godot-lportal/lroom.cpp

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// Copyright (c) 2019 Lawnjelly
// 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 "lroom.h"
#include "core/engine.h"
#include "scene/3d/mesh_instance.h"
#include "lportal.h"
#include "lbitfield_dynamic.h"
#include "lroom_manager.h"
#include "ldebug.h"
LRoom::LRoom() {
m_RoomID = -1;
m_uiFrameTouched = 0;
m_iFirstPortal = 0;
m_iNumPortals = 0;
m_bVisible = true;
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m_iFirstSOB = 0;
m_iNumSOBs = 0;
m_iFirstShadowCaster_SOB = 0;
m_iNumShadowCasters_SOB = 0;
}
Spatial * LRoom::GetGodotRoom() const
{
Object *pObj = ObjectDB::get_instance(m_GodotID);
// assuming is a portal
Spatial * pSpat = Object::cast_to<Spatial>(pObj);
return pSpat;
}
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void LRoom::DOB_Add(const LDob &dob)
{
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// LDob dob;
// dob.m_ID = pDOB->get_instance_id();
m_DOBs.push_back(dob);
}
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unsigned int LRoom::DOB_Find(Node * pDOB) const
{
ObjectID id = pDOB->get_instance_id();
for (int n=0; n<m_DOBs.size(); n++)
{
if (m_DOBs[n].m_ID_Spatial == id)
{
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return n;
}
}
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return -1;
}
bool LRoom::DOB_Remove(unsigned int ui)
{
if (ui < m_DOBs.size())
{
m_DOBs.remove_unsorted(ui);
return true;
}
return false;
}
// returns -1 if no change, or the linked room we are moving into
LRoom * LRoom::DOB_Update(LRoomManager &manager, Spatial * pDOB)
{
const Vector3 &pt = pDOB->get_global_transform().origin;
// is it the camera?
bool bCamera = pDOB->get_instance_id() == manager.m_ID_camera;
float slop = 0.2f;
if (bCamera)
slop = 0.0f;
// the camera can't have slop because we might end up front side of a door without entering the room,
// hence can't see into the room through the portal!
// if (bCamera)
// slop = 0.0f;
// check each portal - has the object crossed it into the neighbouring room?
for (int p=0; p<m_iNumPortals; p++)
{
const LPortal &port = manager.m_Portals[m_iFirstPortal + p];
float dist = port.m_Plane.distance_to(pt);
if (dist > slop)
{
LPRINT(0, "DOB at pos " + pt + " ahead of portal " + port.get_name() + " by " + String(Variant(dist)));
// we want to move into the adjoining room
return &manager.Portal_GetLinkedRoom(port);
}
}
return 0;
}
// instead of directly showing and hiding objects we now set their layer,
// and the camera will hide them with a cull mask. This is so that
// objects can still be rendered outside immediate view for casting shadows.
// All objects in view (that are set to cast shadows) should cast shadows, so the actual
// shown objects are a superset of the softshown.
