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- /**************************************************************************/
- /* portal_renderer.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_renderer.h"
- #include "portal_pvs_builder.h"
- #include "servers/visual/visual_server_globals.h"
- #include "servers/visual/visual_server_scene.h"
- bool PortalRenderer::use_occlusion_culling = true;
- OcclusionHandle PortalRenderer::instance_moving_create(VSInstance *p_instance, RID p_instance_rid, bool p_global, AABB p_aabb) {
- uint32_t pool_id = 0;
- Moving *moving = _moving_pool.request(pool_id);
- moving->global = p_global;
- moving->pool_id = pool_id;
- moving->instance = p_instance;
- moving->room_id = -1;
- #ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
- moving->instance_rid = p_instance_rid;
- #endif
- // add to the appropriate list
- if (p_global) {
- moving->list_id = _moving_list_global.size();
- _moving_list_global.push_back(pool_id);
- } else {
- // do we need a roaming master list? not sure yet
- moving->list_id = _moving_list_roaming.size();
- _moving_list_roaming.push_back(pool_id);
- }
- OcclusionHandle handle = pool_id + 1;
- instance_moving_update(handle, p_aabb, true);
- return handle;
- }
- void PortalRenderer::instance_moving_update(OcclusionHandle p_handle, const AABB &p_aabb, bool p_force_reinsert) {
- p_handle--;
- Moving &moving = _moving_pool[p_handle];
- moving.exact_aabb = p_aabb;
- // globals (e.g. interface elements) need their aabb updated irrespective of whether the system is loaded
- if (!_loaded || moving.global) {
- return;
- }
- // we can ignore these, they are statics / dynamics, and don't need updating
- // .. these should have been filtered out before calling the visual server...
- DEV_CHECK_ONCE(!_occlusion_handle_is_in_room(p_handle));
- // quick reject for most roaming cases
- if (!p_force_reinsert && moving.expanded_aabb.encloses(p_aabb)) {
- return;
- }
- // using an expanded aabb allows us to make 'no op' moves
- // where the new aabb is within the expanded
- moving.expanded_aabb = p_aabb.grow(_roaming_expansion_margin);
- // if we got to here, it is roaming (moving between rooms)
- // remove from current rooms
- _moving_remove_from_rooms(p_handle);
- // add to new rooms
- Vector3 center = p_aabb.position + (p_aabb.size * 0.5);
- int new_room = find_room_within(center, moving.room_id);
- moving.room_id = new_room;
- if (new_room != -1) {
- _bitfield_rooms.blank();
- sprawl_roaming(p_handle, moving, new_room, true);
- }
- }
- void PortalRenderer::_rghost_remove_from_rooms(uint32_t p_pool_id) {
- RGhost &moving = _rghost_pool[p_pool_id];
- // if we have unloaded the rooms and we try this, it will crash
- if (_loaded) {
- for (int n = 0; n < moving._rooms.size(); n++) {
- VSRoom &room = get_room(moving._rooms[n]);
- room.remove_rghost(p_pool_id);
- }
- }
- // moving is now in no rooms
- moving._rooms.clear();
- }
- void PortalRenderer::_occluder_remove_from_rooms(uint32_t p_pool_id) {
- VSOccluder_Instance &occ = _occluder_instance_pool[p_pool_id];
- if (_loaded && (occ.room_id != -1)) {
- VSRoom &room = get_room(occ.room_id);
- bool res = room.remove_occluder(p_pool_id);
- if (!res) {
- WARN_PRINT_ONCE("OccluderInstance was not present in Room");
- }
- }
- }
- void PortalRenderer::_moving_remove_from_rooms(uint32_t p_moving_pool_id) {
- Moving &moving = _moving_pool[p_moving_pool_id];
- // if we have unloaded the rooms and we try this, it will crash
- if (_loaded) {
- for (int n = 0; n < moving._rooms.size(); n++) {
- VSRoom &room = get_room(moving._rooms[n]);
- room.remove_roamer(p_moving_pool_id);
- }
- }
- // moving is now in no rooms
- moving._rooms.clear();
- }
- void PortalRenderer::_debug_print_global_list() {
- _log("globals:");
- for (int n = 0; n < _moving_list_global.size(); n++) {
- uint32_t id = _moving_list_global[n];
- const Moving &moving = _moving_pool[id];
- _log("\t" + _addr_to_string(&moving));
- }
- }
- void PortalRenderer::_log(String p_string, int p_priority) {
- if (_show_debug) {
- // change this for more debug output ..
- // not selectable at runtime yet.
- if (p_priority >= 1) {
- print_line(p_string);
- } else {
- print_verbose(p_string);
- }
- }
- }
- void PortalRenderer::instance_moving_destroy(OcclusionHandle p_handle) {
- // deleting an instance that is assigned to a room (STATIC or DYNAMIC)
- // is special, it must set the PortalRenderer into unloaded state, because
- // there will now be a dangling reference to the instance that was destroyed.
