virtualx-engine/servers/visual/portals/portal_tracer.cpp
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00

475 lines
16 KiB
C++

/*************************************************************************/
/* portal_tracer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* 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. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "portal_tracer.h"
#include "portal_renderer.h"
#include "servers/visual/visual_server_globals.h"
#include "servers/visual/visual_server_scene.h"
PortalTracer::PlanesPool::PlanesPool() {
reset();
// preallocate the vectors to a reasonable size
for (int n = 0; n < POOL_MAX; n++) {
_planes[n].resize(32);
}
}
void PortalTracer::PlanesPool::reset() {
for (int n = 0; n < POOL_MAX; n++) {
_freelist[n] = POOL_MAX - n - 1;
}
_num_free = POOL_MAX;
}
unsigned int PortalTracer::PlanesPool::request() {
if (!_num_free) {
return -1;
}
_num_free--;
return _freelist[_num_free];
}
void PortalTracer::PlanesPool::free(unsigned int ui) {
DEV_ASSERT(ui < POOL_MAX);
DEV_ASSERT(_num_free < POOL_MAX);
_freelist[_num_free] = ui;
_num_free++;
}
void PortalTracer::trace_debug_sprawl(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_start_room_id, TraceResult &r_result) {
_portal_renderer = &p_portal_renderer;
_trace_start_point = p_pos;
_result = &r_result;
// all the statics should be not hit to start with
_result->clear();
// new test, new tick, to prevent hitting objects more than once
// on a test.
_tick++;
// if the camera is not in a room do nothing
if (p_start_room_id == -1) {
return;
}
trace_debug_sprawl_recursive(0, p_start_room_id);
}
void PortalTracer::trace(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, const LocalVector<Plane> &p_planes, int p_start_room_id, TraceResult &r_result) {
// store local versions to prevent passing around recursive functions
_portal_renderer = &p_portal_renderer;
_trace_start_point = p_pos;
_result = &r_result;
// The near and far clipping planes needs special treatment. The problem is, if it is
// say a metre from the camera, it will clip out a portal immediately in front of the camera.
// as a result we want to use the near clipping plane for objects, but construct a fake
// near plane at exactly the position of the camera, to clip out portals that are behind us.
_near_and_far_planes[0] = p_planes[0];
_near_and_far_planes[1] = p_planes[1];
// all the statics should be not hit to start with
_result->clear();
// new test, new tick, to prevent hitting objects more than once
// on a test.
_tick++;
// if the camera is not in a room do nothing
// (this will return no hits, but is unlikely because the find_rooms lookup will return the nearest
// room even if not inside)
if (p_start_room_id == -1) {
return;
}
// start off the trace with the planes from the camera
LocalVector<Plane> cam_planes;
cam_planes = p_planes;
if (p_portal_renderer.get_cull_using_pvs()) {
trace_pvs(p_start_room_id, cam_planes);
} else {
// alternative : instead of copying straight, we create the first (near) clipping
// plane manually, at 0 distance from the camera. This ensures that portals will not be
// missed, while still culling portals and objects behind us. If we use the actual near clipping plane
// then a portal in front of the camera may not be seen through, giving glitches
cam_planes[0] = Plane(p_pos, cam_planes[0].normal);
TraceParams params;
params.use_pvs = p_portal_renderer.get_pvs().is_loaded();
// create bitfield
if (params.use_pvs) {
const PVS &pvs = _portal_renderer->get_pvs();
if (!pvs.get_pvs_size()) {
params.use_pvs = false;
} else {
// decompress a simple to read roomlist bitfield (could use bits maybe but bytes ok for now)
params.decompressed_room_pvs = nullptr;
params.decompressed_room_pvs = (uint8_t *)alloca(sizeof(uint8_t) * pvs.get_pvs_size());
memset(params.decompressed_room_pvs, 0, sizeof(uint8_t) * pvs.get_pvs_size());
const VSRoom &source_room = _portal_renderer->get_room(p_start_room_id);
for (int n = 0; n < source_room._pvs_size; n++) {
int room_id = pvs.get_pvs_room_id(source_room._pvs_first + n);
params.decompressed_room_pvs[room_id] = 255;
}
}
}
trace_recursive(params, 0, p_start_room_id, cam_planes);
}
}
void PortalTracer::cull_roamers(const VSRoom &p_room, const LocalVector<Plane> &p_planes) {
int num_roamers = p_room._roamer_pool_ids.size();
for (int n = 0; n < num_roamers; n++) {
uint32_t pool_id = p_room._roamer_pool_ids[n];
PortalRenderer::Moving &moving = _portal_renderer->get_pool_moving(pool_id);
// done already?
