godot/servers/visual/portals/portal_occlusion_culler.cpp
lawnjelly 3c2df49832 Fix Occluder to properly share resources
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
2022-02-16 09:55:11 +00:00

953 lines
27 KiB
C++

/*************************************************************************/
/* portal_occlusion_culler.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "portal_occlusion_culler.h"
#include "core/engine.h"
#include "core/math/aabb.h"
#include "core/project_settings.h"
#include "portal_renderer.h"
#include "servers/visual/visual_server_globals.h"
#include "servers/visual/visual_server_scene.h"
#define _log(a, b) ;
//#define _log_prepare(a) log(a, 0)
#define _log_prepare(a) ;
bool PortalOcclusionCuller::_debug_log = true;
bool PortalOcclusionCuller::_redraw_gizmo = false;
void PortalOcclusionCuller::Clipper::debug_print_points(String p_string) {
print_line(p_string);
for (int n = 0; n < _pts_in.size(); n++) {
print_line("\t" + itos(n) + " : " + String(Variant(_pts_in[n])));
}
}
Plane PortalOcclusionCuller::Clipper::interpolate(const Plane &p_a, const Plane &p_b, real_t p_t) const {
Vector3 diff = p_b.normal - p_a.normal;
real_t d = p_b.d - p_a.d;
diff *= p_t;
d *= p_t;
return Plane(p_a.normal + diff, p_a.d + d);
}
real_t PortalOcclusionCuller::Clipper::clip_and_find_poly_area(const Plane *p_verts, int p_num_verts) {
_pts_in.clear();
_pts_out.clear();
// seed
for (int n = 0; n < p_num_verts; n++) {
_pts_in.push_back(p_verts[n]);
}
if (!clip_to_plane(-1, 0, 0, 1)) {
return 0.0;
}
if (!clip_to_plane(1, 0, 0, 1)) {
return 0.0;
}
if (!clip_to_plane(0, -1, 0, 1)) {
return 0.0;
}
if (!clip_to_plane(0, 1, 0, 1)) {
return 0.0;
}
if (!clip_to_plane(0, 0, -1, 1)) {
return 0.0;
}
if (!clip_to_plane(0, 0, 1, 1)) {
return 0.0;
}
// perspective divide
_pts_final.resize(_pts_in.size());
for (int n = 0; n < _pts_in.size(); n++) {
_pts_final[n] = _pts_in[n].normal / _pts_in[n].d;
}
return Geometry::find_polygon_area(&_pts_final[0], _pts_final.size());
}
bool PortalOcclusionCuller::Clipper::is_inside(const Plane &p_pt, Boundary p_boundary) {
real_t w = p_pt.d;
switch (p_boundary) {
case B_LEFT: {
return p_pt.normal.x > -w;
} break;
case B_RIGHT: {
return p_pt.normal.x < w;
} break;
case B_TOP: {
return p_pt.normal.y < w;
} break;
case B_BOTTOM: {
return p_pt.normal.y > -w;
} break;
case B_NEAR: {
return p_pt.normal.z < w;
} break;
case B_FAR: {
return p_pt.normal.z > -w;
} break;
default:
break;
}
return false;
}
// a is out, b is in
Plane PortalOcclusionCuller::Clipper::intersect(const Plane &p_a, const Plane &p_b, Boundary p_boundary) {
Plane diff_plane(p_b.normal - p_a.normal, p_b.d - p_a.d);
const Vector3 &diff = diff_plane.normal;
real_t t = 0.0;
const real_t epsilon = 0.001f;
// prevent divide by zero
switch (p_boundary) {
case B_LEFT: {
if (diff.x > epsilon) {
t = (-1.0f - p_a.normal.x) / diff.x;
}
} break;
case B_RIGHT: {
if (-diff.x > epsilon) {
t = (p_a.normal.x - 1.0f) / -diff.x;
}
} break;
case B_TOP: {
if (-diff.y > epsilon) {
t = (p_a.normal.y - 1.0f) / -diff.y;
}
} break;
case B_BOTTOM: {
if (diff.y > epsilon) {
t = (-1.0f - p_a.normal.y) / diff.y;
}
} break;
case B_NEAR: {
if (-diff.z > epsilon) {
t = (p_a.normal.z - 1.0f) / -diff.z;
}
} break;
case B_FAR: {
if (diff.z > epsilon) {
t = (-1.0f - p_a.normal.z) / diff.z;
}
} break;
default:
break;
}
diff_plane.normal *= t;
diff_plane.d *= t;
return Plane(p_a.normal + diff_plane.normal, p_a.d + diff_plane.d);
}
// Clip the poly to the plane given by the formula a * x + b * y + c * z + d * w.
