godot/servers/visual/portals/portal_pvs_builder.cpp

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/*************************************************************************/
/* portal_pvs_builder.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_pvs_builder.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/print_string.h"
#include "portal_renderer.h"
bool PVSBuilder::_log_active = true;
void PVSBuilder::find_neighbors(LocalVector<Neighbours> &r_neighbors) {
// first find the neighbors
int num_rooms = _portal_renderer->get_num_rooms();
for (int n = 0; n < num_rooms; n++) {
const VSRoom &room = _portal_renderer->get_room(n);
// go through each portal
int num_portals = room._portal_ids.size();
for (int p = 0; p < num_portals; p++) {
int portal_id = room._portal_ids[p];
const VSPortal &portal = _portal_renderer->get_portal(portal_id);
// 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 != n) {
outgoing = 0;
DEV_ASSERT(portal._linkedroom_ID[1] == n);
}
// trace through this portal to the next room
int linked_room_id = portal._linkedroom_ID[outgoing];
// not relevant, portal doesn't go anywhere
if (linked_room_id == -1)
continue;
r_neighbors[n].room_ids.push_back(linked_room_id);
} // for p through portals
} // for n through rooms
// the secondary PVS is the primary PVS plus the neighbors
}
void PVSBuilder::create_secondary_pvs(int p_room_id, const LocalVector<Neighbours> &p_neighbors, BitFieldDynamic &r_bitfield_rooms) {
VSRoom &room = _portal_renderer->get_room(p_room_id);
room._secondary_pvs_first = _pvs->get_secondary_pvs_size();
// go through each primary PVS room, and add the neighbors in the secondary pvs
for (int r = 0; r < room._pvs_size; r++) {
int pvs_entry = room._pvs_first + r;
int pvs_room_id = _pvs->get_pvs_room_id(pvs_entry);
// add the visible rooms first
_pvs->add_to_secondary_pvs(pvs_room_id);
room._secondary_pvs_size += 1;
// now any neighbors of this that are not already added
const Neighbours &neigh = p_neighbors[pvs_room_id];
for (int n = 0; n < neigh.room_ids.size(); n++) {
int neigh_room_id = neigh.room_ids[n];
//log("\tconsidering neigh " + itos(neigh_room_id));
if (r_bitfield_rooms.check_and_set(neigh_room_id)) {
// add to the secondary pvs for this room
_pvs->add_to_secondary_pvs(neigh_room_id);
room._secondary_pvs_size += 1;
} // neighbor room has not been added yet
} // go through the neighbors
} // go through each room in the primary pvs
}
#ifdef GODOT_PVS_SUPPORT_SAVE_FILE
bool PVSBuilder::load_pvs(String p_filename) {
if (p_filename == "") {
return false;
}
Error err;
FileAccess *file = FileAccess::open(p_filename, FileAccess::READ, &err);
if (err || !file) {
if (file) {
memdelete(file);
}
return false;
}
// goto needs vars declaring ahead of time
int32_t num_rooms;
int32_t pvs_size;
if (!((file->get_8() == 'p') &&
(file->get_8() == 'v') &&
(file->get_8() == 's') &&
(file->get_8() == ' '))) {
goto failed;
}
num_rooms = file->get_32();
if (num_rooms != _portal_renderer->get_num_rooms()) {
goto failed;
}
for (int n = 0; n < num_rooms; n++) {
if (file->eof_reached())
goto failed;
VSRoom &room = _portal_renderer->get_room(n);
room._pvs_first = file->get_32();
room._pvs_size = file->get_32();
room._secondary_pvs_first = file->get_32();
room._secondary_pvs_size = file->get_32();
}
pvs_size = file->get_32();
for (int n = 0; n < pvs_size; n++) {
_pvs->add_to_pvs(file->get_16());
}
// secondary pvs
pvs_size = file->get_32();
for (int n = 0; n < pvs_size; n++) {
_pvs->add_to_secondary_pvs(file->get_16());
}
if (file) {
memdelete(file);
}
return true;
