/*************************************************************************/ /* 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.*/ /* 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. */ /*************************************************************************/ #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/reference.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 class RaycastOcclusionCull : public RendererSceneOcclusionCull { typedef RTCRayHit16 RayPacket; public: class RaycastHZBuffer : public HZBuffer { private: Size2i packs_size; struct CameraRayThreadData { CameraMatrix camera_matrix; Transform3D camera_transform; bool camera_orthogonal; int thread_count; Size2i buffer_size; }; void _camera_rays_threaded(uint32_t p_thread, CameraRayThreadData *p_data); void _generate_camera_rays(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, int p_from, int p_to); public: LocalVector camera_rays; LocalVector camera_ray_masks; RID scenario_rid; virtual void clear() override; virtual void resize(const Size2i &p_size) override; void sort_rays(); void update_camera_rays(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, ThreadWorkPool &p_thread_work_pool); }; 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 users; }; struct OccluderInstance { RID occluder; LocalVector indices; LocalVector xformed_vertices; Transform3D xform; bool enabled = true; bool removed = false; }; struct Scenario { struct RaycastThreadData { RayPacket *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 instances; Set dirty_instances; // To avoid duplicates LocalVector dirty_instances_array; // To iterate and split into threads LocalVector 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(LocalVector &r_rays, const LocalVector p_valid_masks, 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_owner; HashMap scenarios; HashMap 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