bool PortalOcclusionCuller::Clipper::clip_to_plane(real_t a, real_t b, real_t c, real_t d) {
_pts_out.clear();
// repeat the first
_pts_in.push_back(_pts_in[0]);
Plane vPrev = _pts_in[0];
real_t dpPrev = a * vPrev.normal.x + b * vPrev.normal.y + c * vPrev.normal.z + d * vPrev.d;
for (int i = 1; i < _pts_in.size(); ++i) {
Plane v = _pts_in[i];
real_t dp = a * v.normal.x + b * v.normal.y + c * v.normal.z + d * v.d;
if (dpPrev >= 0) {
_pts_out.push_back(vPrev);
}
if (sgn(dp) != sgn(dpPrev)) {
real_t t = dp < 0 ? dpPrev / (dpPrev - dp) : -dpPrev / (dp - dpPrev);
Plane vOut = interpolate(vPrev, v, t);
_pts_out.push_back(vOut);
}
vPrev = v;
dpPrev = dp;
}
// start again from the output points next time
_pts_in = _pts_out;
return _pts_in.size() > 2;
}
Geometry::MeshData PortalOcclusionCuller::debug_get_current_polys() const {
Geometry::MeshData md;
for (int n = 0; n < _num_polys; n++) {
const Occlusion::PolyPlane &p = _polys[n].poly;
int first_index = md.vertices.size();
Vector3 normal_push = p.plane.normal * 0.001f;
// copy verts
for (int c = 0; c < p.num_verts; c++) {
md.vertices.push_back(p.verts[c] + normal_push);
}
// indices
Geometry::MeshData::Face face;
// triangle fan
face.indices.resize(p.num_verts);
for (int c = 0; c < p.num_verts; c++) {
face.indices.set(c, first_index + c);
}
md.faces.push_back(face);
}
return md;
}
void PortalOcclusionCuller::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) {
_portal_renderer = &p_portal_renderer;
// Bodge to keep settings up to date, until the project settings PR is merged
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && ((Engine::get_singleton()->get_frames_drawn() % 16) == 0)) {
_max_polys = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_polygons");
}
#endif
_num_spheres = 0;
_pt_camera = pt_camera;
// spheres
_num_spheres = 0;
real_t goodness_of_fit_sphere[MAX_SPHERES];
for (int n = 0; n < _max_spheres; n++) {
goodness_of_fit_sphere[n] = 0.0f;
}
real_t weakest_fit_sphere = FLT_MAX;
int weakest_sphere = 0;
_sphere_closest_dist = FLT_MAX;
// polys
_num_polys = 0;
for (int n = 0; n < _max_polys; n++) {
_polys[n].goodness_of_fit = 0.0f;
}
real_t weakest_fit_poly = FLT_MAX;
int weakest_poly_id = 0;
#ifdef TOOLS_ENABLED
uint32_t polycount = 0;
#endif
const PortalResources &resources = VSG::scene->get_portal_resources();
// find occluders
for (unsigned int o = 0; o < p_occluder_pool_ids.size(); o++) {
int id = p_occluder_pool_ids[o];
VSOccluder_Instance &occ = p_portal_renderer.get_pool_occluder_instance(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;
}
// TODO : occlusion cull spheres AGAINST themselves.
