eb6f98ec55
Adds support for occlusion culling via rooms and portals.
382 lines
13 KiB
C++
382 lines
13 KiB
C++
/*************************************************************************/
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/* portal_gameplay_monitor.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "portal_gameplay_monitor.h"
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#include "portal_renderer.h"
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#include "portal_types.h"
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#include "servers/visual/visual_server_globals.h"
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#include "servers/visual/visual_server_scene.h"
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PortalGameplayMonitor::PortalGameplayMonitor() {
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_active_moving_pool_ids_prev = &_active_moving_pool_ids[0];
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_active_moving_pool_ids_curr = &_active_moving_pool_ids[1];
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_active_rghost_pool_ids_curr = &_active_rghost_pool_ids[0];
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_active_rghost_pool_ids_prev = &_active_rghost_pool_ids[1];
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_active_room_ids_prev = &_active_room_ids[0];
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_active_room_ids_curr = &_active_room_ids[1];
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_active_roomgroup_ids_prev = &_active_roomgroup_ids[0];
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_active_roomgroup_ids_curr = &_active_roomgroup_ids[1];
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_active_sghost_ids_prev = &_active_sghost_ids[0];
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_active_sghost_ids_curr = &_active_sghost_ids[1];
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}
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bool PortalGameplayMonitor::_source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms) {
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bool source_rooms_changed = false;
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if (p_num_source_rooms == _source_rooms_prev.size()) {
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for (int n = 0; n < p_num_source_rooms; n++) {
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if (p_source_room_ids[n] != (int)_source_rooms_prev[n]) {
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source_rooms_changed = true;
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break;
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}
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}
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} else {
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source_rooms_changed = true;
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}
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if (source_rooms_changed) {
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_source_rooms_prev.clear();
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for (int n = 0; n < p_num_source_rooms; n++) {
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_source_rooms_prev.push_back(p_source_room_ids[n]);
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}
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}
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return source_rooms_changed;
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}
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void PortalGameplayMonitor::set_params(bool p_use_secondary_pvs, bool p_use_signals) {
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_use_secondary_pvs = p_use_secondary_pvs;
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_use_signals = p_use_signals;
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if (_use_signals) {
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_enter_callback_type = VisualServerCallbacks::CALLBACK_SIGNAL_ENTER_GAMEPLAY;
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_exit_callback_type = VisualServerCallbacks::CALLBACK_SIGNAL_EXIT_GAMEPLAY;
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} else {
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_enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
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_exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
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}
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}
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// can work with 1 or multiple cameras
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void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms) {
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const PVS &pvs = p_portal_renderer.get_pvs();
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_gameplay_tick++;
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// if there is no change in the source room IDs, then we can optimize out a lot of the checks
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// (anything not to do with roamers)
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bool source_rooms_changed = _source_rooms_changed(p_source_room_ids, p_num_source_rooms);
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// lock output
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VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
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callbacks->lock();
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for (int n = 0; n < p_num_source_rooms; n++) {
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const VSRoom &source_room = p_portal_renderer.get_room(p_source_room_ids[n]);
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int pvs_size = source_room._pvs_size;
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int pvs_first = source_room._pvs_first;
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if (_use_secondary_pvs) {
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pvs_size = source_room._secondary_pvs_size;
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pvs_first = source_room._secondary_pvs_first;
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}
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for (int r = 0; r < pvs_size; r++) {
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int room_id = pvs.get_pvs_room_id(pvs_first + r);
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_update_gameplay_room(p_portal_renderer, room_id, source_rooms_changed);
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} // for r through the rooms hit in the pvs
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} // for n through source rooms
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// find any moving that were active last tick that are no longer active, and send notifications
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for (int n = 0; n < _active_moving_pool_ids_prev->size(); n++) {
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int pool_id = (*_active_moving_pool_ids_prev)[n];
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PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
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// gone out of view
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if (moving.last_gameplay_tick_hit != _gameplay_tick) {
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VisualServerCallbacks::Message msg;
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msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
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msg.type = _exit_callback_type;
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callbacks->push_message(msg);
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}
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}
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// find any roaming ghosts that were active last tick that are no longer active, and send notifications
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for (int n = 0; n < _active_rghost_pool_ids_prev->size(); n++) {
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int pool_id = (*_active_rghost_pool_ids_prev)[n];
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PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
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// gone out of view
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if (moving.last_gameplay_tick_hit != _gameplay_tick) {
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VisualServerCallbacks::Message msg;
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msg.object_id = moving.object_id;
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msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
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callbacks->push_message(msg);
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}
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}
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if (source_rooms_changed) {
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// find any rooms that were active last tick that are no longer active, and send notifications
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for (int n = 0; n < _active_room_ids_prev->size(); n++) {
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int room_id = (*_active_room_ids_prev)[n];
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const VSRoom &room = p_portal_renderer.get_room(room_id);
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// gone out of view
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if (room.last_gameplay_tick_hit != _gameplay_tick) {
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VisualServerCallbacks::Message msg;
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msg.object_id = room._godot_instance_ID;
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msg.type = _exit_callback_type;
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callbacks->push_message(msg);
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}
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}
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// find any roomgroups that were active last tick that are no longer active, and send notifications
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for (int n = 0; n < _active_roomgroup_ids_prev->size(); n++) {
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int roomgroup_id = (*_active_roomgroup_ids_prev)[n];
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const VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
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// gone out of view
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if (roomgroup.last_gameplay_tick_hit != _gameplay_tick) {
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VisualServerCallbacks::Message msg;
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msg.object_id = roomgroup._godot_instance_ID;
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msg.type = _exit_callback_type;
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callbacks->push_message(msg);
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}
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}
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// find any static ghosts that were active last tick that are no longer active, and send notifications
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for (int n = 0; n < _active_sghost_ids_prev->size(); n++) {
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int id = (*_active_sghost_ids_prev)[n];
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VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
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// gone out of view
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if (ghost.last_gameplay_tick_hit != _gameplay_tick) {
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VisualServerCallbacks::Message msg;
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msg.object_id = ghost.object_id;
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msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
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callbacks->push_message(msg);
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}
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}
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} // only need to check these if the source rooms changed
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// unlock
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callbacks->unlock();
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// swap the current and previous lists
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_swap();
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}
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void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed) {
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// get the room
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VSRoom &room = p_portal_renderer.get_room(p_room_id);
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int num_roamers = room._roamer_pool_ids.size();
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VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
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for (int n = 0; n < num_roamers; n++) {
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uint32_t pool_id = room._roamer_pool_ids[n];
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PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
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// done already?