void LRoom::SoftShow(VisualInstance * pVI, uint32_t show_flags)
{
// hijack this layer number
uint32_t mask = pVI->get_layer_mask();
uint32_t orig_mask = mask;
// debug, to check shadow casters are correct for different light types
//#define DEBUG_SHOW_CASTERS_ONLY
#ifdef DEBUG_SHOW_CASTERS_ONLY
bShow = true;
if (bShow)
{
}
#else
if (show_flags & LAYER_MASK_CAMERA)
mask |= LAYER_MASK_CAMERA; // set
else
mask &= ~LAYER_MASK_CAMERA; // clear
if (show_flags & LAYER_MASK_LIGHT)
mask |= LAYER_MASK_LIGHT;
else
mask &= ~LAYER_MASK_LIGHT;
// if (bShow)
// {
// // set
// mask |= SOFT_SHOW_MASK;
// // clear
// mask &= ~(1 | SOFT_HIDE_MASK);
// }
// else
// {
// // set
// mask |= SOFT_HIDE_MASK;
// // clear
// mask &= ~(1 | SOFT_SHOW_MASK);
// }
#endif
// noop? don't touch the visual server if no change to mask
if (mask == orig_mask)
return;
pVI->set_layer_mask(mask);
// test the visual server - NOT A BOTTLENECK. set_layer_mask is cheap
}
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// naive version, adds all the non visible objects in visible rooms as shadow casters
void LRoom::AddShadowCasters(LRoomManager &manager)
{
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LPRINT(2, "ADDSHADOWCASTERS room " + get_name() + ", " + itos(m_iNumShadowCasters_SOB) + " shadow casters");
// add all the active lights in this room
for (int n=0; n<m_LocalLights.size(); n++)
{
int lightID = m_LocalLights[n];
if (!manager.m_BF_ActiveLights.GetBit(lightID))
{
manager.m_BF_ActiveLights.SetBit(lightID, true);
manager.m_ActiveLights.push_back(lightID);
}
}
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// new!! use precalced list of shadow casters
int last = m_iFirstShadowCaster_SOB + m_iNumShadowCasters_SOB;
for (int n=m_iFirstShadowCaster_SOB; n<last; n++)
{
int sobID = manager.m_ShadowCasters_SOB[n];
// only add to the caster list if not in it already
if (!manager.m_BF_caster_SOBs.GetBit(sobID))
{
LPRINT(2, "\t" + itos(sobID) + ", " + manager.m_SOBs[sobID].GetSpatial()->get_name());
manager.m_BF_caster_SOBs.SetBit(sobID, true);
manager.m_CasterList_SOBs.push_back(sobID);
}
else
{
//LPRINT(2, "\t" + itos(sobID) + ", ALREADY CASTER " + manager.m_SOBs[sobID].GetSpatial()->get_name());
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}
}
/*
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int last_sob = m_iFirstSOB + m_iNumSOBs;
for (int n=m_iFirstSOB; n<last_sob; n++)
{
// bool bVisible = manager.m_BF_visible_SOBs.GetBit(n) != 0;
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// // already in list
// if (bVisible)
// continue;
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manager.m_BF_caster_SOBs.SetBit(n, true);
manager.m_CasterList_SOBs.push_back(n);
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}
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*/
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}
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// hide all the objects not hit on this frame .. instead of calling godot hide without need
// (it might be expensive)
void LRoom::FinalizeVisibility(LRoomManager &manager)
{
// make sure all lights needed are turned on
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// int last_sob = m_iFirstSOB + m_iNumSOBs;
// for (int n=m_iFirstSOB; n<last_sob; n++)
// {
// LSob &sob = manager.m_SOBs[n];
// Spatial * pS = sob.GetSpatial();
// if (!pS)
// continue;
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// if (manager.m_BF_master_SOBs.GetBit(n))
// pS->show();
// else
// pS->hide();
// }
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//print_line("FinalizeVisibility room " + get_name() + " NumSOBs " + itos(m_SOBs.size()) + ", NumDOBs " + itos(m_DOBs.size()));
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for (int n=0; n<m_DOBs.size(); n++)
{
const LDob &dob = m_DOBs[n];
// don't cull the main camera
if (dob.m_ID_Spatial == manager.m_ID_camera)
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continue;
// Spatial * pSpat = dob.GetSpatial();
// if (pSpat)
// {
// // all should be showing .. this is mostly a no op
// pSpat->show();
// }
VisualInstance * pVI = dob.GetVI();
if (pVI)
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{
SoftShow(pVI, dob.m_bVisible);
// if (dob.m_bVisible)
// {
