godot/servers/rendering/renderer_scene_occlusion_cull.cpp
reduz 37776b2867 Clean up RenderingServer and its bindings
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
2021-07-01 09:07:36 -03:00

193 lines
5.4 KiB
C++

/*************************************************************************/
/* renderer_scene_occlusion_cull.cpp */
/*************************************************************************/
/* 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.*/
/* 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 "renderer_scene_occlusion_cull.h"
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::is_empty() const {
return sizes.is_empty();
}
void RendererSceneOcclusionCull::HZBuffer::clear() {
if (sizes.is_empty()) {
return; // Already cleared
}
data.clear();
sizes.clear();
mips.clear();
debug_data.clear();
if (debug_image.is_valid()) {
debug_image.unref();
}
RS::get_singleton()->free(debug_texture);
}
void RendererSceneOcclusionCull::HZBuffer::resize(const Size2i &p_size) {
if (p_size == Size2i()) {
clear();
return;
}
if (!sizes.is_empty() && p_size == sizes[0]) {
return; // Size didn't change
}
int mip_count = 0;
int data_size = 0;
int w = p_size.x;
int h = p_size.y;
while (true) {
data_size += h * w;
w = MAX(1, w >> 1);
h = MAX(1, h >> 1);
mip_count++;
if (w == 1U && h == 1U) {
data_size += 1U;
mip_count++;
break;
}
}
data.resize(data_size);
mips.resize(mip_count);
sizes.resize(mip_count);
w = p_size.x;
h = p_size.y;
float *ptr = data.ptr();
for (int i = 0; i < mip_count; i++) {
sizes[i] = Size2i(w, h);
mips[i] = ptr;
ptr = &ptr[w * h];
w = MAX(1, w >> 1);
h = MAX(1, h >> 1);
}
for (int i = 0; i < data_size; i++) {
data[i] = FLT_MAX;
}
debug_data.resize(sizes[0].x * sizes[0].y);
if (debug_texture.is_valid()) {
RS::get_singleton()->free(debug_texture);
debug_texture = RID();
}
}
void RendererSceneOcclusionCull::HZBuffer::update_mips() {
if (sizes.is_empty()) {
return;
}
for (uint32_t mip = 1; mip < mips.size(); mip++) {
for (int y = 0; y < sizes[mip].y; y++) {
for (int x = 0; x < sizes[mip].x; x++) {
int prev_x = x * 2;
int prev_y = y * 2;
int prev_w = sizes[mip - 1].width;
int prev_h = sizes[mip - 1].height;
bool odd_w = (prev_w % 2) != 0;
bool odd_h = (prev_h % 2) != 0;
#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))])
float max_depth = mips[mip - 1][prev_y * sizes[mip - 1].x + prev_x];
CHECK_OFFSET(0, 1);
CHECK_OFFSET(1, 0);
CHECK_OFFSET(1, 1);
if (odd_w) {
CHECK_OFFSET(2, 0);
CHECK_OFFSET(2, 1);
}
if (odd_h) {
CHECK_OFFSET(0, 2);
CHECK_OFFSET(1, 2);
}
if (odd_w && odd_h) {
CHECK_OFFSET(2, 2);
}
mips[mip][y * sizes[mip].x + x] = max_depth;
#undef CHECK_OFFSET
}
}
}
}
RID RendererSceneOcclusionCull::HZBuffer::get_debug_texture() {
if (sizes.is_empty() || sizes[0] == Size2i()) {
return RID();
}
if (debug_image.is_null()) {
debug_image.instantiate();
}
unsigned char *ptrw = debug_data.ptrw();
for (int i = 0; i < debug_data.size(); i++) {
ptrw[i] = MIN(mips[0][i] / debug_tex_range, 1.0) * 255;
}
debug_image->create(sizes[0].x, sizes[0].y, false, Image::FORMAT_L8, debug_data);
if (debug_texture.is_null()) {
debug_texture = RS::get_singleton()->texture_2d_create(debug_image);
} else {
RenderingServer::get_singleton()->texture_2d_update(debug_texture, debug_image);
}
return debug_texture;
}