- // The alternative is to remove the reference, but this is not currently supported
- // (it would mean rejigging rooms etc)
- if (_occlusion_handle_is_in_room(p_handle)) {
- _ensure_unloaded("deleting STATIC or DYNAMIC");
- return;
- }
- p_handle--;
- Moving *moving = &_moving_pool[p_handle];
- // if a roamer, remove from any current rooms
- if (!moving->global) {
- _moving_remove_from_rooms(p_handle);
- }
- // remove from list (and keep in sync)
- uint32_t list_id = moving->list_id;
- if (moving->global) {
- _moving_list_global.remove_unordered(list_id);
- // keep the replacement moving in sync with the correct list Id
- if (list_id < (uint32_t)_moving_list_global.size()) {
- uint32_t replacement_id = _moving_list_global[list_id];
- Moving &replacement = _moving_pool[replacement_id];
- replacement.list_id = list_id;
- }
- } else {
- _moving_list_roaming.remove_unordered(list_id);
- // keep the replacement moving in sync with the correct list Id
- if (list_id < (uint32_t)_moving_list_roaming.size()) {
- uint32_t replacement_id = _moving_list_roaming[list_id];
- Moving &replacement = _moving_pool[replacement_id];
- replacement.list_id = list_id;
- }
- }
- moving->destroy();
- // can now free the moving
- _moving_pool.free(p_handle);
- }
- PortalHandle PortalRenderer::portal_create() {
- uint32_t pool_id = 0;
- VSPortal *portal = _portal_pool.request(pool_id);
- // explicit constructor
- portal->create();
- portal->_portal_id = _portal_pool_ids.size();
- _portal_pool_ids.push_back(pool_id);
- // plus one based handles, 0 is unset
- pool_id++;
- return pool_id;
- }
- void PortalRenderer::portal_destroy(PortalHandle p_portal) {
- ERR_FAIL_COND(!p_portal);
- _ensure_unloaded("deleting Portal");
- // plus one based
- p_portal--;
- // remove from list of valid portals
- VSPortal &portal = _portal_pool[p_portal];
- int portal_id = portal._portal_id;
- // we need to replace the last element in the list
- _portal_pool_ids.remove_unordered(portal_id);
- // and reset the id of the portal that was the replacement
- if (portal_id < _portal_pool_ids.size()) {
- int replacement_pool_id = _portal_pool_ids[portal_id];
- VSPortal &replacement = _portal_pool[replacement_pool_id];
- replacement._portal_id = portal_id;
- }
- // explicitly run destructor
- _portal_pool[p_portal].destroy();
- // return to the pool
- _portal_pool.free(p_portal);
- }
- void PortalRenderer::portal_set_geometry(PortalHandle p_portal, const Vector<Vector3> &p_points, real_t p_margin) {
- ERR_FAIL_COND(!p_portal);
- p_portal--; // plus 1 based
- VSPortal &portal = _portal_pool[p_portal];
- portal._pts_world = p_points;
- portal._margin = p_margin;
- if (portal._pts_world.size() < 3) {
- WARN_PRINT("Portal must have at least 3 vertices");
- return;
- }
- // create plane from points
- // Allow averaging in case of wonky portals.
- // first calculate average normal
- Vector3 average_normal = Vector3(0, 0, 0);
- for (int t = 2; t < (int)portal._pts_world.size(); t++) {
- Plane p = Plane(portal._pts_world[0], portal._pts_world[t - 1], portal._pts_world[t]);
- average_normal += p.normal;
- }
- // average normal
- average_normal /= portal._pts_world.size() - 2;
- // detect user error
- ERR_FAIL_COND_MSG(average_normal.length() < 0.1, "Nonsense portal detected, normals should be consistent");
- if (average_normal.length() < 0.7) {
- WARN_PRINT("Wonky portal detected, you may see culling errors");
- }
- // calc average point
- Vector3 average_pt = Vector3(0, 0, 0);
- for (unsigned int n = 0; n < portal._pts_world.size(); n++) {
- average_pt += portal._pts_world[n];
- }
- average_pt /= portal._pts_world.size();
- // record the center for use in PVS
- portal._pt_center = average_pt;
- // calculate bounding sphere radius
- portal._bounding_sphere_radius = 0.0;
- for (unsigned int n = 0; n < portal._pts_world.size(); n++) {
- real_t sl = (portal._pts_world[n] - average_pt).length_squared();
- if (sl > portal._bounding_sphere_radius) {
- portal._bounding_sphere_radius = sl;
- }
- }
- portal._bounding_sphere_radius = Math::sqrt(portal._bounding_sphere_radius);
- // use the average point and normal to derive the plane
- portal._plane = Plane(average_pt, average_normal);
- // aabb
- AABB &bb = portal._aabb;
- bb.position = p_points[0];
- bb.size = Vector3(0, 0, 0);
- for (int n = 1; n < p_points.size(); n++) {
- bb.expand_to(p_points[n]);
- }
- }
- void PortalRenderer::portal_link(PortalHandle p_portal, RoomHandle p_room_from, RoomHandle p_room_to, bool p_two_way) {
- ERR_FAIL_COND(!p_portal);
- p_portal--; // plus 1 based
- VSPortal &portal = _portal_pool[p_portal];
- ERR_FAIL_COND(!p_room_from);
- p_room_from--;
- VSRoom &room_from = _room_pool[p_room_from];
- ERR_FAIL_COND(!p_room_to);
- p_room_to--;
- VSRoom &room_to = _room_pool[p_room_to];
- portal._linkedroom_ID[0] = room_from._room_ID;
- portal._linkedroom_ID[1] = room_to._room_ID;
- // is the portal internal? internal portals are treated differently
- portal._internal = room_from._priority > room_to._priority;
- // if it is internal, mark the outer room as containing an internal room.
