|
|
@ -130,6 +130,7 @@ void PortalTracer::trace(PortalRenderer &p_portal_renderer, const Vector3 &p_pos
|
|
|
|
|
|
|
|
|
|
|
|
TraceParams params;
|
|
|
|
TraceParams params;
|
|
|
|
params.use_pvs = p_portal_renderer.get_pvs().is_loaded();
|
|
|
|
params.use_pvs = p_portal_renderer.get_pvs().is_loaded();
|
|
|
|
|
|
|
|
params.start_room_id = p_start_room_id;
|
|
|
|
|
|
|
|
|
|
|
|
// create bitfield
|
|
|
|
// create bitfield
|
|
|
|
if (params.use_pvs) {
|
|
|
|
if (params.use_pvs) {
|
|
|
@ -345,16 +346,16 @@ void PortalTracer::trace_pvs(int p_source_room_id, const LocalVector<Plane> &p_p
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
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
|
|
|
|
// Prevent too much depth.
|
|
|
|
if (p_depth > _depth_limit) {
|
|
|
|
if (p_depth > _depth_limit) {
|
|
|
|
WARN_PRINT_ONCE("Portal Depth Limit reached (seeing through too many portals)");
|
|
|
|
WARN_PRINT_ONCE("Portal Depth Limit reached (seeing through too many portals)");
|
|
|
|
return;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// get the room
|
|
|
|
// Get the room.
|
|
|
|
const VSRoom &room = _portal_renderer->get_room(p_room_id);
|
|
|
|
const VSRoom &room = _portal_renderer->get_room(p_room_id);
|
|
|
|
|
|
|
|
|
|
|
|
// set up the occlusion culler as a one off
|
|
|
|
// 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]);
|
|
|
|
_occlusion_culler.prepare(*_portal_renderer, room, _trace_start_point, p_planes, &_near_and_far_planes[0]);
|
|
|
|
|
|
|
|
|
|
|
|
cull_statics(room, p_planes);
|
|
|
|
cull_statics(room, p_planes);
|
|
|
@ -365,13 +366,13 @@ void PortalTracer::trace_recursive(const TraceParams &p_params, int p_depth, int
|
|
|
|
for (int p = 0; p < num_portals; p++) {
|
|
|
|
for (int p = 0; p < num_portals; p++) {
|
|
|
|
const VSPortal &portal = _portal_renderer->get_portal(room._portal_ids[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
|
|
|
|
// Portals can be switched on and off at runtime, like opening and closing a door.
|
|
|
|
if (!portal._active) {
|
|
|
|
if (!portal._active) {
|
|
|
|
continue;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// everything depends on whether the portal is incoming or outgoing.
|
|
|
|
// Everything depends on whether the portal is incoming or outgoing.
|
|
|
|
// if incoming we reverse the logic.
|
|
|
|
// If incoming we reverse the logic.
|
|
|
|
int outgoing = 1;
|
|
|
|
int outgoing = 1;
|
|
|
|
|
|
|
|
|
|
|
|
int room_a_id = portal._linkedroom_ID[0];
|
|
|
|
int room_a_id = portal._linkedroom_ID[0];
|
|
|
@ -380,67 +381,83 @@ void PortalTracer::trace_recursive(const TraceParams &p_params, int p_depth, int
|
|
|
|
DEV_ASSERT(portal._linkedroom_ID[1] == p_room_id);
|
|
|
|
DEV_ASSERT(portal._linkedroom_ID[1] == p_room_id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// trace through this portal to the next room
|
|
|
|
// Trace through this portal to the next room.
|
|
|
|
int linked_room_id = portal._linkedroom_ID[outgoing];
|
|
|
|
int linked_room_id = portal._linkedroom_ID[outgoing];
|
|
|
|
|
|
|
|
|
|
|
|
// cull by PVS
|
|
|
|
// Cull by PVS.
|
|
|
|
if (p_params.use_pvs && (!p_params.decompressed_room_pvs[linked_room_id])) {
|
|
|
|
if (p_params.use_pvs && (!p_params.decompressed_room_pvs[linked_room_id])) {
|
|
|
|
continue;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// cull by portal angle to camera.
|
|
|
|
// Cull by portal angle to camera.
