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4d9d99bb82
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
202 lines
7.4 KiB
C++
202 lines
7.4 KiB
C++
/*************************************************************************/
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/* renderer_scene_occlusion_cull.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERER_SCENE_OCCLUSION_CULL_H
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#define RENDERER_SCENE_OCCLUSION_CULL_H
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#include "core/math/camera_matrix.h"
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#include "core/templates/local_vector.h"
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#include "servers/rendering_server.h"
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class RendererSceneOcclusionCull {
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protected:
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static RendererSceneOcclusionCull *singleton;
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public:
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class HZBuffer {
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protected:
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static const Vector3 corners[8];
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LocalVector<float> data;
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LocalVector<Size2i> sizes;
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LocalVector<float *> mips;
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RID debug_texture;
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Ref<Image> debug_image;
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PackedByteArray debug_data;
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float debug_tex_range = 0.0f;
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public:
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bool is_empty() const;
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virtual void clear();
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virtual void resize(const Size2i &p_size);
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void update_mips();
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_FORCE_INLINE_ bool is_occluded(const float p_bounds[6], const Vector3 &p_cam_position, const Transform &p_cam_inv_transform, const CameraMatrix &p_cam_projection, float p_near) const {
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if (is_empty()) {
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return false;
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}
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Vector3 closest_point = Vector3(CLAMP(p_cam_position.x, p_bounds[0], p_bounds[3]), CLAMP(p_cam_position.y, p_bounds[1], p_bounds[4]), CLAMP(p_cam_position.z, p_bounds[2], p_bounds[5]));
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if (closest_point == p_cam_position) {
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return false;
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}
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Vector3 closest_point_view = p_cam_inv_transform.xform(closest_point);
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if (closest_point_view.z > -p_near) {
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return false;
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}
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float min_depth;
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if (p_cam_projection.is_orthogonal()) {
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min_depth = (-closest_point_view.z) - p_near;
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} else {
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float r = -p_near / closest_point_view.z;
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Vector3 closest_point_proj = Vector3(closest_point_view.x * r, closest_point_view.y * r, -p_near);
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min_depth = closest_point_proj.distance_to(closest_point_view);
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}
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Vector2 rect_min = Vector2(FLT_MAX, FLT_MAX);
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Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
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for (int j = 0; j < 8; j++) {
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Vector3 c = RendererSceneOcclusionCull::HZBuffer::corners[j];
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Vector3 nc = Vector3(1, 1, 1) - c;
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Vector3 corner = Vector3(p_bounds[0] * c.x + p_bounds[3] * nc.x, p_bounds[1] * c.y + p_bounds[4] * nc.y, p_bounds[2] * c.z + p_bounds[5] * nc.z);
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Vector3 view = p_cam_inv_transform.xform(corner);
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Vector3 projected = p_cam_projection.xform(view);
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Vector2 normalized = Vector2(projected.x * 0.5f + 0.5f, projected.y * 0.5f + 0.5f);
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rect_min = rect_min.min(normalized);
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rect_max = rect_max.max(normalized);
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}
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rect_max = rect_max.min(Vector2(1, 1));
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rect_min = rect_min.max(Vector2(0, 0));
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int mip_count = mips.size();
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Vector2 screen_diagonal = (rect_max - rect_min) * sizes[0];
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float size = MAX(screen_diagonal.x, screen_diagonal.y);
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float l = Math::ceil(Math::log2(size));
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int lod = CLAMP(l, 0, mip_count - 1);
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const int max_samples = 512;
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int sample_count = 0;
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bool visible = true;
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for (; lod >= 0; lod--) {
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int w = sizes[lod].x;
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int h = sizes[lod].y;
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int minx = CLAMP(rect_min.x * w - 1, 0, w - 1);
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int maxx = CLAMP(rect_max.x * w + 1, 0, w - 1);
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int miny = CLAMP(rect_min.y * h - 1, 0, h - 1);
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int maxy = CLAMP(rect_max.y * h + 1, 0, h - 1);
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sample_count += (maxx - minx + 1) * (maxy - miny + 1);
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if (sample_count > max_samples) {
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return false;
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}
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visible = false;
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for (int y = miny; y <= maxy; y++) {
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for (int x = minx; x <= maxx; x++) {
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float depth = mips[lod][y * w + x];
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if (depth > min_depth) {
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visible = true;
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break;
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}
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}
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if (visible) {
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break;
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}
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}
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if (!visible) {
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return true;
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}
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}
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return !visible;
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}
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RID get_debug_texture();
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virtual ~HZBuffer(){};
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};
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static RendererSceneOcclusionCull *get_singleton() { return singleton; }
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void _print_warining() {
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WARN_PRINT_ONCE("Occlusion culling is disabled at build time.");
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}
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virtual bool is_occluder(RID p_rid) { return false; }
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virtual RID occluder_allocate() { return RID(); }
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virtual void occluder_initialize(RID p_occluder) {}
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virtual void free_occluder(RID p_occluder) { _print_warining(); }
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virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) { _print_warining(); }
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virtual void add_scenario(RID p_scenario) {}
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virtual void remove_scenario(RID p_scenario) {}
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virtual void scenario_set_instance(RID p_scenario, RID p_instance, RID p_occluder, const Transform &p_xform, bool p_enabled) { _print_warining(); }
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virtual void scenario_remove_instance(RID p_scenario, RID p_instance) { _print_warining(); }
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virtual void add_buffer(RID p_buffer) { _print_warining(); }
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virtual void remove_buffer(RID p_buffer) { _print_warining(); }
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virtual HZBuffer *buffer_get_ptr(RID p_buffer) {
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return nullptr;
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}
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virtual void buffer_set_scenario(RID p_buffer, RID p_scenario) { _print_warining(); }
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virtual void buffer_set_size(RID p_buffer, const Vector2i &p_size) { _print_warining(); }
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virtual void buffer_update(RID p_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, ThreadWorkPool &p_thread_pool) {}
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virtual RID buffer_get_debug_texture(RID p_buffer) {
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_print_warining();
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return RID();
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}
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virtual void set_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {}
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RendererSceneOcclusionCull() {
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singleton = this;
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};
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virtual ~RendererSceneOcclusionCull() {
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singleton = nullptr;
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};
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};
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#endif //RENDERER_SCENE_OCCLUSION_CULL_H
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