// i.e. a sphere that is occluded by another occluder is no
// use as an occluder...
if (occ.type == VSOccluder_Instance::OT_SPHERE) {
// make sure world space spheres are up to date
p_portal_renderer.occluder_ensure_up_to_date_sphere(resources, 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_world_sphere(occ.list_ids[n]);
// 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, 0.01f);
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_sphere[_num_spheres] = fit;
if (fit < weakest_fit_sphere) {
weakest_fit_sphere = 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_sphere) {
_spheres[weakest_sphere] = occluder_sphere;
_sphere_distances[weakest_sphere] = dist;
goodness_of_fit_sphere[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_sphere = FLT_MAX;
for (int s = 0; s < _max_spheres; s++) {
if (goodness_of_fit_sphere[s] < weakest_fit_sphere) {
weakest_fit_sphere = goodness_of_fit_sphere[s];
weakest_sphere = s;
}
}
}
}
}
} // sphere
if (occ.type == VSOccluder_Instance::OT_MESH) {
// make sure world space spheres are up to date
p_portal_renderer.occluder_ensure_up_to_date_polys(resources, occ);
// multiple polys
for (int n = 0; n < occ.list_ids.size(); n++) {
const VSOccluder_Poly &opoly = p_portal_renderer.get_pool_occluder_world_poly(occ.list_ids[n]);
const Occlusion::PolyPlane &poly = opoly.poly;
// backface cull
bool faces_camera = poly.plane.is_point_over(pt_camera);
if (!faces_camera && !opoly.two_way) {
continue;
}
real_t fit;
if (!calculate_poly_goodness_of_fit(opoly, fit)) {
continue;
}
if (_num_polys < _max_polys) {
SortPoly &dest = _polys[_num_polys];
dest.poly = poly;
dest.flags = faces_camera ? SortPoly::SPF_FACES_CAMERA : 0;
if (opoly.num_holes) {
dest.flags |= SortPoly::SPF_HAS_HOLES;
}
#ifdef TOOLS_ENABLED
dest.poly_source_id = polycount++;
#endif
dest.mesh_source_id = occ.list_ids[n];
dest.goodness_of_fit = fit;
if (fit < weakest_fit_poly) {
weakest_fit_poly = fit;
weakest_poly_id = _num_polys;
}
_num_polys++;
} else {
// must beat the weakest
if (fit > weakest_fit_poly) {
SortPoly &dest = _polys[weakest_poly_id];
dest.poly = poly;
//dest.faces_camera = faces_camera;
dest.flags = faces_camera ? SortPoly::SPF_FACES_CAMERA : 0;
if (opoly.num_holes) {
dest.flags |= SortPoly::SPF_HAS_HOLES;
}
#ifdef TOOLS_ENABLED
dest.poly_source_id = polycount++;
#endif
dest.mesh_source_id = occ.list_ids[n];
dest.goodness_of_fit = fit;
// the weakest may have changed (this could be done more efficiently)
weakest_fit_poly = FLT_MAX;
for (int p = 0; p < _max_polys; p++) {
real_t goodness_of_fit = _polys[p].goodness_of_fit;
if (goodness_of_fit < weakest_fit_poly) {
weakest_fit_poly = goodness_of_fit;
weakest_poly_id = p;
}
}
}
} // polys full up, replace
}
}
} // for o
precalc_poly_edge_planes(pt_camera);
// flip polys so always facing camera
for (int n = 0; n < _num_polys; n++) {
if (!(_polys[n].flags & SortPoly::SPF_FACES_CAMERA)) {
_polys[n].poly.flip();
// must flip holes and planes too
_precalced_poly[n].flip();
}
}
// cull polys against each other.
whittle_polys();
// checksum is used only in the editor, to decide
// whether to redraw the gizmo of active polys
#ifdef TOOLS_ENABLED
uint32_t last_checksum = _poly_checksum;
_poly_checksum = 0;
for (int n = 0; n < _num_polys; n++) {
_poly_checksum += _polys[n].poly_source_id;
//_log_prepare("prepfinal : " + itos(_polys[n].poly_source_id) + " fit : " + rtos(_polys[n].goodness_of_fit));
}
if (_poly_checksum != last_checksum) {
_redraw_gizmo = true;
}
#endif
// 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--;
}
}
// record whether to do any occlusion culling at all..