failed:
if (file) {
memdelete(file);
}
return false;
}
void PVSBuilder::save_pvs(String p_filename) {
if (p_filename == "") {
p_filename = "res://test.pvs";
}
Error err;
FileAccess *file = FileAccess::open(p_filename, FileAccess::WRITE, &err);
if (err || !file) {
if (file) {
memdelete(file);
}
return;
}
file->store_8('p');
file->store_8('v');
file->store_8('s');
file->store_8(' ');
// hash? NYI
// first save the room indices into the pvs
int num_rooms = _portal_renderer->get_num_rooms();
file->store_32(num_rooms);
for (int n = 0; n < num_rooms; n++) {
VSRoom &room = _portal_renderer->get_room(n);
file->store_32(room._pvs_first);
file->store_32(room._pvs_size);
file->store_32(room._secondary_pvs_first);
file->store_32(room._secondary_pvs_size);
}
int32_t pvs_size = _pvs->get_pvs_size();
file->store_32(pvs_size);
for (int n = 0; n < pvs_size; n++) {
int16_t room_id = _pvs->get_pvs_room_id(n);
file->store_16(room_id);
}
pvs_size = _pvs->get_secondary_pvs_size();
file->store_32(pvs_size);
for (int n = 0; n < pvs_size; n++) {
int16_t room_id = _pvs->get_secondary_pvs_room_id(n);
file->store_16(room_id);
}
if (file) {
memdelete(file);
}
}
#endif
void PVSBuilder::calculate_pvs(PortalRenderer &p_portal_renderer, String p_filename, int p_depth_limit, bool p_use_simple_pvs, bool p_log_pvs_generation) {
_portal_renderer = &p_portal_renderer;
_pvs = &p_portal_renderer.get_pvs();
_depth_limit = p_depth_limit;
_log_active = p_log_pvs_generation;
// attempt to load from file rather than create each time
#ifdef GODOT_PVS_SUPPORT_SAVE_FILE
if (load_pvs(p_filename)) {
print_line("loaded pvs successfully from file " + p_filename);
_pvs->set_loaded(true);
return;
}
#endif
uint32_t time_before = OS::get_singleton()->get_ticks_msec();
int num_rooms = _portal_renderer->get_num_rooms();
BitFieldDynamic bf;
bf.create(num_rooms);
LocalVector<Neighbours> neighbors;
neighbors.resize(num_rooms);
// find the immediate neighbors of each room -
// this is needed to create the secondary pvs
find_neighbors(neighbors);
for (int n = 0; n < num_rooms; n++) {
bf.blank();
//_visible_rooms.clear();
LocalVector<Plane, int32_t> dummy_planes;
VSRoom &room = _portal_renderer->get_room(n);
room._pvs_first = _pvs->get_pvs_size();
log("pvs from room : " + itos(n));
if (p_use_simple_pvs) {
trace_rooms_recursive_simple(0, n, n, -1, false, -1, dummy_planes, bf);
} else {
trace_rooms_recursive(0, n, n, -1, false, -1, dummy_planes, bf);
}
create_secondary_pvs(n, neighbors, bf);
if (_log_active) {
String string = "";
for (int i = 0; i < room._pvs_size; i++) {
int visible_room = _pvs->get_pvs_room_id(room._pvs_first + i);
string += itos(visible_room);
string += ", ";
}
log("\t" + string);
string = "secondary : ";
for (int i = 0; i < room._secondary_pvs_size; i++) {
int visible_room = _pvs->get_secondary_pvs_room_id(room._secondary_pvs_first + i);
string += itos(visible_room);
string += ", ";
}
log("\t" + string);
}
}
_pvs->set_loaded(true);
uint32_t time_after = OS::get_singleton()->get_ticks_msec();
print_verbose("calculated PVS in " + itos(time_after - time_before) + " ms.");
#ifdef GODOT_PVS_SUPPORT_SAVE_FILE
save_pvs(p_filename);
#endif
}
void PVSBuilder::logd(int p_depth, String p_string) {
if (!_log_active) {
return;
}
String string_long;
for (int n = 0; n < p_depth; n++) {
string_long += "\t";
}
string_long += p_string;
log(string_long);
}
void PVSBuilder::log(String p_string) {
if (_log_active) {
print_line(p_string);
}
}
// The full routine deals with re-entrant rooms. I.e. more than one portal path can lead into a room.
