godot/servers/visual/portals/portal_renderer.h

294 lines
13 KiB
C++

/*************************************************************************/
/* portal_renderer.h */
/*************************************************************************/
/* 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.*/
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/*************************************************************************/
#ifndef PORTAL_RENDERER_H
#define PORTAL_RENDERER_H
#include "core/pooled_list.h"
#include "core/vector.h"
#include "portal_gameplay_monitor.h"
#include "portal_pvs.h"
#include "portal_rooms_bsp.h"
#include "portal_tracer.h"
#include "portal_types.h"
struct VSStatic {
// the lifetime of statics is not strictly monitored like moving objects
// therefore we store a RID which could return NULL if the object has been deleted
RID instance;
AABB aabb;
// statics are placed in a room, but they can optionally sprawl to other rooms
// if large (like lights)
uint32_t source_room_id;
// dynamics will request their AABB each frame
// from the visual server in case they have moved.
// But they will NOT update the rooms they are in...
// so this works well for e.g. moving platforms, but not for objects
// that will move between rooms.
uint32_t dynamic;
};
// static / dynamic visibility notifiers.
// ghost objects are not culled, but are present in rooms
// and expect to receive gameplay notifications
struct VSStaticGhost {
ObjectID object_id;
uint32_t last_tick_hit = 0;
uint32_t last_gameplay_tick_hit = 0;
};
class PortalRenderer {
public:
// use most significant bit to store whether an instance is being used in the room system
// in which case, deleting such an instance should deactivate the portal system to prevent
// crashes due to dangling references to instances.
static const uint32_t OCCLUSION_HANDLE_ROOM_BIT = 1 << 31;
struct MovingBase {
// when the rooms_and_portals_clear message is sent,
// we want to remove all references to old rooms in the moving
// objects, to prevent dangling references.
void rooms_and_portals_clear() { destroy(); }
void destroy() {
_rooms.clear();
room_id = -1;
}
// the expanded aabb allows objects to move on most frames
// without needing to determine a change of room
AABB expanded_aabb;
// exact aabb of the object should be used for culling
AABB exact_aabb;
// which is the primary room this moving object is in
// (it may sprawl into multiple rooms)
int32_t room_id;
// id in the allocation pool
uint32_t pool_id;
uint32_t last_tick_hit = 0;
uint32_t last_gameplay_tick_hit = 0;
// room ids of rooms this moving object is sprawled into
LocalVector<uint32_t, int32_t> _rooms;
};
struct Moving : public MovingBase {
// either roaming or global
bool global;
// in _moving_lists .. not the same as pool ID (handle)
uint32_t list_id;
// a void pointer, but this is ultimately a pointer to a VisualServerScene::Instance
// (can't have direct pointer because it is a nested class...)
VSInstance *instance;
#ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
// primarily for testing
RID instance_rid;
#endif
};
// So far the only roaming ghosts are VisibilityNotifiers.
// this will always be roaming... statics and dynamics are handled separately,
// and global ghosts do not get created.
struct RGhost : public MovingBase {
ObjectID object_id;
};
PortalHandle portal_create();
void portal_destroy(PortalHandle p_portal);
void portal_set_geometry(PortalHandle p_portal, const Vector<Vector3> &p_points, real_t p_margin);
void portal_link(PortalHandle p_portal, RoomHandle p_room_from, RoomHandle p_room_to, bool p_two_way);
void portal_set_active(PortalHandle p_portal, bool p_active);
RoomGroupHandle roomgroup_create();
void roomgroup_prepare(RoomGroupHandle p_roomgroup, ObjectID p_roomgroup_object_id);
void roomgroup_destroy(RoomGroupHandle p_roomgroup);
void roomgroup_add_room(RoomGroupHandle p_roomgroup, RoomHandle p_room);
// Rooms
RoomHandle room_create();
void room_destroy(RoomHandle p_room);
OcclusionHandle room_add_instance(RoomHandle p_room, RID p_instance, const AABB &p_aabb, bool p_dynamic, const Vector<Vector3> &p_object_pts);
OcclusionHandle room_add_ghost(RoomHandle p_room, ObjectID p_object_id, const AABB &p_aabb);
void room_set_bound(RoomHandle p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts);
void room_prepare(RoomHandle p_room, int32_t p_priority);
void rooms_and_portals_clear();
void rooms_finalize(bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation);
void rooms_override_camera(bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex);
void rooms_set_active(bool p_active) { _active = p_active; }
void rooms_set_params(int p_portal_depth_limit) { _tracer.set_depth_limit(p_portal_depth_limit); }
void rooms_set_cull_using_pvs(bool p_enable) { _cull_using_pvs = p_enable; }
void rooms_update_gameplay_monitor(const Vector<Vector3> &p_camera_positions);
// for use in the editor only, to allow a cheap way of turning off portals
// if there has been a change, e.g. moving a room etc.
void rooms_unload() { _ensure_unloaded(); }
bool rooms_is_loaded() const { return _loaded; }
// debugging
void set_debug_sprawl(bool p_active) { _debug_sprawl = p_active; }
// this section handles moving objects - roaming (change rooms) and globals (not in any room)
OcclusionHandle instance_moving_create(VSInstance *p_instance, RID p_instance_rid, bool p_global, AABB p_aabb);
void instance_moving_update(OcclusionHandle p_handle, const AABB &p_aabb, bool p_force_reinsert = false);
void instance_moving_destroy(OcclusionHandle p_handle);
// spatial derived roamers (non VisualInstances that still need to be portal culled, especially VisibilityNotifiers)
RGhostHandle rghost_create(ObjectID p_object_id, const AABB &p_aabb);
void rghost_update(RGhostHandle p_handle, const AABB &p_aabb, bool p_force_reinsert = false);
void rghost_destroy(RGhostHandle p_handle);
// note that this relies on a 'frustum' type cull, from a point, and that the planes are specified as in
// CameraMatrix, i.e.
