godot-lportal/lroom_manager.cpp
2019-10-09 11:33:19 +01:00

1266 lines
29 KiB
C++

// 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_manager.h"
#include "core/engine.h"
#include "scene/3d/camera.h"
#include "scene/3d/mesh_instance.h"
#include "lroom_converter.h"
#include "ldebug.h"
#include "scene/3d/immediate_geometry.h"
#include "scene/3d/light.h"
#include "lroom.h"
LRoomManager::LRoomManager()
{
m_ID_camera = 0;
m_ID_DebugPlanes = 0;
m_uiFrameCounter = 0;
m_iLoggingLevel = 2;
m_bActive = true;
m_bFrustumOnly = false;
// to know which rooms to hide we keep track of which were shown this, and the previous frame
m_pCurr_VisibleRoomList = &m_VisibleRoomList_A;
m_pPrev_VisibleRoomList = &m_VisibleRoomList_B;
m_bDebugPlanes = false;
m_bDebugBounds = false;
m_bDebugLights = false;
}
int LRoomManager::FindClosestRoom(const Vector3 &pt) const
{
//print_line("FindClosestRoom");
int closest = -1;
float closest_dist = FLT_MAX;
// uses bounds if this is available
int closest_within = -1;
float within_dist = FLT_MAX;
for (int n=0; n<m_Rooms.size(); n++)
{
const LRoom &lroom = m_Rooms[n];
float d = pt.distance_squared_to(lroom.m_ptCentre);
if (d < closest_dist)
{
closest = n;
closest_dist = d;
}
// is there a bound?
if (lroom.m_Bound.IsActive())
{
// is it within the aabb?
if (lroom.m_AABB.has_point(pt))
{
// is it within the convex hull?
float dist = lroom.m_Bound.GetClosestDistance(pt);
// find the lowest within distance of the nearby room convex hulls
if (dist < within_dist)
{
closest_within = n;
within_dist = dist;
}
}
}
}
// some logic whether to use the hulls or the closest dist
if (within_dist < 1.0f)
{
return closest_within;
}
return closest;
}
const LRoom * LRoomManager::GetRoom(int i) const
{
if ((unsigned int) i >= m_Rooms.size())
{
WARN_PRINT_ONCE("LRoomManager::GetRoom out of range");
return 0;
}
return &m_Rooms[i];
}
LRoom * LRoomManager::GetRoom(int i)
{
if ((unsigned int) i >= m_Rooms.size())
{
WARN_PRINT_ONCE("LRoomManager::GetRoom out of range");
return 0;
}
return &m_Rooms[i];
}
LRoom &LRoomManager::Portal_GetLinkedRoom(const LPortal &port)
{
return m_Rooms[port.m_iRoomNum];
}
void LRoomManager::Obj_SetRoomNum(Node * pNode, int num)
{
pNode->set_meta("_lroom", num);
assert (Obj_GetRoomNum(pNode) == num);
}
int LRoomManager::Obj_GetRoomNum(Node * pNode) const
{
//assert (pNode->has_meta("_lroom"));
Variant v = pNode->get_meta("_lroom");
if (v.get_type() == Variant::NIL)
return -1;
return v;
}
LRoom * LRoomManager::GetRoomFromDOB(Node * pNode)
{
int iRoom = Obj_GetRoomNum(pNode);
if (iRoom == -1)
{
WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : metadata is empty");
return 0;
}
LRoom * pRoom = GetRoom(iRoom);
if (pRoom == 0)
{
WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : pRoom is NULL");
}
return pRoom;
}
// register but let LPortal know which room the dob should start in
bool LRoomManager::dob_register_hint(Node * pDOB, float radius, Node * pRoom)
{
if (!pDOB)
{
WARN_PRINT_ONCE("dob_register_hint : pDOB is NULL");
return false;
}
LPRINT(3, "dob_register_hint " + pDOB->get_name());
if (!pRoom)
{
WARN_PRINT_ONCE("dob_register_hint : pRoom is NULL");
return false;
}
int iRoom = Obj_GetRoomNum(pRoom);
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
{
WARN_PRINT_ONCE("dob_register_hint : DOB is not a spatial");
return false;
}
