mirror of
https://github.com/Relintai/godot-lportal.git
synced 2024-11-11 10:52:09 +01:00
1266 lines
31 KiB
C++
1266 lines
31 KiB
C++
// Copyright (c) 2019 Lawnjelly
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "lroom_converter.h"
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#include "lroom_manager.h"
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#include "lportal.h"
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#include "scene/3d/mesh_instance.h"
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#include "core/math/quick_hull.h"
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#include "ldebug.h"
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#include "scene/3d/light.h"
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// save typing, I am lazy
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#define LMAN m_pManager
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#define LROOMLIST m_pRoomList
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void LRoomConverter::Convert(LRoomManager &manager, bool bVerbose, bool bPreparationRun, bool bDeleteLights)
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{
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m_bFinalRun = (bPreparationRun == false);
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m_bDeleteLights = bDeleteLights;
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// This just is simply used to set how much debugging output .. more during conversion, less during running
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// except when requested by explicitly clearing this flag.
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Lawn::LDebug::m_bRunning = (bVerbose == false);
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// test pool vector
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// PoolVector<Vector2> arr;
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// arr.append(Vector2(0, 0));
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// arr.append(Vector2(1, 0));
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// arr.append(Vector2(2, 0));
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// arr.insert(1, arr[1]);
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// LPRINT(5, "DEBUG POOLVECTOR");
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// for (int n=0; n<arr.size(); n++)
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// {
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// LPRINT(2, String(Variant(arr[n])));
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// }
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if (!m_bFinalRun)
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{
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LPRINT(5, "running convert PREPARATION RUN");
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}
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else
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{
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LPRINT(5, "running convert");
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}
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LMAN = &manager;
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LROOMLIST = manager.GetRoomList();
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// force clear all arrays
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manager.ReleaseResources(true);
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int count = CountRooms();
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int num_global_lights = LMAN->m_Lights.size();
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// make sure bitfield is right size for number of rooms
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LMAN->m_BF_visible_rooms.Create(count);
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LMAN->m_Rooms.resize(count);
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m_TempRooms.clear(true);
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m_TempRooms.resize(count);
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Convert_Rooms();
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Convert_Portals();
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Convert_Bounds();
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// make sure manager bitfields are the correct size for number of objects
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int num_sobs = LMAN->m_SOBs.size();
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LPRINT(5,"Total SOBs " + itos(num_sobs));
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LMAN->m_BF_caster_SOBs.Create(num_sobs);
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LMAN->m_BF_visible_SOBs.Create(num_sobs);
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LMAN->m_BF_master_SOBs.Create(num_sobs);
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LMAN->m_BF_master_SOBs_prev.Create(num_sobs);
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LMAN->m_BF_ActiveLights.Create(LMAN->m_Lights.size());
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LMAN->m_BF_ActiveLights_prev.Create(LMAN->m_Lights.size());
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// must be done after the bitfields
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Convert_Lights();
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Convert_ShadowCasters();
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// hide all in preparation for first frame
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//LMAN->ShowAll(false);
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// temp rooms no longer needed
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m_TempRooms.clear(true);
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// clear out the local room lights, leave only global lights
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//LMAN->m_Lights.resize(num_global_lights);
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Lawn::LDebug::m_bRunning = true;
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}
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void LRoomConverter::Convert_Rooms()
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{
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LPRINT(5,"Convert_Rooms");
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// first find all room empties and convert to LRooms
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int count = 0;
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for (int n=0; n<LROOMLIST->get_child_count(); n++)
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{
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Node * pChild = LROOMLIST->get_child(n);
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if (!Node_IsRoom(pChild))
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continue;
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Spatial * pSpat = Object::cast_to<Spatial>(pChild);
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assert (pSpat);
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Convert_Room(pSpat, count++);
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}
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}
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int LRoomConverter::FindRoom_ByName(String szName) const
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{
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for (int n=0; n<LMAN->m_Rooms.size(); n++)
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{
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if (LMAN->m_Rooms[n].m_szName == szName)
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return n;
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}
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return -1;
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}
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void LRoomConverter::Convert_Room_SetDefaultCullMask_Recursive(Node * pParent)
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{
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int nChildren = pParent->get_child_count();
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for (int n=0; n<nChildren; n++)
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{
