eb6f98ec55
Adds support for occlusion culling via rooms and portals.
292 lines
12 KiB
C++
292 lines
12 KiB
C++
/*************************************************************************/
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/* portal_renderer.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_RENDERER_H
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#define PORTAL_RENDERER_H
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#include "core/pooled_list.h"
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#include "core/vector.h"
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#include "portal_gameplay_monitor.h"
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#include "portal_pvs.h"
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#include "portal_rooms_bsp.h"
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#include "portal_tracer.h"
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#include "portal_types.h"
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struct VSStatic {
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// the lifetime of statics is not strictly monitored like moving objects
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// therefore we store a RID which could return NULL if the object has been deleted
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RID instance;
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AABB aabb;
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// statics are placed in a room, but they can optionally sprawl to other rooms
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// if large (like lights)
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uint32_t source_room_id;
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// dynamics will request their AABB each frame
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// from the visual server in case they have moved.
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// But they will NOT update the rooms they are in...
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// so this works well for e.g. moving platforms, but not for objects
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// that will move between rooms.
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uint32_t dynamic;
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};
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// static / dynamic visibility notifiers.
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// ghost objects are not culled, but are present in rooms
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// and expect to receive gameplay notifications
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struct VSStaticGhost {
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ObjectID object_id;
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uint32_t last_tick_hit = 0;
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uint32_t last_gameplay_tick_hit = 0;
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};
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class PortalRenderer {
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public:
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// use most significant bit to store whether an instance is being used in the room system
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// in which case, deleting such an instance should deactivate the portal system to prevent
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// crashes due to dangling references to instances.
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static const uint32_t OCCLUSION_HANDLE_ROOM_BIT = 1 << 31;
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struct MovingBase {
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// when the rooms_and_portals_clear message is sent,
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// we want to remove all references to old rooms in the moving
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// objects, to prevent dangling references.
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void rooms_and_portals_clear() { destroy(); }
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void destroy() {
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_rooms.clear();
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room_id = -1;
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}
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// the expanded aabb allows objects to move on most frames
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// without needing to determine a change of room
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AABB expanded_aabb;
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// exact aabb of the object should be used for culling
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AABB exact_aabb;
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// which is the primary room this moving object is in
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// (it may sprawl into multiple rooms)
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int32_t room_id;
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// id in the allocation pool
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uint32_t pool_id;
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uint32_t last_tick_hit = 0;
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uint32_t last_gameplay_tick_hit = 0;
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// room ids of rooms this moving object is sprawled into
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LocalVector<uint32_t, int32_t> _rooms;
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};
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struct Moving : public MovingBase {
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// either roaming or global
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bool global;
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// in _moving_lists .. not the same as pool ID (handle)
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uint32_t list_id;
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// a void pointer, but this is ultimately a pointer to a VisualServerScene::Instance
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// (can't have direct pointer because it is a nested class...)
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VSInstance *instance;
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#ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
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// primarily for testing
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RID instance_rid;
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#endif
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};
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// So far the only roaming ghosts are VisibilityNotifiers.
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// this will always be roaming... statics and dynamics are handled separately,
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// and global ghosts do not get created.