// //print("LRoom::FinalizeVisibility making visible dob " + pS->get_name());
// pS->show();
// }
// else
// pS->hide();
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}
}
}
// allows us to show / hide all dobs as the room visibility changes
void LRoom::Room_MakeVisible(bool bVisible)
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{
// noop
if (bVisible == m_bVisible)
return;
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m_bVisible = bVisible;
if (m_bVisible)
{
// show room
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// GetGodotRoom()->show();
// show all dobs
for (int n=0; n<m_DOBs.size(); n++)
{
LDob &dob = m_DOBs[n];
Spatial * pS = dob.GetSpatial();
if (pS)
pS->show();
}
}
else
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{
// hide room
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// GetGodotRoom()->hide();
// hide all dobs
for (int n=0; n<m_DOBs.size(); n++)
{
LDob &dob = m_DOBs[n];
Spatial * p = dob.GetSpatial();
if (p)
p->hide();
}
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}
}
// hide godot room and all linked dobs
//void LRoom::Hide_All()
//{
// GetGodotRoom()->hide();
// for (int n=0; n<m_DOBs.size(); n++)
// {
// LDob &dob = m_DOBs[n];
// Spatial * p = dob.GetSpatial();
// if (p)
// p->hide();
// }
//}
// show godot room and all linked dobs and all sobs
void LRoom::Debug_ShowAll()
{
Room_MakeVisible(true);
// NYI .. change layers to all be visible
// for (int n=0; n<m_SOBs.size(); n++)
// {
// LSob &sob = m_SOBs[n];
// Spatial * pS = sob.GetSpatial();
// if (pS)
// pS->show();
// }
}
void LRoom::FirstTouch(LRoomManager &manager)
{
// set the frame counter
m_uiFrameTouched = manager.m_uiFrameCounter;
// show this room and add to visible list of rooms
Room_MakeVisible(true);
manager.m_BF_visible_rooms.SetBit(m_RoomID, true);
// keep track of which rooms are shown this frame
manager.m_pCurr_VisibleRoomList->push_back(m_RoomID);
// hide all objects
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// int last_sob = m_iFirstSOB + m_iNumSOBs;
// for (int n=m_iFirstSOB; n<last_sob; n++)
// {
// LSob &sob = manager.m_SOBs[n];
// sob.m_bSOBVisible = false;
// }
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// hide all dobs
for (int n=0; n<m_DOBs.size(); n++)
m_DOBs[n].m_bVisible = false;
}
void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int portalID_from)
{
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// prevent too much depth
if (depth > 8)
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{
LPRINT_RUN(2, "\t\t\tDEPTH LIMIT REACHED");
WARN_PRINT_ONCE("LPortal Depth Limit reached (seeing through > 8 portals)");
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return;
}
// for debugging
Lawn::LDebug::m_iTabDepth = depth;
LPRINT_RUN(2, "");
LPRINT_RUN(2, "ROOM '" + get_name() + "' planes " + itos(planes.size()) + " portals " + itos(m_iNumPortals) );
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// only handle one touch per frame so far (one portal into room)
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//assert (manager.m_uiFrameCounter > m_uiFrameTouched);
// first touch
if (m_uiFrameTouched < manager.m_uiFrameCounter)
FirstTouch(manager);
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// clip all objects in this room to the clipping planes
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int last_sob = m_iFirstSOB + m_iNumSOBs;
for (int n=m_iFirstSOB; n<last_sob; n++)
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{
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LSob &sob = manager.m_SOBs[n];
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//LPRINT_RUN(2, "sob " + itos(n) + " " + sob.GetSpatial()->get_name());
// already determined to be visible through another portal
if (manager.m_BF_visible_SOBs.GetBit(n))
{
//LPRINT_RUN(2, "\talready visible");
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continue;
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}
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bool bShow = true;
// estimate the radius .. for now
const AABB &bb = sob.m_aabb;
// print("\t\t\tculling object " + pObj->get_name());
for (int p=0; p<planes.size(); p++)
{
// float dist = planes[p].distance_to(pt);
// print("\t\t\t\t" + itos(p) + " : dist " + String(Variant(dist)));
