/*************************************************************************/ /* portal_resources.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_resources.h" OccluderResourceHandle PortalResources::occluder_resource_create() { uint32_t pool_id = 0; VSOccluder_Resource *occ = _occluder_resource_pool.request(pool_id); occ->create(); OccluderResourceHandle handle = pool_id + 1; return handle; } void PortalResources::occluder_resource_destroy(OccluderResourceHandle p_handle) { p_handle--; // Depending on the occluder resource type, remove the spheres, polys, holes etc // We can reuse the update methods for this. VSOccluder_Resource &occ = _occluder_resource_pool[p_handle]; switch (occ.type) { case VSOccluder_Instance::OT_SPHERE: { occluder_resource_update_spheres(p_handle + 1, Vector()); } break; case VSOccluder_Instance::OT_MESH: { occluder_resource_update_mesh(p_handle + 1, Geometry::OccluderMeshData()); } break; default: { } break; } // This also clears the occluder occ.create(); _occluder_resource_pool.free(p_handle); } void PortalResources::occluder_resource_prepare(OccluderResourceHandle p_handle, VSOccluder_Instance::Type p_type) { p_handle--; // depending on the occluder type, remove the spheres etc VSOccluder_Resource &occ = _occluder_resource_pool[p_handle]; if (occ.type != VSOccluder_Instance::OT_UNDEFINED) { ERR_PRINT_ONCE("occluder_resource_prepare should be called only once."); } occ.type = p_type; ERR_FAIL_COND(p_type == VSOccluder_Instance::OT_UNDEFINED); } void PortalResources::occluder_resource_update_spheres(OccluderResourceHandle p_handle, const Vector &p_spheres) { p_handle--; VSOccluder_Resource &occ = _occluder_resource_pool[p_handle]; ERR_FAIL_COND(occ.type != VSOccluder_Resource::OT_SPHERE); // first deal with the situation where the number of spheres has changed (rare) if (occ.list_ids.size() != p_spheres.size()) { // not the most efficient, but works... // remove existing for (int n = 0; n < occ.list_ids.size(); n++) { uint32_t id = occ.list_ids[n]; _occluder_local_sphere_pool.free(id); } occ.list_ids.clear(); // create new for (int n = 0; n < p_spheres.size(); n++) { uint32_t id; VSOccluder_Sphere *sphere = _occluder_local_sphere_pool.request(id); sphere->create(); occ.list_ids.push_back(id); } } // new positions for (int n = 0; n < occ.list_ids.size(); n++) { uint32_t id = occ.list_ids[n]; VSOccluder_Sphere &sphere = _occluder_local_sphere_pool[id]; sphere.from_plane(p_spheres[n]); } // mark as dirty as the world space spheres will be out of date next time this resource is used occ.revision += 1; } void PortalResources::occluder_resource_update_mesh(OccluderResourceHandle p_handle, const Geometry::OccluderMeshData &p_mesh_data) { p_handle--; VSOccluder_Resource &occ = _occluder_resource_pool[p_handle]; ERR_FAIL_COND(occ.type != VSOccluder_Resource::OT_MESH); // mark as dirty, needs world points updating next time this resource is used occ.revision += 1; const LocalVectori &faces = p_mesh_data.faces; const LocalVectori &vertices = p_mesh_data.vertices; // first deal with the situation where the number of polys has changed (rare) if (occ.list_ids.size() != faces.size()) { // not the most efficient, but works... // remove existing for (int n = 0; n < occ.list_ids.size(); n++) { uint32_t id = occ.list_ids[n]; // must also free the holes VSOccluder_Poly &opoly = _occluder_local_poly_pool[id]; for (int h = 0; h < opoly.num_holes; h++) { _occluder_local_hole_pool.free(opoly.hole_pool_ids[h]); // perhaps debug only opoly.hole_pool_ids[h] = UINT32_MAX; } _occluder_local_poly_pool.free(id); } occ.list_ids.clear(); // create new for (int n = 0; n < faces.size(); n++) { uint32_t id; VSOccluder_Poly *poly = _occluder_local_poly_pool.request(id); poly->create(); occ.list_ids.push_back(id); } } // new data for (int n = 0; n < occ.list_ids.size(); n++) { uint32_t id = occ.list_ids[n]; VSOccluder_Poly &opoly = _occluder_local_poly_pool[id]; Occlusion::PolyPlane &poly = opoly.poly; // source face const Geometry::OccluderMeshData::Face &face = faces[n]; opoly.two_way = face.two_way; // make sure the number of holes is correct if (face.holes.size() != opoly.num_holes) { // slow but hey ho // delete existing holes for (int i = 0; i < opoly.num_holes; i++) { _occluder_local_hole_pool.free(opoly.hole_pool_ids[i]); opoly.hole_pool_ids[i] = UINT32_MAX; } // create any new holes opoly.num_holes = face.holes.size(); for (int i = 0; i < opoly.num_holes; i++) { uint32_t hole_id; VSOccluder_Hole *hole = _occluder_local_hole_pool.request(hole_id); opoly.hole_pool_ids[i] = hole_id; hole->create(); } } // set up the poly basics, plane and verts poly.plane = face.plane; poly.num_verts = MIN(face.indices.size(), Occlusion::PolyPlane::MAX_POLY_VERTS); for (int c = 0; c < poly.num_verts; c++) { int vert_index = face.indices[c]; if (vert_index < vertices.size()) { poly.verts[c] = vertices[vert_index]; } else { WARN_PRINT_ONCE("occluder_update_mesh : poly index out of range"); } } // set up any holes that are present for (int h = 0; h < opoly.num_holes; h++) { VSOccluder_Hole &dhole = get_pool_occluder_local_hole(opoly.hole_pool_ids[h]); const Geometry::OccluderMeshData::Hole &shole = face.holes[h]; dhole.num_verts = shole.indices.size(); dhole.num_verts = MIN(dhole.num_verts, Occlusion::Poly::MAX_POLY_VERTS); for (int c = 0; c < dhole.num_verts; c++) { int vert_index = shole.indices[c]; if (vert_index < vertices.size()) { dhole.verts[c] = vertices[vert_index]; } else { WARN_PRINT_ONCE("occluder_update_mesh : hole index out of range"); } } // for c through hole verts } // for h through holes } // for n through occluders }