godot/servers/visual/portals/portal_pvs_builder.cpp
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00

454 lines
14 KiB
C++

/*************************************************************************/
/* portal_pvs_builder.cpp */
/*************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#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 = false;
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) {
_portal_renderer = &p_portal_renderer;
_pvs = &p_portal_renderer.get_pvs();
// 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));
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) {
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);
}
}
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) {
// has this room been done already?
if (!r_bitfield_rooms.check_and_set(p_room_id)) {
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);
//#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 WASNT 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
}
}