return DobRegister(pSpat, radius, iRoom);
}
void LRoomManager::CreateDebug()
{
ImmediateGeometry * p = memnew(ImmediateGeometry);
p->set_name("debug_planes");
add_child(p);
m_ID_DebugPlanes = p->get_instance_id();
// m_mat_Debug_Planes->set_as_toplevel(true);
m_mat_Debug_Planes = Ref<SpatialMaterial>(memnew(SpatialMaterial));
m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
// m_mat_Debug_Planes->set_line_width(6.0);
// m_mat_Debug_Planes->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
// m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
// m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
m_mat_Debug_Planes->set_albedo(Color(1, 0, 1, 1));
p->set_material_override(m_mat_Debug_Planes);
p->hide();
ImmediateGeometry * b = memnew(ImmediateGeometry);
b->set_name("debug_bounds");
add_child(b);
m_ID_DebugBounds = b->get_instance_id();
m_mat_Debug_Bounds = Ref<SpatialMaterial>(memnew(SpatialMaterial));
//m_mat_Debug_Bounds->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
m_mat_Debug_Bounds->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
m_mat_Debug_Bounds->set_cull_mode(SpatialMaterial::CULL_DISABLED);
m_mat_Debug_Bounds->set_albedo(Color(0, 0, 1, 0.4));
b->set_material_override(m_mat_Debug_Bounds);
b->hide();
{
ImmediateGeometry * b = memnew(ImmediateGeometry);
b->set_name("debug_lights");
add_child(b);
m_ID_DebugLights = b->get_instance_id();
b->set_material_override(m_mat_Debug_Bounds);
//b->hide();
}
}
ObjectID LRoomManager::DobRegister_FindVIRecursive(Node * pNode) const
{
// is the node a VI?
VisualInstance * pVI = Object::cast_to<VisualInstance>(pNode);
if (pVI)
{
// take away layer 0 from the dob, so it can be culled effectively
pVI->set_layer_mask(0);
return pVI->get_instance_id();
}
// try the children
for (int n=0; n<pNode->get_child_count(); n++)
{
ObjectID res = DobRegister_FindVIRecursive(pNode->get_child(n));
if (res)
return res;
}
return 0;
}
bool LRoomManager::DobRegister(Spatial * pDOB, float radius, int iRoom)
{
//LPRINT(3, "register_dob " + pDOB->get_name());
if (iRoom == -1)
{
WARN_PRINT_ONCE("LRoomManager::DobRegister : room ID is -1");
return false;
}
LRoom * pRoom = GetRoom(iRoom);
if (!pRoom)
return false;
// The dob is derived from spatial, but the visual instances may be children of the dob
// rather than the node itself .. we need visual instances for layer culling for shadows
LDob dob;
dob.m_ID_Spatial = pDOB->get_instance_id();
dob.m_fRadius = radius;
dob.m_ID_VI = DobRegister_FindVIRecursive(pDOB);
pRoom->DOB_Add(dob);
// save the room ID on the dob metadata
Obj_SetRoomNum(pDOB, iRoom);
// change visibility
DobChangeVisibility(pDOB, 0, pRoom);
return true;
}
bool LRoomManager::dob_register(Node * pDOB, float radius)
{
if (!pDOB)
{
WARN_PRINT_ONCE("dob_register : pDOB is NULL");
return false;
}
LPRINT(3, "dob_register " + pDOB->get_name());
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
{
WARN_PRINT_ONCE("dob_register : DOB is not a spatial");
return false;
}
Vector3 pt = pSpat->get_global_transform().origin;
int iRoomNum = FindClosestRoom(pt);
LPRINT(2, "dob_register closest room " + itos(iRoomNum));
return DobRegister(pSpat, radius, iRoomNum);
}
int LRoomManager::dob_update(Node * pDOB)
{
// find the room the object is attached to
LRoom * pRoom = GetRoomFromDOB(pDOB);
if (!pRoom)
return -1;
