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Fix to occlusion culling where all math is based on Euclidean distance. #98257

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Oct 25, 2024
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12 changes: 1 addition & 11 deletions modules/raycast/raycast_occlusion_cull.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -181,17 +181,7 @@ void RaycastOcclusionCull::RaycastHZBuffer::sort_rays(const Vector3 &p_camera_di
}
int k = tile_i * TILE_SIZE + tile_j;
int tile_index = i * tile_grid_size.x + j;
float d = camera_rays[tile_index].ray.tfar[k];

if (!p_orthogonal) {
const float &dir_x = camera_rays[tile_index].ray.dir_x[k];
const float &dir_y = camera_rays[tile_index].ray.dir_y[k];
const float &dir_z = camera_rays[tile_index].ray.dir_z[k];
float cos_theta = p_camera_dir.x * dir_x + p_camera_dir.y * dir_y + p_camera_dir.z * dir_z;
d *= cos_theta;
}

mips[0][y * buffer_size.x + x] = d;
mips[0][y * buffer_size.x + x] = camera_rays[tile_index].ray.tfar[k];
}
}
}
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6 changes: 5 additions & 1 deletion servers/rendering/renderer_scene_occlusion_cull.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ class RendererSceneOcclusionCull {
return false;
}

float min_depth = -closest_point_view.z * 0.95f;
float min_depth = (closest_point - p_cam_position).length();

Vector2 rect_min = Vector2(FLT_MAX, FLT_MAX);
Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
Expand All @@ -83,6 +83,10 @@ class RendererSceneOcclusionCull {
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);
Vector3 view = p_cam_inv_transform.xform(corner);

if (p_cam_projection.is_orthogonal()) {
min_depth = MIN(min_depth, view.z);
}

Plane vp = Plane(view, 1.0);
Plane projected = p_cam_projection.xform4(vp);

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