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Minor Optimization to Occlusion Culling
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@@ -2824,6 +2824,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
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Transform3D inv_cam_transform = cull_data.cam_transform.inverse();
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float z_near = cull_data.camera_matrix->get_z_near();
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bool is_orthogonal = cull_data.camera_matrix->is_orthogonal();
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for (uint64_t i = p_from; i < p_to; i++) {
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bool mesh_visible = false;
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@@ -2838,7 +2839,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
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#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)
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#define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata))
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#define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
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#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))
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#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))
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if (!HIDDEN_BY_VISIBILITY_CHECKS) {
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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 @@
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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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@@ -41,8 +41,6 @@ protected:
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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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@@ -55,7 +53,7 @@ public:
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uint64_t occlusion_frame = 0;
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Size2i occlusion_buffer_size;
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_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 {
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_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 {
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if (is_empty()) {
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return false;
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}
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@@ -79,27 +77,27 @@ public:
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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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const 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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// Bitmask to cycle through the corners of the AABB.
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Vector3 corner = Vector3(
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j & 4 ? p_bounds[0] : p_bounds[3],
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j & 2 ? p_bounds[1] : p_bounds[4],
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j & 1 ? p_bounds[2] : p_bounds[5]);
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Vector3 view = p_cam_inv_transform.xform(corner);
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// When using an orthogonal camera, the closest point of an AABB to the camera is guaranteed to be a corner.
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if (p_cam_projection.is_orthogonal()) {
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if (p_is_orthogonal) {
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min_depth = MIN(min_depth, -view.z);
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}
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Plane vp = Plane(view, 1.0);
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Plane projected = p_cam_projection.xform4(vp);
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Vector3 projected = p_cam_projection.xform(view);
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float w = projected.d;
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if (w < 1.0) {
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if (-view.z < 0.0) {
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rect_min = Vector2(0.0f, 0.0f);
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rect_max = Vector2(1.0f, 1.0f);
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break;
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}
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Vector2 normalized = Vector2(projected.normal.x / w * 0.5f + 0.5f, projected.normal.y / w * 0.5f + 0.5f);
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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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@@ -159,7 +157,10 @@ public:
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public:
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static bool occlusion_jitter_enabled;
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bool is_empty() const;
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_FORCE_INLINE_ bool is_empty() const {
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return sizes.is_empty();
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}
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virtual void clear();
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virtual void resize(const Size2i &p_size);
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@@ -168,8 +169,8 @@ public:
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// Thin wrapper around _is_occluded(),
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// allowing occlusion timers to delay the disappearance
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// of objects to prevent flickering when using jittering.
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_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 {
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bool occluded = _is_occluded(p_bounds, p_cam_position, p_cam_inv_transform, p_cam_projection, p_near);
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_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 {
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bool occluded = _is_occluded(p_bounds, p_cam_position, p_cam_inv_transform, p_cam_projection, p_near, p_is_orthogonal);
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// Special case, temporal jitter disabled,
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// so we don't use occlusion timers.
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