- // this is used for rooms lookup.
- if (portal._internal) {
- room_to._contains_internal_rooms = true;
- }
- // _log("portal_link from room " + itos(room_from._room_ID) + " to room " + itos(room_to._room_ID));
- room_from._portal_ids.push_back(portal._portal_id);
- // one way portals simply aren't added to the destination room, so they don't get seen through
- if (p_two_way) {
- room_to._portal_ids.push_back(portal._portal_id);
- }
- }
- void PortalRenderer::portal_set_active(PortalHandle p_portal, bool p_active) {
- ERR_FAIL_COND(!p_portal);
- p_portal--; // plus 1 based
- VSPortal &portal = _portal_pool[p_portal];
- portal._active = p_active;
- }
- RoomGroupHandle PortalRenderer::roomgroup_create() {
- uint32_t pool_id = 0;
- VSRoomGroup *rg = _roomgroup_pool.request(pool_id);
- // explicit constructor
- rg->create();
- // plus one based handles, 0 is unset
- pool_id++;
- return pool_id;
- }
- void PortalRenderer::roomgroup_prepare(RoomGroupHandle p_roomgroup, ObjectID p_roomgroup_object_id) {
- // plus one based
- p_roomgroup--;
- VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
- rg._godot_instance_ID = p_roomgroup_object_id;
- }
- void PortalRenderer::roomgroup_destroy(RoomGroupHandle p_roomgroup) {
- ERR_FAIL_COND(!p_roomgroup);
- _ensure_unloaded("deleting RoomGroup");
- // plus one based
- p_roomgroup--;
- VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
- // explicitly run destructor
- rg.destroy();
- // return to the pool
- _roomgroup_pool.free(p_roomgroup);
- }
- void PortalRenderer::roomgroup_add_room(RoomGroupHandle p_roomgroup, RoomHandle p_room) {
- // plus one based
- p_roomgroup--;
- VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
- p_room--;
- // add to room group
- rg._room_ids.push_back(p_room);
- // add the room group to the room
- VSRoom &room = _room_pool[p_room];
- room._roomgroup_ids.push_back(p_roomgroup);
- }
- // Cull Instances
- RGhostHandle PortalRenderer::rghost_create(ObjectID p_object_id, const AABB &p_aabb) {
- uint32_t pool_id = 0;
- RGhost *moving = _rghost_pool.request(pool_id);
- moving->pool_id = pool_id;
- moving->object_id = p_object_id;
- moving->room_id = -1;
- RGhostHandle handle = pool_id + 1;
- rghost_update(handle, p_aabb);
- return handle;
- }
- void PortalRenderer::rghost_update(RGhostHandle p_handle, const AABB &p_aabb, bool p_force_reinsert) {
- if (!_loaded) {
- return;
- }
- p_handle--;
- RGhost &moving = _rghost_pool[p_handle];
- moving.exact_aabb = p_aabb;
- // quick reject for most roaming cases
- if (!p_force_reinsert && moving.expanded_aabb.encloses(p_aabb)) {
- return;
- }
- // using an expanded aabb allows us to make 'no op' moves
- // where the new aabb is within the expanded
- moving.expanded_aabb = p_aabb.grow(_roaming_expansion_margin);
- // if we got to here, it is roaming (moving between rooms)
- // remove from current rooms
- _rghost_remove_from_rooms(p_handle);
- // add to new rooms
- Vector3 center = p_aabb.position + (p_aabb.size * 0.5);
- int new_room = find_room_within(center, moving.room_id);
- moving.room_id = new_room;
- if (new_room != -1) {
- _bitfield_rooms.blank();
- sprawl_roaming(p_handle, moving, new_room, false);
- }
- }
- void PortalRenderer::rghost_destroy(RGhostHandle p_handle) {
- p_handle--;
- RGhost *moving = &_rghost_pool[p_handle];
- // if a roamer, remove from any current rooms
- _rghost_remove_from_rooms(p_handle);
- moving->destroy();
- // can now free the moving
- _rghost_pool.free(p_handle);
- }
- OccluderInstanceHandle PortalRenderer::occluder_instance_create() {
- uint32_t pool_id = 0;
- VSOccluder_Instance *occ = _occluder_instance_pool.request(pool_id);
- occ->create();
- OccluderInstanceHandle handle = pool_id + 1;
- return handle;
- }
- void PortalRenderer::occluder_instance_link(OccluderInstanceHandle p_handle, OccluderResourceHandle p_resource_handle) {
- p_handle--;
- VSOccluder_Instance &occ = _occluder_instance_pool[p_handle];
- // Unlink with any already linked, and destroy world resources
- if (occ.resource_pool_id != UINT32_MAX) {
- // Watch for bugs in future with the room within, this is not changed here,
- // but could potentially be removed and re-added in future if we use sprawling.
