mirror of
https://github.com/Relintai/pandemonium_engine.git
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953 lines
27 KiB
C++
953 lines
27 KiB
C++
/*************************************************************************/
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/* portal_occlusion_culler.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "portal_occlusion_culler.h"
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#include "core/engine.h"
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#include "core/math/aabb.h"
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#include "core/project_settings.h"
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#include "portal_renderer.h"
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#include "servers/visual/visual_server_globals.h"
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#include "servers/visual/visual_server_scene.h"
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#define _log(a, b) ;
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//#define _log_prepare(a) log(a, 0)
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#define _log_prepare(a) ;
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bool PortalOcclusionCuller::_debug_log = true;
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bool PortalOcclusionCuller::_redraw_gizmo = false;
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void PortalOcclusionCuller::Clipper::debug_print_points(String p_string) {
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print_line(p_string);
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for (int n = 0; n < _pts_in.size(); n++) {
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print_line("\t" + itos(n) + " : " + String(Variant(_pts_in[n])));
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}
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}
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Plane PortalOcclusionCuller::Clipper::interpolate(const Plane &p_a, const Plane &p_b, real_t p_t) const {
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Vector3 diff = p_b.normal - p_a.normal;
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real_t d = p_b.d - p_a.d;
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diff *= p_t;
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d *= p_t;
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return Plane(p_a.normal + diff, p_a.d + d);
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}
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real_t PortalOcclusionCuller::Clipper::clip_and_find_poly_area(const Plane *p_verts, int p_num_verts) {
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_pts_in.clear();
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_pts_out.clear();
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// seed
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for (int n = 0; n < p_num_verts; n++) {
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_pts_in.push_back(p_verts[n]);
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}
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if (!clip_to_plane(-1, 0, 0, 1)) {
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return 0.0;
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}
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if (!clip_to_plane(1, 0, 0, 1)) {
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return 0.0;
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}
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if (!clip_to_plane(0, -1, 0, 1)) {
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return 0.0;
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}
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if (!clip_to_plane(0, 1, 0, 1)) {
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return 0.0;
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}
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if (!clip_to_plane(0, 0, -1, 1)) {
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return 0.0;
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}
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if (!clip_to_plane(0, 0, 1, 1)) {
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return 0.0;
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}
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// perspective divide
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_pts_final.resize(_pts_in.size());
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for (int n = 0; n < _pts_in.size(); n++) {
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_pts_final[n] = _pts_in[n].normal / _pts_in[n].d;
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}
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return Geometry::find_polygon_area(&_pts_final[0], _pts_final.size());
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}
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bool PortalOcclusionCuller::Clipper::is_inside(const Plane &p_pt, Boundary p_boundary) {
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real_t w = p_pt.d;
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switch (p_boundary) {
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case B_LEFT: {
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return p_pt.normal.x > -w;
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} break;
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case B_RIGHT: {
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return p_pt.normal.x < w;
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} break;
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case B_TOP: {
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return p_pt.normal.y < w;
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} break;
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case B_BOTTOM: {
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return p_pt.normal.y > -w;
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} break;
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case B_NEAR: {
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return p_pt.normal.z < w;
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} break;
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case B_FAR: {
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return p_pt.normal.z > -w;
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} break;
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default:
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break;
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}
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return false;
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}
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// a is out, b is in
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Plane PortalOcclusionCuller::Clipper::intersect(const Plane &p_a, const Plane &p_b, Boundary p_boundary) {
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Plane diff_plane(p_b.normal - p_a.normal, p_b.d - p_a.d);
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const Vector3 &diff = diff_plane.normal;
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real_t t = 0.0;
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const real_t epsilon = 0.001f;
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// prevent divide by zero
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switch (p_boundary) {
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case B_LEFT: {
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if (diff.x > epsilon) {
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t = (-1.0f - p_a.normal.x) / diff.x;
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}
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} break;
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case B_RIGHT: {
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if (-diff.x > epsilon) {
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t = (p_a.normal.x - 1.0f) / -diff.x;
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}
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} break;
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case B_TOP: {
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if (-diff.y > epsilon) {
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t = (p_a.normal.y - 1.0f) / -diff.y;
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}
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} break;
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case B_BOTTOM: {
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if (diff.y > epsilon) {
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t = (-1.0f - p_a.normal.y) / diff.y;
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}
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} break;
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case B_NEAR: {
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if (-diff.z > epsilon) {
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t = (p_a.normal.z - 1.0f) / -diff.z;
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}
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} break;
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case B_FAR: {
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if (diff.z > epsilon) {
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t = (-1.0f - p_a.normal.z) / diff.z;
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}
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} break;
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default:
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break;
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}
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diff_plane.normal *= t;
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diff_plane.d *= t;
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return Plane(p_a.normal + diff_plane.normal, p_a.d + diff_plane.d);
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}
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// Clip the poly to the plane given by the formula a * x + b * y + c * z + d * w.