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
return -1;
LRoom * pNewRoom = pRoom->DOB_Update(*this, pSpat);
if (pNewRoom)
{
// remove from the list in old room and add to list in new room, and change the metadata
int iRoomNum = pNewRoom->m_RoomID;
// get dob data to move to new room
unsigned int dob_id = pRoom->DOB_Find(pDOB);
assert (dob_id != -1);
// copy across data before removing
const LDob &data = pRoom->DOB_Get(dob_id);
pNewRoom->DOB_Add(data);
// remove from old room
pRoom->DOB_Remove(dob_id);
// change visibility
DobChangeVisibility(pSpat, pRoom, pNewRoom);
// save the room ID on the dob metadata
Obj_SetRoomNum(pSpat, iRoomNum);
// new room number
return iRoomNum;
}
// still in the same room
return pRoom->m_RoomID;
}
bool LRoomManager::dob_teleport_hint(Node * pDOB, Node * pRoom)
{
if (!pDOB)
{
WARN_PRINT_ONCE("dob_teleport_hint : pDOB is NULL");
return false;
}
LPRINT(1, "dob_teleport_hint " + pDOB->get_name());
if (!pRoom)
{
WARN_PRINT_ONCE("dob_teleport_hint : pRoom is NULL");
return false;
}
int iRoom = Obj_GetRoomNum(pRoom);
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
{
WARN_PRINT_ONCE("dob_teleport_hint : DOB is not a spatial");
return false;
}
return DobTeleport(pSpat, iRoom);
}
bool LRoomManager::DobTeleport(Spatial * pDOB, int iNewRoomID)
{
// old room
LRoom * pOldRoom = GetRoomFromDOB(pDOB);
if (!pOldRoom)
{
WARN_PRINT_ONCE("LRoomManager::DobTeleport : pOldRoom is NULL");
return false;
}
if (iNewRoomID == -1)
{
WARN_PRINT_ONCE("LRoomManager::DobTeleport : iNewRoomID is -1");
return false;
}
LRoom * pNewRoom = GetRoom(iNewRoomID);
if (!pNewRoom)
return false;
// detach from old room, add to new room
// get dob data to move to new room
unsigned int dob_id = pOldRoom->DOB_Find(pDOB);
assert (dob_id != -1);
// copy across data before removing
const LDob &data = pOldRoom->DOB_Get(dob_id);
pNewRoom->DOB_Add(data);
// remove from old room
pOldRoom->DOB_Remove(dob_id);
// save the room ID on the dob metadata
Obj_SetRoomNum(pDOB, iNewRoomID);
// change visibility
DobChangeVisibility(pDOB, pOldRoom, pNewRoom);
return true;
}
// not tested...
bool LRoomManager::dob_teleport(Node * pDOB)
{
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
return false;
Vector3 pt = pSpat->get_global_transform().origin;
int iRoomNum = FindClosestRoom(pt);
//print_line("dob_teleport closest room " + itos(iRoomNum));
if (iRoomNum == -1)
return false;
return DobTeleport(pSpat, iRoomNum);
}
bool LRoomManager::dob_unregister(Node * pDOB)
{
LRoom * pRoom = GetRoomFromDOB(pDOB);
if (pRoom)
{
unsigned int dob_id = pRoom->DOB_Find(pDOB);
return pRoom->DOB_Remove(dob_id);
}
return false;
}
// common stuff for global and local light creation
bool LRoomManager::LightCreate(Light * pLight, int roomID)
{
// set culling flag for light
// 1 is for lighting objects outside the room system
pLight->set_cull_mask(1 | LRoom::LAYER_MASK_LIGHT);
// create new light
LLight l;
l.SetDefaults();
l.Hidable_Create(pLight);
l.m_GodotID = pLight->get_instance_id();
// direction
Transform tr = pLight->get_global_transform();
l.m_ptPos = tr.origin;
l.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
l.m_RoomID = roomID;
l.m_fMaxDist = pLight->get_param(Light::PARAM_SHADOW_MAX_DISTANCE);
//l.m_eType = LLight::LT_DIRECTIONAL;
//m_Lights.push_back(l);
bool bOK = false;
// what kind of light?
