virtualx-engine/servers/visual/portals/portal_renderer.h
lawnjelly 8ea20f5fdd Add OccluderShapePolygon
Add OccluderShapePolygon, glue to Occluder and gizmos etc.
2022-02-01 11:31:06 +00:00

432 lines
18 KiB
C++

/*************************************************************************/
/* portal_renderer.h */
/*************************************************************************/
/* 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 */
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/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef PORTAL_RENDERER_H
#define PORTAL_RENDERER_H
#include "core/math/camera_matrix.h"
#include "core/math/geometry.h"
#include "core/math/plane.h"
#include "core/pooled_list.h"
#include "core/vector.h"
#include "portal_gameplay_monitor.h"
#include "portal_pvs.h"
#include "portal_rooms_bsp.h"
#include "portal_tracer.h"
#include "portal_types.h"
class Transform;
struct VSStatic {
// the lifetime of statics is not strictly monitored like moving objects
// therefore we store a RID which could return NULL if the object has been deleted
RID instance;
AABB aabb;
// statics are placed in a room, but they can optionally sprawl to other rooms
// if large (like lights)
uint32_t source_room_id;
// dynamics will request their AABB each frame
// from the visual server in case they have moved.
// But they will NOT update the rooms they are in...
// so this works well for e.g. moving platforms, but not for objects
// that will move between rooms.
uint32_t dynamic;
};
// static / dynamic visibility notifiers.
// ghost objects are not culled, but are present in rooms
// and expect to receive gameplay notifications
struct VSStaticGhost {
ObjectID object_id;
uint32_t last_tick_hit = 0;
uint32_t last_room_tick_hit = 0;
};
class PortalRenderer {
public:
// use most significant bit to store whether an instance is being used in the room system
// in which case, deleting such an instance should deactivate the portal system to prevent
// crashes due to dangling references to instances.
static const uint32_t OCCLUSION_HANDLE_ROOM_BIT = 1 << 31;
static bool use_occlusion_culling;
struct MovingBase {
// when the rooms_and_portals_clear message is sent,
// we want to remove all references to old rooms in the moving
// objects, to prevent dangling references.
void rooms_and_portals_clear() { destroy(); }
void destroy() {
_rooms.clear();
room_id = -1;
last_tick_hit = 0;
last_gameplay_tick_hit = 0;
}
// the expanded aabb allows objects to move on most frames
// without needing to determine a change of room
AABB expanded_aabb;
// exact aabb of the object should be used for culling
AABB exact_aabb;
// which is the primary room this moving object is in
// (it may sprawl into multiple rooms)
int32_t room_id;
// id in the allocation pool
uint32_t pool_id;
uint32_t last_tick_hit = 0;
uint32_t last_gameplay_tick_hit = 0;
// room ids of rooms this moving object is sprawled into
LocalVector<uint32_t, int32_t> _rooms;
};
struct Moving : public MovingBase {
// either roaming or global
bool global;
// in _moving_lists .. not the same as pool ID (handle)
uint32_t list_id;
// a void pointer, but this is ultimately a pointer to a VisualServerScene::Instance
// (can't have direct pointer because it is a nested class...)
VSInstance *instance;
#ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
// primarily for testing
RID instance_rid;
#endif
};
// So far the only roaming ghosts are VisibilityNotifiers.
// this will always be roaming... statics and dynamics are handled separately,
// and global ghosts do not get created.
struct RGhost : public MovingBase {
ObjectID object_id;
};
PortalHandle portal_create();
void portal_destroy(PortalHandle p_portal);
void portal_set_geometry(PortalHandle p_portal, const Vector<Vector3> &p_points, real_t p_margin);
void portal_link(PortalHandle p_portal, RoomHandle p_room_from, RoomHandle p_room_to, bool p_two_way);
void portal_set_active(PortalHandle p_portal, bool p_active);
RoomGroupHandle roomgroup_create();
void roomgroup_prepare(RoomGroupHandle p_roomgroup, ObjectID p_roomgroup_object_id);
void roomgroup_destroy(RoomGroupHandle p_roomgroup);
void roomgroup_add_room(RoomGroupHandle p_roomgroup, RoomHandle p_room);
// Rooms
RoomHandle room_create();
void room_destroy(RoomHandle p_room);
OcclusionHandle room_add_instance(RoomHandle p_room, RID p_instance, const AABB &p_aabb, bool p_dynamic, const Vector<Vector3> &p_object_pts);
OcclusionHandle room_add_ghost(RoomHandle p_room, ObjectID p_object_id, const AABB &p_aabb);
void room_set_bound(RoomHandle p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts);
void room_prepare(RoomHandle p_room, int32_t p_priority);
void rooms_and_portals_clear();
void rooms_finalize(bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation);
void rooms_override_camera(bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex);
void rooms_set_active(bool p_active) { _active = p_active; }
void rooms_set_params(int p_portal_depth_limit, real_t p_roaming_expansion_margin) {
_tracer.set_depth_limit(p_portal_depth_limit);
_roaming_expansion_margin = p_roaming_expansion_margin;
}
void rooms_set_cull_using_pvs(bool p_enable) { _cull_using_pvs = p_enable; }
void rooms_update_gameplay_monitor(const Vector<Vector3> &p_camera_positions);
// for use in the editor only, to allow a cheap way of turning off portals
// if there has been a change, e.g. moving a room etc.
