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- /*************************************************************************/
- /* portal_tracer.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 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 "portal_tracer.h"
- #include "portal_renderer.h"
- #include "servers/visual/visual_server_globals.h"
- #include "servers/visual/visual_server_scene.h"
- PortalTracer::PlanesPool::PlanesPool() {
- reset();
- // preallocate the vectors to a reasonable size
- for (int n = 0; n < POOL_MAX; n++) {
- _planes[n].resize(32);
- }
- }
- void PortalTracer::PlanesPool::reset() {
- for (int n = 0; n < POOL_MAX; n++) {
- _freelist[n] = POOL_MAX - n - 1;
- }
- _num_free = POOL_MAX;
- }
- unsigned int PortalTracer::PlanesPool::request() {
- if (!_num_free) {
- return -1;
- }
- _num_free--;
- return _freelist[_num_free];
- }
- void PortalTracer::PlanesPool::free(unsigned int ui) {
- DEV_ASSERT(ui < POOL_MAX);
- DEV_ASSERT(_num_free < POOL_MAX);
- _freelist[_num_free] = ui;
- _num_free++;
- }
- void PortalTracer::trace_debug_sprawl(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_start_room_id, TraceResult &r_result) {
- _portal_renderer = &p_portal_renderer;
- _trace_start_point = p_pos;
- _result = &r_result;
- // all the statics should be not hit to start with
- _result->clear();
- // new test, new tick, to prevent hitting objects more than once
- // on a test.
- _tick++;
- // if the camera is not in a room do nothing
- if (p_start_room_id == -1) {
- return;
- }
- trace_debug_sprawl_recursive(0, p_start_room_id);
- }
- void PortalTracer::trace(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, const LocalVector<Plane> &p_planes, int p_start_room_id, TraceResult &r_result) {
- // store local versions to prevent passing around recursive functions
- _portal_renderer = &p_portal_renderer;
- _trace_start_point = p_pos;
- _result = &r_result;
- // The near and far clipping planes needs special treatment. The problem is, if it is
- // say a metre from the camera, it will clip out a portal immediately in front of the camera.
- // as a result we want to use the near clipping plane for objects, but construct a fake
- // near plane at exactly the position of the camera, to clip out portals that are behind us.
- _near_and_far_planes[0] = p_planes[0];
- _near_and_far_planes[1] = p_planes[1];
- // all the statics should be not hit to start with
- _result->clear();
- // new test, new tick, to prevent hitting objects more than once
- // on a test.
- _tick++;
- // if the camera is not in a room do nothing
- // (this will return no hits, but is unlikely because the find_rooms lookup will return the nearest
- // room even if not inside)
- if (p_start_room_id == -1) {
- return;
- }
- // start off the trace with the planes from the camera
- LocalVector<Plane> cam_planes;
- cam_planes = p_planes;
- if (p_portal_renderer.get_cull_using_pvs()) {
- trace_pvs(p_start_room_id, cam_planes);
- } else {
- // alternative : instead of copying straight, we create the first (near) clipping
- // plane manually, at 0 distance from the camera. This ensures that portals will not be
- // missed, while still culling portals and objects behind us. If we use the actual near clipping plane
- // then a portal in front of the camera may not be seen through, giving glitches
- cam_planes[0] = Plane(p_pos, cam_planes[0].normal);
- TraceParams params;
- params.use_pvs = p_portal_renderer.get_pvs().is_loaded();
- // create bitfield
- if (params.use_pvs) {
- const PVS &pvs = _portal_renderer->get_pvs();
- if (!pvs.get_pvs_size()) {
- params.use_pvs = false;
- } else {
- // decompress a simple to read roomlist bitfield (could use bits maybe but bytes ok for now)
- params.decompressed_room_pvs = nullptr;
- params.decompressed_room_pvs = (uint8_t *)alloca(sizeof(uint8_t) * pvs.get_pvs_size());
- memset(params.decompressed_room_pvs, 0, sizeof(uint8_t) * pvs.get_pvs_size());
- const VSRoom &source_room = _portal_renderer->get_room(p_start_room_id);
- for (int n = 0; n < source_room._pvs_size; n++) {
- int room_id = pvs.get_pvs_room_id(source_room._pvs_first + n);
- params.decompressed_room_pvs[room_id] = 255;
- }
- }
- }
- trace_recursive(params, 0, p_start_room_id, cam_planes);
- }
- }
- void PortalTracer::cull_roamers(const VSRoom &p_room, const LocalVector<Plane> &p_planes) {
- int num_roamers = p_room._roamer_pool_ids.size();
- for (int n = 0; n < num_roamers; n++) {
- uint32_t pool_id = p_room._roamer_pool_ids[n];
- PortalRenderer::Moving &moving = _portal_renderer->get_pool_moving(pool_id);
- // done already?