SpotLight * pSL = Object::cast_to<SpotLight>(pLight);
if (pSL)
{
LPRINT(2, "\tSPOTLIGHT detected " + pLight->get_name());
l.m_eType = LLight::LT_SPOTLIGHT;
l.m_fSpread = pSL->get_param(Light::PARAM_SPOT_ANGLE);
bOK = true;
}
OmniLight * pOL = Object::cast_to<OmniLight>(pLight);
if (pOL)
{
LPRINT(2, "\tOMNILIGHT detected " + pLight->get_name());
l.m_eType = LLight::LT_OMNI;
bOK = true;
}
DirectionalLight * pDL = Object::cast_to<DirectionalLight>(pLight);
if (pDL)
{
LPRINT(2, "\tDIRECTIONALLIGHT detected " + pLight->get_name());
l.m_eType = LLight::LT_DIRECTIONAL;
bOK = true;
}
// don't add if not recognised
if (!bOK)
{
LPRINT(2, "\tLIGHT type unrecognised " + pLight->get_name());
return false;
}
// turn the local light off to start with
if (!l.IsGlobal())
{
// l.Show(false);
//pLight->hide();
}
m_Lights.push_back(l);
return true;
}
bool LRoomManager::light_register(Node * pLightNode)
{
if (!pLightNode)
{
WARN_PRINT_ONCE("light_register : pLightNode is NULL");
return false;
}
LPRINT(3, "light_register " + pLightNode->get_name());
Light * pLight = Object::cast_to<Light>(pLightNode);
if (!pLight)
{
WARN_PRINT_ONCE("light_register : Node is not a light");
return false;
}
return LightCreate(pLight, -1);
// // set culling flag for light
// // 1 is for lighting objects outside the room system
// pLight->set_cull_mask(1 | LRoom::LAYER_MASK_LIGHT);
// // create new light
// LLight l;
// l.SetDefaults();
// l.m_GodotID = pLight->get_instance_id();
// // direction
// Transform tr = pLight->get_global_transform();
// l.m_ptPos = tr.origin;
// l.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
// l.m_RoomID = -1;
// l.m_eType = LLight::LT_DIRECTIONAL;
// m_Lights.push_back(l);
// return true;
}
void LRoomManager::DobChangeVisibility(Spatial * pDOB, const LRoom * pOld, const LRoom * pNew)
{
bool bVisOld = false;
bool bVisNew = false;
if (pOld)
bVisOld = pOld->IsVisible();
if (pNew)
bVisNew = pNew->IsVisible();
if (bVisOld != bVisNew)
{
if (!bVisOld)
pDOB->show();
else
pDOB->hide();
}
}
int LRoomManager::dob_get_room_id(Node * pDOB)
{
return Obj_GetRoomNum(pDOB);
}
Node * LRoomManager::rooms_get_room(int room_id)
{
const LRoom * pRoom = GetRoom(room_id);
if (!pRoom)
return NULL;
return pRoom->GetGodotRoom();
}
void LRoomManager::rooms_set_debug_lights(bool bActive)
{
m_bDebugLights = bActive;
Object * pObj = ObjectDB::get_instance(m_ID_DebugLights);
ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
if (!im)
return;
if (bActive)
im->show();
else
im->hide();
}
void LRoomManager::rooms_set_debug_bounds(bool bActive)
{
m_bDebugBounds = bActive;
Object * pObj = ObjectDB::get_instance(m_ID_DebugBounds);
ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
if (!im)
return;
if (bActive)
im->show();
else
im->hide();
}
void LRoomManager::rooms_set_debug_planes(bool bActive)
{
m_bDebugPlanes = bActive;
Object * pObj = ObjectDB::get_instance(m_ID_DebugPlanes);
ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
if (!im)
return;
if (bActive)
im->show();
else
im->hide();
}
// turn on and off culling for debugging
void LRoomManager::rooms_set_active(bool bActive)
{
if (bActive == m_bActive)
return;
m_bActive = bActive;
if (m_bActive)
{
// clear these to ensure the system is initialized
m_pCurr_VisibleRoomList->clear();
m_pPrev_VisibleRoomList->clear();
}
// show all
for (int n=0; n<m_Rooms.size(); n++)
{
LRoom &lroom = m_Rooms[n];
lroom.Debug_ShowAll(bActive);
}
for (int n=0; n<m_SOBs.size(); n++)
{
LSob &sob = m_SOBs[n];
Spatial * pS = sob.GetSpatial();
if (pS)
if (!bActive)
pS->show();