- occluder_instance_destroy(p_handle + 1, false);
- occ.resource_pool_id = UINT32_MAX;
- }
- p_resource_handle--;
- VSOccluder_Resource &res = VSG::scene->get_portal_resources().get_pool_occluder_resource(p_resource_handle);
- occ.resource_pool_id = p_resource_handle;
- occ.type = res.type;
- occ.revision = 0;
- }
- void PortalRenderer::occluder_instance_set_active(OccluderInstanceHandle p_handle, bool p_active) {
- p_handle--;
- VSOccluder_Instance &occ = _occluder_instance_pool[p_handle];
- if (occ.active == p_active) {
- return;
- }
- occ.active = p_active;
- // this will take care of adding or removing from rooms
- occluder_refresh_room_within(p_handle);
- }
- void PortalRenderer::occluder_instance_set_transform(OccluderInstanceHandle p_handle, const Transform &p_xform) {
- p_handle--;
- VSOccluder_Instance &occ = _occluder_instance_pool[p_handle];
- occ.xform = p_xform;
- // mark as dirty as the world space spheres will be out of date
- occ.revision = 0;
- // The room within is based on the xform, rather than the AABB so this
- // should still work even though the world space transform is deferred.
- // N.B. Occluders are a single room based on the center of the Occluder transform,
- // this may need to be improved at a later date.
- occluder_refresh_room_within(p_handle);
- }
- void PortalRenderer::occluder_refresh_room_within(uint32_t p_occluder_pool_id) {
- VSOccluder_Instance &occ = _occluder_instance_pool[p_occluder_pool_id];
- // if we aren't loaded, the room within can't be valid
- if (!_loaded) {
- occ.room_id = -1;
- return;
- }
- // inactive?
- if (!occ.active) {
- // remove from any rooms present in
- if (occ.room_id != -1) {
- _occluder_remove_from_rooms(p_occluder_pool_id);
- occ.room_id = -1;
- }
- return;
- }
- // prevent checks with no significant changes
- Vector3 offset = occ.xform.origin - occ.pt_center;
- // could possibly make this epsilon editable?
- // is highly world size dependent.
- if ((offset.length_squared() < 0.01) && (occ.room_id != -1)) {
- return;
- }
- // standardize on the node origin for now
- occ.pt_center = occ.xform.origin;
- int new_room = find_room_within(occ.pt_center, occ.room_id);
- if (new_room != occ.room_id) {
- _occluder_remove_from_rooms(p_occluder_pool_id);
- occ.room_id = new_room;
- if (new_room != -1) {
- VSRoom &room = get_room(new_room);
- room.add_occluder(p_occluder_pool_id);
- }
- }
- }
- void PortalRenderer::occluder_instance_destroy(OccluderInstanceHandle p_handle, bool p_free) {
- p_handle--;
- if (p_free) {
- _occluder_remove_from_rooms(p_handle);
- }
- // depending on the occluder type, remove the spheres etc
- VSOccluder_Instance &occ = _occluder_instance_pool[p_handle];
- switch (occ.type) {
- case VSOccluder_Instance::OT_SPHERE: {
- // free any spheres owned by the occluder
- for (int n = 0; n < occ.list_ids.size(); n++) {
- uint32_t id = occ.list_ids[n];
- _occluder_world_sphere_pool.free(id);
- }
- occ.list_ids.clear();
- } break;
- case VSOccluder_Instance::OT_MESH: {
- // free any polys owned by the occluder
- for (int n = 0; n < occ.list_ids.size(); n++) {
- uint32_t id = occ.list_ids[n];
- VSOccluder_Poly &poly = _occluder_world_poly_pool[id];
- // free any holes owned by the poly
- for (int h = 0; h < poly.num_holes; h++) {
- _occluder_world_hole_pool.free(poly.hole_pool_ids[h]);
- }
- // blanks
- poly.create();
- _occluder_world_poly_pool.free(id);
- }
- occ.list_ids.clear();
- } break;
- default: {
- } break;
- }
- if (p_free) {
- _occluder_instance_pool.free(p_handle);
- }
- }
- // Rooms
- RoomHandle PortalRenderer::room_create() {
- uint32_t pool_id = 0;
- VSRoom *room = _room_pool.request(pool_id);
- // explicit constructor
- room->create();
- // keep our own internal list of rooms
- room->_room_ID = _room_pool_ids.size();