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if (moving.last_gameplay_tick_hit == _gameplay_tick)
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continue;
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// add to the active list
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_active_moving_pool_ids_curr->push_back(pool_id);
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// if wasn't present in the tick before, add the notification to enter
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if (moving.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
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VisualServerCallbacks::Message msg;
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msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
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msg.type = _enter_callback_type;
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callbacks->push_message(msg);
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}
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// mark as done
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moving.last_gameplay_tick_hit = _gameplay_tick;
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}
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// roaming ghosts
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int num_rghosts = room._rghost_pool_ids.size();
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for (int n = 0; n < num_rghosts; n++) {
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uint32_t pool_id = room._rghost_pool_ids[n];
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PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
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// done already?
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if (moving.last_gameplay_tick_hit == _gameplay_tick)
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continue;
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// add to the active list
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_active_rghost_pool_ids_curr->push_back(pool_id);
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// if wasn't present in the tick before, add the notification to enter
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if (moving.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
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VisualServerCallbacks::Message msg;
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msg.object_id = moving.object_id;
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msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
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callbacks->push_message(msg);
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}
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// mark as done
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moving.last_gameplay_tick_hit = _gameplay_tick;
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}
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// no need to progress from here
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if (!p_source_rooms_changed) {
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return;
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}
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// has the room come into gameplay?
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// later tests only relevant if a room has just come into play
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bool room_came_into_play = false;
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if (room.last_gameplay_tick_hit != _gameplay_tick) {
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room_came_into_play = true;
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// add the room to the active list
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_active_room_ids_curr->push_back(p_room_id);
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// if wasn't present in the tick before, add the notification to enter
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if (room.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
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VisualServerCallbacks::Message msg;
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msg.object_id = room._godot_instance_ID;
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msg.type = _enter_callback_type;
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callbacks->push_message(msg);
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}
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// mark as done
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room.last_gameplay_tick_hit = _gameplay_tick;
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}
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// no need to do later tests
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if (!room_came_into_play) {
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return;
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}
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///////////////////////////////////////////////////////////////////
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// has the roomgroup come into gameplay?
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for (int n = 0; n < room._roomgroup_ids.size(); n++) {
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int roomgroup_id = room._roomgroup_ids[n];
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VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
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if (roomgroup.last_gameplay_tick_hit != _gameplay_tick) {
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// add the room to the active list
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_active_roomgroup_ids_curr->push_back(roomgroup_id);
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// if wasn't present in the tick before, add the notification to enter
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if (roomgroup.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
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VisualServerCallbacks::Message msg;
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msg.object_id = roomgroup._godot_instance_ID;
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msg.type = _enter_callback_type;
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callbacks->push_message(msg);
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}
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// mark as done
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roomgroup.last_gameplay_tick_hit = _gameplay_tick;
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}
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} // for through roomgroups
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// static ghosts
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int num_sghosts = room._static_ghost_ids.size();
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for (int n = 0; n < num_sghosts; n++) {
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uint32_t id = room._static_ghost_ids[n];
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VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
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// done already?
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if (ghost.last_gameplay_tick_hit == _gameplay_tick)
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continue;
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// add to the active list
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_active_sghost_ids_curr->push_back(id);
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// if wasn't present in the tick before, add the notification to enter
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if (ghost.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
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VisualServerCallbacks::Message msg;
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msg.object_id = ghost.object_id;
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msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
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callbacks->push_message(msg);
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}
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// mark as done
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ghost.last_gameplay_tick_hit = _gameplay_tick;
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}
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}
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void PortalGameplayMonitor::_swap() {
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LocalVector<uint32_t, int32_t> *temp = _active_moving_pool_ids_curr;
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_active_moving_pool_ids_curr = _active_moving_pool_ids_prev;
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_active_moving_pool_ids_prev = temp;
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_active_moving_pool_ids_curr->clear();
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temp = _active_rghost_pool_ids_curr;
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_active_rghost_pool_ids_curr = _active_rghost_pool_ids_prev;
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_active_rghost_pool_ids_prev = temp;
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_active_rghost_pool_ids_curr->clear();
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temp = _active_room_ids_curr;
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_active_room_ids_curr = _active_room_ids_prev;
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_active_room_ids_prev = temp;
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_active_room_ids_curr->clear();
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temp = _active_roomgroup_ids_curr;
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_active_roomgroup_ids_curr = _active_roomgroup_ids_prev;
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_active_roomgroup_ids_prev = temp;
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_active_roomgroup_ids_curr->clear();
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temp = _active_sghost_ids_curr;
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_active_sghost_ids_curr = _active_sghost_ids_prev;
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_active_sghost_ids_prev = temp;
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_active_sghost_ids_curr->clear();
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}
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