else
pS->hide();
VisualInstance * pVI = sob.GetVI();
if (pVI)
{
uint32_t mask = 0;
if (!bActive)
{
mask = LRoom::LAYER_MASK_CAMERA | LRoom::LAYER_MASK_LIGHT;
}
LRoom::SoftShow(pVI, mask);
}
}
}
void LRoomManager::rooms_set_logging(int level)
{
// 0 is no logging, 6 is max logging (i.e. reverse of the priorities in the code)
Lawn::LDebug::m_iLoggingLevel = 6-level;
}
// provide debugging output on the next frame
void LRoomManager::rooms_log_frame()
{
Lawn::LDebug::m_bRunning = false;
}
void LRoomManager::rooms_set_camera(Node * pCam)
{
m_ID_camera = 0;
if (!pCam)
return;
Camera * pCamera = Object::cast_to<Camera>(pCam);
if (!pCamera)
{
WARN_PRINT("Not a camera");
return;
}
m_ID_camera = pCam->get_instance_id();
// new .. select the cull layer
// 1 is for showing objects outside the room system
pCamera->set_cull_mask(1 | LRoom::LAYER_MASK_CAMERA);
// use this temporarily to force debug
// rooms_log_frame();
}
// convert empties and meshes to rooms and portals
void LRoomManager::rooms_convert()
{
LRoomConverter conv;
conv.Convert(*this);
}
// free memory for current set of rooms, prepare for converting a new game level
void LRoomManager::rooms_release()
{
ReleaseResources(false);
}
void LRoomManager::ReleaseResources(bool bPrepareConvert)
{
m_ShadowCasters_SOB.clear();
m_LightCasters_SOB.clear();
m_Rooms.clear(true);
m_Portals.clear(true);
m_SOBs.clear();
if (!bPrepareConvert)
m_Lights.clear();
m_ActiveLights.clear();
m_ActiveLights_prev.clear();
m_VisibleRoomList_A.clear();
m_VisibleRoomList_B.clear();
m_MasterList_SOBs.clear();
m_MasterList_SOBs_prev.clear();
m_VisibleList_SOBs.clear();
m_CasterList_SOBs.clear();
}
// debugging emulate view frustum
void LRoomManager::FrameUpdate_FrustumOnly()
{
// NYI
}
void LRoomManager::FrameUpdate_Prepare()
{
if (m_bDebugPlanes)
m_DebugPlanes.clear();
// clear the visible room list to write to each frame
m_pCurr_VisibleRoomList->clear();
// keep previous
m_BF_master_SOBs_prev.CopyFrom(m_BF_master_SOBs);
m_BF_master_SOBs.Blank();
// note this can be done more efficiently with swapping pointer
m_MasterList_SOBs_prev.copy_from(m_MasterList_SOBs);
m_VisibleList_SOBs.clear();
m_CasterList_SOBs.clear();
m_MasterList_SOBs.clear();
m_BF_caster_SOBs.Blank();
m_BF_visible_SOBs.Blank();
// lights
m_BF_ActiveLights_prev.CopyFrom(m_BF_ActiveLights);
m_ActiveLights_prev.copy_from(m_ActiveLights);
m_ActiveLights.clear();
m_BF_ActiveLights.Blank();
// as we hit visible rooms we will mark them in a bitset, so we can hide any rooms
// that are showing that haven't been hit this frame
m_BF_visible_rooms.Blank();
// reset the planes pool for another frame
m_Pool.Reset();
}
void LRoomManager::FrameUpdate()
{
if (Engine::get_singleton()->is_editor_hint())
{
WARN_PRINT_ONCE("LRoomManager::FrameUpdate should not be called in editor");
return;
}
// could turn off internal processing? not that important
if (!m_bActive)
return;
if (m_bFrustumOnly)
{
// debugging emulate view frustum
FrameUpdate_FrustumOnly();
return;
}
// we keep a frame counter to prevent visiting things multiple times on the same frame in recursive functions
m_uiFrameCounter++;
LPRINT(5, "\nFRAME " + itos(m_uiFrameCounter));
FrameUpdate_Prepare();
// get the camera desired and make into lcamera
Camera * pCamera = 0;
if (m_ID_camera)
{
Object *pObj = ObjectDB::get_instance(m_ID_camera);
pCamera = Object::cast_to<Camera>(pObj);
}
else
// camera not set .. do nothing
return;
// camera not a camera?? shouldn't happen but we'll check
if (!pCamera)
return;
// Which room is the camera currently in?
