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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Merge pull request #107839 from Rudolph-B/Occlusion-Culling-Optimization

Minor Optimization to Occlusion Culling
This commit is contained in:
Thaddeus Crews
2025-10-03 12:01:13 -05:00
5 changed files with 32 additions and 47 deletions

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@@ -45,20 +45,6 @@ Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {
return r; return r;
} }
Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
return Vector3(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z));
}
Vector3 Vector3::clampf(real_t p_min, real_t p_max) const {
return Vector3(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max),
CLAMP(z, p_min, p_max));
}
void Vector3::snap(const Vector3 &p_step) { void Vector3::snap(const Vector3 &p_step) {
x = Math::snapped(x, p_step.x); x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y); y = Math::snapped(y, p_step.y);

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@@ -106,6 +106,20 @@ struct [[nodiscard]] Vector3 {
return Vector3(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar)); return Vector3(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
} }
Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const {
return Vector3(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z));
}
Vector3 clampf(real_t p_min, real_t p_max) const {
return Vector3(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max),
CLAMP(z, p_min, p_max));
}
_FORCE_INLINE_ real_t length() const; _FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const; _FORCE_INLINE_ real_t length_squared() const;
@@ -151,8 +165,6 @@ struct [[nodiscard]] Vector3 {
_FORCE_INLINE_ Vector3 sign() const; _FORCE_INLINE_ Vector3 sign() const;
_FORCE_INLINE_ Vector3 ceil() const; _FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ Vector3 round() const; _FORCE_INLINE_ Vector3 round() const;
Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
Vector3 clampf(real_t p_min, real_t p_max) const;
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const; _FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const; _FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;

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@@ -2824,6 +2824,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
Transform3D inv_cam_transform = cull_data.cam_transform.inverse(); Transform3D inv_cam_transform = cull_data.cam_transform.inverse();
float z_near = cull_data.camera_matrix->get_z_near(); float z_near = cull_data.camera_matrix->get_z_near();
bool is_orthogonal = cull_data.camera_matrix->is_orthogonal();
for (uint64_t i = p_from; i < p_to; i++) { for (uint64_t i = p_from; i < p_to; i++) {
bool mesh_visible = false; bool mesh_visible = false;
@@ -2838,7 +2839,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check<false>(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0) #define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check<false>(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
#define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata)) #define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata))
#define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check) #define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
#define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near, cull_data.scenario->instance_data[i].occlusion_timeout)) #define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near, is_orthogonal, cull_data.scenario->instance_data[i].occlusion_timeout))
if (!HIDDEN_BY_VISIBILITY_CHECKS) { if (!HIDDEN_BY_VISIBILITY_CHECKS) {
if ((LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) || (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_ALL_CULLING)) { if ((LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) || (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_ALL_CULLING)) {

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@@ -32,23 +32,8 @@
RendererSceneOcclusionCull *RendererSceneOcclusionCull::singleton = nullptr; RendererSceneOcclusionCull *RendererSceneOcclusionCull::singleton = nullptr;
const Vector3 RendererSceneOcclusionCull::HZBuffer::corners[8] = {
Vector3(0, 0, 0),
Vector3(0, 0, 1),
Vector3(0, 1, 0),
Vector3(0, 1, 1),
Vector3(1, 0, 0),
Vector3(1, 0, 1),
Vector3(1, 1, 0),
Vector3(1, 1, 1)
};
bool RendererSceneOcclusionCull::HZBuffer::occlusion_jitter_enabled = false; bool RendererSceneOcclusionCull::HZBuffer::occlusion_jitter_enabled = false;
bool RendererSceneOcclusionCull::HZBuffer::is_empty() const {
return sizes.is_empty();
}
void RendererSceneOcclusionCull::HZBuffer::clear() { void RendererSceneOcclusionCull::HZBuffer::clear() {
if (sizes.is_empty()) { if (sizes.is_empty()) {
return; // Already cleared return; // Already cleared

