Fix AABB computation for position compression to not depend on vertex order
The previous computation was dependent on the vertex order in two ways: - If the first vertex was on the AABB boundary, the AABB would be increased by the epsilon due to size clamping - Every time the AABB would get expanded, we would recompute end from size and reconstruct size again, which resulted in slow floating point drift. In isolation this may not seem like it matters, but it means that the same mesh with a different vertex order may result in a slightly different AABB. This can be a significant issue due to shadow meshes and their use in depth prepass: shadow meshes reorder vertex data as part of the deduplication process, as they append one unique position at a time and as such remove the duplicate positions; this can result in a different AABB which would result in a different reconstructed vertex position during a depth pre-pass, causing mesh self-occlusion.
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@ -347,6 +347,22 @@ void _get_tbn_from_axis_angle(const Vector3 &p_axis, float p_angle, Vector3 &r_n
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r_normal = tbn.rows[2];
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r_normal = tbn.rows[2];
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}
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}
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AABB _compute_aabb_from_points(const Vector3 *p_data, int p_length) {
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if (p_length == 0) {
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return AABB();
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}
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Vector3 min = p_data[0];
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Vector3 max = p_data[0];
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for (int i = 1; i < p_length; ++i) {
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min = min.min(p_data[i]);
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max = max.max(p_data[i]);
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}
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return AABB(min, max - min);
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}
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Error RenderingServer::_surface_set_data(Array p_arrays, uint64_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_normal_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb, Vector4 &r_uv_scale) {
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Error RenderingServer::_surface_set_data(Array p_arrays, uint64_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_normal_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb, Vector4 &r_uv_scale) {
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uint8_t *vw = r_vertex_array.ptrw();
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uint8_t *vw = r_vertex_array.ptrw();
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uint8_t *aw = r_attrib_array.ptrw();
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uint8_t *aw = r_attrib_array.ptrw();
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@ -440,18 +456,10 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint64_t p_format, uint
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const Vector3 *src = array.ptr();
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const Vector3 *src = array.ptr();
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r_aabb = AABB();
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r_aabb = _compute_aabb_from_points(src, p_vertex_array_len);
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r_aabb.size = r_aabb.size.max(SMALL_VEC3);
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if (p_format & ARRAY_FLAG_COMPRESS_ATTRIBUTES) {
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if (p_format & ARRAY_FLAG_COMPRESS_ATTRIBUTES) {
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// First we need to generate the AABB for the entire surface.
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for (int i = 0; i < p_vertex_array_len; i++) {
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if (i == 0) {
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r_aabb = AABB(src[i], SMALL_VEC3);
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} else {
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r_aabb.expand_to(src[i]);
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}
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}
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if (!(p_format & RS::ARRAY_FORMAT_NORMAL)) {
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if (!(p_format & RS::ARRAY_FORMAT_NORMAL)) {
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// Early out if we are only setting vertex positions.
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// Early out if we are only setting vertex positions.
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for (int i = 0; i < p_vertex_array_len; i++) {
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for (int i = 0; i < p_vertex_array_len; i++) {
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@ -592,12 +600,6 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint64_t p_format, uint
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float vector[3] = { (float)src[i].x, (float)src[i].y, (float)src[i].z };
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float vector[3] = { (float)src[i].x, (float)src[i].y, (float)src[i].z };
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memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 3);
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memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 3);
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if (i == 0) {
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r_aabb = AABB(src[i], SMALL_VEC3);
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} else {
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r_aabb.expand_to(src[i]);
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}
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}
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}
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}
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}
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}
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}
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