/*************************************************************************/ /* 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 &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 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 &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; } if (test_cull_inside(moving.exact_aabb, p_planes)) { if (!_occlusion_culler.cull_aabb(moving.exact_aabb)) { // mark as done (and on visible list) moving.last_tick_hit = _tick; _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 &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)) { if (_occlusion_culler.cull_aabb(bb)) { continue; } // 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 &p_planes, VSInstance **p_result_array, int first_result, int p_result_max, uint32_t p_mask, bool p_override_camera) { uint32_t num_globals = _portal_renderer->get_num_moving_globals(); int current_result = first_result; if (!p_override_camera) { 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 } } // if not override camera else { // If we are overriding the camera there is a potential problem in the editor: // gizmos BEHIND the override camera will not be drawn. // As this should be editor only and performance is not critical, we will just disable // frustum culling for global objects when the camera is overridden. for (uint32_t n = 0; n < num_globals; n++) { const PortalRenderer::Moving &moving = _portal_renderer->get_moving_global(n); 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; } } } } // if override camera 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 &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 &p_planes, int p_from_external_room_id) { // 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); // set up the occlusion culler as a one off _occlusion_culler.prepare(*_portal_renderer, room, _trace_start_point, p_planes, &_near_and_far_planes[0]); 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 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; } // 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; } } // occlusion culling of portals if (_occlusion_culler.cull_sphere(portal._pt_center, portal._bounding_sphere_radius)) { 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 &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 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++) { 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, p_from_external_room_id); // 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 } int PortalTracer::occlusion_cull(PortalRenderer &p_portal_renderer, const Vector3 &p_point, const Vector &p_convex, VSInstance **p_result_array, int p_num_results) { // silly conversion of vector to local vector // can this be avoided? NYI // pretty cheap anyway as it will just copy 6 planes, max a few times per frame... static LocalVector local_planes; if ((int)local_planes.size() != p_convex.size()) { local_planes.resize(p_convex.size()); } for (int n = 0; n < p_convex.size(); n++) { local_planes[n] = p_convex[n]; } _occlusion_culler.prepare_generic(p_portal_renderer, p_portal_renderer.get_occluders_active_list(), p_point, local_planes); // cull each instance int count = p_num_results; AABB bb; for (int n = 0; n < count; n++) { VSInstance *instance = p_result_array[n]; // this will return false for GLOBAL instances, so we don't occlusion cull gizmos if (VSG::scene->_instance_get_transformed_aabb_for_occlusion(instance, bb)) { if (_occlusion_culler.cull_aabb(bb)) { // remove from list with unordered swap from the end of list p_result_array[n] = p_result_array[count - 1]; count--; n--; // repeat this element, as it will have changed } } } return count; }