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- /**************************************************************************/
- /* portal_tracer.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 PORTAL_TRACER_H
- #define PORTAL_TRACER_H
- #include "core/bitfield_dynamic.h"
- #include "core/local_vector.h"
- #include "portal_occlusion_culler.h"
- #include "portal_types.h"
- #ifdef TOOLS_ENABLED
- // use this for checking for instance lifetime errors, disable normally
- //#define PORTAL_RENDERER_STORE_MOVING_RIDS
- #endif
- struct CameraMatrix;
- class PortalRenderer;
- struct VSRoom;
- class PortalTracer {
- public:
- // a bitfield for which statics have been hit this time,
- // and a list of showing statics
- class TraceResult {
- public:
- void create(int p_num_statics) {
- bf_visible_statics.create(p_num_statics);
- }
- void clear() {
- bf_visible_statics.blank();
- visible_static_ids.clear();
- visible_roamer_pool_ids.clear();
- }
- BitFieldDynamic bf_visible_statics;
- LocalVector<uint32_t> visible_static_ids;
- LocalVector<uint32_t> visible_roamer_pool_ids;
- };
- struct TraceParams {
- int start_room_id;
- bool use_pvs;
- uint8_t *decompressed_room_pvs;
- };
- // The recursive visibility function needs to allocate lists of planes each time a room is traversed.
- // Instead of doing this allocation on the fly we will use a pool which should be much faster and nearer
- // constant time.
- // Note this simple pool isn't super optimal but should be fine for now.
- class PlanesPool {
- public:
- // maximum number of vectors in the pool
- const static int POOL_MAX = 32;
- void reset();
- // request a new vector of planes .. returns the pool id, or -1 if pool is empty
- unsigned int request();
- // return pool id to the pool
- void free(unsigned int ui);
- LocalVector<Plane> &get(unsigned int ui) { return _planes[ui]; }
- PlanesPool();
- private:
- LocalVector<Plane> _planes[POOL_MAX];
- // list of pool ids that are free and can be allocated
- uint8_t _freelist[POOL_MAX];
- uint32_t _num_free;
- };
- // for debugging, instead of doing a normal trace, show the objects that are sprawled from the current room
- void trace_debug_sprawl(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_start_room_id, TraceResult &r_result);
- // trace statics, dynamics and roaming
- void trace(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, const LocalVector<Plane> &p_planes, int p_start_room_id, TraceResult &r_result);
- // globals are handled separately as they don't care about the rooms
- int 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);
- void set_depth_limit(int p_limit) { _depth_limit = p_limit; }
- int get_depth_limit() const { return _depth_limit; }
- // special function for occlusion culling only that does not use portals / rooms,
- // but allows using occluders with the main scene
- int occlusion_cull(PortalRenderer &p_portal_renderer, const Vector3 &p_point, const Vector3 &p_cam_dir, const CameraMatrix &p_cam_matrix, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_num_results);
- PortalOcclusionCuller &get_occlusion_culler() { return _occlusion_culler; }
- const PortalOcclusionCuller &get_occlusion_culler() const { return _occlusion_culler; }
- private:
- // main tracing function is recursive
- void trace_recursive(const TraceParams &p_params, int p_depth, int p_room_id, const LocalVector<Plane> &p_planes, int p_from_external_room_id = -1);
- // use pvs to cull instead of dynamically using portals
- // this is a faster trace but less accurate. Only possible if PVS has been generated.
- void trace_pvs(int p_source_room_id, const LocalVector<Plane> &p_planes);
- // debug version
- void trace_debug_sprawl_recursive(int p_depth, int p_room_id);
- void cull_statics(const VSRoom &p_room, const LocalVector<Plane> &p_planes);
- void cull_statics_debug_sprawl(const VSRoom &p_room);
- void cull_roamers(const VSRoom &p_room, const LocalVector<Plane> &p_planes);
- // if an aabb is in front of any of the culling planes, it can't be seen so returns false
- bool test_cull_inside(const AABB &p_aabb, const LocalVector<Plane> &p_planes, bool p_test_explicit_near_plane = true) const {
- for (unsigned int p = 0; p < p_planes.size(); p++) {
- real_t r_min, r_max;
- p_aabb.project_range_in_plane(p_planes[p], r_min, r_max);
- if (r_min > 0.0) {
- return false;
- }
- }
- if (p_test_explicit_near_plane) {
- real_t r_min, r_max;
- p_aabb.project_range_in_plane(_near_and_far_planes[0], r_min, r_max);
- if (r_min > 0.0) {
- return false;
- }
- }
- return true;
- }
- // local versions to prevent passing around the recursive functions
- PortalRenderer *_portal_renderer = nullptr;
- Vector3 _trace_start_point;
- TraceResult *_result = nullptr;
- Plane _near_and_far_planes[2];
- PlanesPool _planes_pool;
- int _depth_limit = 16;
- PortalOcclusionCuller _occlusion_culler;
- // keep a tick count for each trace, to avoid adding a visible
- // object to the hit list more than once per tick
- // (this makes more sense than bitfield for moving objects)
- uint32_t _tick = 0;
- };
- #endif // PORTAL_TRACER_H
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