void rooms_unload(String p_reason) { _ensure_unloaded(p_reason); }
bool rooms_is_loaded() const { return _loaded; }
// debugging
void set_debug_sprawl(bool p_active) { _debug_sprawl = p_active; }
// this section handles moving objects - roaming (change rooms) and globals (not in any room)
OcclusionHandle instance_moving_create(VSInstance *p_instance, RID p_instance_rid, bool p_global, AABB p_aabb);
void instance_moving_update(OcclusionHandle p_handle, const AABB &p_aabb, bool p_force_reinsert = false);
void instance_moving_destroy(OcclusionHandle p_handle);
// spatial derived roamers (non VisualInstances that still need to be portal culled, especially VisibilityNotifiers)
RGhostHandle rghost_create(ObjectID p_object_id, const AABB &p_aabb);
void rghost_update(RGhostHandle p_handle, const AABB &p_aabb, bool p_force_reinsert = false);
void rghost_destroy(RGhostHandle p_handle);
// occluders
OccluderHandle occluder_create(VSOccluder::Type p_type);
void occluder_update_spheres(OccluderHandle p_handle, const Vector<Plane> &p_spheres);
void occluder_update_mesh(OccluderHandle p_handle, const Geometry::OccluderMeshData &p_mesh_data);
void occluder_set_transform(OccluderHandle p_handle, const Transform &p_xform);
void occluder_set_active(OccluderHandle p_handle, bool p_active);
void occluder_destroy(OccluderHandle p_handle);
// editor only .. slow
Geometry::MeshData occlusion_debug_get_current_polys() const { return _tracer.get_occlusion_culler().debug_get_current_polys(); }
// note that this relies on a 'frustum' type cull, from a point, and that the planes are specified as in
// CameraMatrix, i.e.
// order PLANE_NEAR,PLANE_FAR,PLANE_LEFT,PLANE_TOP,PLANE_RIGHT,PLANE_BOTTOM
int cull_convex(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_result_max, uint32_t p_mask, int32_t &r_previous_room_id_hint) {
// combined camera matrix
CameraMatrix cm = CameraMatrix(p_cam_transform.affine_inverse());
cm = p_cam_projection * cm;
Vector3 point = p_cam_transform.origin;
Vector3 cam_dir = -p_cam_transform.basis.get_axis(2).normalized();
if (!_override_camera)
return cull_convex_implementation(point, cam_dir, cm, p_convex, p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
// override camera matrix NYI
return cull_convex_implementation(_override_camera_pos, cam_dir, cm, _override_camera_planes, p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
}
int cull_convex_implementation(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_result_max, uint32_t p_mask, int32_t &r_previous_room_id_hint);
bool occlusion_is_active() const { return _occluder_pool.active_size() && use_occlusion_culling; }
// special function for occlusion culling only that does not use portals / rooms,
// but allows using occluders with the main scene
int occlusion_cull(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_num_results) {
// inactive?
