godot/modules/raycast/raycast_occlusion_cull.h
jfons 3f6ed10a5d Occlusion culling fixes
Fixes some issues found by UBSAN and other misc things:
* Fixed memory leak on exit.
* Properly align ray packet buffer to 64 bytes.
* Added some compiler flags from Embree's build system.
* Fixed ray masks.
2021-09-30 02:01:36 +02:00

194 lines
7.3 KiB
C++

/*************************************************************************/
/* raycast_occlusion_cull.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.*/
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/*************************************************************************/
#ifndef OCCLUSION_CULL_RAYCASTER_H
#define OCCLUSION_CULL_RAYCASTER_H
#include "core/io/image.h"
#include "core/math/camera_matrix.h"
#include "core/object/object.h"
#include "core/object/ref_counted.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/renderer_scene_occlusion_cull.h"
#include <embree3/rtcore.h>
class RaycastOcclusionCull : public RendererSceneOcclusionCull {
typedef RTCRayHit16 CameraRayTile;
public:
class RaycastHZBuffer : public HZBuffer {
private:
Size2i tile_grid_size;
struct CameraRayThreadData {
int thread_count;
float z_near;
float z_far;
Vector3 camera_dir;
Vector3 camera_pos;
Vector3 pixel_corner;
Vector3 pixel_u_interp;
Vector3 pixel_v_interp;
bool camera_orthogonal;
Size2i buffer_size;
};
void _camera_rays_threaded(uint32_t p_thread, const CameraRayThreadData *p_data);
void _generate_camera_rays(const CameraRayThreadData *p_data, int p_from, int p_to);
public:
unsigned int camera_rays_tile_count = 0;
uint8_t *camera_rays_unaligned_buffer = nullptr;
CameraRayTile *camera_rays = nullptr;
LocalVector<uint32_t> camera_ray_masks;
RID scenario_rid;
virtual void clear() override;
virtual void resize(const Size2i &p_size) override;
void sort_rays(const Vector3 &p_camera_dir, bool p_orthogonal);
void update_camera_rays(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, ThreadWorkPool &p_thread_work_pool);
~RaycastHZBuffer();
};
private:
struct InstanceID {
RID scenario;
RID instance;
bool operator<(const InstanceID &rhs) const {
if (instance == rhs.instance) {
return rhs.scenario < scenario;
}
return instance < rhs.instance;
}
InstanceID() {}
InstanceID(RID s, RID i) :
scenario(s), instance(i) {}
};
struct Occluder {
PackedVector3Array vertices;
PackedInt32Array indices;
Set<InstanceID> users;
};
struct OccluderInstance {
RID occluder;
LocalVector<uint32_t> indices;
LocalVector<Vector3> xformed_vertices;
Transform3D xform;
bool enabled = true;
bool removed = false;
};
struct Scenario {
struct RaycastThreadData {
CameraRayTile *rays;
const uint32_t *masks;
};
struct TransformThreadData {
uint32_t thread_count;
uint32_t vertex_count;
Transform3D xform;
const Vector3 *read;
Vector3 *write;
};
Thread *commit_thread = nullptr;
bool commit_done = true;
bool dirty = false;
bool removed = false;
RTCScene ebr_scene[2] = { nullptr, nullptr };
int current_scene_idx = 0;
HashMap<RID, OccluderInstance> instances;
Set<RID> dirty_instances; // To avoid duplicates
LocalVector<RID> dirty_instances_array; // To iterate and split into threads
LocalVector<RID> removed_instances;
void _update_dirty_instance_thread(int p_idx, RID *p_instances);
void _update_dirty_instance(int p_idx, RID *p_instances, ThreadWorkPool *p_thread_pool);
void _transform_vertices_thread(uint32_t p_thread, TransformThreadData *p_data);
void _transform_vertices_range(const Vector3 *p_read, Vector3 *p_write, const Transform3D &p_xform, int p_from, int p_to);
static void _commit_scene(void *p_ud);
bool update(ThreadWorkPool &p_thread_pool);
void _raycast(uint32_t p_thread, const RaycastThreadData *p_raycast_data) const;
void raycast(CameraRayTile *r_rays, const uint32_t *p_valid_masks, uint32_t p_tile_count, ThreadWorkPool &p_thread_pool) const;
};
static RaycastOcclusionCull *raycast_singleton;
static const int TILE_SIZE = 4;
static const int TILE_RAYS = TILE_SIZE * TILE_SIZE;
RTCDevice ebr_device = nullptr;
RID_PtrOwner<Occluder> occluder_owner;
HashMap<RID, Scenario> scenarios;
HashMap<RID, RaycastHZBuffer> buffers;
RS::ViewportOcclusionCullingBuildQuality build_quality;
void _init_embree();
public:
virtual bool is_occluder(RID p_rid) override;
virtual RID occluder_allocate() override;
virtual void occluder_initialize(RID p_occluder) override;
virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) override;
virtual void free_occluder(RID p_occluder) override;
virtual void add_scenario(RID p_scenario) override;
virtual void remove_scenario(RID p_scenario) override;
virtual void scenario_set_instance(RID p_scenario, RID p_instance, RID p_occluder, const Transform3D &p_xform, bool p_enabled) override;
virtual void scenario_remove_instance(RID p_scenario, RID p_instance) override;
virtual void add_buffer(RID p_buffer) override;
virtual void remove_buffer(RID p_buffer) override;
virtual HZBuffer *buffer_get_ptr(RID p_buffer) override;
virtual void buffer_set_scenario(RID p_buffer, RID p_scenario) override;
virtual void buffer_set_size(RID p_buffer, const Vector2i &p_size) override;
virtual void buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, ThreadWorkPool &p_thread_pool) override;
virtual RID buffer_get_debug_texture(RID p_buffer) override;
virtual void set_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) override;
RaycastOcclusionCull();
~RaycastOcclusionCull();
};
#endif // OCCLUSION_CULL_RAYCASTER_H