pandemonium_engine/scene/3d/lod_manager.cpp
lawnjelly 909acac329 Discrete Level of Detail
Add scene side discrete level of detail.

New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
2024-04-06 12:06:01 +02:00

183 lines
5.8 KiB
C++

/**************************************************************************/
/* lod_manager.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "lod_manager.h"
#include "scene/3d/camera.h"
#include "scene/3d/lod.h"
bool LODManager::_enabled = true;
void LODManager::register_camera(Camera *p_camera) {
DEV_ASSERT(p_camera);
data.cameras.push_back(p_camera);
}
void LODManager::remove_camera(Camera *p_camera) {
data.cameras.erase(p_camera);
}
void LODManager::register_lod(LOD *p_lod, uint32_t p_queue_id) {
ERR_FAIL_UNSIGNED_INDEX(p_queue_id, NUM_LOD_QUEUES);
data.queues[p_queue_id].lods.push_back(p_lod);
}
void LODManager::unregister_lod(LOD *p_lod, uint32_t p_queue_id) {
ERR_FAIL_UNSIGNED_INDEX(p_queue_id, NUM_LOD_QUEUES);
data.queues[p_queue_id].lods.erase(p_lod);
}
void LODManager::_update_queue(uint32_t p_queue_id, const Vector3 *p_camera_positions, uint32_t p_num_cameras) {
// Some local aliases.
Queue &queue = data.queues[p_queue_id];
LocalVector<LOD *> &lods = queue.lods;
uint32_t total_lods = lods.size();
if (!total_lods) {
return;
}
// Wraparound.
queue.lod_iterator %= total_lods;
uint32_t first_lod = queue.lod_iterator;
uint32_t num_lods_to_check = 1;
uint32_t num_lods_to_change = 1;
switch (p_queue_id) {
case 4: {
num_lods_to_check = 3125;
num_lods_to_change = 32;
} break;
case 3: {
num_lods_to_check = 256;
num_lods_to_change = 8;
} break;
case 2: {
num_lods_to_check = 27;
num_lods_to_change = 4;
} break;
case 1: {
num_lods_to_check = 4;
num_lods_to_change = 1;
} break;
default: {
} break;
}
// No point updating more lods than the total.
num_lods_to_check = MIN(num_lods_to_check, total_lods);
num_lods_to_change = MIN(num_lods_to_change, total_lods);
// Find minimum distances to cameras...
uint32_t changed = 0;
for (uint32_t l = 0; l < num_lods_to_check; l++) {
uint32_t lod_id = (first_lod + l) % total_lods;
LOD *lod = lods[lod_id];
Vector3 lod_pos = lod->get_global_translation();
float min_dist = FLT_MAX;
for (uint32_t c = 0; c < p_num_cameras; c++) {
float dist = (lod_pos - p_camera_positions[c]).length_squared();
min_dist = MIN(min_dist, dist);
}
if (lod->_lod_update(min_dist)) {
changed++;
if (changed >= num_lods_to_change) {
// Only update the iterator to where we got to.
num_lods_to_check = l + 1;
break;
}
}
}
queue.lod_iterator += num_lods_to_check;
}
void LODManager::notify_saving(bool p_active) {
// When saving in the editor, to prevent file delta due to
// different visibilities from LOD childs, we standardize
// to showing the first LOD.
MutexLock lock(data.mutex);
data.saving = p_active;
if (p_active) {
for (uint32_t n = 0; n < NUM_LOD_QUEUES; n++) {
Queue &queue = data.queues[n];
LocalVector<LOD *> &lods = queue.lods;
for (uint32_t l = 0; l < lods.size(); l++) {
lods[l]->_lod_pre_save();
}
}
}
}
void LODManager::update() {
if (!_enabled) {
return;
}
MutexLock lock(data.mutex);
// We don't want to change the visibilities while saving from the editor.
if (data.saving) {
return;
}
// Get all camera positions
// Reserve enough for all cameras, some may not be used.
Vector3 *camera_positions = (Vector3 *)alloca(data.cameras.size() * sizeof(Vector3));
uint32_t num_cameras = 0;
for (uint32_t c = 0; c < data.cameras.size(); c++) {
const Camera *camera = data.cameras[c];
// Ignore ortho cameras for LOD.
if (!camera->get_affect_lod() || !camera->is_current() || (camera->get_projection() == Camera::PROJECTION_ORTHOGONAL)) {
continue;
}
camera_positions[num_cameras++] = camera->get_global_transform().origin;
}
if (!num_cameras) {
return;
}
for (uint32_t n = 0; n < NUM_LOD_QUEUES; n++) {
_update_queue(n, camera_positions, num_cameras);
}
}