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- /**************************************************************************/
- /* portal_pvs_builder.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "portal_pvs_builder.h"
- #include "core/os/file_access.h"
- #include "core/os/os.h"
- #include "core/print_string.h"
- #include "portal_renderer.h"
- bool PVSBuilder::_log_active = true;
- void PVSBuilder::find_neighbors(LocalVector<Neighbours> &r_neighbors) {
- // first find the neighbors
- int num_rooms = _portal_renderer->get_num_rooms();
- for (int n = 0; n < num_rooms; n++) {
- const VSRoom &room = _portal_renderer->get_room(n);
- // go through each portal
- int num_portals = room._portal_ids.size();
- for (int p = 0; p < num_portals; p++) {
- int portal_id = room._portal_ids[p];
- const VSPortal &portal = _portal_renderer->get_portal(portal_id);
- // 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 != n) {
- outgoing = 0;
- DEV_ASSERT(portal._linkedroom_ID[1] == n);
- }
- // trace through this portal to the next room
- int linked_room_id = portal._linkedroom_ID[outgoing];
- // not relevant, portal doesn't go anywhere
- if (linked_room_id == -1)
- continue;
- r_neighbors[n].room_ids.push_back(linked_room_id);
- } // for p through portals
- } // for n through rooms
- // the secondary PVS is the primary PVS plus the neighbors
- }
- void PVSBuilder::create_secondary_pvs(int p_room_id, const LocalVector<Neighbours> &p_neighbors, BitFieldDynamic &r_bitfield_rooms) {
- VSRoom &room = _portal_renderer->get_room(p_room_id);
- room._secondary_pvs_first = _pvs->get_secondary_pvs_size();
- // go through each primary PVS room, and add the neighbors in the secondary pvs
- for (int r = 0; r < room._pvs_size; r++) {
- int pvs_entry = room._pvs_first + r;
- int pvs_room_id = _pvs->get_pvs_room_id(pvs_entry);
- // add the visible rooms first
- _pvs->add_to_secondary_pvs(pvs_room_id);
- room._secondary_pvs_size += 1;
- // now any neighbors of this that are not already added
- const Neighbours &neigh = p_neighbors[pvs_room_id];
- for (int n = 0; n < neigh.room_ids.size(); n++) {
- int neigh_room_id = neigh.room_ids[n];
- //log("\tconsidering neigh " + itos(neigh_room_id));
- if (r_bitfield_rooms.check_and_set(neigh_room_id)) {
- // add to the secondary pvs for this room
- _pvs->add_to_secondary_pvs(neigh_room_id);
- room._secondary_pvs_size += 1;
- } // neighbor room has not been added yet
- } // go through the neighbors
- } // go through each room in the primary pvs
- }
- #ifdef GODOT_PVS_SUPPORT_SAVE_FILE
- bool PVSBuilder::load_pvs(String p_filename) {
- if (p_filename == "") {
- return false;
- }
- Error err;
- FileAccess *file = FileAccess::open(p_filename, FileAccess::READ, &err);
- if (err || !file) {
- if (file) {
- memdelete(file);
- }
- return false;
- }
- // goto needs vars declaring ahead of time
- int32_t num_rooms;
- int32_t pvs_size;
- if (!((file->get_8() == 'p') &&
- (file->get_8() == 'v') &&
- (file->get_8() == 's') &&
- (file->get_8() == ' '))) {
- goto failed;
- }
- num_rooms = file->get_32();
- if (num_rooms != _portal_renderer->get_num_rooms()) {
- goto failed;
- }
- for (int n = 0; n < num_rooms; n++) {
- if (file->eof_reached())
- goto failed;
- VSRoom &room = _portal_renderer->get_room(n);
- room._pvs_first = file->get_32();
- room._pvs_size = file->get_32();
- room._secondary_pvs_first = file->get_32();
- room._secondary_pvs_size = file->get_32();
- }
- pvs_size = file->get_32();
- for (int n = 0; n < pvs_size; n++) {
- _pvs->add_to_pvs(file->get_16());
- }
- // secondary pvs
- pvs_size = file->get_32();
- for (int n = 0; n < pvs_size; n++) {
- _pvs->add_to_secondary_pvs(file->get_16());
- }
- if (file) {
- memdelete(file);
- }
- return true;
- failed:
- if (file) {