// order PLANE_NEAR,PLANE_FAR,PLANE_LEFT,PLANE_TOP,PLANE_RIGHT,PLANE_BOTTOM
int cull_convex(const Vector3 &p_point, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_result_max, uint32_t p_mask, int32_t &r_previous_room_id_hint) {
if (!_override_camera)
return cull_convex_implementation(p_point, p_convex, p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
return cull_convex_implementation(_override_camera_pos, _override_camera_planes, p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
}
int cull_convex_implementation(const Vector3 &p_point, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_result_max, uint32_t p_mask, int32_t &r_previous_room_id_hint);
bool is_active() const { return _active && _loaded; }
VSStatic &get_static(int p_id) { return _statics[p_id]; }
const VSStatic &get_static(int p_id) const { return _statics[p_id]; }
int32_t get_num_rooms() const { return _room_pool_ids.size(); }
VSRoom &get_room(int p_id) { return _room_pool[_room_pool_ids[p_id]]; }
const VSRoom &get_room(int p_id) const { return _room_pool[_room_pool_ids[p_id]]; }
int32_t get_num_portals() const { return _portal_pool_ids.size(); }
VSPortal &get_portal(int p_id) { return _portal_pool[_portal_pool_ids[p_id]]; }
const VSPortal &get_portal(int p_id) const { return _portal_pool[_portal_pool_ids[p_id]]; }
int32_t get_num_moving_globals() const { return _moving_list_global.size(); }
const Moving &get_moving_global(uint32_t p_id) const { return _moving_pool[_moving_list_global[p_id]]; }
Moving &get_pool_moving(uint32_t p_pool_id) { return _moving_pool[p_pool_id]; }
const Moving &get_pool_moving(uint32_t p_pool_id) const { return _moving_pool[p_pool_id]; }
RGhost &get_pool_rghost(uint32_t p_pool_id) { return _rghost_pool[p_pool_id]; }
const RGhost &get_pool_rghost(uint32_t p_pool_id) const { return _rghost_pool[p_pool_id]; }
VSStaticGhost &get_static_ghost(uint32_t p_id) { return _static_ghosts[p_id]; }
VSRoomGroup &get_roomgroup(uint32_t p_pool_id) { return _roomgroup_pool[p_pool_id]; }
PVS &get_pvs() { return _pvs; }
const PVS &get_pvs() const { return _pvs; }
bool get_cull_using_pvs() const { return _cull_using_pvs; }
private:
int find_room_within(const Vector3 &p_pos, int p_previous_room_id = -1) {
return _rooms_lookup_bsp.find_room_within(*this, p_pos, p_previous_room_id);
}
bool sprawl_static(int p_static_id, const VSStatic &p_static, int p_room_id);
bool sprawl_static_geometry(int p_static_id, const VSStatic &p_static, int p_room_id, const Vector<Vector3> &p_object_pts);
bool sprawl_static_ghost(int p_ghost_id, const AABB &p_aabb, int p_room_id);
void _load_finalize_roaming();
void sprawl_roaming(uint32_t p_mover_pool_id, MovingBase &r_moving, int p_room_id, bool p_moving_or_ghost);
void _moving_remove_from_rooms(uint32_t p_moving_pool_id);
void _rghost_remove_from_rooms(uint32_t p_pool_id);
void _ensure_unloaded();
void _rooms_add_portals_to_convex_hulls();
void _add_portal_to_convex_hull(LocalVector<Plane, int32_t> &p_planes, const Plane &p);
void _debug_print_global_list();
bool _occlusion_handle_is_in_room(OcclusionHandle p_h) const {
return p_h == OCCLUSION_HANDLE_ROOM_BIT;
}
void _log(String p_string, int p_priority = 0);
// note this is vulnerable to crashes, we must monitor for deletion of rooms
LocalVector<uint32_t, int32_t> _room_pool_ids;
LocalVector<uint32_t, int32_t> _portal_pool_ids;
LocalVector<VSStatic, int32_t> _statics;
LocalVector<VSStaticGhost, int32_t> _static_ghosts;
// all rooms and portals are allocated from pools.
PooledList<VSPortal> _portal_pool;
PooledList<VSRoom> _room_pool;
PooledList<VSRoomGroup> _roomgroup_pool;
// moving objects, global and roaming
PooledList<Moving> _moving_pool;
TrackedPooledList<RGhost> _rghost_pool;
LocalVector<uint32_t, int32_t> _moving_list_global;
LocalVector<uint32_t, int32_t> _moving_list_roaming;
PVS _pvs;
bool _active = true;
bool _loaded = false;
bool _debug_sprawl = false;
// if the pvs is generated, we can either cull using dynamic portals or PVS
bool _cull_using_pvs = false;
PortalTracer _tracer;
PortalTracer::TraceResult _trace_results;
PortalRoomsBSP _rooms_lookup_bsp;
PortalGameplayMonitor _gameplay_monitor;
// when moving roaming objects, we expand their bound
// to prevent too many updates.
real_t _roaming_expansion_margin = 1.0;
// a bitfield to indicate which rooms have been
// visited already in sprawling, to prevent visiting rooms multiple times
BitFieldDynamic _bitfield_rooms;
bool _override_camera = false;
Vector3 _override_camera_pos;
LocalVector<Plane, int32_t> _override_camera_planes;
public:
static String _rid_to_string(RID p_rid);
static String _addr_to_string(const void *p_addr);
};
#endif