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691854d589
Due to the low resolution of the occlusion buffer, small gaps between occluders can be closed and incorrectly occlude instances which should show through the gaps. To ameliorate this problem, this PR jitters the occlusion buffer over time, making it more likely an instance will be seen through a gap. This is used in conjunction with an occlusion timer per instance, to prevent instances flickering on and off rapidly.
202 lines
5.8 KiB
C++
202 lines
5.8 KiB
C++
/**************************************************************************/
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/* renderer_scene_occlusion_cull.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "renderer_scene_occlusion_cull.h"
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RendererSceneOcclusionCull *RendererSceneOcclusionCull::singleton = nullptr;
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const Vector3 RendererSceneOcclusionCull::HZBuffer::corners[8] = {
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Vector3(0, 0, 0),
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Vector3(0, 0, 1),
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Vector3(0, 1, 0),
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Vector3(0, 1, 1),
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Vector3(1, 0, 0),
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Vector3(1, 0, 1),
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Vector3(1, 1, 0),
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Vector3(1, 1, 1)
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};
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bool RendererSceneOcclusionCull::HZBuffer::occlusion_jitter_enabled = false;
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bool RendererSceneOcclusionCull::HZBuffer::is_empty() const {
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return sizes.is_empty();
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}
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void RendererSceneOcclusionCull::HZBuffer::clear() {
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if (sizes.is_empty()) {
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return; // Already cleared
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}
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data.clear();
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sizes.clear();
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mips.clear();
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debug_data.clear();
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if (debug_image.is_valid()) {
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debug_image.unref();
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}
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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RS::get_singleton()->free(debug_texture);
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}
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void RendererSceneOcclusionCull::HZBuffer::resize(const Size2i &p_size) {
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occlusion_buffer_size = p_size;
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if (p_size == Size2i()) {
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clear();
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return;
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}
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if (!sizes.is_empty() && p_size == sizes[0]) {
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return; // Size didn't change
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}
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int mip_count = 0;
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int data_size = 0;
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int w = p_size.x;
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int h = p_size.y;
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while (true) {
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data_size += h * w;
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w = MAX(1, w >> 1);
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h = MAX(1, h >> 1);
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mip_count++;
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if (w == 1U && h == 1U) {
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data_size += 1U;
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mip_count++;
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break;
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}
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}
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data.resize(data_size);
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mips.resize(mip_count);
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sizes.resize(mip_count);
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w = p_size.x;
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h = p_size.y;
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float *ptr = data.ptr();
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for (int i = 0; i < mip_count; i++) {
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sizes[i] = Size2i(w, h);
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mips[i] = ptr;
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ptr = &ptr[w * h];
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w = MAX(1, w >> 1);
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h = MAX(1, h >> 1);
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}
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for (int i = 0; i < data_size; i++) {
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data[i] = FLT_MAX;
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}
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debug_data.resize(sizes[0].x * sizes[0].y);
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if (debug_texture.is_valid()) {
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RS::get_singleton()->free(debug_texture);
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debug_texture = RID();
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}
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}
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void RendererSceneOcclusionCull::HZBuffer::update_mips() {
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// Keep this up to date as a local to be used for occlusion timers.
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occlusion_frame = Engine::get_singleton()->get_frames_drawn();
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if (sizes.is_empty()) {
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return;
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}
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for (uint32_t mip = 1; mip < mips.size(); mip++) {
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for (int y = 0; y < sizes[mip].y; y++) {
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for (int x = 0; x < sizes[mip].x; x++) {
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int prev_x = x * 2;
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int prev_y = y * 2;
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int prev_w = sizes[mip - 1].width;
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int prev_h = sizes[mip - 1].height;
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bool odd_w = (prev_w % 2) != 0;
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bool odd_h = (prev_h % 2) != 0;
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#define CHECK_OFFSET(xx, yy) max_depth = MAX(max_depth, mips[mip - 1][MIN(prev_h - 1, prev_y + (yy)) * prev_w + MIN(prev_w - 1, prev_x + (xx))])
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float max_depth = mips[mip - 1][prev_y * sizes[mip - 1].x + prev_x];
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CHECK_OFFSET(0, 1);
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CHECK_OFFSET(1, 0);
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CHECK_OFFSET(1, 1);
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if (odd_w) {
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CHECK_OFFSET(2, 0);
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CHECK_OFFSET(2, 1);
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}
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if (odd_h) {
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CHECK_OFFSET(0, 2);
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CHECK_OFFSET(1, 2);
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}
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if (odd_w && odd_h) {
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CHECK_OFFSET(2, 2);
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}
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mips[mip][y * sizes[mip].x + x] = max_depth;
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#undef CHECK_OFFSET
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}
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}
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}
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}
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RID RendererSceneOcclusionCull::HZBuffer::get_debug_texture() {
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if (sizes.is_empty() || sizes[0] == Size2i()) {
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return RID();
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}
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if (debug_image.is_null()) {
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debug_image.instantiate();
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}
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unsigned char *ptrw = debug_data.ptrw();
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for (int i = 0; i < debug_data.size(); i++) {
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ptrw[i] = MIN(mips[0][i] / debug_tex_range, 1.0) * 255;
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}
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debug_image->set_data(sizes[0].x, sizes[0].y, false, Image::FORMAT_L8, debug_data);
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if (debug_texture.is_null()) {
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debug_texture = RS::get_singleton()->texture_2d_create(debug_image);
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} else {
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RenderingServer::get_singleton()->texture_2d_update(debug_texture, debug_image);
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}
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return debug_texture;
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}
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