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Node * pChild = pParent->get_child(n);
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// default cull mask should always be visible to camera and lights
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VisualInstance * pVI = Object::cast_to<VisualInstance>(pChild);
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if (pVI)
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{
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// LRoom::SoftShow(pVI, LRoom::LAYER_MASK_CAMERA | LRoom::LAYER_MASK_LIGHT);
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}
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Convert_Room_SetDefaultCullMask_Recursive(pChild);
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}
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}
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void LRoomConverter::Convert_Room_FindObjects_Recursive(Node * pParent, LRoom &lroom, LAABB &bb_room)
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{
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int nChildren = pParent->get_child_count();
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for (int n=0; n<nChildren; n++)
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{
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Node * pChild = pParent->get_child(n);
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// we are not interested in portal meshes, as they will be deleted later in conversion
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if (Node_IsPortal(pChild))
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continue;
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// we can optionally ignore nodes (they will still be shown / hidden with the room though)
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if (Node_IsIgnore(pChild))
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continue;
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// not interested in bounds
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if (Node_IsBound(pChild))
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continue;
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// lights
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if (Node_IsLight(pChild))
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{
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LRoom_DetectedLight(lroom, pChild);
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continue;
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}
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VisualInstance * pVI = Object::cast_to<VisualInstance>(pChild);
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if (pVI)
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{
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LPRINT(2, "\t\tFound VI : " + pVI->get_name());
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// update bound to find centre of room roughly
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AABB bb = pVI->get_transformed_aabb();
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bb_room.ExpandToEnclose(bb);
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// store some info about the static object for use at runtime
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LSob sob;
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sob.m_ID = pVI->get_instance_id();
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sob.m_aabb = bb;
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sob.Hidable_Create(pChild);
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//lroom.m_SOBs.push_back(sob);
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LRoom_PushBackSOB(lroom, sob);
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// take away layer 0 from the sob, so it can be culled effectively
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if (m_bFinalRun)
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{
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pVI->set_layer_mask(0);
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}
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}
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else
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{
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// not visual instances
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}
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// does it have further children?
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Convert_Room_FindObjects_Recursive(pChild, lroom, bb_room);
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}
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}
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bool LRoomConverter::Convert_Room(Spatial * pNode, int lroomID)
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{
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// get the room part of the name
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String szFullName = pNode->get_name();
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String szRoom = LPortal::FindNameAfter(pNode, "room_");
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LPRINT(4, "Convert_Room : " + szFullName);
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// get a reference to the lroom we are writing to
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LRoom &lroom = LMAN->m_Rooms[lroomID];
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// store the godot room
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lroom.m_GodotID = pNode->get_instance_id();
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lroom.m_RoomID = lroomID;
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// save the room ID on the godot room metadata
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// This is used when registering DOBs and teleporting them with hints
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// i.e. the Godot room is used to lookup the room ID of the startroom.
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LMAN->Obj_SetRoomNum(pNode, lroomID);
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// create a new LRoom to exchange the children over to, and delete the original empty
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lroom.m_szName = szRoom;
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// keep a running bounding volume as we go through the visual instances
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// to determine the overall bound of the room
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LAABB bb_room;
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bb_room.SetToMaxOpposite();
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// set default cull masks
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Convert_Room_SetDefaultCullMask_Recursive(pNode);
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// recursively find statics
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Convert_Room_FindObjects_Recursive(pNode, lroom, bb_room);
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// store the lroom centre and bound
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lroom.m_ptCentre = bb_room.FindCentre();
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// bound (untested)
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lroom.m_AABB.position = bb_room.m_ptMins;
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lroom.m_AABB.size = bb_room.m_ptMaxs - bb_room.m_ptMins;
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LPRINT(2, "\t\t\t" + String(lroom.m_szName) + " centre " + lroom.m_ptCentre);
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return true;
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}
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bool LRoomConverter::Bound_AddPlaneIfUnique(LVector<Plane> &planes, const Plane &p)
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{
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for (int n=0; n<planes.size(); n++)
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{
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const Plane &o = planes[n];
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// this is a fudge factor for how close planes can be to be considered the same ...