// This makes the logic more complex, because we cannot terminate on the second entry to a room,
// and have to account for internal rooms, and the possibility of portal paths going back on themselves.
void PVSBuilder::trace_rooms_recursive(int p_depth, int p_source_room_id, int p_room_id, int p_first_portal_id, bool p_first_portal_outgoing, int p_previous_portal_id, const LocalVector<Plane, int32_t> &p_planes, BitFieldDynamic &r_bitfield_rooms, int p_from_external_room_id) {
// prevent too much depth
if (p_depth > _depth_limit) {
WARN_PRINT_ONCE("PVS Depth Limit reached (seeing through too many portals)");
return;
}
// is this room hit first time?
if (r_bitfield_rooms.check_and_set(p_room_id)) {
// only add to the room PVS of the source room once
VSRoom &source_room = _portal_renderer->get_room(p_source_room_id);
_pvs->add_to_pvs(p_room_id);
source_room._pvs_size += 1;
}
logd(p_depth, "trace_rooms_recursive room " + itos(p_room_id));
// get the room
const VSRoom &room = _portal_renderer->get_room(p_room_id);
// go through each portal
int num_portals = room._portal_ids.size();
for (int p = 0; p < num_portals; p++) {
int portal_id = room._portal_ids[p];
const VSPortal &portal = _portal_renderer->get_portal(portal_id);
// 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];
// not relevant, portal doesn't go anywhere
if (linked_room_id == -1)
continue;
// For pvs there is no real start point, but we will use the centre of the first portal.
// This is used for checking portals are pointing outward from start point.
if (p_source_room_id == p_room_id) {
_trace_start_point = portal._pt_center;
// We will use a small epsilon because we don't want to trace out
// to coplanar portals for the first to second portals, before planes
// have been added. So we will place the trace start point slightly
// behind the first portal plane (e.g. slightly in the source room).
// The epsilon must balance being enough in not to cause numerical error
// at large distances from the origin, but too large and this will also
// prevent the PVS entering portals that are very closely aligned
// to the portal in.
// Closely aligned portals should not happen in normal level design,
// and will usually be a design error.
// Watch for bugs here though, caused by closely aligned portals.
// The epsilon should be BEHIND the way we are going through the portal,
// so depends whether it is outgoing or not
if (outgoing) {
_trace_start_point -= portal._plane.normal * 0.1;
} else {
_trace_start_point += portal._plane.normal * 0.1;
}
} else {
// 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) {
// logd(p_depth + 2, "portal WRONG DIRECTION");
continue;
}
}
logd(p_depth + 1, "portal to room " + itos(linked_room_id));
// 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 (int32_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) {
logd(p_depth + 2, "portal CLIP_OUTSIDE");
continue;
}
// Don't allow portals from internal to external room to be followed
// if the external room has already been processed in this trace stack. This prevents
// unneeded processing, and also prevents recursive feedback where you
// see into internal room -> external room and back into the same internal room
// via the same portal.
if (portal._internal && (linked_room_id != -1)) {
if (outgoing) {
if (linked_room_id == p_from_external_room_id) {
continue;
}
} else {
// We are entering an internal portal from an external room.
// set the external room id, so we can recognise this when we are
// later exiting the internal rooms.
// Note that as we can only store 1 previous external room, this system
// won't work completely correctly when you have 2 levels of internal room
// and you can see from roomgroup a -> b -> c. However this should just result
// in a little slower culling for that particular view, and hopefully will not break
// with recursive loop looking through the same portal multiple times. (don't think this
// is possible in this scenario).
p_from_external_room_id = p_room_id;
}
}
// construct new planes
LocalVector<Plane, int32_t> planes;
if (p_first_portal_id != -1) {
// add new planes
const VSPortal &first_portal = _portal_renderer->get_portal(p_first_portal_id);
portal.add_pvs_planes(first_portal, p_first_portal_outgoing, planes, outgoing != 0);
//#define GODOT_PVS_EXTRA_REJECT_TEST
#ifdef GODOT_PVS_EXTRA_REJECT_TEST
// extra reject test for pvs - was the previous portal points outside the planes formed by the new portal?