- if (moving.last_tick_hit == _tick) {
- continue;
- }
- if (test_cull_inside(moving.exact_aabb, p_planes)) {
- if (!_occlusion_culler.cull_aabb(moving.exact_aabb)) {
- // mark as done (and on visible list)
- moving.last_tick_hit = _tick;
- _result->visible_roamer_pool_ids.push_back(pool_id);
- }
- }
- }
- }
- void PortalTracer::cull_statics_debug_sprawl(const VSRoom &p_room) {
- int num_statics = p_room._static_ids.size();
- for (int n = 0; n < num_statics; n++) {
- uint32_t static_id = p_room._static_ids[n];
- // VSStatic &stat = _portal_renderer->get_static(static_id);
- // deal with dynamic stats
- // if (stat.dynamic) {
- // VSG::scene->_instance_get_transformed_aabb(stat.instance, stat.aabb);
- // }
- // set the visible bit if not set
- if (!_result->bf_visible_statics.check_and_set(static_id)) {
- _result->visible_static_ids.push_back(static_id);
- }
- }
- }
- void PortalTracer::cull_statics(const VSRoom &p_room, const LocalVector<Plane> &p_planes) {
- int num_statics = p_room._static_ids.size();
- for (int n = 0; n < num_statics; n++) {
- uint32_t static_id = p_room._static_ids[n];
- VSStatic &stat = _portal_renderer->get_static(static_id);
- // deal with dynamic stats
- if (stat.dynamic) {
- VSG::scene->_instance_get_transformed_aabb(stat.instance, stat.aabb);
- }
- // estimate the radius .. for now
- const AABB &bb = stat.aabb;
- // print("\t\t\tculling object " + pObj->get_name());
- if (test_cull_inside(bb, p_planes)) {
- if (_occlusion_culler.cull_aabb(bb)) {
- continue;
- }
- // bypass the bitfield for now and just show / hide
- //stat.show(bShow);
- // set the visible bit if not set
- if (_result->bf_visible_statics.check_and_set(static_id)) {
- // if wasn't previously set, add to the visible list
- _result->visible_static_ids.push_back(static_id);
- }
- }
- } // for n through statics
- }
- int PortalTracer::trace_globals(const LocalVector<Plane> &p_planes, VSInstance **p_result_array, int first_result, int p_result_max, uint32_t p_mask, bool p_override_camera) {
- uint32_t num_globals = _portal_renderer->get_num_moving_globals();
- int current_result = first_result;
- if (!p_override_camera) {
- for (uint32_t n = 0; n < num_globals; n++) {
- const PortalRenderer::Moving &moving = _portal_renderer->get_moving_global(n);
- #ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
- // debug check the instance is valid
- void *vss_instance = VSG::scene->_instance_get_from_rid(moving.instance_rid);
- if (vss_instance) {
- #endif
- if (test_cull_inside(moving.exact_aabb, p_planes, false)) {
- if (VSG::scene->_instance_cull_check(moving.instance, p_mask)) {
- p_result_array[current_result++] = moving.instance;
- // full up?
- if (current_result >= p_result_max) {
- return current_result;
- }
- }
- }
- #ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
- } else {
- WARN_PRINT("vss instance is null " + PortalRenderer::_addr_to_string(moving.instance));
- }
- #endif
- }
- } // if not override camera
- else {
- // If we are overriding the camera there is a potential problem in the editor:
- // gizmos BEHIND the override camera will not be drawn.
- // As this should be editor only and performance is not critical, we will just disable
- // frustum culling for global objects when the camera is overridden.
- for (uint32_t n = 0; n < num_globals; n++) {
- const PortalRenderer::Moving &moving = _portal_renderer->get_moving_global(n);
- if (VSG::scene->_instance_cull_check(moving.instance, p_mask)) {
- p_result_array[current_result++] = moving.instance;
- // full up?
- if (current_result >= p_result_max) {
- return current_result;
- }
- }
- }
- } // if override camera
- return current_result;
- }
- void PortalTracer::trace_debug_sprawl_recursive(int p_depth, int p_room_id) {
- if (p_depth > 1) {
- return;
- }
- // prevent too much depth
- ERR_FAIL_COND_MSG(p_depth > 8, "Portal Depth Limit reached");
- // get the room
- const VSRoom &room = _portal_renderer->get_room(p_room_id);
- int num_portals = room._portal_ids.size();
- for (int p = 0; p < num_portals; p++) {
- const VSPortal &portal = _portal_renderer->get_portal(room._portal_ids[p]);
- if (!portal._active) {
- continue;
- }
- cull_statics_debug_sprawl(room);
- // everything depends on whether the portal is incoming or outgoing.