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// to prevent ridiculous amounts of planes
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const float d = 0.08f;
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if (fabs(p.d - o.d) > d) continue;
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float dot = p.normal.dot(o.normal);
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if (dot < 0.98f) continue;
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// match!
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return false;
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}
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// test
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// Vector3 va(1, 0, 0);
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// Vector3 vb(1, 0.2, 0);
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// vb.normalize();
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// float dot = va.dot(vb);
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// print("va dot vb is " + String(Variant(dot)));
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// is unique
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// print("\t\t\t\tAdding bound plane : " + p);
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planes.push_back(p);
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return true;
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}
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bool LRoomConverter::Convert_Bound(LRoom &lroom, MeshInstance * pMI)
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{
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LPRINT(2, "\tCONVERT_BOUND : '" + pMI->get_name() + "' for room '" + lroom.get_name() + "'");
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// some godot jiggery pokery to get the mesh verts in local space
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Ref<Mesh> rmesh = pMI->get_mesh();
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Array arrays = rmesh->surface_get_arrays(0);
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PoolVector<Vector3> p_vertices = arrays[VS::ARRAY_VERTEX];
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// convert to world space
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Transform trans = pMI->get_global_transform();
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Vector<Vector3> points;
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for (int n=0; n<p_vertices.size(); n++)
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{
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Vector3 ptWorld = trans.xform(p_vertices[n]);
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points.push_back(ptWorld);
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// expand the room AABB to make sure it encompasses the bound
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lroom.m_AABB.expand_to(ptWorld);
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}
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if (points.size() > 3)
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{
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Geometry::MeshData md;
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Error err = QuickHull::build(points, md);
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if (err == OK)
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{
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// get the planes
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for (int n=0; n<md.faces.size(); n++)
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{
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const Plane &p = md.faces[n].plane;
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Bound_AddPlaneIfUnique(lroom.m_Bound.m_Planes, p);
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}
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LPRINT(2, "\t\t\tcontained " + itos(lroom.m_Bound.m_Planes.size()) + " planes.");
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// make a copy of the mesh data for debugging
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// note this could be avoided in release builds? NYI
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lroom.m_Bound_MeshData = md;
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// for (int f=0; f<md.faces.size(); f++)
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// {
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// String sz;
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// sz = "face " + itos (f) + ", indices ";
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// for (int i=0; i<md.faces[f].indices.size(); i++)
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// {
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// sz += itos(md.faces[f].indices[i]) + ", ";
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// }
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// LPRINT(2, sz);
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// }
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return true;
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}
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}
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return false;
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}
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// hide all in preparation for first frame
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//void LRoomConverter::Convert_HideAll()
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//{
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// for (int n=0; n<LMAN->m_SOBs.size(); n++)
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// {
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// LSob &sob = LMAN->m_SOBs[n];
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// sob.Show(false);
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// }
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// // hide all lights that are non global
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// for (int n=0; n<LMAN->m_Lights.size(); n++)
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// {
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// LLight &light = LMAN->m_Lights[n];
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// if (!light.IsGlobal())
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// light.Show(false);
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// }
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//}
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void LRoomConverter::Convert_Lights()
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{
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// trace local lights out from rooms and add to each room the light affects
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for (int n=0; n<LMAN->m_Lights.size(); n++)
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{
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LLight &l = LMAN->m_Lights[n];
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if (l.IsGlobal())
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continue; // ignore globals .. affect all rooms
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Light_Trace(n);
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}
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}
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void LRoomConverter::Light_Trace(int iLightID)
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{
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// blank this each time as it is used to create the list of casters
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LMAN->m_BF_caster_SOBs.Blank();
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// get the light
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LLight &l = LMAN->m_Lights[iLightID];
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LPRINT(5,"\nLight_Trace " + itos (iLightID) + " direction " + l.m_ptDir);
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// reset the planes pool for each render out from the source room
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LMAN->m_Pool.Reset();
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// the first set of planes are blank
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unsigned int pool_member = LMAN->m_Pool.Request();
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assert (pool_member != -1);
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LVector<Plane> &planes = LMAN->m_Pool.Get(pool_member);
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planes.clear();
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Lawn::LDebug::m_iTabDepth = 0;
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Light_TraceRecursive(0, LMAN->m_Rooms[l.m_RoomID], l, iLightID, planes);
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}
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void LRoomConverter::Light_TraceRecursive(int depth, LRoom &lroom, LLight &light, int iLightID, const LVector<Plane> &planes)
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{
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// prevent too much depth
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if (depth > 8)
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{
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LPRINT_RUN(2, "\t\t\tLight_TraceRecursive DEPTH LIMIT REACHED");
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return;
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}
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Lawn::LDebug::m_iTabDepth = depth;
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LPRINT_RUN(2, "ROOM " + lroom.get_name() + " affected by local light");
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// add to the local lights affecting this room
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// already in list?