if (!_occluder_pool.active_size() || !use_occlusion_culling) {
return p_num_results;
}
// combined camera matrix
CameraMatrix cm = CameraMatrix(p_cam_transform.affine_inverse());
cm = p_cam_projection * cm;
Vector3 point = p_cam_transform.origin;
Vector3 cam_dir = -p_cam_transform.basis.get_axis(2).normalized();
return _tracer.occlusion_cull(*this, point, cam_dir, cm, p_convex, p_result_array, p_num_results);
}
bool is_active() const { return _active && _loaded; }
VSStatic &get_static(int p_id) { return _statics[p_id]; }
const VSStatic &get_static(int p_id) const { return _statics[p_id]; }
int32_t get_num_rooms() const { return _room_pool_ids.size(); }
VSRoom &get_room(int p_id) { return _room_pool[_room_pool_ids[p_id]]; }
const VSRoom &get_room(int p_id) const { return _room_pool[_room_pool_ids[p_id]]; }
int32_t get_num_portals() const { return _portal_pool_ids.size(); }
VSPortal &get_portal(int p_id) { return _portal_pool[_portal_pool_ids[p_id]]; }
const VSPortal &get_portal(int p_id) const { return _portal_pool[_portal_pool_ids[p_id]]; }
int32_t get_num_moving_globals() const { return _moving_list_global.size(); }
const Moving &get_moving_global(uint32_t p_id) const { return _moving_pool[_moving_list_global[p_id]]; }
Moving &get_pool_moving(uint32_t p_pool_id) { return _moving_pool[p_pool_id]; }
const Moving &get_pool_moving(uint32_t p_pool_id) const { return _moving_pool[p_pool_id]; }
RGhost &get_pool_rghost(uint32_t p_pool_id) { return _rghost_pool[p_pool_id]; }
const RGhost &get_pool_rghost(uint32_t p_pool_id) const { return _rghost_pool[p_pool_id]; }
const LocalVector<uint32_t, uint32_t> &get_occluders_active_list() const { return _occluder_pool.get_active_list(); }
const VSOccluder &get_pool_occluder(uint32_t p_pool_id) const { return _occluder_pool[p_pool_id]; }
VSOccluder &get_pool_occluder(uint32_t p_pool_id) { return _occluder_pool[p_pool_id]; }
const VSOccluder_Sphere &get_pool_occluder_sphere(uint32_t p_pool_id) const { return _occluder_sphere_pool[p_pool_id]; }
const VSOccluder_Mesh &get_pool_occluder_mesh(uint32_t p_pool_id) const { return _occluder_mesh_pool[p_pool_id]; }
const VSOccluder_Hole &get_pool_occluder_hole(uint32_t p_pool_id) const { return _occluder_hole_pool[p_pool_id]; }
VSOccluder_Hole &get_pool_occluder_hole(uint32_t p_pool_id) { return _occluder_hole_pool[p_pool_id]; }
VSStaticGhost &get_static_ghost(uint32_t p_id) { return _static_ghosts[p_id]; }
VSRoomGroup &get_roomgroup(uint32_t p_pool_id) { return _roomgroup_pool[p_pool_id]; }
PVS &get_pvs() { return _pvs; }
const PVS &get_pvs() const { return _pvs; }
bool get_cull_using_pvs() const { return _cull_using_pvs; }
private:
int find_room_within(const Vector3 &p_pos, int p_previous_room_id = -1) {
return _rooms_lookup_bsp.find_room_within(*this, p_pos, p_previous_room_id);
}
bool sprawl_static(int p_static_id, const VSStatic &p_static, int p_room_id);
bool sprawl_static_geometry(int p_static_id, const VSStatic &p_static, int p_room_id, const Vector<Vector3> &p_object_pts);
bool sprawl_static_ghost(int p_ghost_id, const AABB &p_aabb, int p_room_id);
void _load_finalize_roaming();
void sprawl_roaming(uint32_t p_mover_pool_id, MovingBase &r_moving, int p_room_id, bool p_moving_or_ghost);
void _moving_remove_from_rooms(uint32_t p_moving_pool_id);
void _rghost_remove_from_rooms(uint32_t p_pool_id);
void _occluder_remove_from_rooms(uint32_t p_pool_id);
void _ensure_unloaded(String p_reason = String());
void _rooms_add_portals_to_convex_hulls();
void _add_portal_to_convex_hull(LocalVector<Plane, int32_t> &p_planes, const Plane &p);
void _debug_print_global_list();
bool _occlusion_handle_is_in_room(OcclusionHandle p_h) const {
return p_h == OCCLUSION_HANDLE_ROOM_BIT;
}
void _log(String p_string, int p_priority = 0);
// note this is vulnerable to crashes, we must monitor for deletion of rooms
LocalVector<uint32_t, int32_t> _room_pool_ids;
LocalVector<uint32_t, int32_t> _portal_pool_ids;
LocalVector<VSStatic, int32_t> _statics;
LocalVector<VSStaticGhost, int32_t> _static_ghosts;
// all rooms and portals are allocated from pools.