// not fully tested and not yet found a situation where needed, but will leave in in case testers find
// such a situation.
if (p_previous_portal_id != -1) {
const VSPortal &prev_portal = _portal_renderer->get_portal(p_previous_portal_id);
if (prev_portal._pvs_is_outside_planes(planes)) {
continue;
}
}
#endif
}
// 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)
if (overall_res != VSPortal::ClipResult::CLIP_INSIDE) {
// if it WASN'T 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++)
planes.push_back(p_planes[partial_planes[n]]);
}
// hopefully the portal actually leads somewhere...
if (linked_room_id != -1) {
// we either pass on the first portal id, or we start
// it here, because we are looking through the first portal
int first_portal_id = p_first_portal_id;
if (first_portal_id == -1) {
first_portal_id = portal_id;
p_first_portal_outgoing = outgoing != 0;
}
trace_rooms_recursive(p_depth + 1, p_source_room_id, linked_room_id, first_portal_id, p_first_portal_outgoing, portal_id, planes, r_bitfield_rooms, p_from_external_room_id);
} // linked room is valid
}
}
// This simpler routine was the first used. It is reliable and no epsilons, and fast.
// But it will not create the correct result where there are multiple portal paths
// through a room when building the PVS.
void PVSBuilder::trace_rooms_recursive_simple(int p_depth, int p_source_room_id, int p_room_id, int p_first_portal_id, bool p_first_portal_outgoing, int p_previous_portal_id, const LocalVector<Plane, int32_t> &p_planes, BitFieldDynamic &r_bitfield_rooms) {
// has this room been done already?
if (!r_bitfield_rooms.check_and_set(p_room_id)) {
return;
}
// prevent too much depth
if (p_depth > _depth_limit) {
WARN_PRINT_ONCE("Portal Depth Limit reached (seeing through too many portals)");
return;
}
logd(p_depth, "trace_rooms_recursive room " + itos(p_room_id));
// get the room
const VSRoom &room = _portal_renderer->get_room(p_room_id);
// add to the room PVS of the source room
VSRoom &source_room = _portal_renderer->get_room(p_source_room_id);
_pvs->add_to_pvs(p_room_id);
source_room._pvs_size += 1;
// go through each portal
int num_portals = room._portal_ids.size();
for (int p = 0; p < num_portals; p++) {
int portal_id = room._portal_ids[p];
const VSPortal &portal = _portal_renderer->get_portal(portal_id);
// 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];
logd(p_depth + 1, "portal to room " + itos(linked_room_id));
// not relevant, portal doesn't go anywhere
if (linked_room_id == -1)
continue;
// linked room done already?
if (r_bitfield_rooms.get_bit(linked_room_id))
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 (int32_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) {
logd(p_depth + 2, "portal CLIP_OUTSIDE");
continue;
}
// construct new planes
LocalVector<Plane, int32_t> planes;
if (p_first_portal_id != -1) {
// add new planes
const VSPortal &first_portal = _portal_renderer->get_portal(p_first_portal_id);
portal.add_pvs_planes(first_portal, p_first_portal_outgoing, planes, outgoing != 0);
#ifdef GODOT_PVS_EXTRA_REJECT_TEST
// extra reject test for pvs - was the previous portal points outside the planes formed by the new portal?
// not fully tested and not yet found a situation where needed, but will leave in in case testers find
// such a situation.
if (p_previous_portal_id != -1) {
const VSPortal &prev_portal = _portal_renderer->get_portal(p_previous_portal_id);
if (prev_portal._pvs_is_outside_planes(planes)) {
continue;
}
}
#endif
}
// 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)
if (overall_res != VSPortal::ClipResult::CLIP_INSIDE) {
// if it WASN'T 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++)
planes.push_back(p_planes[partial_planes[n]]);
}
// hopefully the portal actually leads somewhere...
if (linked_room_id != -1) {
// we either pass on the first portal id, or we start
// it here, because we are looking through the first portal
int first_portal_id = p_first_portal_id;
if (first_portal_id == -1) {
first_portal_id = portal_id;
p_first_portal_outgoing = outgoing != 0;
}
trace_rooms_recursive(p_depth + 1, p_source_room_id, linked_room_id, first_portal_id, p_first_portal_outgoing, portal_id, planes, r_bitfield_rooms);
} // linked room is valid
}
}