LRoom * pRoom = GetRoomFromDOB(pCamera);
if (!pRoom)
{
WARN_PRINT_ONCE("LRoomManager::FrameUpdate : Camera is not in an LRoom");
return;
}
// lcamera contains the info needed for culling
LCamera cam;
cam.m_ptPos = Vector3(0, 0, 0);
cam.m_ptDir = Vector3 (-1, 0, 0);
// the first set of planes are allocated and filled with the view frustum planes
// Note that the visual server doesn't actually need to do view frustum culling as a result...
// (but is still doing it for now)
unsigned int pool_member = m_Pool.Request();
assert (pool_member != -1);
LVector<Plane> &planes = m_Pool.Get(pool_member);
planes.clear();
// get the camera desired and make into lcamera
assert (pCamera);
Transform tr = pCamera->get_global_transform();
cam.m_ptPos = tr.origin;
cam.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
// luckily godot already has a function to return a list of the camera clipping planes
planes.copy_from(pCamera->get_frustum());
// the whole visibility algorithm is recursive, spreading out from the camera room,
// rendering through any portals in view into other rooms, etc etc
pRoom->DetermineVisibility_Recursive(*this, 0, cam, planes);
// finally hide all the rooms that are currently visible but not in the visible bitfield as having been hit
FrameUpdate_FinalizeRooms();
FrameUpdate_AddShadowCasters();
FrameUpdate_CreateMasterList();
// set soft visibility of objects within visible rooms
FrameUpdate_FinalizeVisibility_WithinRooms();
FrameUpdate_FinalizeVisibility_SoftShow();
// swap the current and previous visible room list
LVector<int> * pTemp = m_pCurr_VisibleRoomList;
m_pCurr_VisibleRoomList = m_pPrev_VisibleRoomList;
m_pPrev_VisibleRoomList = pTemp;
// draw debug
FrameUpdate_DrawDebug(cam, *pRoom);
// when running, emit less debugging output so as not to choke the IDE
Lawn::LDebug::m_bRunning = true;
}
void LRoomManager::FrameUpdate_FinalizeRooms()
{
// finally hide all the rooms that are currently visible but not in the visible bitfield as having been hit
// to get started
if (!m_pPrev_VisibleRoomList->size())
{
// NOTE this will be done more efficiently, but is okay to start with
for (int n=0; n<m_Rooms.size(); n++)
{
if (!m_BF_visible_rooms.GetBit(n))
{
m_Rooms[n].Room_MakeVisible(false);
}
}
}
else
{
// hide all rooms that were visible last frame but aren't visible this frame
for (int n=0; n<m_pPrev_VisibleRoomList->size(); n++)
{
int r = (*m_pPrev_VisibleRoomList)[n];
if (!m_BF_visible_rooms.GetBit(r))
m_Rooms[r].Room_MakeVisible(false);
}
}
}
// to optimize just 1 call to the visual server, we want a list of all sobs that are either visible or casters
// this allows 1 call to show / hide, and 1 call to layer flags
void LRoomManager::FrameUpdate_CreateMasterList()
{
for (int n=0; n<m_VisibleList_SOBs.size(); n++)
{
int sob_id = m_VisibleList_SOBs[n];
m_MasterList_SOBs.push_back(sob_id);
m_BF_master_SOBs.SetBit(sob_id, true);
}
for (int n=0; n<m_CasterList_SOBs.size(); n++)
{
int sob_id = m_CasterList_SOBs[n];