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bool PortalOcclusionCuller::Clipper::clip_to_plane(real_t a, real_t b, real_t c, real_t d) {
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_pts_out.clear();
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// repeat the first
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_pts_in.push_back(_pts_in[0]);
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Plane vPrev = _pts_in[0];
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real_t dpPrev = a * vPrev.normal.x + b * vPrev.normal.y + c * vPrev.normal.z + d * vPrev.d;
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for (int i = 1; i < _pts_in.size(); ++i) {
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Plane v = _pts_in[i];
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real_t dp = a * v.normal.x + b * v.normal.y + c * v.normal.z + d * v.d;
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if (dpPrev >= 0) {
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_pts_out.push_back(vPrev);
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}
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if (sgn(dp) != sgn(dpPrev)) {
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real_t t = dp < 0 ? dpPrev / (dpPrev - dp) : -dpPrev / (dp - dpPrev);
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Plane vOut = interpolate(vPrev, v, t);
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_pts_out.push_back(vOut);
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}
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vPrev = v;
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dpPrev = dp;
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}
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// start again from the output points next time
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_pts_in = _pts_out;
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return _pts_in.size() > 2;
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}
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Geometry::MeshData PortalOcclusionCuller::debug_get_current_polys() const {
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Geometry::MeshData md;
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for (int n = 0; n < _num_polys; n++) {
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const Occlusion::PolyPlane &p = _polys[n].poly;
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int first_index = md.vertices.size();
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Vector3 normal_push = p.plane.normal * 0.001f;
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// copy verts
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for (int c = 0; c < p.num_verts; c++) {
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md.vertices.push_back(p.verts[c] + normal_push);
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}
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// indices
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Geometry::MeshData::Face face;
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// triangle fan
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face.indices.resize(p.num_verts);
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for (int c = 0; c < p.num_verts; c++) {
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face.indices.set(c, first_index + c);
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}
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md.faces.push_back(face);
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}
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return md;
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}
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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) {
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_portal_renderer = &p_portal_renderer;
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// Bodge to keep settings up to date, until the project settings PR is merged
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint() && ((Engine::get_singleton()->get_frames_drawn() % 16) == 0)) {
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_max_polys = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_polygons");
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}
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#endif
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_num_spheres = 0;
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_pt_camera = pt_camera;
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// spheres
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_num_spheres = 0;
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real_t goodness_of_fit_sphere[MAX_SPHERES];
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for (int n = 0; n < _max_spheres; n++) {
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goodness_of_fit_sphere[n] = 0.0f;
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}
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real_t weakest_fit_sphere = FLT_MAX;
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int weakest_sphere = 0;
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_sphere_closest_dist = FLT_MAX;
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// polys
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_num_polys = 0;
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for (int n = 0; n < _max_polys; n++) {
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_polys[n].goodness_of_fit = 0.0f;
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}
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real_t weakest_fit_poly = FLT_MAX;
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int weakest_poly_id = 0;
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#ifdef TOOLS_ENABLED
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uint32_t polycount = 0;
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#endif
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const PortalResources &resources = VSG::scene->get_portal_resources();
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// find occluders
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for (unsigned int o = 0; o < p_occluder_pool_ids.size(); o++) {
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int id = p_occluder_pool_ids[o];
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VSOccluder_Instance &occ = p_portal_renderer.get_pool_occluder_instance(id);
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// is it active?
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// in the case of rooms, they will always be active, as inactive
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// are removed from rooms. But for whole scene mode, some may be inactive.
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if (!occ.active) {
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continue;
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}
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// TODO : occlusion cull spheres AGAINST themselves.
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// i.e. a sphere that is occluded by another occluder is no
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// use as an occluder...
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if (occ.type == VSOccluder_Instance::OT_SPHERE) {
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// make sure world space spheres are up to date
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p_portal_renderer.occluder_ensure_up_to_date_sphere(resources, occ);
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// cull entire AABB
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if (is_aabb_culled(occ.aabb, p_planes)) {
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continue;
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}
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// multiple spheres
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for (int n = 0; n < occ.list_ids.size(); n++) {
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const Occlusion::Sphere &occluder_sphere = p_portal_renderer.get_pool_occluder_world_sphere(occ.list_ids[n]);
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// is the occluder sphere culled?