_occluders_present = _num_spheres || _num_polys;
}
void PortalOcclusionCuller::precalc_poly_edge_planes(const Vector3 &p_pt_camera) {
for (int n = 0; n < _num_polys; n++) {
const SortPoly &sortpoly = _polys[n];
const Occlusion::PolyPlane &spoly = sortpoly.poly;
PreCalcedPoly &dpoly = _precalced_poly[n];
dpoly.edge_planes.num_planes = spoly.num_verts;
for (int e = 0; e < spoly.num_verts; e++) {
// point a and b of the edge
const Vector3 &pt_a = spoly.verts[e];
const Vector3 &pt_b = spoly.verts[(e + 1) % spoly.num_verts];
// edge plane to camera
dpoly.edge_planes.planes[e] = Plane(p_pt_camera, pt_a, pt_b);
}
dpoly.num_holes = 0;
// holes
if (sortpoly.flags & SortPoly::SPF_HAS_HOLES) {
// get the mesh poly and the holes
const VSOccluder_Poly &mesh = _portal_renderer->get_pool_occluder_world_poly(sortpoly.mesh_source_id);
dpoly.num_holes = mesh.num_holes;
for (int h = 0; h < mesh.num_holes; h++) {
uint32_t hid = mesh.hole_pool_ids[h];
const VSOccluder_Hole &hole = _portal_renderer->get_pool_occluder_world_hole(hid);
// copy the verts to the precalced poly,
// we will need these later for whittling polys.
// We could alternatively link back to the original verts, but that gets messy.
dpoly.hole_polys[h] = hole;
int hole_num_verts = hole.num_verts;
const Vector3 *hverts = hole.verts;
// number of planes equals number of verts forming edges
dpoly.hole_edge_planes[h].num_planes = hole_num_verts;
for (int e = 0; e < hole_num_verts; e++) {
const Vector3 &pt_a = hverts[e];
const Vector3 &pt_b = hverts[(e + 1) % hole_num_verts];
dpoly.hole_edge_planes[h].planes[e] = Plane(p_pt_camera, pt_a, pt_b);
} // for e
} // for h
} // if has holes
}
}
void PortalOcclusionCuller::whittle_polys() {
//#define GODOT_OCCLUSION_FLASH_POLYS
#ifdef GODOT_OCCLUSION_FLASH_POLYS
if (((Engine::get_singleton()->get_frames_drawn() / 4) % 2) == 0) {
return;
}
#endif
bool repeat = true;
while (repeat) {
repeat = false;
// Check for complete occlusion of polys by a closer poly.
// Such polys can be completely removed from checks.
for (int n = 0; n < _num_polys; n++) {
// ensure we test each occluder once and only once
// (as this routine will repeat each time an occluded poly is found)
SortPoly &sort_poly = _polys[n];
if (!(sort_poly.flags & SortPoly::SPF_TESTED_AS_OCCLUDER)) {
sort_poly.flags |= SortPoly::SPF_TESTED_AS_OCCLUDER;
} else {
continue;
}
const Occlusion::PolyPlane &poly = _polys[n].poly;
const Plane &occluder_plane = poly.plane;
const PreCalcedPoly &pcp = _precalced_poly[n];
// the goodness of fit is the screen space area at the moment,
// so we can use it as a quick reject .. polys behind occluders will always
// be smaller area than the occluder.
real_t occluder_area = _polys[n].goodness_of_fit;
// check each other poly as an occludee
for (int t = 0; t < _num_polys; t++) {
if (n == t) {
continue;
}
// quick reject based on screen space area.
// if the area of the test poly is larger, it can't be completely behind
// the occluder.
bool quick_reject_entire_occludee = _polys[t].goodness_of_fit > occluder_area;
const Occlusion::PolyPlane &test_poly = _polys[t].poly;
PreCalcedPoly &pcp_test = _precalced_poly[t];
// We have two considerations:
// (1) Entire poly is occluded
// (2) If not (1), then maybe a hole is occluded
bool completely_reject = false;
if (!quick_reject_entire_occludee && is_poly_inside_occlusion_volume(test_poly, occluder_plane, pcp.edge_planes)) {
completely_reject = true;
// we must also test against all holes if some are present
for (int h = 0; h < pcp.num_holes; h++) {
if (is_poly_touching_hole(test_poly, pcp.hole_edge_planes[h])) {
completely_reject = false;
break;
}
}
if (completely_reject) {
// yes .. we can remove this poly .. but do not muck up the iteration of the list
//print_line("poly is occluded " + itos(t));
#ifdef TOOLS_ENABLED
// this condition should never happen, we should never be checking occludee against itself
DEV_ASSERT(_polys[t].poly_source_id != _polys[n].poly_source_id);
#endif
// unordered remove
_polys[t] = _polys[_num_polys - 1];
_precalced_poly[t] = _precalced_poly[_num_polys - 1];
_num_polys--;
// no NOT repeat the test poly if it was copied from n, i.e. the occludee would
// be the same as the occluder
if (_num_polys != n) {
// repeat this test poly as it will be the next
t--;
}
// If we end up removing a poly BEFORE n, the replacement poly (from the unordered remove)
// will never get tested as an occluder. So we have to account for this by rerunning the routine.