- _room_pool_ids.push_back(pool_id);
- // plus one based handles, 0 is unset
- pool_id++;
- return pool_id;
- }
- void PortalRenderer::room_destroy(RoomHandle p_room) {
- ERR_FAIL_COND(!p_room);
- _ensure_unloaded("deleting Room");
- // plus one based
- p_room--;
- // remove from list of valid rooms
- VSRoom &room = _room_pool[p_room];
- int room_id = room._room_ID;
- // we need to replace the last element in the list
- _room_pool_ids.remove_unordered(room_id);
- // and reset the id of the portal that was the replacement
- if (room_id < _room_pool_ids.size()) {
- int replacement_pool_id = _room_pool_ids[room_id];
- VSRoom &replacement = _room_pool[replacement_pool_id];
- replacement._room_ID = room_id;
- }
- // explicitly run destructor
- _room_pool[p_room].destroy();
- // return to the pool
- _room_pool.free(p_room);
- }
- OcclusionHandle PortalRenderer::room_add_ghost(RoomHandle p_room, ObjectID p_object_id, const AABB &p_aabb) {
- ERR_FAIL_COND_V(!p_room, 0);
- p_room--; // plus one based
- VSStaticGhost ghost;
- ghost.object_id = p_object_id;
- _static_ghosts.push_back(ghost);
- // sprawl immediately
- // precreate a useful bitfield of rooms for use in sprawling
- if ((int)_bitfield_rooms.get_num_bits() != get_num_rooms()) {
- _bitfield_rooms.create(get_num_rooms());
- }
- // only can do if rooms exist
- if (get_num_rooms()) {
- // the last one was just added
- int ghost_id = _static_ghosts.size() - 1;
- // create a bitfield to indicate which rooms have been
- // visited already, to prevent visiting rooms multiple times
- _bitfield_rooms.blank();
- if (sprawl_static_ghost(ghost_id, p_aabb, p_room)) {
- _log("\t\tSPRAWLED");
- }
- }
- return OCCLUSION_HANDLE_ROOM_BIT;
- }
- OcclusionHandle PortalRenderer::room_add_instance(RoomHandle p_room, RID p_instance, const AABB &p_aabb, bool p_dynamic, const Vector<Vector3> &p_object_pts) {
- ERR_FAIL_COND_V(!p_room, 0);
- p_room--; // plus one based
- VSRoom &room = _room_pool[p_room];
- VSStatic stat;
- stat.instance = p_instance;
- stat.source_room_id = room._room_ID;
- stat.dynamic = p_dynamic;
- stat.aabb = p_aabb;
- _statics.push_back(stat);
- // sprawl immediately
- // precreate a useful bitfield of rooms for use in sprawling
- if ((int)_bitfield_rooms.get_num_bits() != get_num_rooms()) {
- _bitfield_rooms.create(get_num_rooms());
- }
- // only can do if rooms exist
- if (get_num_rooms()) {
- // the last one was just added
- int static_id = _statics.size() - 1;
- // pop last static
- const VSStatic &st = _statics[static_id];
- // create a bitfield to indicate which rooms have been
- // visited already, to prevent visiting rooms multiple times
- _bitfield_rooms.blank();
- if (p_object_pts.size()) {
- if (sprawl_static_geometry(static_id, st, st.source_room_id, p_object_pts)) {
- _log("\t\tSPRAWLED");
- }
- } else {
- if (sprawl_static(static_id, st, st.source_room_id)) {
- _log("\t\tSPRAWLED");
- }
- }
- }
- return OCCLUSION_HANDLE_ROOM_BIT;
- }
- void PortalRenderer::room_prepare(RoomHandle p_room, int32_t p_priority) {
- ERR_FAIL_COND(!p_room);
- p_room--; // plus one based
- VSRoom &room = _room_pool[p_room];
- room._priority = p_priority;
- }
- void PortalRenderer::room_set_bound(RoomHandle p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts) {
- ERR_FAIL_COND(!p_room);
- p_room--; // plus one based
- VSRoom &room = _room_pool[p_room];
- room._planes = p_convex;
- room._verts = p_verts;
- room._aabb = p_aabb;
- room._godot_instance_ID = p_room_object_id;
- }
- void PortalRenderer::_add_portal_to_convex_hull(LocalVector<Plane, int32_t> &p_planes, const Plane &p) {
- for (int n = 0; n < p_planes.size(); n++) {
- Plane &o = p_planes[n];
- // this is a fudge factor for how close the portal can be to an existing plane
- // to be to be considered the same ...