PooledList<VSPortal> _portal_pool;
PooledList<VSRoom> _room_pool;
PooledList<VSRoomGroup> _roomgroup_pool;
// moving objects, global and roaming
PooledList<Moving> _moving_pool;
TrackedPooledList<RGhost> _rghost_pool;
LocalVector<uint32_t, int32_t> _moving_list_global;
LocalVector<uint32_t, int32_t> _moving_list_roaming;
// occluders
TrackedPooledList<VSOccluder> _occluder_pool;
TrackedPooledList<VSOccluder_Sphere, uint32_t, true> _occluder_sphere_pool;
TrackedPooledList<VSOccluder_Mesh, uint32_t, true> _occluder_mesh_pool;
TrackedPooledList<VSOccluder_Hole, uint32_t, true> _occluder_hole_pool;
PVS _pvs;
bool _active = true;
bool _loaded = false;
bool _debug_sprawl = false;
// if the pvs is generated, we can either cull using dynamic portals or PVS
bool _cull_using_pvs = false;
PortalTracer _tracer;
PortalTracer::TraceResult _trace_results;
PortalRoomsBSP _rooms_lookup_bsp;
PortalGameplayMonitor _gameplay_monitor;
// when moving roaming objects, we expand their bound
// to prevent too many updates.
real_t _roaming_expansion_margin = 1.0;
// a bitfield to indicate which rooms have been
// visited already in sprawling, to prevent visiting rooms multiple times
BitFieldDynamic _bitfield_rooms;
bool _override_camera = false;
Vector3 _override_camera_pos;
LocalVector<Plane, int32_t> _override_camera_planes;
public:
static String _rid_to_string(RID p_rid);
static String _addr_to_string(const void *p_addr);
void occluder_ensure_up_to_date_sphere(VSOccluder &r_occluder);
void occluder_ensure_up_to_date_polys(VSOccluder &r_occluder);
void occluder_refresh_room_within(uint32_t p_occluder_pool_id);
};
inline void PortalRenderer::occluder_ensure_up_to_date_sphere(VSOccluder &r_occluder) {
if (!r_occluder.dirty) {
return;
}
r_occluder.dirty = false;
const Transform &tr = r_occluder.xform;
Vector3 scale3 = tr.basis.get_scale_abs();
real_t scale = (scale3.x + scale3.y + scale3.z) / 3.0;
// update the AABB
Vector3 bb_min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
Vector3 bb_max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
// transform spheres
for (int n = 0; n < r_occluder.list_ids.size(); n++) {
uint32_t pool_id = r_occluder.list_ids[n];
VSOccluder_Sphere &osphere = _occluder_sphere_pool[pool_id];
osphere.world.pos = tr.xform(osphere.local.pos);
osphere.world.radius = osphere.local.radius * scale;
Vector3 bradius = Vector3(osphere.world.radius, osphere.world.radius, osphere.world.radius);
Vector3 bmin = osphere.world.pos - bradius;
Vector3 bmax = osphere.world.pos + bradius;
bb_min.x = MIN(bb_min.x, bmin.x);
bb_min.y = MIN(bb_min.y, bmin.y);
bb_min.z = MIN(bb_min.z, bmin.z);
bb_max.x = MAX(bb_max.x, bmax.x);
bb_max.y = MAX(bb_max.y, bmax.y);
bb_max.z = MAX(bb_max.z, bmax.z);
}
r_occluder.aabb.position = bb_min;
r_occluder.aabb.size = bb_max - bb_min;
}
inline void PortalRenderer::occluder_ensure_up_to_date_polys(VSOccluder &r_occluder) {
if (!r_occluder.dirty) {
return;
}
r_occluder.dirty = false;
const Transform &tr = r_occluder.xform;
for (int n = 0; n < r_occluder.list_ids.size(); n++) {
uint32_t pool_id = r_occluder.list_ids[n];
VSOccluder_Mesh &opoly = _occluder_mesh_pool[pool_id];
for (int i = 0; i < opoly.poly_local.num_verts; i++) {
opoly.poly_world.verts[i] = tr.xform(opoly.poly_local.verts[i]);
}
opoly.poly_world.plane = tr.xform(opoly.poly_local.plane);
// holes
for (int h = 0; h < opoly.num_holes; h++) {
uint32_t hid = opoly.hole_pool_ids[h];
VSOccluder_Hole &hole = _occluder_hole_pool[hid];
for (int i = 0; i < hole.poly_local.num_verts; i++) {
hole.poly_world.verts[i] = tr.xform(hole.poly_local.verts[i]);
}
}
}
}
#endif // PORTAL_RENDERER_H