|
|
|
|
|
|
|
|
|
|
|
|
// much better way of culling portals by direction 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
|
|
|
|
// 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
|
|
|
|
// plane the camera is on! If it is behind, the portal can be seen through, if in front, it can't.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// There is one exception to this, for the first source room. If we are in front of any portal in the first
|
|
|
|
|
|
|
|
// source room, we will render EVERYTHING through it into the next room. This can happen due
|
|
|
|
|
|
|
|
// to precision errors, or inaccuracy in setting up the portal planes relative to the room bounds -
|
|
|
|
|
|
|
|
// in which case we can end up IN FRONT of a portal in the same room.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool start_room_in_front_portal_exception = false;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/////////////////////////////////////////////
|
|
|
|
real_t dist_cam = portal._plane.distance_to(_trace_start_point);
|
|
|
|
real_t dist_cam = portal._plane.distance_to(_trace_start_point);
|
|
|
|
|
|
|
|
|
|
|
|
if (!outgoing) {
|
|
|
|
if (!outgoing) {
|
|
|
|
dist_cam = -dist_cam;
|
|
|
|
dist_cam = -dist_cam;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// If the camera is IN FRONT of the portal plane...
|
|
|
|
if (dist_cam >= 0.0) {
|
|
|
|
if (dist_cam >= 0.0) {
|
|
|
|
continue;
|
|
|
|
if ((p_room_id != p_params.start_room_id) || portal._internal) {
|
|
|
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
start_room_in_front_portal_exception = true;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
|
|
// is it culled by the planes?
|
|
|
|
// While clipping to the planes we maintain a list of partial planes, so we can add them to the
|
|
|
|
VSPortal::ClipResult overall_res = VSPortal::ClipResult::CLIP_INSIDE;
|
|
|
|
// recursive next iteration of planes to check.
|
|
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
static LocalVector<int> partial_planes;
|
|
|
|
partial_planes.clear();
|
|
|
|
partial_planes.clear();
|
|
|
|
|
|
|
|
|
|
|
|
// for portals, we want to ignore the near clipping plane, as we might be right on the edge of a doorway
|
|
|
|
// Is it culled by the planes?
|
|
|
|
// and still want to look through the portal.
|
|
|
|
VSPortal::ClipResult overall_res = VSPortal::ClipResult::CLIP_INSIDE;
|
|
|
|
// so earlier we have set it that the first plane (ASSUMING that plane zero is the near clipping plane)
|
|
|
|
if (!start_room_in_front_portal_exception) {
|
|
|
|
// starts from the camera position, and NOT the actual near clipping plane.
|
|
|
|
// For portals, we want to ignore the near clipping plane, as we might be right on the edge of a doorway
|
|
|
|
// if we need quite a distant near plane, we may need a different strategy.
|
|
|
|
// and still want to look through the portal.
|
|
|
|
for (uint32_t l = 0; l < p_planes.size(); l++) {
|
|
|
|
// So earlier we have set it that the first plane (ASSUMING that plane zero is the near clipping plane)
|
|
|
|
VSPortal::ClipResult res = portal.clip_with_plane(p_planes[l]);
|
|
|
|
// 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) {
|
|
|
|
switch (res) {
|
|
|
|
case VSPortal::ClipResult::CLIP_OUTSIDE: {
|
|
|
|
case VSPortal::ClipResult::CLIP_OUTSIDE: {
|
|
|
|
overall_res = res;
|
|
|
|
overall_res = res;
|
|
|
|
} break;
|
|
|
|
} break;
|
|
|
|
case VSPortal::ClipResult::CLIP_PARTIAL: {
|
|
|
|
case VSPortal::ClipResult::CLIP_PARTIAL: {
|
|
|
|
// if the portal intersects one of the planes, we should take this plane into account
|
|
|
|
// 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
|
|
|
|
// in the next call of this recursive trace, because it can be used to cull out more objects.
|
|
|
|
overall_res = res;
|
|
|
|
overall_res = res;
|
|
|
|
partial_planes.push_back(l);
|
|
|
|
partial_planes.push_back(l);
|
|
|
|
} break;
|
|
|
|
} break;
|
|
|
|
default: // suppress warning
|
|
|
|
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;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// if the portal was totally outside the 'frustum' then we can ignore it
|
|
|
|
// This portal is culled.
|
|
|
|
if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE)
|
|
|
|
if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE) {
|
|
|
|
break;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// this portal is culled
|
|
|
|
|
|
|
|
if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE) {
|
|
|
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Don't allow portals from internal to external room to be followed
|
|
|
|
// Don't allow portals from internal to external room to be followed
|
|
|
@ -467,64 +484,70 @@ void PortalTracer::trace_recursive(const TraceParams &p_params, int p_depth, int
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// occlusion culling of portals
|
|
|
|
// Occlusion culling of portals.