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struct RGhost : public MovingBase {
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ObjectID object_id;
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};
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PortalHandle portal_create();
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void portal_destroy(PortalHandle p_portal);
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void portal_set_geometry(PortalHandle p_portal, const Vector<Vector3> &p_points);
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void portal_link(PortalHandle p_portal, RoomHandle p_room_from, RoomHandle p_room_to, bool p_two_way);
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void portal_set_active(PortalHandle p_portal, bool p_active);
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RoomGroupHandle roomgroup_create();
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void roomgroup_prepare(RoomGroupHandle p_roomgroup, ObjectID p_roomgroup_object_id);
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void roomgroup_destroy(RoomGroupHandle p_roomgroup);
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void roomgroup_add_room(RoomGroupHandle p_roomgroup, RoomHandle p_room);
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// Rooms
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RoomHandle room_create();
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void room_destroy(RoomHandle p_room);
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OcclusionHandle room_add_instance(RoomHandle p_room, RID p_instance, const AABB &p_aabb, bool p_dynamic, const Vector<Vector3> &p_object_pts);
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OcclusionHandle room_add_ghost(RoomHandle p_room, ObjectID p_object_id, const AABB &p_aabb);
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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);
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void room_prepare(RoomHandle p_room, int32_t p_priority);
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void rooms_and_portals_clear();
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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);
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void rooms_override_camera(bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex);
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void rooms_set_active(bool p_active) { _active = p_active; }
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void rooms_set_params(int p_portal_depth_limit) { _tracer.set_depth_limit(p_portal_depth_limit); }
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void rooms_set_cull_using_pvs(bool p_enable) { _cull_using_pvs = p_enable; }
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void rooms_update_gameplay_monitor(const Vector<Vector3> &p_camera_positions);
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// for use in the editor only, to allow a cheap way of turning off portals
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// if there has been a change, e.g. moving a room etc.
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void rooms_unload() { _ensure_unloaded(); }
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// debugging
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void set_debug_sprawl(bool p_active) { _debug_sprawl = p_active; }
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// this section handles moving objects - roaming (change rooms) and globals (not in any room)
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OcclusionHandle instance_moving_create(VSInstance *p_instance, RID p_instance_rid, bool p_global, AABB p_aabb);
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void instance_moving_update(OcclusionHandle p_handle, const AABB &p_aabb, bool p_force_reinsert = false);
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void instance_moving_destroy(OcclusionHandle p_handle);
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// spatial derived roamers (non VisualInstances that still need to be portal culled, especially VisibilityNotifiers)
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RGhostHandle rghost_create(ObjectID p_object_id, const AABB &p_aabb);
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void rghost_update(RGhostHandle p_handle, const AABB &p_aabb, bool p_force_reinsert = false);
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void rghost_destroy(RGhostHandle p_handle);
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// note that this relies on a 'frustum' type cull, from a point, and that the planes are specified as in
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// CameraMatrix, i.e.
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// order PLANE_NEAR,PLANE_FAR,PLANE_LEFT,PLANE_TOP,PLANE_RIGHT,PLANE_BOTTOM
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int cull_convex(const Vector3 &p_point, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_result_max, uint32_t p_mask, int32_t &r_previous_room_id_hint) {
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if (!_override_camera)
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return cull_convex_implementation(p_point, p_convex, p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
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return cull_convex_implementation(_override_camera_pos, _override_camera_planes, p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
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}
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int cull_convex_implementation(const Vector3 &p_point, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_result_max, uint32_t p_mask, int32_t &r_previous_room_id_hint);
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bool is_active() const { return _active && _loaded; }
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VSStatic &get_static(int p_id) { return _statics[p_id]; }
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const VSStatic &get_static(int p_id) const { return _statics[p_id]; }
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int32_t get_num_rooms() const { return _room_pool_ids.size(); }
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VSRoom &get_room(int p_id) { return _room_pool[_room_pool_ids[p_id]]; }
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const VSRoom &get_room(int p_id) const { return _room_pool[_room_pool_ids[p_id]]; }
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int32_t get_num_portals() const { return _portal_pool_ids.size(); }
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VSPortal &get_portal(int p_id) { return _portal_pool[_portal_pool_ids[p_id]]; }
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const VSPortal &get_portal(int p_id) const { return _portal_pool[_portal_pool_ids[p_id]]; }