- // to prevent needless extra checks.
- // the epsilons should probably be more exact here than for the convex hull simplification, as it is
- // fairly crucial that the portal planes are reasonably accurate for determining the hull.
- // and because the portal plane is more important, we will REPLACE the existing similar plane
- // with the portal plane.
- const real_t d = 0.03; // 0.08f
- if (Math::abs(p.d - o.d) > d) {
- continue;
- }
- real_t dot = p.normal.dot(o.normal);
- if (dot < 0.99) // 0.98f
- {
- continue;
- }
- // match!
- // replace the existing plane
- o = p;
- return;
- }
- // there is no existing plane that is similar, create a new one especially for the portal
- p_planes.push_back(p);
- }
- void PortalRenderer::_rooms_add_portals_to_convex_hulls() {
- for (int n = 0; n < get_num_rooms(); n++) {
- VSRoom &room = get_room(n);
- for (int p = 0; p < room._portal_ids.size(); p++) {
- const VSPortal &portal = get_portal(room._portal_ids[p]);
- // 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);
- }
- // do not add internal portals to the convex hull of outer rooms!
- if (!outgoing && portal._internal) {
- continue;
- }
- // add the portal plane
- Plane portal_plane = portal._plane;
- if (!outgoing) {
- portal_plane = -portal_plane;
- }
- // add if sufficiently different from existing convex hull planes
- _add_portal_to_convex_hull(room._planes, portal_plane);
- }
- }
- }
- void PortalRenderer::rooms_finalize(bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation) {
- _gameplay_monitor.set_params(p_use_secondary_pvs, p_use_signals);
- // portals should also bound the rooms, the room geometry may extend past the portal
- _rooms_add_portals_to_convex_hulls();
- // the trace results can never have more hits than the number of static objects
- _trace_results.create(_statics.size());
- // precreate a useful bitfield of rooms for use in sprawling, if not created already
- // (may not be necessary but just in case, rooms with no statics etc)
- _bitfield_rooms.create(_room_pool_ids.size());
- // the rooms looksup is a pre-calced grid structure for faster lookup of the nearest room
- // from position
- _rooms_lookup_bsp.create(*this);
- // calculate PVS
- if (p_generate_pvs) {
- PVSBuilder pvs;
- pvs.calculate_pvs(*this, p_pvs_filename, _tracer.get_depth_limit(), p_use_simple_pvs, p_log_pvs_generation);
- _cull_using_pvs = p_cull_using_pvs; // hard code to on for test
- } else {
- _cull_using_pvs = false;
- }
- _loaded = true;
- // all the roaming objects need to be sprawled into the rooms
- // (they may have been created before the rooms)
- _load_finalize_roaming();
- // allow deleting any intermediate data
- for (int n = 0; n < get_num_rooms(); n++) {
- get_room(n).cleanup_after_conversion();
- }
- // this should probably have some thread protection, but I doubt it matters
- // as this will worst case give wrong result for a frame
- Engine::get_singleton()->set_portals_active(true);
- _log("Room conversion complete. " + itos(_room_pool_ids.size()) + " rooms, " + itos(_portal_pool_ids.size()) + " portals.", 1);
- }
- bool PortalRenderer::sprawl_static_geometry(int p_static_id, const VSStatic &p_static, int p_room_id, const Vector<Vector3> &p_object_pts) {
- // set, and if room already done, ignore
- if (!_bitfield_rooms.check_and_set(p_room_id))
- return false;
- VSRoom &room = get_room(p_room_id);
- room._static_ids.push_back(p_static_id);
- bool sprawled = false;
- // go through portals
- for (int p = 0; p < room._portal_ids.size(); p++) {
- const VSPortal &portal = get_portal(room._portal_ids[p]);
- int room_to_id = portal.geometry_crosses_portal(p_room_id, p_static.aabb, p_object_pts);
- if (room_to_id != -1) {
- // _log(String(Variant(p_static.aabb)) + " crosses portal");
- sprawl_static_geometry(p_static_id, p_static, room_to_id, p_object_pts);
- sprawled = true;
- }
- }
- return sprawled;
- }
- bool PortalRenderer::sprawl_static_ghost(int p_ghost_id, const AABB &p_aabb, int p_room_id) {
- // set, and if room already done, ignore
- if (!_bitfield_rooms.check_and_set(p_room_id)) {
- return false;
- }
- VSRoom &room = get_room(p_room_id);
- room._static_ghost_ids.push_back(p_ghost_id);
- bool sprawled = false;
- // go through portals
- for (int p = 0; p < room._portal_ids.size(); p++) {
