virtualx-engine/servers/visual/portals/portal_resources.cpp
lawnjelly 3c2df49832 Fix Occluder to properly share resources
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
2022-02-16 09:55:11 +00:00

216 lines
7.9 KiB
C++

/*************************************************************************/
/* 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). */
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/* "Software"), to deal in the Software without restriction, including */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#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<Plane>());
} 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<Plane> &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<Geometry::OccluderMeshData::Face> &faces = p_mesh_data.faces;
const LocalVectori<Vector3> &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
}