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if (is_sphere_culled(occluder_sphere.pos, occluder_sphere.radius, p_planes)) {
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continue;
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}
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real_t dist = (occluder_sphere.pos - pt_camera).length();
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// calculate the goodness of fit .. smaller distance better, and larger radius
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// calculate adjusted radius at 100.0
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real_t fit = 100 / MAX(dist, 0.01f);
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fit *= occluder_sphere.radius;
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// until we reach the max, just keep recording, and keep track
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// of the worst fit
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if (_num_spheres < _max_spheres) {
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_spheres[_num_spheres] = occluder_sphere;
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_sphere_distances[_num_spheres] = dist;
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goodness_of_fit_sphere[_num_spheres] = fit;
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if (fit < weakest_fit_sphere) {
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weakest_fit_sphere = fit;
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weakest_sphere = _num_spheres;
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}
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// keep a record of the closest sphere for quick rejects
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if (dist < _sphere_closest_dist) {
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_sphere_closest_dist = dist;
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}
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_num_spheres++;
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} else {
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// must beat the weakest
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if (fit > weakest_fit_sphere) {
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_spheres[weakest_sphere] = occluder_sphere;
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_sphere_distances[weakest_sphere] = dist;
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goodness_of_fit_sphere[weakest_sphere] = fit;
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// keep a record of the closest sphere for quick rejects
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if (dist < _sphere_closest_dist) {
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_sphere_closest_dist = dist;
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}
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// the weakest may have changed (this could be done more efficiently)
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weakest_fit_sphere = FLT_MAX;
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for (int s = 0; s < _max_spheres; s++) {
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if (goodness_of_fit_sphere[s] < weakest_fit_sphere) {
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weakest_fit_sphere = goodness_of_fit_sphere[s];
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weakest_sphere = s;
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}
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}
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}
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}
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}
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} // sphere
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if (occ.type == VSOccluder_Instance::OT_MESH) {
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// make sure world space spheres are up to date
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p_portal_renderer.occluder_ensure_up_to_date_polys(resources, occ);
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// multiple polys
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for (int n = 0; n < occ.list_ids.size(); n++) {
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const VSOccluder_Poly &opoly = p_portal_renderer.get_pool_occluder_world_poly(occ.list_ids[n]);
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const Occlusion::PolyPlane &poly = opoly.poly;
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// backface cull
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bool faces_camera = poly.plane.is_point_over(pt_camera);
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if (!faces_camera && !opoly.two_way) {
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continue;
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}
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real_t fit;
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if (!calculate_poly_goodness_of_fit(opoly, fit)) {
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continue;
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}
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if (_num_polys < _max_polys) {
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SortPoly &dest = _polys[_num_polys];
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dest.poly = poly;
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dest.flags = faces_camera ? SortPoly::SPF_FACES_CAMERA : 0;
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if (opoly.num_holes) {
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dest.flags |= SortPoly::SPF_HAS_HOLES;
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}
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#ifdef TOOLS_ENABLED
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dest.poly_source_id = polycount++;
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#endif
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dest.mesh_source_id = occ.list_ids[n];
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dest.goodness_of_fit = fit;
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if (fit < weakest_fit_poly) {
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weakest_fit_poly = fit;
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weakest_poly_id = _num_polys;
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}
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_num_polys++;
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} else {
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// must beat the weakest
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if (fit > weakest_fit_poly) {
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SortPoly &dest = _polys[weakest_poly_id];
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dest.poly = poly;
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//dest.faces_camera = faces_camera;
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dest.flags = faces_camera ? SortPoly::SPF_FACES_CAMERA : 0;
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if (opoly.num_holes) {
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dest.flags |= SortPoly::SPF_HAS_HOLES;
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}
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#ifdef TOOLS_ENABLED
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dest.poly_source_id = polycount++;
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#endif
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dest.mesh_source_id = occ.list_ids[n];
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dest.goodness_of_fit = fit;
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// the weakest may have changed (this could be done more efficiently)
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weakest_fit_poly = FLT_MAX;
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for (int p = 0; p < _max_polys; p++) {
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real_t goodness_of_fit = _polys[p].goodness_of_fit;
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if (goodness_of_fit < weakest_fit_poly) {
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weakest_fit_poly = goodness_of_fit;
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weakest_poly_id = p;
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}
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}
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}
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} // polys full up, replace
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}
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}
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} // for o
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precalc_poly_edge_planes(pt_camera);
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// flip polys so always facing camera
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for (int n = 0; n < _num_polys; n++) {
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if (!(_polys[n].flags & SortPoly::SPF_FACES_CAMERA)) {
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_polys[n].poly.flip();
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// must flip holes and planes too
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_precalced_poly[n].flip();
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}
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}
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// cull polys against each other.
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whittle_polys();
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// checksum is used only in the editor, to decide
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// whether to redraw the gizmo of active polys
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#ifdef TOOLS_ENABLED
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uint32_t last_checksum = _poly_checksum;
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_poly_checksum = 0;
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for (int n = 0; n < _num_polys; n++) {
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_poly_checksum += _polys[n].poly_source_id;
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//_log_prepare("prepfinal : " + itos(_polys[n].poly_source_id) + " fit : " + rtos(_polys[n].goodness_of_fit));
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}
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if (_poly_checksum != last_checksum) {
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_redraw_gizmo = true;
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}
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#endif
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// force the sphere closest distance to above zero to prevent
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// divide by zero in the quick reject
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_sphere_closest_dist = MAX(_sphere_closest_dist, 0.001);
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// sphere self occlusion.
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// we could avoid testing the closest sphere, but the complexity isn't worth any speed benefit
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for (int n = 0; n < _num_spheres; n++) {
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const Occlusion::Sphere &sphere = _spheres[n];
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// is it occluded by another sphere?
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if (cull_sphere(sphere.pos, sphere.radius, n)) {
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// yes, unordered remove
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_num_spheres--;
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_spheres[n] = _spheres[_num_spheres];
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_sphere_distances[n] = _sphere_distances[_num_spheres];
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|
|
// 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
|