godot/servers/visual/portals/portal_resources.cpp

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