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

Minor Optimization to Occlusion Culling
Thaddeus Crews 6 روز پیش
والد
کامیت
06827c91c6

+ 0 - 14
core/math/vector3.cpp

@@ -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);

+ 14 - 2
core/math/vector3.h

@@ -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;

+ 2 - 1
servers/rendering/renderer_scene_cull.cpp

@@ -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)) {

+ 0 - 15
servers/rendering/renderer_scene_occlusion_cull.cpp

@@ -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

+ 16 - 15
servers/rendering/renderer_scene_occlusion_cull.h

@@ -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];
-				Vector3 nc = Vector3(1, 1, 1) - c;
-				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);
+				// Bitmask to cycle through the corners of the AABB.
+				Vector3 corner = Vector3(
+						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);
-				Plane projected = p_cam_projection.xform4(vp);
+				Vector3 projected = p_cam_projection.xform(view);
 
 
-				float w = projected.d;
-				if (w < 1.0) {
+				if (-view.z < 0.0) {
 					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 {
-			bool occluded = _is_occluded(p_bounds, p_cam_position, p_cam_inv_transform, p_cam_projection, p_near);
+		_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, 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.