// if not already on master list
if (m_BF_master_SOBs.GetBit(sob_id) == 0)
{
m_MasterList_SOBs.push_back(sob_id);
m_BF_master_SOBs.SetBit(sob_id, true);
}
}
}
void LRoomManager::FrameUpdate_AddShadowCasters()
{
// simple for the moment, add all objects in visible rooms as casters if they are not already visible
for (int n=0; n<m_pCurr_VisibleRoomList->size(); n++)
{
int r = (*m_pCurr_VisibleRoomList)[n];
m_Rooms[r].AddShadowCasters(*this);
}
LPRINT(2, "TOTAL shadow casters " + itos(m_CasterList_SOBs.size()));
}
void LRoomManager::FrameUpdate_FinalizeVisibility_SoftShow()
{
// apply the appropriate soft show for each sob in the render list
int nSOBs = m_MasterList_SOBs.size();
for (int n=0; n<nSOBs; n++)
{
int ID = m_MasterList_SOBs[n];
const LSob &sob = m_SOBs[ID];
VisualInstance * pVI = sob.GetVI();
if (pVI)
{
//SoftShow(pVI, sob.m_bSOBVisible);
bool bVisible = m_BF_visible_SOBs.GetBit(ID) != 0;
bool bCaster = m_BF_caster_SOBs.GetBit(ID) != 0;
uint32_t flags = 0;
if (bVisible) flags |= LRoom::LAYER_MASK_CAMERA;
if (bCaster) flags |= LRoom::LAYER_MASK_LIGHT;
LRoom::SoftShow(pVI, flags);
}
}
// lights
for (int n=0; n<m_ActiveLights.size(); n++)
{
int lid = m_ActiveLights[n];
if (!m_BF_ActiveLights_prev.GetBit(lid))
{
LLight &light = m_Lights[lid];
light.Show(true);
Light * pLight = light.GetGodotLight();
if (pLight)
{
//Lawn::LDebug::print("Showing light " + itos (n));
//pLight->show();
// FIX GODOT BUG - light cull mask is not preserved when hiding and showing
// set culling flag for light
// 1 is for lighting objects outside the room system
//pLight->set_shadow(false);
//pLight->set_shadow(true);
//pLight->set_cull_mask(1 | LRoom::LAYER_MASK_LIGHT);
Vector3 ptBugFix = pLight->get_translation();
pLight->set_translation(ptBugFix);
}
}
}
for (int n=0; n<m_ActiveLights_prev.size(); n++)
{
int lid = m_ActiveLights_prev[n];
if (!m_BF_ActiveLights.GetBit(lid))
{
LLight &light = m_Lights[lid];
light.Show(false);
// Light * pLight = light.GetGodotLight();
// if (pLight)
// {
// //Lawn::LDebug::print("Hiding light " + itos (n));
// pLight->hide();
// }
}
}
}
void LRoomManager::FrameUpdate_FinalizeVisibility_WithinRooms()
{
// and hide all the dobs that are in visible rooms that haven't been made visible
// if (m_pCurr_VisibleRoomList->size() == 0)
// print_line("WARNING : vis room list size is 0");
for (int n=0; n<m_pCurr_VisibleRoomList->size(); n++)
{
int r = (*m_pCurr_VisibleRoomList)[n];
m_Rooms[r].FinalizeVisibility(*this);
}
// NEW shows and hides dobs according to the difference between the current and previous master list
for (int n=0; n<m_MasterList_SOBs_prev.size(); n++)
{
int ID = m_MasterList_SOBs_prev[n];
if (m_BF_master_SOBs.GetBit(ID) == 0)
{
LSob &sob = m_SOBs[ID];
sob.Show(false);
}
}
// show all in current master list
for (int n=0; n<m_MasterList_SOBs.size(); n++)
{
int ID = m_MasterList_SOBs[n];
LSob &sob = m_SOBs[ID];
// show / hide is relatively expensive because of propagating messages between nodes ...