- memdelete(file);
- }
- return false;
- }
- void PVSBuilder::save_pvs(String p_filename) {
- if (p_filename == "") {
- p_filename = "res://test.pvs";
- }
- Error err;
- FileAccess *file = FileAccess::open(p_filename, FileAccess::WRITE, &err);
- if (err || !file) {
- if (file) {
- memdelete(file);
- }
- return;
- }
- file->store_8('p');
- file->store_8('v');
- file->store_8('s');
- file->store_8(' ');
- // hash? NYI
- // first save the room indices into the pvs
- int num_rooms = _portal_renderer->get_num_rooms();
- file->store_32(num_rooms);
- for (int n = 0; n < num_rooms; n++) {
- VSRoom &room = _portal_renderer->get_room(n);
- file->store_32(room._pvs_first);
- file->store_32(room._pvs_size);
- file->store_32(room._secondary_pvs_first);
- file->store_32(room._secondary_pvs_size);
- }
- int32_t pvs_size = _pvs->get_pvs_size();
- file->store_32(pvs_size);
- for (int n = 0; n < pvs_size; n++) {
- int16_t room_id = _pvs->get_pvs_room_id(n);
- file->store_16(room_id);
- }
- pvs_size = _pvs->get_secondary_pvs_size();
- file->store_32(pvs_size);
- for (int n = 0; n < pvs_size; n++) {
- int16_t room_id = _pvs->get_secondary_pvs_room_id(n);
- file->store_16(room_id);
- }
- if (file) {
- memdelete(file);
- }
- }
- #endif
- void PVSBuilder::calculate_pvs(PortalRenderer &p_portal_renderer, String p_filename, int p_depth_limit, bool p_use_simple_pvs, bool p_log_pvs_generation) {
- _portal_renderer = &p_portal_renderer;
- _pvs = &p_portal_renderer.get_pvs();
- _depth_limit = p_depth_limit;
- _log_active = p_log_pvs_generation;
- // attempt to load from file rather than create each time
- #ifdef GODOT_PVS_SUPPORT_SAVE_FILE
- if (load_pvs(p_filename)) {
- print_line("loaded pvs successfully from file " + p_filename);
- _pvs->set_loaded(true);
- return;
- }
- #endif
- uint32_t time_before = OS::get_singleton()->get_ticks_msec();
- int num_rooms = _portal_renderer->get_num_rooms();
- BitFieldDynamic bf;
- bf.create(num_rooms);
- LocalVector<Neighbours> neighbors;
- neighbors.resize(num_rooms);
- // find the immediate neighbors of each room -
- // this is needed to create the secondary pvs
- find_neighbors(neighbors);
- for (int n = 0; n < num_rooms; n++) {
- bf.blank();
- //_visible_rooms.clear();
- LocalVector<Plane, int32_t> dummy_planes;
- VSRoom &room = _portal_renderer->get_room(n);
- room._pvs_first = _pvs->get_pvs_size();
- log("pvs from room : " + itos(n));
- if (p_use_simple_pvs) {
- trace_rooms_recursive_simple(0, n, n, -1, false, -1, dummy_planes, bf);
- } else {
- trace_rooms_recursive(0, n, n, -1, false, -1, dummy_planes, bf);
- }
- create_secondary_pvs(n, neighbors, bf);
- if (_log_active) {
- String string = "";
- for (int i = 0; i < room._pvs_size; i++) {
- int visible_room = _pvs->get_pvs_room_id(room._pvs_first + i);
- string += itos(visible_room);
- string += ", ";
- }
- log("\t" + string);
- string = "secondary : ";
- for (int i = 0; i < room._secondary_pvs_size; i++) {
- int visible_room = _pvs->get_secondary_pvs_room_id(room._secondary_pvs_first + i);
- string += itos(visible_room);
- string += ", ";
- }
- log("\t" + string);
- }
- }
- _pvs->set_loaded(true);
- uint32_t time_after = OS::get_singleton()->get_ticks_msec();
- print_verbose("calculated PVS in " + itos(time_after - time_before) + " ms.");
- #ifdef GODOT_PVS_SUPPORT_SAVE_FILE
- save_pvs(p_filename);
- #endif
- }
- void PVSBuilder::logd(int p_depth, String p_string) {
- if (!_log_active) {
- return;
- }
- String string_long;
- for (int n = 0; n < p_depth; n++) {
- string_long += "\t";
- }
- string_long += p_string;
- log(string_long);
- }
- void PVSBuilder::log(String p_string) {
- if (_log_active) {
- print_line(p_string);
- }
- }
- // The full routine deals with re-entrant rooms. I.e. more than one portal path can lead into a room.