if (moving.last_tick_hit == _tick) {
continue;
}
// mark as done
moving.last_tick_hit = _tick;
if (test_cull_inside(moving.exact_aabb, p_planes)) {
_result->visible_roamer_pool_ids.push_back(pool_id);
}
}
}
void PortalTracer::cull_statics_debug_sprawl(const VSRoom &p_room) {
int num_statics = p_room._static_ids.size();
for (int n = 0; n < num_statics; n++) {
uint32_t static_id = p_room._static_ids[n];
// VSStatic &stat = _portal_renderer->get_static(static_id);
// deal with dynamic stats
// if (stat.dynamic) {
// VSG::scene->_instance_get_transformed_aabb(stat.instance, stat.aabb);
// }
// set the visible bit if not set
if (!_result->bf_visible_statics.check_and_set(static_id)) {
_result->visible_static_ids.push_back(static_id);
}
}
}
void PortalTracer::cull_statics(const VSRoom &p_room, const LocalVector<Plane> &p_planes) {
int num_statics = p_room._static_ids.size();
for (int n = 0; n < num_statics; n++) {
uint32_t static_id = p_room._static_ids[n];
VSStatic &stat = _portal_renderer->get_static(static_id);
// deal with dynamic stats
if (stat.dynamic) {
VSG::scene->_instance_get_transformed_aabb(stat.instance, stat.aabb);
}
// estimate the radius .. for now
const AABB &bb = stat.aabb;
// print("\t\t\tculling object " + pObj->get_name());
if (test_cull_inside(bb, p_planes)) {
// bypass the bitfield for now and just show / hide
//stat.show(bShow);
// set the visible bit if not set
if (_result->bf_visible_statics.check_and_set(static_id)) {
// if wasn't previously set, add to the visible list
_result->visible_static_ids.push_back(static_id);
}
}
} // for n through statics
}
int PortalTracer::trace_globals(const LocalVector<Plane> &p_planes, VSInstance **p_result_array, int first_result, int p_result_max, uint32_t p_mask) {
uint32_t num_globals = _portal_renderer->get_num_moving_globals();
int current_result = first_result;
for (uint32_t n = 0; n < num_globals; n++) {
const PortalRenderer::Moving &moving = _portal_renderer->get_moving_global(n);
#ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
// debug check the instance is valid
void *vss_instance = VSG::scene->_instance_get_from_rid(moving.instance_rid);
if (vss_instance) {
#endif
if (test_cull_inside(moving.exact_aabb, p_planes, false)) {
if (VSG::scene->_instance_cull_check(moving.instance, p_mask)) {
p_result_array[current_result++] = moving.instance;
// full up?
if (current_result >= p_result_max) {
return current_result;
}
}
}
#ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
} else {
WARN_PRINT("vss instance is null " + PortalRenderer::_addr_to_string(moving.instance));
}
#endif
}
return current_result;
}
void PortalTracer::trace_debug_sprawl_recursive(int p_depth, int p_room_id) {
if (p_depth > 1) {
return;
}
// prevent too much depth
ERR_FAIL_COND_MSG(p_depth > 8, "Portal Depth Limit reached");
// get the room
const VSRoom &room = _portal_renderer->get_room(p_room_id);
int num_portals = room._portal_ids.size();
for (int p = 0; p < num_portals; p++) {
const VSPortal &portal = _portal_renderer->get_portal(room._portal_ids[p]);
if (!portal._active) {
continue;
}
cull_statics_debug_sprawl(room);
// everything depends on whether the portal is incoming or outgoing.
int outgoing = 1;
int room_a_id = portal._linkedroom_ID[0];
if (room_a_id != p_room_id) {
outgoing = 0;
DEV_ASSERT(portal._linkedroom_ID[1] == p_room_id);
}
// trace through this portal to the next room
int linked_room_id = portal._linkedroom_ID[outgoing];
if (linked_room_id != -1) {
trace_debug_sprawl_recursive(p_depth + 1, linked_room_id);
} // if a linked room exists
} // for p through portals
}
void PortalTracer::trace_pvs(int p_source_room_id, const LocalVector<Plane> &p_planes) {
const PVS &pvs = _portal_renderer->get_pvs();
const VSRoom &source_room = _portal_renderer->get_room(p_source_room_id);
for (int r = 0; r < source_room._pvs_size; r++) {
int room_id = pvs.get_pvs_room_id(source_room._pvs_first + r);
// get the room
const VSRoom &room = _portal_renderer->get_room(room_id);
cull_statics(room, p_planes);
cull_roamers(room, p_planes);
}
}
void PortalTracer::trace_recursive(const TraceParams &p_params, int p_depth, int p_room_id, const LocalVector<Plane> &p_planes) {
// prevent too much depth
if (p_depth > _depth_limit) {
WARN_PRINT_ONCE("Portal Depth Limit reached (seeing through too many portals)");
return;
}
// get the room
const VSRoom &room = _portal_renderer->get_room(p_room_id);
cull_statics(room, p_planes);
cull_roamers(room, p_planes);
int num_portals = room._portal_ids.size();
for (int p = 0; p < num_portals; p++) {
const VSPortal &portal = _portal_renderer->get_portal(room._portal_ids[p]);
// portals can be switched on and off at runtime, like opening and closing a door
if (!portal._active) {
continue;
}
// everything depends on whether the portal is incoming or outgoing.
