3c2df49832
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.
216 lines
7.9 KiB
C++
216 lines
7.9 KiB
C++
/*************************************************************************/
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/* portal_resources.cpp */
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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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#include "portal_resources.h"
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OccluderResourceHandle PortalResources::occluder_resource_create() {
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uint32_t pool_id = 0;
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VSOccluder_Resource *occ = _occluder_resource_pool.request(pool_id);
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occ->create();
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OccluderResourceHandle handle = pool_id + 1;
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return handle;
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}
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void PortalResources::occluder_resource_destroy(OccluderResourceHandle p_handle) {
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p_handle--;
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// Depending on the occluder resource type, remove the spheres, polys, holes etc
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// We can reuse the update methods for this.
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VSOccluder_Resource &occ = _occluder_resource_pool[p_handle];
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switch (occ.type) {
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case VSOccluder_Instance::OT_SPHERE: {
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occluder_resource_update_spheres(p_handle + 1, Vector<Plane>());
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} break;
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case VSOccluder_Instance::OT_MESH: {
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occluder_resource_update_mesh(p_handle + 1, Geometry::OccluderMeshData());
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} break;
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default: {
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} break;
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}
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// This also clears the occluder
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occ.create();
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_occluder_resource_pool.free(p_handle);
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}
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void PortalResources::occluder_resource_prepare(OccluderResourceHandle p_handle, VSOccluder_Instance::Type p_type) {
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p_handle--;
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// depending on the occluder type, remove the spheres etc
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VSOccluder_Resource &occ = _occluder_resource_pool[p_handle];
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if (occ.type != VSOccluder_Instance::OT_UNDEFINED) {
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ERR_PRINT_ONCE("occluder_resource_prepare should be called only once.");
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}
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occ.type = p_type;
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ERR_FAIL_COND(p_type == VSOccluder_Instance::OT_UNDEFINED);
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}
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void PortalResources::occluder_resource_update_spheres(OccluderResourceHandle p_handle, const Vector<Plane> &p_spheres) {
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p_handle--;
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VSOccluder_Resource &occ = _occluder_resource_pool[p_handle];
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ERR_FAIL_COND(occ.type != VSOccluder_Resource::OT_SPHERE);
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// first deal with the situation where the number of spheres has changed (rare)
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if (occ.list_ids.size() != p_spheres.size()) {
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// not the most efficient, but works...
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// remove existing
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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_occluder_local_sphere_pool.free(id);
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}
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occ.list_ids.clear();
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// create new
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for (int n = 0; n < p_spheres.size(); n++) {
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uint32_t id;
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VSOccluder_Sphere *sphere = _occluder_local_sphere_pool.request(id);
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sphere->create();
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occ.list_ids.push_back(id);
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}
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}
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// new positions
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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VSOccluder_Sphere &sphere = _occluder_local_sphere_pool[id];
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sphere.from_plane(p_spheres[n]);
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}
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// mark as dirty as the world space spheres will be out of date next time this resource is used
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occ.revision += 1;
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}
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void PortalResources::occluder_resource_update_mesh(OccluderResourceHandle p_handle, const Geometry::OccluderMeshData &p_mesh_data) {
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p_handle--;
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VSOccluder_Resource &occ = _occluder_resource_pool[p_handle];
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ERR_FAIL_COND(occ.type != VSOccluder_Resource::OT_MESH);
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// mark as dirty, needs world points updating next time this resource is used
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occ.revision += 1;
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const LocalVectori<Geometry::OccluderMeshData::Face> &faces = p_mesh_data.faces;
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const LocalVectori<Vector3> &vertices = p_mesh_data.vertices;
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// first deal with the situation where the number of polys has changed (rare)
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if (occ.list_ids.size() != faces.size()) {
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// not the most efficient, but works...
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// remove existing
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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// must also free the holes
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VSOccluder_Poly &opoly = _occluder_local_poly_pool[id];
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for (int h = 0; h < opoly.num_holes; h++) {
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_occluder_local_hole_pool.free(opoly.hole_pool_ids[h]);
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// perhaps debug only
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opoly.hole_pool_ids[h] = UINT32_MAX;
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}
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_occluder_local_poly_pool.free(id);
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}
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occ.list_ids.clear();
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// create new
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for (int n = 0; n < faces.size(); n++) {
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uint32_t id;
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VSOccluder_Poly *poly = _occluder_local_poly_pool.request(id);
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poly->create();
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occ.list_ids.push_back(id);
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}
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}
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// new data
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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VSOccluder_Poly &opoly = _occluder_local_poly_pool[id];
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Occlusion::PolyPlane &poly = opoly.poly;
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// source face
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const Geometry::OccluderMeshData::Face &face = faces[n];
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opoly.two_way = face.two_way;
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// make sure the number of holes is correct
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if (face.holes.size() != opoly.num_holes) {
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// slow but hey ho
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// delete existing holes
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for (int i = 0; i < opoly.num_holes; i++) {
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_occluder_local_hole_pool.free(opoly.hole_pool_ids[i]);
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opoly.hole_pool_ids[i] = UINT32_MAX;
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}
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// create any new holes
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opoly.num_holes = face.holes.size();
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for (int i = 0; i < opoly.num_holes; i++) {
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uint32_t hole_id;
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VSOccluder_Hole *hole = _occluder_local_hole_pool.request(hole_id);
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opoly.hole_pool_ids[i] = hole_id;
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hole->create();
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}
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}
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// set up the poly basics, plane and verts
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poly.plane = face.plane;
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poly.num_verts = MIN(face.indices.size(), Occlusion::PolyPlane::MAX_POLY_VERTS);
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for (int c = 0; c < poly.num_verts; c++) {
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int vert_index = face.indices[c];
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if (vert_index < vertices.size()) {
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poly.verts[c] = vertices[vert_index];
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} else {
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WARN_PRINT_ONCE("occluder_update_mesh : poly index out of range");
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}
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}
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// set up any holes that are present
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for (int h = 0; h < opoly.num_holes; h++) {
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VSOccluder_Hole &dhole = get_pool_occluder_local_hole(opoly.hole_pool_ids[h]);
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const Geometry::OccluderMeshData::Hole &shole = face.holes[h];
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dhole.num_verts = shole.indices.size();
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dhole.num_verts = MIN(dhole.num_verts, Occlusion::Poly::MAX_POLY_VERTS);
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for (int c = 0; c < dhole.num_verts; c++) {
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int vert_index = shole.indices[c];
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if (vert_index < vertices.size()) {
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dhole.verts[c] = vertices[vert_index];
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} else {
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WARN_PRINT_ONCE("occluder_update_mesh : hole index out of range");
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}
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} // for c through hole verts
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} // for h through holes
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} // for n through occluders
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}
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