- // This makes the logic more complex, because we cannot terminate on the second entry to a room,
- // and have to account for internal rooms, and the possibility of portal paths going back on themselves.
- void PVSBuilder::trace_rooms_recursive(int p_depth, int p_source_room_id, int p_room_id, int p_first_portal_id, bool p_first_portal_outgoing, int p_previous_portal_id, const LocalVector<Plane, int32_t> &p_planes, BitFieldDynamic &r_bitfield_rooms, int p_from_external_room_id) {
- // prevent too much depth
- if (p_depth > _depth_limit) {
- WARN_PRINT_ONCE("PVS Depth Limit reached (seeing through too many portals)");
- return;
- }
- // is this room hit first time?
- if (r_bitfield_rooms.check_and_set(p_room_id)) {
- // only add to the room PVS of the source room once
- VSRoom &source_room = _portal_renderer->get_room(p_source_room_id);
- _pvs->add_to_pvs(p_room_id);
- source_room._pvs_size += 1;
- }
- logd(p_depth, "trace_rooms_recursive room " + itos(p_room_id));
- // get the room
- const VSRoom &room = _portal_renderer->get_room(p_room_id);
- // go through each portal
- int num_portals = room._portal_ids.size();
- for (int p = 0; p < num_portals; p++) {
- int portal_id = room._portal_ids[p];
- const VSPortal &portal = _portal_renderer->get_portal(portal_id);
- // 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];
- // not relevant, portal doesn't go anywhere
- if (linked_room_id == -1)
- continue;
- // For pvs there is no real start point, but we will use the centre of the first portal.
- // This is used for checking portals are pointing outward from start point.
- if (p_source_room_id == p_room_id) {
- _trace_start_point = portal._pt_center;
- // We will use a small epsilon because we don't want to trace out
- // to coplanar portals for the first to second portals, before planes
- // have been added. So we will place the trace start point slightly
- // behind the first portal plane (e.g. slightly in the source room).
- // The epsilon must balance being enough in not to cause numerical error
- // at large distances from the origin, but too large and this will also
- // prevent the PVS entering portals that are very closely aligned
- // to the portal in.
- // Closely aligned portals should not happen in normal level design,
- // and will usually be a design error.
- // Watch for bugs here though, caused by closely aligned portals.
- // The epsilon should be BEHIND the way we are going through the portal,
- // so depends whether it is outgoing or not
- if (outgoing) {
- _trace_start_point -= portal._plane.normal * 0.1;
- } else {
- _trace_start_point += portal._plane.normal * 0.1;
- }
- } else {
- // 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) {
- // logd(p_depth + 2, "portal WRONG DIRECTION");
- continue;
- }
- }
- logd(p_depth + 1, "portal to room " + itos(linked_room_id));
- // 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 (int32_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) {
- logd(p_depth + 2, "portal 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;
- }
- }
- // construct new planes
- LocalVector<Plane, int32_t> planes;
- if (p_first_portal_id != -1) {
- // add new planes
- const VSPortal &first_portal = _portal_renderer->get_portal(p_first_portal_id);
- portal.add_pvs_planes(first_portal, p_first_portal_outgoing, planes, outgoing != 0);
- //#define GODOT_PVS_EXTRA_REJECT_TEST
- #ifdef GODOT_PVS_EXTRA_REJECT_TEST
- // extra reject test for pvs - was the previous portal points outside the planes formed by the new portal?
- // not fully tested and not yet found a situation where needed, but will leave in in case testers find
- // such a situation.