- int outgoing = 1;
- int room_a_id = portal._linkedroom_ID[0];
- if (room_a_id != p_room_id) {
- outgoing = 0;
- DEV_ASSERT(portal._linkedroom_ID[1] == p_room_id);
- }
- // trace through this portal to the next room
- int linked_room_id = portal._linkedroom_ID[outgoing];
- if (linked_room_id != -1) {
- trace_debug_sprawl_recursive(p_depth + 1, linked_room_id);
- } // if a linked room exists
- } // for p through portals
- }
- void PortalTracer::trace_pvs(int p_source_room_id, const LocalVector<Plane> &p_planes) {
- const PVS &pvs = _portal_renderer->get_pvs();
- const VSRoom &source_room = _portal_renderer->get_room(p_source_room_id);
- for (int r = 0; r < source_room._pvs_size; r++) {
- int room_id = pvs.get_pvs_room_id(source_room._pvs_first + r);
- // get the room
- const VSRoom &room = _portal_renderer->get_room(room_id);
- cull_statics(room, p_planes);
- cull_roamers(room, p_planes);
- }
- }
- void PortalTracer::trace_recursive(const TraceParams &p_params, int p_depth, int p_room_id, const LocalVector<Plane> &p_planes, int p_from_external_room_id) {
- // prevent too much depth
- if (p_depth > _depth_limit) {
- WARN_PRINT_ONCE("Portal Depth Limit reached (seeing through too many portals)");
- return;
- }
- // get the room
- const VSRoom &room = _portal_renderer->get_room(p_room_id);
- // set up the occlusion culler as a one off
- _occlusion_culler.prepare(*_portal_renderer, room, _trace_start_point, p_planes, &_near_and_far_planes[0]);
- cull_statics(room, p_planes);
- cull_roamers(room, p_planes);
- int num_portals = room._portal_ids.size();
- for (int p = 0; p < num_portals; p++) {
- const VSPortal &portal = _portal_renderer->get_portal(room._portal_ids[p]);
- // portals can be switched on and off at runtime, like opening and closing a door
- if (!portal._active) {
- continue;
- }
- // everything depends on whether the portal is incoming or outgoing.
- // if incoming we reverse the logic.
- int outgoing = 1;
- int room_a_id = portal._linkedroom_ID[0];
- if (room_a_id != p_room_id) {
- outgoing = 0;
- DEV_ASSERT(portal._linkedroom_ID[1] == p_room_id);
- }
- // trace through this portal to the next room
- int linked_room_id = portal._linkedroom_ID[outgoing];
- // cull by PVS
- if (p_params.use_pvs && (!p_params.decompressed_room_pvs[linked_room_id])) {
- continue;
- }
- // cull by portal angle to camera.
- // much better way of culling portals by direction to camera...
- // instead of using dot product with a varying view direction, we simply find which side of the portal
- // plane the camera is on! If it is behind, the portal can be seen through, if in front, it can't
- real_t dist_cam = portal._plane.distance_to(_trace_start_point);
- if (!outgoing) {
- dist_cam = -dist_cam;
- }
- if (dist_cam >= 0.0) {
- continue;
- }
- // is it culled by the planes?
- VSPortal::ClipResult overall_res = VSPortal::ClipResult::CLIP_INSIDE;
- // while clipping to the planes we maintain a list of partial planes, so we can add them to the
- // recursive next iteration of planes to check
- static LocalVector<int> partial_planes;
- partial_planes.clear();
- // for portals, we want to ignore the near clipping plane, as we might be right on the edge of a doorway
- // and still want to look through the portal.
- // so earlier we have set it that the first plane (ASSUMING that plane zero is the near clipping plane)
- // starts from the camera position, and NOT the actual near clipping plane.
- // if we need quite a distant near plane, we may need a different strategy.
- for (uint32_t l = 0; l < p_planes.size(); l++) {
- VSPortal::ClipResult res = portal.clip_with_plane(p_planes[l]);
- switch (res) {
- case VSPortal::ClipResult::CLIP_OUTSIDE: {
- overall_res = res;
- } break;
- case VSPortal::ClipResult::CLIP_PARTIAL: {
- // if the portal intersects one of the planes, we should take this plane into account
- // in the next call of this recursive trace, because it can be used to cull out more objects
- overall_res = res;
- partial_planes.push_back(l);
- } break;
- default: // suppress warning
- break;
- }
- // if the portal was totally outside the 'frustum' then we can ignore it
- if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE)
- break;
- }
- // this portal is culled
- if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE) {
- continue;
- }
- // Don't allow portals from internal to external room to be followed
- // if the external room has already been processed in this trace stack. This prevents
- // unneeded processing, and also prevents recursive feedback where you
- // see into internal room -> external room and back into the same internal room
- // via the same portal.