// if incoming we reverse the logic.
int outgoing = 1;
int room_a_id = portal._linkedroom_ID[0];
if (room_a_id != p_room_id) {
outgoing = 0;
DEV_ASSERT(portal._linkedroom_ID[1] == p_room_id);
}
// trace through this portal to the next room
int linked_room_id = portal._linkedroom_ID[outgoing];
// cull by PVS
if (p_params.use_pvs && (!p_params.decompressed_room_pvs[linked_room_id])) {
continue;
}
// cull by portal angle to camera.
// much better way of culling portals by direction to camera...
// instead of using dot product with a varying view direction, we simply find which side of the portal
// plane the camera is on! If it is behind, the portal can be seen through, if in front, it can't
real_t dist_cam = portal._plane.distance_to(_trace_start_point);
if (!outgoing) {
dist_cam = -dist_cam;
}
if (dist_cam >= 0.0) {
continue;
}
// is it culled by the planes?
VSPortal::ClipResult overall_res = VSPortal::ClipResult::CLIP_INSIDE;
// while clipping to the planes we maintain a list of partial planes, so we can add them to the
// recursive next iteration of planes to check
static LocalVector<int> partial_planes;
partial_planes.clear();
// for portals, we want to ignore the near clipping plane, as we might be right on the edge of a doorway
// and still want to look through the portal.
// so earlier we have set it that the first plane (ASSUMING that plane zero is the near clipping plane)
// starts from the camera position, and NOT the actual near clipping plane.
// if we need quite a distant near plane, we may need a different strategy.
for (uint32_t l = 0; l < p_planes.size(); l++) {
VSPortal::ClipResult res = portal.clip_with_plane(p_planes[l]);
switch (res) {
case VSPortal::ClipResult::CLIP_OUTSIDE: {
overall_res = res;
} break;
case VSPortal::ClipResult::CLIP_PARTIAL: {
// if the portal intersects one of the planes, we should take this plane into account
// in the next call of this recursive trace, because it can be used to cull out more objects
overall_res = res;
partial_planes.push_back(l);
} break;
default: // suppress warning
break;
}
// if the portal was totally outside the 'frustum' then we can ignore it
if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE)
break;
}
// this portal is culled
if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE) {
continue;
}
// hopefully the portal actually leads somewhere...
if (linked_room_id != -1) {
// we need some new planes
unsigned int pool_mem = _planes_pool.request();
// if the planes pool is not empty, we got some planes, and can recurse
if (pool_mem != (unsigned int)-1) {
// get a new vector of planes from the pool
LocalVector<Plane> &new_planes = _planes_pool.get(pool_mem);
// makes sure there are none left over (as the pool may not clear them)
new_planes.clear();
// if portal is totally inside the planes, don't copy the old planes ..
// i.e. we can now cull using the portal and forget about the rest of the frustum (yay)
// note that this loses the far clipping plane .. but that shouldn't be important usually?
// (maybe we might need to account for this in future .. look for issues)
if (overall_res != VSPortal::ClipResult::CLIP_INSIDE) {
// if it WASNT totally inside the existing frustum, we also need to add any existing planes
// that cut the portal.
for (uint32_t n = 0; n < partial_planes.size(); n++) {
new_planes.push_back(p_planes[partial_planes[n]]);
}
}
// we will always add the portals planes. This could probably be optimized, as some
// portal planes may be culled out by partial planes... NYI
portal.add_planes(_trace_start_point, new_planes, outgoing != 0);
// always add the far plane. It is likely the portal is inside the far plane,
// but it is still needed in future for culling portals and objects.
// note that there is a small possibility of far plane being added twice here
// in some situations, but I don't think it should be a problem.
// The fake near plane BTW is almost never added (otherwise it would prematurely
// break traversal through the portals), so near clipping must be done
// explicitly on objects.
new_planes.push_back(_near_and_far_planes[1]);
// go and do the whole lot again in the next room
trace_recursive(p_params, p_depth + 1, linked_room_id, new_planes);
// no longer need these planes, return them to the pool
_planes_pool.free(pool_mem);
} // pool mem allocated
else {
// planes pool is empty!
// This will happen if the view goes through shedloads of portals
// The solution is either to increase the plane pool size, or not build levels
// with views through multiple portals. Looking through multiple portals is likely to be
// slow anyway because of the number of planes to test.
WARN_PRINT_ONCE("planes pool is empty");
// note we also have a depth check at the top of this function. Which will probably get hit
// before the pool gets empty.
}
} // if a linked room exists
} // for p through portals
}