- const VSPortal &portal = get_portal(room._portal_ids[p]);
- int room_to_id = portal.crosses_portal(p_room_id, p_aabb, true);
- if (room_to_id != -1) {
- // _log(String(Variant(p_aabb)) + " crosses portal");
- sprawl_static_ghost(p_ghost_id, p_aabb, room_to_id);
- sprawled = true;
- }
- }
- return sprawled;
- }
- bool PortalRenderer::sprawl_static(int p_static_id, const VSStatic &p_static, int p_room_id) {
- // set, and if room already done, ignore
- if (!_bitfield_rooms.check_and_set(p_room_id)) {
- return false;
- }
- VSRoom &room = get_room(p_room_id);
- room._static_ids.push_back(p_static_id);
- bool sprawled = false;
- // go through portals
- for (int p = 0; p < room._portal_ids.size(); p++) {
- const VSPortal &portal = get_portal(room._portal_ids[p]);
- int room_to_id = portal.crosses_portal(p_room_id, p_static.aabb, true);
- if (room_to_id != -1) {
- // _log(String(Variant(p_static.aabb)) + " crosses portal");
- sprawl_static(p_static_id, p_static, room_to_id);
- sprawled = true;
- }
- }
- return sprawled;
- }
- void PortalRenderer::_load_finalize_roaming() {
- for (int n = 0; n < _moving_list_roaming.size(); n++) {
- uint32_t pool_id = _moving_list_roaming[n];
- Moving &moving = _moving_pool[pool_id];
- const AABB &aabb = moving.exact_aabb;
- OcclusionHandle handle = pool_id + 1;
- instance_moving_update(handle, aabb, true);
- }
- for (unsigned int n = 0; n < _rghost_pool.active_size(); n++) {
- RGhost &moving = _rghost_pool.get_active(n);
- const AABB &aabb = moving.exact_aabb;
- rghost_update(_rghost_pool.get_active_id(n) + 1, aabb, true);
- }
- for (unsigned int n = 0; n < _occluder_instance_pool.active_size(); n++) {
- VSOccluder_Instance &occ = _occluder_instance_pool.get_active(n);
- int occluder_id = _occluder_instance_pool.get_active_id(n);
- // make sure occluder is in the correct room
- occ.room_id = find_room_within(occ.pt_center, -1);
- if (occ.room_id != -1) {
- VSRoom &room = get_room(occ.room_id);
- room.add_occluder(occluder_id);
- }
- }
- }
- void PortalRenderer::sprawl_roaming(uint32_t p_mover_pool_id, MovingBase &r_moving, int p_room_id, bool p_moving_or_ghost) {
- // set, and if room already done, ignore
- if (!_bitfield_rooms.check_and_set(p_room_id)) {
- return;
- }
- // add to the room
- VSRoom &room = get_room(p_room_id);
- if (p_moving_or_ghost) {
- room.add_roamer(p_mover_pool_id);
- } else {
- room.add_rghost(p_mover_pool_id);
- }
- // add the room to the mover
- r_moving._rooms.push_back(p_room_id);
- // go through portals
- for (int p = 0; p < room._portal_ids.size(); p++) {
- const VSPortal &portal = get_portal(room._portal_ids[p]);
- int room_to_id = portal.crosses_portal(p_room_id, r_moving.expanded_aabb);
- if (room_to_id != -1) {
- // _log(String(Variant(p_static.aabb)) + " crosses portal");
- sprawl_roaming(p_mover_pool_id, r_moving, room_to_id, p_moving_or_ghost);
- }
- }
- }
- // This gets called when you delete an instance the the room system depends on
- void PortalRenderer::_ensure_unloaded(String p_reason) {
- if (_loaded) {
- _loaded = false;
- _gameplay_monitor.unload(*this);
- String str;
- if (p_reason != String()) {
- str = "Portal system unloaded ( " + p_reason + " ).";
- } else {
- str = "Portal system unloaded.";
- }
- _log(str, 1);
- // this should probably have some thread protection, but I doubt it matters
- // as this will worst case give wrong result for a frame
- Engine::get_singleton()->set_portals_active(false);
- }
- }
- void PortalRenderer::rooms_and_portals_clear() {
- _loaded = false;
- // N.B. We want to make sure all the tick counters on movings rooms etc to zero,
- // so that on loading the next level gameplay entered signals etc will be
- // correctly sent and everything is fresh.
- // This is mostly done by the gameplay_monitor, but rooms_and_portals_clear()
- // will also clear tick counters where possible
- // (there is no TrackedList for the RoomGroup pool for example).
- // This could be made neater by moving everything to TrackedPooledLists, but this
- // may be overkill.
- _gameplay_monitor.unload(*this);
- _statics.clear();
- _static_ghosts.clear();
- // the rooms and portals should remove their id when they delete themselves
- // from the scene tree by calling room_destroy and portal_destroy ...