- if (portal._internal && (linked_room_id != -1)) {
- if (outgoing) {
- if (linked_room_id == p_from_external_room_id) {
- continue;
- }
- } else {
- // We are entering an internal portal from an external room.
- // set the external room id, so we can recognise this when we are
- // later exiting the internal rooms.
- // Note that as we can only store 1 previous external room, this system
- // won't work completely correctly when you have 2 levels of internal room
- // and you can see from roomgroup a -> b -> c. However this should just result
- // in a little slower culling for that particular view, and hopefully will not break
- // with recursive loop looking through the same portal multiple times. (don't think this
- // is possible in this scenario).
- p_from_external_room_id = p_room_id;
- }
- }
- // occlusion culling of portals
- if (_occlusion_culler.cull_sphere(portal._pt_center, portal._bounding_sphere_radius)) {
- continue;
- }
- // hopefully the portal actually leads somewhere...
- if (linked_room_id != -1) {
- // we need some new planes
- unsigned int pool_mem = _planes_pool.request();
- // if the planes pool is not empty, we got some planes, and can recurse
- if (pool_mem != (unsigned int)-1) {
- // get a new vector of planes from the pool
- LocalVector<Plane> &new_planes = _planes_pool.get(pool_mem);
- // makes sure there are none left over (as the pool may not clear them)
- new_planes.clear();
- // if portal is totally inside the planes, don't copy the old planes ..
- // i.e. we can now cull using the portal and forget about the rest of the frustum (yay)
- // note that this loses the far clipping plane .. but that shouldn't be important usually?
- // (maybe we might need to account for this in future .. look for issues)
- if (overall_res != VSPortal::ClipResult::CLIP_INSIDE) {
- // if it WASN'T totally inside the existing frustum, we also need to add any existing planes
- // that cut the portal.
- for (uint32_t n = 0; n < partial_planes.size(); n++) {
- new_planes.push_back(p_planes[partial_planes[n]]);
- }
- }
- // we will always add the portals planes. This could probably be optimized, as some
- // portal planes may be culled out by partial planes... NYI
- portal.add_planes(_trace_start_point, new_planes, outgoing != 0);
- // always add the far plane. It is likely the portal is inside the far plane,
- // but it is still needed in future for culling portals and objects.
- // note that there is a small possibility of far plane being added twice here
- // in some situations, but I don't think it should be a problem.
- // The fake near plane BTW is almost never added (otherwise it would prematurely
- // break traversal through the portals), so near clipping must be done
- // explicitly on objects.
- new_planes.push_back(_near_and_far_planes[1]);
- // go and do the whole lot again in the next room
- trace_recursive(p_params, p_depth + 1, linked_room_id, new_planes, p_from_external_room_id);
- // no longer need these planes, return them to the pool
- _planes_pool.free(pool_mem);
- } // pool mem allocated
- else {
- // planes pool is empty!
- // This will happen if the view goes through shedloads of portals
- // The solution is either to increase the plane pool size, or not build levels
- // with views through multiple portals. Looking through multiple portals is likely to be
- // slow anyway because of the number of planes to test.
- WARN_PRINT_ONCE("planes pool is empty");
- // note we also have a depth check at the top of this function. Which will probably get hit
- // before the pool gets empty.
- }
- } // if a linked room exists
- } // for p through portals
- }
- int PortalTracer::occlusion_cull(PortalRenderer &p_portal_renderer, const Vector3 &p_point, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_num_results) {
- // silly conversion of vector to local vector
- // can this be avoided? NYI
- // pretty cheap anyway as it will just copy 6 planes, max a few times per frame...
- static LocalVector<Plane> local_planes;
- if ((int)local_planes.size() != p_convex.size()) {
- local_planes.resize(p_convex.size());
- }
- for (int n = 0; n < p_convex.size(); n++) {
- local_planes[n] = p_convex[n];
- }
- _occlusion_culler.prepare_generic(p_portal_renderer, p_portal_renderer.get_occluders_active_list(), p_point, local_planes);
- // cull each instance
- int count = p_num_results;
- AABB bb;
- for (int n = 0; n < count; n++) {
- VSInstance *instance = p_result_array[n];
- // this will return false for GLOBAL instances, so we don't occlusion cull gizmos
- if (VSG::scene->_instance_get_transformed_aabb_for_occlusion(instance, bb)) {
- if (_occlusion_culler.cull_aabb(bb)) {
- // remove from list with unordered swap from the end of list
- p_result_array[n] = p_result_array[count - 1];
- count--;
- n--; // repeat this element, as it will have changed
- }
- }
- }
- return count;
- }
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