// should be minimized
sob.Show(true);
// see how expensive show is
// for (int t=0; t<10000; t++)
// {
// sob.Show(false);
// sob.Show(true);
// }
}
}
void LRoomManager::FrameUpdate_DrawDebug(const LCamera &cam, const LRoom &lroom)
{
// light portal planes
if (m_bDebugLights)
{
Object * pObj = ObjectDB::get_instance(m_ID_DebugLights);
ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
if (!im)
return;
im->clear();
im->begin(Mesh::PRIMITIVE_TRIANGLES, NULL);
int nVerts = m_DebugPortalLightPlanes.size();
for (int n=0; n<nVerts; n++)
{
im->add_vertex(m_DebugPortalLightPlanes[n]);
}
im->end();
}
if (m_bDebugPlanes)
{
Vector3 ptCam = cam.m_ptPos;
// slight adjustment to prevent parallel lines in viewport
ptCam += (cam.m_ptDir * 0.1f);
Object * pObj = ObjectDB::get_instance(m_ID_DebugPlanes);
ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
if (!im)
return;
im->clear();
im->begin(Mesh::PRIMITIVE_LINES, NULL);
int nVerts = m_DebugPlanes.size();
for (int n=0; n<nVerts; n++)
{
im->add_vertex(ptCam);
im->add_vertex(m_DebugPlanes[n]);
}
im->end();
}
// if debug bounds are on and there is a bound for this room
const Geometry::MeshData &md = lroom.m_Bound_MeshData;
if (m_bDebugBounds && md.faces.size())
{
Object * pObj = ObjectDB::get_instance(m_ID_DebugBounds);
ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
if (!im)
return;
im->clear();
im->begin(Mesh::PRIMITIVE_TRIANGLES, NULL);
for (int n=0; n<md.faces.size(); n++)
{
const Geometry::MeshData::Face &f = md.faces[n];
int numTris = f.indices.size() - 2;
for (int t=0; t<numTris; t++)
{
im->set_normal(f.plane.normal);
im->add_vertex(md.vertices[f.indices[0]]);
im->add_vertex(md.vertices[f.indices[t+1]]);
im->add_vertex(md.vertices[f.indices[t+2]]);
}
}
im->end();
}
}
void LRoomManager::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
// turn on process, unless we are in the editor
if (!Engine::get_singleton()->is_editor_hint())
{
set_process_internal(true);
CreateDebug();
}
else
set_process_internal(false);
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
FrameUpdate();
} break;
}
}
void LRoomManager::_bind_methods()
{
// main functions
ClassDB::bind_method(D_METHOD("rooms_convert"), &LRoomManager::rooms_convert);
ClassDB::bind_method(D_METHOD("rooms_release"), &LRoomManager::rooms_release);
ClassDB::bind_method(D_METHOD("rooms_set_camera"), &LRoomManager::rooms_set_camera);
ClassDB::bind_method(D_METHOD("rooms_get_room"), &LRoomManager::rooms_get_room);
// debugging
ClassDB::bind_method(D_METHOD("rooms_set_logging"), &LRoomManager::rooms_set_logging);
ClassDB::bind_method(D_METHOD("rooms_log_frame"), &LRoomManager::rooms_log_frame);
ClassDB::bind_method(D_METHOD("rooms_set_active"), &LRoomManager::rooms_set_active);
ClassDB::bind_method(D_METHOD("rooms_set_debug_planes"), &LRoomManager::rooms_set_debug_planes);
ClassDB::bind_method(D_METHOD("rooms_set_debug_bounds"), &LRoomManager::rooms_set_debug_bounds);
ClassDB::bind_method(D_METHOD("rooms_set_debug_lights"), &LRoomManager::rooms_set_debug_lights);
// functions to add dynamic objects to the culling system
// Note that these should not be placed directly in rooms, the system will 'soft link' to them
// so they can be held, e.g. in pools elsewhere in the scene graph
ClassDB::bind_method(D_METHOD("dob_register"), &LRoomManager::dob_register);
ClassDB::bind_method(D_METHOD("dob_unregister"), &LRoomManager::dob_unregister);
ClassDB::bind_method(D_METHOD("dob_update"), &LRoomManager::dob_update);
ClassDB::bind_method(D_METHOD("dob_teleport"), &LRoomManager::dob_teleport);
ClassDB::bind_method(D_METHOD("dob_register_hint"), &LRoomManager::dob_register_hint);
ClassDB::bind_method(D_METHOD("dob_teleport_hint"), &LRoomManager::dob_teleport_hint);
ClassDB::bind_method(D_METHOD("dob_get_room_id"), &LRoomManager::dob_get_room_id);
ClassDB::bind_method(D_METHOD("light_register"), &LRoomManager::light_register);
}