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@@ -41,8 +41,6 @@ protected:
public: public:
class HZBuffer { class HZBuffer {
protected: protected:
static const Vector3 corners[8];
LocalVector<float> data; LocalVector<float> data;
LocalVector<Size2i> sizes; LocalVector<Size2i> sizes;
LocalVector<float *> mips; LocalVector<float *> mips;
@@ -55,7 +53,7 @@ public:
uint64_t occlusion_frame = 0; uint64_t occlusion_frame = 0;
Size2i occlusion_buffer_size; Size2i occlusion_buffer_size;
_FORCE_INLINE_ bool _is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near) const { _FORCE_INLINE_ bool _is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near, bool p_is_orthogonal) const {
if (is_empty()) { if (is_empty()) {
return false; return false;
} }
@@ -79,27 +77,27 @@ public:
Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN); Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
for (int j = 0; j < 8; j++) { for (int j = 0; j < 8; j++) {
const Vector3 &c = RendererSceneOcclusionCull::HZBuffer::corners[j]; // Bitmask to cycle through the corners of the AABB.
Vector3 nc = Vector3(1, 1, 1) - c; Vector3 corner = Vector3(
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); j & 4 ? p_bounds[0] : p_bounds[3],
j & 2 ? p_bounds[1] : p_bounds[4],
j & 1 ? p_bounds[2] : p_bounds[5]);
Vector3 view = p_cam_inv_transform.xform(corner); Vector3 view = p_cam_inv_transform.xform(corner);
// When using an orthogonal camera, the closest point of an AABB to the camera is guaranteed to be a corner. // When using an orthogonal camera, the closest point of an AABB to the camera is guaranteed to be a corner.
if (p_cam_projection.is_orthogonal()) { if (p_is_orthogonal) {
min_depth = MIN(min_depth, -view.z); min_depth = MIN(min_depth, -view.z);
} }
Plane vp = Plane(view, 1.0); Vector3 projected = p_cam_projection.xform(view);
Plane projected = p_cam_projection.xform4(vp);
float w = projected.d; if (-view.z < 0.0) {
if (w < 1.0) {
rect_min = Vector2(0.0f, 0.0f); rect_min = Vector2(0.0f, 0.0f);
rect_max = Vector2(1.0f, 1.0f); rect_max = Vector2(1.0f, 1.0f);
break; break;
} }
Vector2 normalized = Vector2(projected.normal.x / w * 0.5f + 0.5f, projected.normal.y / w * 0.5f + 0.5f); Vector2 normalized = Vector2(projected.x * 0.5f + 0.5f, projected.y * 0.5f + 0.5f);
rect_min = rect_min.min(normalized); rect_min = rect_min.min(normalized);
rect_max = rect_max.max(normalized); rect_max = rect_max.max(normalized);
} }
@@ -159,7 +157,10 @@ public:
public: public:
static bool occlusion_jitter_enabled; static bool occlusion_jitter_enabled;
bool is_empty() const; _FORCE_INLINE_ bool is_empty() const {
return sizes.is_empty();
}
virtual void clear(); virtual void clear();
virtual void resize(const Size2i &p_size); virtual void resize(const Size2i &p_size);
@@ -168,8 +169,8 @@ public:
// Thin wrapper around _is_occluded(), // Thin wrapper around _is_occluded(),
// allowing occlusion timers to delay the disappearance // allowing occlusion timers to delay the disappearance
// of objects to prevent flickering when using jittering. // of objects to prevent flickering when using jittering.
_FORCE_INLINE_ bool is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near, uint64_t &r_occlusion_timeout) const { _FORCE_INLINE_ bool is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near, bool p_is_orthogonal, uint64_t &r_occlusion_timeout) const {
bool occluded = _is_occluded(p_bounds, p_cam_position, p_cam_inv_transform, p_cam_projection, p_near); bool occluded = _is_occluded(p_bounds, p_cam_position, p_cam_inv_transform, p_cam_projection, p_near, p_is_orthogonal);
// Special case, temporal jitter disabled, // Special case, temporal jitter disabled,
// so we don't use occlusion timers. // so we don't use occlusion timers.