float r_min, r_max;
bb.project_range_in_plane(planes[p], r_min, r_max);
// print("\t\t\t\t" + itos(p) + " : r_min " + String(Variant(r_min)) + ", r_max " + String(Variant(r_max)));
if (r_min > 0.0f)
{
bShow = false;
break;
}
}
if (bShow)
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{
// sob is renderable and visible (not shadow only)
manager.m_BF_visible_SOBs.SetBit(n, true);
//manager.m_BF_render_SOBs.SetBit(n, true);
manager.m_VisibleList_SOBs.push_back(n);
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}
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} // for through sobs
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// cull DOBs
for (int n=0; n<m_DOBs.size(); n++)
{
LDob &dob = m_DOBs[n];
Spatial * pObj = dob.GetSpatial();
if (pObj)
{
bool bShow = true;
const Vector3 &pt = pObj->get_global_transform().origin;
float radius = dob.m_fRadius;
for (int p=0; p<planes.size(); p++)
{
float dist = planes[p].distance_to(pt);
//print("\t\t\t\t" + itos(p) + " : dist " + String(Variant(dist)));
if (dist > radius)
{
bShow = false;
break;
}
}
if (bShow)
{
LPRINT_RUN(1, "\tDOB " + pObj->get_name() + " visible");
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dob.m_bVisible = true;
}
else
{
LPRINT_RUN(1, "\tDOB " + pObj->get_name() + " culled");
}
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}
} // for through dobs
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// look through portals
for (int port_num=0; port_num<m_iNumPortals; port_num++)
{
int port_id = m_iFirstPortal + port_num;
const LPortal &port = manager.m_Portals[port_id];
// have we already handled the room on this frame?
// get the room pointed to by the portal
LRoom * pLinkedRoom = &manager.Portal_GetLinkedRoom(port);
// cull by portal angle to camera.
// Note we need to deal with 'side on' portals, and the camera has a spreading view, so we cannot simply dot
// the portal normal with camera direction, we need to take into account angle to the portal itself.
const Vector3 &portal_normal = port.m_Plane.normal;
LPRINT_RUN(2, "\tPORTAL " + itos (port_num) + " (" + itos(port_id) + ") " + port.get_name() + " normal " + portal_normal);
// we will dot the portal angle with a ray from the camera to the portal centre
// (there might be an even better ray direction but this will do for now)
Vector3 dir_portal = port.m_ptCentre - cam.m_ptPos;
// doesn't actually need to be normalized?
float dot = dir_portal.dot(portal_normal);
if (dot <= -0.0f) // 0.0
{
//LPRINT_RUN(2, "\t\tCULLED (wrong direction) dot is " + String(Variant(dot)) + ", dir_portal is " + dir_portal);
LPRINT_RUN(2, "\t\tCULLED (wrong direction)");
continue;
}
// is it culled by the planes?
LPortal::eClipResult overall_res = LPortal::eClipResult::CLIP_INSIDE;
// 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 we are starting this loop from 1, ASSUMING that plane zero is the near clipping plane.
// If it isn't we would need a different strategy
for (int l=1; l<planes.size(); l++)
{
LPortal::eClipResult res = port.ClipWithPlane(planes[l]);
switch (res)
{
case LPortal::eClipResult::CLIP_OUTSIDE:
overall_res = res;
break;
case LPortal::eClipResult::CLIP_PARTIAL:
overall_res = res;
break;
default: // suppress warning
break;
}
if (overall_res == LPortal::eClipResult::CLIP_OUTSIDE)
break;
}
// this portal is culled
if (overall_res == LPortal::eClipResult::CLIP_OUTSIDE)
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{
LPRINT_RUN(2, "\t\tCULLED (outside planes)");
continue;
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}
// else recurse into that portal
unsigned int uiPoolMem = manager.m_Pool.Request();
if (uiPoolMem != -1)
{
// get a vector of planes from the pool
LVector<Plane> &new_planes = manager.m_Pool.Get(uiPoolMem);
// copy the existing planes
new_planes.copy_from(planes);
// add the planes for the portal
port.AddPlanes(manager, cam.m_ptPos, new_planes);
if (pLinkedRoom)
{
pLinkedRoom->DetermineVisibility_Recursive(manager, depth + 1, cam, new_planes, port_id);
// for debugging need to reset tab depth
Lawn::LDebug::m_iTabDepth = depth;
}
// we no longer need these planes
manager.m_Pool.Free(uiPoolMem);
}
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 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");
}
} // for p through portals
}