- // therefore there should be no need to clear these here
- // _room_pool_ids.clear();
- // _portal_pool_ids.clear();
- _rooms_lookup_bsp.clear();
- // clear the portals out of each existing room
- for (int n = 0; n < get_num_rooms(); n++) {
- VSRoom &room = get_room(n);
- room.rooms_and_portals_clear();
- }
- for (int n = 0; n < get_num_portals(); n++) {
- VSPortal &portal = get_portal(n);
- portal.rooms_and_portals_clear();
- }
- // when the rooms_and_portals_clear message is sent,
- // we want to remove all references to old rooms in the moving
- // objects, to prevent dangling references.
- for (int n = 0; n < get_num_moving_globals(); n++) {
- Moving &moving = get_pool_moving(_moving_list_global[n]);
- moving.rooms_and_portals_clear();
- }
- for (int n = 0; n < _moving_list_roaming.size(); n++) {
- Moving &moving = get_pool_moving(_moving_list_roaming[n]);
- moving.rooms_and_portals_clear();
- }
- for (unsigned int n = 0; n < _rghost_pool.active_size(); n++) {
- RGhost &moving = _rghost_pool.get_active(n);
- moving.rooms_and_portals_clear();
- }
- _pvs.clear();
- }
- void PortalRenderer::rooms_override_camera(bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex) {
- _override_camera = p_override;
- _override_camera_pos = p_point;
- if (p_convex) {
- _override_camera_planes = *p_convex;
- }
- }
- void PortalRenderer::rooms_update_gameplay_monitor(const Vector<Vector3> &p_camera_positions) {
- // is the pvs loaded?
- if (!_loaded || !_pvs.is_loaded()) {
- if (!_pvs.is_loaded()) {
- WARN_PRINT_ONCE("RoomManager PVS is required for this functionality");
- }
- return;
- }
- int *source_rooms = (int *)alloca(sizeof(int) * p_camera_positions.size());
- int num_source_rooms = 0;
- for (int n = 0; n < p_camera_positions.size(); n++) {
- int source_room_id = find_room_within(p_camera_positions[n]);
- if (source_room_id == -1) {
- continue;
- }
- source_rooms[num_source_rooms++] = source_room_id;
- }
- _gameplay_monitor.update_gameplay(*this, source_rooms, num_source_rooms);
- }
- int PortalRenderer::cull_convex_implementation(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_result_max, uint32_t p_mask, int32_t &r_previous_room_id_hint) {
- // start room
- int start_room_id = find_room_within(p_point, r_previous_room_id_hint);
- // return the previous room hint
- r_previous_room_id_hint = start_room_id;
- if (start_room_id == -1) {
- return -1;
- }
- // set up the occlusion culler once off .. this is a prepare before the prepare is done PER room
- _tracer.get_occlusion_culler().prepare_camera(p_cam_matrix, p_cam_dir);
- // planes must be in CameraMatrix order
- DEV_ASSERT(p_convex.size() == 6);
- LocalVector<Plane> planes;
- planes = p_convex;
- _trace_results.clear();
- if (!_debug_sprawl) {
- _tracer.trace(*this, p_point, planes, start_room_id, _trace_results); //, near_and_far_planes);
- } else {
- _tracer.trace_debug_sprawl(*this, p_point, start_room_id, _trace_results);
- }
- int num_results = _trace_results.visible_static_ids.size();
- int out_count = 0;
- for (int n = 0; n < num_results; n++) {
- uint32_t static_id = _trace_results.visible_static_ids[n];
- RID static_rid = _statics[static_id].instance;
- VSInstance *instance = VSG::scene->_instance_get_from_rid(static_rid);
- if (VSG::scene->_instance_cull_check(instance, p_mask)) {
- p_result_array[out_count++] = instance;
- if (out_count >= p_result_max) {
- break;
- }
- }
- }
- // results could be full up already
- if (out_count >= p_result_max) {
- return out_count;
- }
- // add the roaming results
- // cap to the maximum results
- int num_roam_hits = _trace_results.visible_roamer_pool_ids.size();
- // translate
- for (int n = 0; n < num_roam_hits; n++) {
- const Moving &moving = get_pool_moving(_trace_results.visible_roamer_pool_ids[n]);
- if (VSG::scene->_instance_cull_check(moving.instance, p_mask)) {
- p_result_array[out_count++] = moving.instance;
- if (out_count >= p_result_max) {
- break;
- }
- }
- }
- // results could be full up already
- if (out_count >= p_result_max) {
- return out_count;
- }
- out_count = _tracer.trace_globals(planes, p_result_array, out_count, p_result_max, p_mask, _override_camera);
- return out_count;
- }
- String PortalRenderer::_rid_to_string(RID p_rid) {
- return itos(p_rid.get_id());
- }
- String PortalRenderer::_addr_to_string(const void *p_addr) {
- return String::num_uint64((uint64_t)p_addr, 16);
- }
- PortalRenderer::PortalRenderer() {
- _show_debug = GLOBAL_GET("rendering/portals/debug/logging");
- }
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