godot/servers/visual/portals/portal_tracer.h
lawnjelly 8ea20f5fdd Add OccluderShapePolygon
Add OccluderShapePolygon, glue to Occluder and gizmos etc.
2022-02-01 11:31:06 +00:00

177 lines
7.0 KiB
C++

/*************************************************************************/
/* portal_tracer.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef PORTAL_TRACER_H
#define PORTAL_TRACER_H
#include "core/bitfield_dynamic.h"
#include "core/local_vector.h"
#include "portal_occlusion_culler.h"
#include "portal_types.h"
#ifdef TOOLS_ENABLED
// use this for checking for instance lifetime errors, disable normally
//#define PORTAL_RENDERER_STORE_MOVING_RIDS
#endif
struct CameraMatrix;
class PortalRenderer;
struct VSRoom;
class PortalTracer {
public:
// a bitfield for which statics have been hit this time,
// and a list of showing statics
class TraceResult {
public:
void create(int p_num_statics) {
bf_visible_statics.create(p_num_statics);
}
void clear() {
bf_visible_statics.blank();
visible_static_ids.clear();
visible_roamer_pool_ids.clear();
}
BitFieldDynamic bf_visible_statics;
LocalVector<uint32_t> visible_static_ids;
LocalVector<uint32_t> visible_roamer_pool_ids;
};
struct TraceParams {
bool use_pvs;
uint8_t *decompressed_room_pvs;
};
// The recursive visibility function needs to allocate lists of planes each time a room is traversed.
// Instead of doing this allocation on the fly we will use a pool which should be much faster and nearer
// constant time.
// Note this simple pool isn't super optimal but should be fine for now.
class PlanesPool {
public:
// maximum number of vectors in the pool
const static int POOL_MAX = 32;
void reset();
// request a new vector of planes .. returns the pool id, or -1 if pool is empty
unsigned int request();
// return pool id to the pool
void free(unsigned int ui);
LocalVector<Plane> &get(unsigned int ui) { return _planes[ui]; }
PlanesPool();
private:
LocalVector<Plane> _planes[POOL_MAX];
// list of pool ids that are free and can be allocated
uint8_t _freelist[POOL_MAX];
uint32_t _num_free;
};
// for debugging, instead of doing a normal trace, show the objects that are sprawled from the current room
void trace_debug_sprawl(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_start_room_id, TraceResult &r_result);
// trace statics, dynamics and roaming
void trace(PortalRenderer &p_portal_renderer, const Vector3 &p_pos, const LocalVector<Plane> &p_planes, int p_start_room_id, TraceResult &r_result);
// globals are handled separately as they don't care about the rooms
int trace_globals(const LocalVector<Plane> &p_planes, VSInstance **p_result_array, int first_result, int p_result_max, uint32_t p_mask, bool p_override_camera);
void set_depth_limit(int p_limit) { _depth_limit = p_limit; }
int get_depth_limit() const { return _depth_limit; }
// special function for occlusion culling only that does not use portals / rooms,
// but allows using occluders with the main scene
int occlusion_cull(PortalRenderer &p_portal_renderer, const Vector3 &p_point, const Vector3 &p_cam_dir, const CameraMatrix &p_cam_matrix, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_num_results);
PortalOcclusionCuller &get_occlusion_culler() { return _occlusion_culler; }
const PortalOcclusionCuller &get_occlusion_culler() const { return _occlusion_culler; }
private:
// main tracing function is recursive
void trace_recursive(const TraceParams &p_params, int p_depth, int p_room_id, const LocalVector<Plane> &p_planes, int p_from_external_room_id = -1);
// use pvs to cull instead of dynamically using portals
// this is a faster trace but less accurate. Only possible if PVS has been generated.
void trace_pvs(int p_source_room_id, const LocalVector<Plane> &p_planes);
// debug version
void trace_debug_sprawl_recursive(int p_depth, int p_room_id);
void cull_statics(const VSRoom &p_room, const LocalVector<Plane> &p_planes);
void cull_statics_debug_sprawl(const VSRoom &p_room);
void cull_roamers(const VSRoom &p_room, const LocalVector<Plane> &p_planes);
// if an aabb is in front of any of the culling planes, it can't be seen so returns false
bool test_cull_inside(const AABB &p_aabb, const LocalVector<Plane> &p_planes, bool p_test_explicit_near_plane = true) const {
for (unsigned int p = 0; p < p_planes.size(); p++) {
real_t r_min, r_max;
p_aabb.project_range_in_plane(p_planes[p], r_min, r_max);
if (r_min > 0.0) {
return false;
}
}
if (p_test_explicit_near_plane) {
real_t r_min, r_max;
p_aabb.project_range_in_plane(_near_and_far_planes[0], r_min, r_max);
if (r_min > 0.0) {
return false;
}
}
return true;
}
// local versions to prevent passing around the recursive functions
PortalRenderer *_portal_renderer = nullptr;
Vector3 _trace_start_point;
TraceResult *_result = nullptr;
Plane _near_and_far_planes[2];
PlanesPool _planes_pool;
int _depth_limit = 16;
PortalOcclusionCuller _occlusion_culler;
// keep a tick count for each trace, to avoid adding a visible
// object to the hit list more than once per tick
// (this makes more sense than bitfield for moving objects)
uint32_t _tick = 0;
};
#endif