_t _sphere_distances[MAX_SPHERES];
real_t _sphere_closest_dist = 0.0;
int _num_spheres = 0;
int _max_spheres = 8;
Vector3 _pt_camera;
};
#endif // PORTAL_OCCLUSION_CULLER_H