Merge pull request #51370 from lawnjelly/portals_better_pvs

Portals - improve PVS tracing
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Rémi Verschelde 2021-08-07 23:48:06 +02:00 committed by GitHub
commit 42e40a7d3c
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4 changed files with 203 additions and 3 deletions

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@ -272,6 +272,7 @@ void PVSBuilder::calculate_pvs(PortalRenderer &p_portal_renderer, String p_filen
log("pvs from room : " + itos(n));
// trace_rooms_recursive_simple(0, n, n, -1, false, -1, dummy_planes, bf);
trace_rooms_recursive(0, n, n, -1, false, -1, dummy_planes, bf);
create_secondary_pvs(n, neighbors, bf);
@ -325,7 +326,199 @@ void PVSBuilder::log(String p_string) {
}
}
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) {
// 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.
_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 WASNT 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;
@ -421,7 +614,6 @@ void PVSBuilder::trace_rooms_recursive(int p_depth, int p_source_room_id, int p_
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

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@ -58,13 +58,15 @@ private:
void logd(int p_depth, String p_string);
void log(String p_string);
void 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);
void 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 = -1);
void 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);
void create_secondary_pvs(int p_room_id, const LocalVector<Neighbours> &p_neighbors, BitFieldDynamic &r_bitfield_rooms);
PortalRenderer *_portal_renderer = nullptr;
PVS *_pvs = nullptr;
int _depth_limit = 16;
Vector3 _trace_start_point;
static bool _log_active;
};

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@ -278,6 +278,9 @@ void PortalRenderer::portal_set_geometry(PortalHandle p_portal, const Vector<Vec
}
average_pt /= portal._pts_world.size();
// record the center for use in PVS
portal._pt_center = average_pt;
// use the average point and normal to derive the plane
portal._plane = Plane(average_pt, average_normal);

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@ -181,6 +181,9 @@ public:
// the portal needs a list of unique world points (in order, clockwise?)
LocalVector<Vector3> _pts_world;
// used in PVS calculation
Vector3 _pt_center;
// portal plane
Plane _plane;