repeat = true;
} // allow due to holes
} // if poly inside occlusion volume
// if we did not completely reject, there could be holes that could be rejected
if (!completely_reject) {
if (pcp_test.num_holes) {
for (int h = 0; h < pcp_test.num_holes; h++) {
const Occlusion::Poly &hole_poly = pcp_test.hole_polys[h];
// is the hole within the occluder?
if (is_poly_inside_occlusion_volume(hole_poly, occluder_plane, pcp.edge_planes)) {
// if the hole touching a hole in the occluder? if so we can't eliminate it
bool allow = true;
for (int oh = 0; oh < pcp.num_holes; oh++) {
if (is_poly_touching_hole(hole_poly, pcp.hole_edge_planes[oh])) {
allow = false;
break;
}
}
if (allow) {
// Unordered remove the hole. No need to repeat the whole while loop I don't think?
// As this just makes it more efficient at runtime, it doesn't make the further whittling more accurate.
pcp_test.num_holes--;
pcp_test.hole_edge_planes[h] = pcp_test.hole_edge_planes[pcp_test.num_holes];
pcp_test.hole_polys[h] = pcp_test.hole_polys[pcp_test.num_holes];
h--; // repeat this as the unordered remove has placed a new member into h slot
} // allow
} // hole is within
}
} // has holes
} // did not completely reject
} // for t through occludees
} // for n through occluders
} // while repeat
// order polys by distance to camera / area? NYI
}
bool PortalOcclusionCuller::calculate_poly_goodness_of_fit(const VSOccluder_Poly &p_opoly, real_t &r_fit) {
// transform each of the poly points, find the area in screen space
// The points must be homogeneous coordinates, i.e. BEFORE
// the perspective divide, in clip space. They will have the perspective
// divide applied after clipping, to calculate the area.
// We therefore store them as planes to store the w coordinate as d.
Plane xpoints[Occlusion::PolyPlane::MAX_POLY_VERTS];
int num_verts = p_opoly.poly.num_verts;
for (int n = 0; n < num_verts; n++) {
// source and dest in homogeneous coords
Plane source(p_opoly.poly.verts[n], 1.0f);
Plane &dest = xpoints[n];
dest = _matrix_camera.xform4(source);
}
// find screen space area
real_t area = _clipper.clip_and_find_poly_area(xpoints, num_verts);
if (area <= 0.0f) {
return false;
}
r_fit = area;
return true;
}
bool PortalOcclusionCuller::_is_poly_of_interest_to_split_plane(const Plane *p_poly_split_plane, int p_poly_id) const {
const Occlusion::PolyPlane &poly = _polys[p_poly_id].poly;
int over = 0;
int under = 0;
// we need an epsilon because adjacent polys that just
// join with a wall may have small floating point error ahead
// of the splitting plane.
