virtualx-engine/servers/visual/portals/portal_occlusion_culler.h
lawnjelly d878fe7b90 Sphere occluders - self occlusion and improvements
Sphere occluders are now tested for self occlusion. Spheres that are behind another sphere in the current view are superfluous so can be removed, cutting down on the runtime calculations.

AABBs are now maintained for Occluders as well as individual spheres, meaning a bunch of occluder spheres can be frustum rejected as a block.
2021-09-14 11:31:14 +01:00

117 lines
4.8 KiB
C++

/*************************************************************************/
/* portal_occlusion_culler.h */
/*************************************************************************/
/* This file is part of: */
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/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#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