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int32_t get_num_moving_globals() const { return _moving_list_global.size(); }
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const Moving &get_moving_global(uint32_t p_id) const { return _moving_pool[_moving_list_global[p_id]]; }
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Moving &get_pool_moving(uint32_t p_pool_id) { return _moving_pool[p_pool_id]; }
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const Moving &get_pool_moving(uint32_t p_pool_id) const { return _moving_pool[p_pool_id]; }
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RGhost &get_pool_rghost(uint32_t p_pool_id) { return _rghost_pool[p_pool_id]; }
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const RGhost &get_pool_rghost(uint32_t p_pool_id) const { return _rghost_pool[p_pool_id]; }
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VSStaticGhost &get_static_ghost(uint32_t p_id) { return _static_ghosts[p_id]; }
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VSRoomGroup &get_roomgroup(uint32_t p_pool_id) { return _roomgroup_pool[p_pool_id]; }
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PVS &get_pvs() { return _pvs; }
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const PVS &get_pvs() const { return _pvs; }
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bool get_cull_using_pvs() const { return _cull_using_pvs; }
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private:
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int find_room_within(const Vector3 &p_pos, int p_previous_room_id = -1) {
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return _rooms_lookup_bsp.find_room_within(*this, p_pos, p_previous_room_id);
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}
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void sprawl_static(int p_static_id, const VSStatic &p_static, int p_room_id);
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void sprawl_static_geometry(int p_static_id, const VSStatic &p_static, int p_room_id, const Vector<Vector3> &p_object_pts);
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void sprawl_static_ghost(int p_ghost_id, const AABB &p_aabb, int p_room_id);
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void _load_finalize_roaming();
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void sprawl_roaming(uint32_t p_mover_pool_id, MovingBase &r_moving, int p_room_id, bool p_moving_or_ghost);
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void _moving_remove_from_rooms(uint32_t p_moving_pool_id);
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void _rghost_remove_from_rooms(uint32_t p_pool_id);
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void _ensure_unloaded();
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void _rooms_add_portals_to_convex_hulls();
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void _add_portal_to_convex_hull(LocalVector<Plane, int32_t> &p_planes, const Plane &p);
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void _debug_print_global_list();
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bool _occlusion_handle_is_in_room(OcclusionHandle p_h) const {
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return p_h == OCCLUSION_HANDLE_ROOM_BIT;
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}
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void _log(String p_string, int p_priority = 0);
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// note this is vulnerable to crashes, we must monitor for deletion of rooms
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LocalVector<uint32_t, int32_t> _room_pool_ids;
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LocalVector<uint32_t, int32_t> _portal_pool_ids;
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LocalVector<VSStatic, int32_t> _statics;
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LocalVector<VSStaticGhost, int32_t> _static_ghosts;
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// all rooms and portals are allocated from pools.
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PooledList<VSPortal> _portal_pool;
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PooledList<VSRoom> _room_pool;
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PooledList<VSRoomGroup> _roomgroup_pool;
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// moving objects, global and roaming
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PooledList<Moving> _moving_pool;
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TrackedPooledList<RGhost> _rghost_pool;
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LocalVector<uint32_t, int32_t> _moving_list_global;
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LocalVector<uint32_t, int32_t> _moving_list_roaming;
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PVS _pvs;
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bool _active = true;
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bool _loaded = false;
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bool _debug_sprawl = false;
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// if the pvs is generated, we can either cull using dynamic portals or PVS
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bool _cull_using_pvs = false;
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PortalTracer _tracer;
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PortalTracer::TraceResult _trace_results;
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PortalRoomsBSP _rooms_lookup_bsp;
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PortalGameplayMonitor _gameplay_monitor;
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// when moving roaming objects, we expand their bound
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// to prevent too many updates.
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real_t _roaming_expansion_margin = 1.0;
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// a bitfield to indicate which rooms have been
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// visited already in sprawling, to prevent visiting rooms multiple times
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BitFieldDynamic _bitfield_rooms;
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bool _override_camera = false;
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Vector3 _override_camera_pos;
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LocalVector<Plane, int32_t> _override_camera_planes;
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public:
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static String _rid_to_string(RID p_rid);
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static String _addr_to_string(const void *p_addr);
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};
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#endif
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