const real_t epsilon = 0.005f;
for (int n = 0; n < poly.num_verts; n++) {
// point a and b of the edge
const Vector3 &pt = poly.verts[n];
real_t dist = p_poly_split_plane->distance_to(pt);
if (dist > epsilon) {
over++;
} else {
under++;
}
}
// return whether straddles the plane
return over && under;
}
bool PortalOcclusionCuller::cull_aabb_to_polys_ex(const AABB &p_aabb) const {
_log("\n", 0);
_log("* cull_aabb_to_polys_ex " + String(Variant(p_aabb)), 0);
Plane plane;
for (int n = 0; n < _num_polys; n++) {
_log("\tchecking poly " + itos(n), 0);
const SortPoly &sortpoly = _polys[n];
const Occlusion::PolyPlane &poly = sortpoly.poly;
// occludee must be on opposite side to camera
real_t omin, omax;
p_aabb.project_range_in_plane(poly.plane, omin, omax);
if (omax > -0.2f) {
_log("\t\tAABB is in front of occluder, ignoring", 0);
continue;
}
// test against each edge of the poly, and expand the edge
bool hit = true;
const PreCalcedPoly &pcp = _precalced_poly[n];
for (int e = 0; e < pcp.edge_planes.num_planes; e++) {
// edge plane to camera
plane = pcp.edge_planes.planes[e];
p_aabb.project_range_in_plane(plane, omin, omax);
if (omax > 0.0f) {
hit = false;
break;
}
}
// if it hit, check against holes
if (hit && pcp.num_holes) {
for (int h = 0; h < pcp.num_holes; h++) {
const PlaneSet &hole = pcp.hole_edge_planes[h];
// if the AABB is totally outside any edge, it is safe for a hit
bool safe = false;
for (int e = 0; e < hole.num_planes; e++) {
// edge plane to camera
plane = hole.planes[e];
p_aabb.project_range_in_plane(plane, omin, omax);
// if inside the hole, no longer a hit on this poly
if (omin > 0.0f) {
safe = true;
break;
}
} // for e
if (!safe) {
hit = false;
}
if (!hit) {
break;
}
} // for h
} // if has holes
// hit?
if (hit) {
return true;
}
}
_log("\tno hit", 0);
return false;
}
bool PortalOcclusionCuller::cull_aabb_to_polys(const AABB &p_aabb) const {
if (!_num_polys) {
return false;
}
return cull_aabb_to_polys_ex(p_aabb);
}
bool PortalOcclusionCuller::cull_sphere_to_polys(const Vector3 &p_occludee_center, real_t p_occludee_radius) const {
if (!_num_polys) {
return false;
}
Plane plane;
for (int n = 0; n < _num_polys; n++) {
const Occlusion::PolyPlane &poly = _polys[n].poly;
// test against each edge of the poly, and expand the edge
bool hit = true;
// occludee must be on opposite side to camera
real_t dist = poly.plane.distance_to(p_occludee_center);
if (dist > -p_occludee_radius) {
continue;
}
for (int e = 0; e < poly.num_verts; e++) {
plane = Plane(_pt_camera, poly.verts[e], poly.verts[(e + 1) % poly.num_verts]);
// de-expand
plane.d -= p_occludee_radius;
if (plane.is_point_over(p_occludee_center)) {
hit = false;
break;
}
}
// hit?
if (hit) {
return true;
}
}
return false;
}
bool PortalOcclusionCuller::cull_sphere_to_spheres(const Vector3 &p_occludee_center, real_t p_occludee_radius, const Vector3 &p_ray_dir, real_t p_dist_to_occludee, int p_ignore_sphere) const {
// maybe not required
if (!_num_spheres) {
return false;
}
// prevent divide by zero, and the occludee cannot be occluded if we are WITHIN
// its bounding sphere... so no need to check
if (p_dist_to_occludee < _sphere_closest_dist) {
return false;
}
// 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 (p_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 / p_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, p_ray_dir, dist, occluder_radius)) {
if ((dist < p_dist_to_occludee) && (s != p_ignore_sphere)) {
// occluded
return true;
}
}
} // expanded occluder radius is more than 0
}
return false;
}
bool PortalOcclusionCuller::cull_sphere(const Vector3 &p_occludee_center, real_t p_occludee_radius, int p_ignore_sphere, bool p_cull_to_polys) const {
if (!_occluders_present) {
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;
// ignore occlusion for closeup, and avoid divide by zero
if (dist_to_occludee_raw < 0.1) {
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;
if (cull_sphere_to_spheres(p_occludee_center, p_occludee_radius, ray_dir, dist_to_occludee, p_ignore_sphere)) {
return true;
}
if (p_cull_to_polys && cull_sphere_to_polys(p_occludee_center, p_occludee_radius)) {
return true;
}
return false;
}
PortalOcclusionCuller::PortalOcclusionCuller() {
_max_spheres = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_spheres");
_max_polys = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_polygons");
}
void PortalOcclusionCuller::log(String p_string, int p_depth) const {
if (_debug_log) {
for (int n = 0; n < p_depth; n++) {
p_string = "\t\t\t" + p_string;
}
print_line(p_string);
}
}
#undef _log
#undef _log_prepare