|
|
|
|
if (_occlusion_culler.cull_sphere(portal._pt_center, portal._bounding_sphere_radius)) {
|
|
|
|
if (_occlusion_culler.cull_sphere(portal._pt_center, portal._bounding_sphere_radius)) {
|
|
|
|
continue;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// hopefully the portal actually leads somewhere...
|
|
|
|
// Hopefully the portal actually leads somewhere...
|
|
|
|
if (linked_room_id != -1) {
|
|
|
|
if (linked_room_id != -1) {
|
|
|
|
// we need some new planes
|
|
|
|
// We need some new planes.
|
|
|
|
unsigned int pool_mem = _planes_pool.request();
|
|
|
|
unsigned int pool_mem = _planes_pool.request();
|
|
|
|
|
|
|
|
|
|
|
|
// if the planes pool is not empty, we got some planes, and can recurse
|
|
|
|
// If the planes pool is not empty, we got some planes, and can recurse.
|
|
|
|
if (pool_mem != (unsigned int)-1) {
|
|
|
|
if (pool_mem != (unsigned int)-1) {
|
|
|
|
// get a new vector of planes from the pool
|
|
|
|
// Get a new vector of planes from the pool.
|
|
|
|
LocalVector<Plane> &new_planes = _planes_pool.get(pool_mem);
|
|
|
|
LocalVector<Plane> &new_planes = _planes_pool.get(pool_mem);
|
|
|
|
|
|
|
|
|
|
|
|
// makes sure there are none left over (as the pool may not clear them)
|
|
|
|
// Makes sure there are none left over (as the pool may not clear them).
|
|
|
|
new_planes.clear();
|
|
|
|
new_planes.clear();
|
|
|
|
|
|
|
|
|
|
|
|
// if portal is totally inside the planes, don't copy the old planes ..
|
|
|
|
if (!start_room_in_front_portal_exception) {
|
|
|
|
// i.e. we can now cull using the portal and forget about the rest of the frustum (yay)
|
|
|
|
// If portal is totally inside the planes, don't copy the old planes ..
|
|
|
|
// note that this loses the far clipping plane .. but that shouldn't be important usually?
|
|
|
|
// i.e. we can now cull using the portal and forget about the rest of the frustum (yay).
|
|
|
|
// (maybe we might need to account for this in future .. look for issues)
|
|
|
|
// Note that this loses the far clipping plane .. but that shouldn't be important usually?
|
|
|
|
if (overall_res != VSPortal::ClipResult::CLIP_INSIDE) {
|
|
|
|
// (maybe we might need to account for this in future .. look for issues)
|
|
|
|
// if it WASN'T totally inside the existing frustum, we also need to add any existing planes
|
|
|
|
if (overall_res != VSPortal::ClipResult::CLIP_INSIDE) {
|
|
|
|
// that cut the portal.
|
|
|
|
// If it WASN'T totally inside the existing frustum, we also need to add any existing planes
|
|
|
|
for (uint32_t n = 0; n < partial_planes.size(); n++) {
|
|
|
|
// that cut the portal.
|
|
|
|
new_planes.push_back(p_planes[partial_planes[n]]);
|
|
|
|
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]);
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
// start_room_in_front_portal_exception
|
|
|
|
|
|
|
|
// Copy the existing planes and reuse when tracing into the next room.
|
|
|
|
|
|
|
|
new_planes = p_planes;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// we will always add the portals planes. This could probably be optimized, as some
|
|
|
|
// Go and do the whole lot again in the next room...
|
|
|
|
// 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);
|
|
|
|
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
|
|
|
|
// We no longer need these planes, return them to the pool.
|
|
|
|
_planes_pool.free(pool_mem);
|
|
|
|
_planes_pool.free(pool_mem);
|
|
|
|
|
|
|
|
|
|
|
|
} // pool mem allocated
|
|
|
|
} // pool mem allocated
|
|
|
|
else {
|
|
|
|
else {
|
|
|
|
// planes pool is empty!
|
|
|
|
// Planes pool is empty!
|
|
|
|
// This will happen if the view goes through shedloads of portals
|
|
|
|
// 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
|
|
|
|
// 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
|
|
|
|
// with views through multiple portals. Looking through multiple portals is likely to be
|
|
|
|
// slow anyway because of the number of planes to test.
|
|
|
|
// slow anyway because of the number of planes to test.
|
|
|
|
WARN_PRINT_ONCE("planes pool is empty");
|
|
|
|
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
|
|
|
|
// Note we also have a depth check at the top of this function. Which will probably get hit
|
|
|
|
// before the pool gets empty.
|
|
|
|
// before the pool gets empty.
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|