- if (p_previous_portal_id != -1) {
- const VSPortal &prev_portal = _portal_renderer->get_portal(p_previous_portal_id);
- if (prev_portal._pvs_is_outside_planes(planes)) {
- continue;
- }
- }
- #endif
- }
- // 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)
- 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++)
- planes.push_back(p_planes[partial_planes[n]]);
- }
- // hopefully the portal actually leads somewhere...
- if (linked_room_id != -1) {
- // we either pass on the first portal id, or we start
- // it here, because we are looking through the first portal
- int first_portal_id = p_first_portal_id;
- if (first_portal_id == -1) {
- first_portal_id = portal_id;
- p_first_portal_outgoing = outgoing != 0;
- }
- trace_rooms_recursive(p_depth + 1, p_source_room_id, linked_room_id, first_portal_id, p_first_portal_outgoing, portal_id, planes, r_bitfield_rooms, p_from_external_room_id);
- } // linked room is valid
- }
- }
- // This simpler routine was the first used. It is reliable and no epsilons, and fast.
- // But it will not create the correct result where there are multiple portal paths
- // through a room when building the PVS.
- void PVSBuilder::trace_rooms_recursive_simple(int p_depth, int p_source_room_id, int p_room_id, int p_first_portal_id, bool p_first_portal_outgoing, int p_previous_portal_id, const LocalVector<Plane, int32_t> &p_planes, BitFieldDynamic &r_bitfield_rooms) {
- // has this room been done already?
- if (!r_bitfield_rooms.check_and_set(p_room_id)) {
- return;
- }
- // prevent too much depth
- if (p_depth > _depth_limit) {
- WARN_PRINT_ONCE("Portal Depth Limit reached (seeing through too many portals)");
- return;
- }
- logd(p_depth, "trace_rooms_recursive room " + itos(p_room_id));
- // get the room
- const VSRoom &room = _portal_renderer->get_room(p_room_id);
- // add to the room PVS of the source room
- VSRoom &source_room = _portal_renderer->get_room(p_source_room_id);
- _pvs->add_to_pvs(p_room_id);
- source_room._pvs_size += 1;
- // go through each portal
- int num_portals = room._portal_ids.size();
- for (int p = 0; p < num_portals; p++) {
- int portal_id = room._portal_ids[p];
- const VSPortal &portal = _portal_renderer->get_portal(portal_id);
- // 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];
- logd(p_depth + 1, "portal to room " + itos(linked_room_id));
- // not relevant, portal doesn't go anywhere
- if (linked_room_id == -1)
- continue;
- // linked room done already?
- if (r_bitfield_rooms.get_bit(linked_room_id))
- 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 (int32_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) {
- logd(p_depth + 2, "portal CLIP_OUTSIDE");
- continue;
- }
- // construct new planes
- LocalVector<Plane, int32_t> planes;
- if (p_first_portal_id != -1) {
- // add new planes
- const VSPortal &first_portal = _portal_renderer->get_portal(p_first_portal_id);
- portal.add_pvs_planes(first_portal, p_first_portal_outgoing, planes, outgoing != 0);
- #ifdef GODOT_PVS_EXTRA_REJECT_TEST
- // extra reject test for pvs - was the previous portal points outside the planes formed by the new portal?
- // not fully tested and not yet found a situation where needed, but will leave in in case testers find
- // such a situation.
- if (p_previous_portal_id != -1) {
- const VSPortal &prev_portal = _portal_renderer->get_portal(p_previous_portal_id);
- if (prev_portal._pvs_is_outside_planes(planes)) {
- continue;
- }
- }
- #endif
- }
- // 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)
- 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++)
- planes.push_back(p_planes[partial_planes[n]]);
- }
- // hopefully the portal actually leads somewhere...
- if (linked_room_id != -1) {
- // we either pass on the first portal id, or we start
- // it here, because we are looking through the first portal
- int first_portal_id = p_first_portal_id;
- if (first_portal_id == -1) {
- first_portal_id = portal_id;
- p_first_portal_outgoing = outgoing != 0;
- }
- trace_rooms_recursive(p_depth + 1, p_source_room_id, linked_room_id, first_portal_id, p_first_portal_outgoing, portal_id, planes, r_bitfield_rooms);
- } // linked room is valid
- }
- }
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