2c88517a7b
In some situations looking out from an internal room it was possible to look back into the portal into the internal room. This PR fixes this by keeping a single item 'stack' record of the last external room, and preventing recursing into this room. This also makes tracing significantly more efficient out of internal rooms, as there is no need to trace the external room multiple times.
166 lines
6.4 KiB
C++
166 lines
6.4 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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_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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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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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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// 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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