8ea20f5fdd
Add OccluderShapePolygon, glue to Occluder and gizmos etc.
176 lines
7 KiB
C++
176 lines
7 KiB
C++
/*************************************************************************/
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/* portal_tracer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PORTAL_TRACER_H
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#define PORTAL_TRACER_H
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#include "core/bitfield_dynamic.h"
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#include "core/local_vector.h"
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#include "portal_occlusion_culler.h"
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#include "portal_types.h"
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#ifdef TOOLS_ENABLED
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// use this for checking for instance lifetime errors, disable normally
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//#define PORTAL_RENDERER_STORE_MOVING_RIDS
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#endif
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struct CameraMatrix;
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class PortalRenderer;
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struct VSRoom;
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class PortalTracer {
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public:
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// a bitfield for which statics have been hit this time,
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// and a list of showing statics
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class TraceResult {
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public:
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void create(int p_num_statics) {
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bf_visible_statics.create(p_num_statics);
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}
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void clear() {
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bf_visible_statics.blank();
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visible_static_ids.clear();
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visible_roamer_pool_ids.clear();
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}
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BitFieldDynamic bf_visible_statics;
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LocalVector<uint32_t> visible_static_ids;
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LocalVector<uint32_t> visible_roamer_pool_ids;
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};
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struct TraceParams {
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bool use_pvs;
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uint8_t *decompressed_room_pvs;
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};
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// The recursive visibility function needs to allocate lists of planes each time a room is traversed.
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// Instead of doing this allocation on the fly we will use a pool which should be much faster and nearer
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// constant time.
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// Note this simple pool isn't super optimal but should be fine for now.
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class PlanesPool {
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public:
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// maximum number of vectors in the pool
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const static int POOL_MAX = 32;
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void reset();
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// request a new vector of planes .. returns the pool id, or -1 if pool is empty
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unsigned int request();
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// return pool id to the pool
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void free(unsigned int ui);
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LocalVector<Plane> &get(unsigned int ui) { return _planes[ui]; }
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PlanesPool();
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private:
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LocalVector<Plane> _planes[POOL_MAX];
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// list of pool ids that are free and can be allocated
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uint8_t _freelist[POOL_MAX];
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uint32_t _num_free;
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};
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// for debugging, instead of doing a normal trace, show the objects that are sprawled from the current room
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void trace_debug_sprawl(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_start_room_id, TraceResult &r_result);
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// trace statics, dynamics and roaming
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void trace(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, const LocalVector<Plane> &p_planes, int p_start_room_id, TraceResult &r_result);
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// globals are handled separately as they don't care about the rooms
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int trace_globals(const LocalVector<Plane> &p_planes, VSInstance **p_result_array, int first_result, int p_result_max, uint32_t p_mask, bool p_override_camera);
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void set_depth_limit(int p_limit) { _depth_limit = p_limit; }
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int get_depth_limit() const { return _depth_limit; }
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// special function for occlusion culling only that does not use portals / rooms,
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// but allows using occluders with the main scene
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int occlusion_cull(PortalRenderer &p_portal_renderer, 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_num_results);
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PortalOcclusionCuller &get_occlusion_culler() { return _occlusion_culler; }
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const PortalOcclusionCuller &get_occlusion_culler() const { return _occlusion_culler; }
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private:
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// main tracing function is recursive
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void trace_recursive(const TraceParams &p_params, int p_depth, int p_room_id, const LocalVector<Plane> &p_planes, int p_from_external_room_id = -1);
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// use pvs to cull instead of dynamically using portals
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// this is a faster trace but less accurate. Only possible if PVS has been generated.
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void trace_pvs(int p_source_room_id, const LocalVector<Plane> &p_planes);
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// debug version
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void trace_debug_sprawl_recursive(int p_depth, int p_room_id);
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void cull_statics(const VSRoom &p_room, const LocalVector<Plane> &p_planes);
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void cull_statics_debug_sprawl(const VSRoom &p_room);
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void cull_roamers(const VSRoom &p_room, const LocalVector<Plane> &p_planes);
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// if an aabb is in front of any of the culling planes, it can't be seen so returns false
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bool test_cull_inside(const AABB &p_aabb, const LocalVector<Plane> &p_planes, bool p_test_explicit_near_plane = true) const {
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for (unsigned int p = 0; p < p_planes.size(); p++) {
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real_t r_min, r_max;
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p_aabb.project_range_in_plane(p_planes[p], r_min, r_max);
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if (r_min > 0.0) {
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return false;
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}
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}
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if (p_test_explicit_near_plane) {
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real_t r_min, r_max;
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p_aabb.project_range_in_plane(_near_and_far_planes[0], r_min, r_max);
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if (r_min > 0.0) {
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return false;
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}
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}
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return true;
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}
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// local versions to prevent passing around the recursive functions
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PortalRenderer *_portal_renderer = nullptr;
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Vector3 _trace_start_point;
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TraceResult *_result = nullptr;
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Plane _near_and_far_planes[2];
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PlanesPool _planes_pool;
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int _depth_limit = 16;
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PortalOcclusionCuller _occlusion_culler;
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// keep a tick count for each trace, to avoid adding a visible
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// object to the hit list more than once per tick
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// (this makes more sense than bitfield for moving objects)
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uint32_t _tick = 0;
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};
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#endif
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