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bool bAlreadyInList = false;
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for (int n=0; n<lroom.m_LocalLights.size(); n++)
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{
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if (lroom.m_LocalLights[n] == iLightID)
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{
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bAlreadyInList = true;
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break;
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}
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}
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// add to local lights if not already in list
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if (!bAlreadyInList)
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{
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lroom.m_LocalLights.push_back(iLightID);
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}
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// add each light caster that is within the planes to the light caster list
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// clip all objects in this room to the clipping planes
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int last_sob = lroom.m_iFirstSOB + lroom.m_iNumSOBs;
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for (int n=lroom.m_iFirstSOB; n<last_sob; n++)
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{
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LSob &sob = LMAN->m_SOBs[n];
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//LPRINT_RUN(2, "sob " + itos(n) + " " + sob.GetSpatial()->get_name());
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// already determined to be visible through another portal
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// if (LMAN->m_BF_caster_SOBs.GetBit(n))
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// {
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// //LPRINT_RUN(2, "\talready visible");
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// continue;
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// }
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bool bShow = true;
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// estimate the radius .. for now
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const AABB &bb = sob.m_aabb;
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// print("\t\t\tculling object " + pObj->get_name());
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for (int p=0; p<planes.size(); p++)
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{
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// float dist = planes[p].distance_to(pt);
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// print("\t\t\t\t" + itos(p) + " : dist " + String(Variant(dist)));
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float r_min, r_max;
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bb.project_range_in_plane(planes[p], r_min, r_max);
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// print("\t\t\t\t" + itos(p) + " : r_min " + String(Variant(r_min)) + ", r_max " + String(Variant(r_max)));
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if (r_min > 0.0f)
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{
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bShow = false;
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break;
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}
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}
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if (bShow)
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{
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Light_AddCaster_SOB(light, n);
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}
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} // for through sobs
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// look through every portal out
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for (int n=0; n<lroom.m_iNumPortals; n++)
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{
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int portalID = lroom.m_iFirstPortal + n;
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const LPortal &port = LMAN->m_Portals[portalID];
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LPRINT_RUN(2, "\tPORTAL " + itos (n) + " (" + itos(portalID) + ") " + port.get_name() + " normal " + port.m_Plane.normal);
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float dot = port.m_Plane.normal.dot(light.m_ptDir);
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if (dot <= 0.0f)
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{
|
|
LPRINT_RUN(2, "\t\tCULLED (wrong direction)");
|
|
continue;
|
|
}
|
|
|
|
// is it culled by the planes?
|
|
LPortal::eClipResult overall_res = LPortal::eClipResult::CLIP_INSIDE;
|
|
|
|
// cull portal with planes
|
|
for (int l=0; 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)
|
|
{
|
|
LPRINT_RUN(2, "\t\tCULLED (outside planes)");
|
|
continue;
|
|
}
|
|
|
|
|
|
LRoom &linked_room = LMAN->Portal_GetLinkedRoom(port);
|
|
|
|
|
|
// recurse into that portal
|
|
unsigned int uiPoolMem = LMAN->m_Pool.Request();
|
|
if (uiPoolMem != -1)
|
|
{
|
|
// get a vector of planes from the pool
|
|
LVector<Plane> &new_planes = LMAN->m_Pool.Get(uiPoolMem);
|
|
|
|
// copy the existing planes
|
|
new_planes.copy_from(planes);
|
|
|
|
// add the planes for the portal
|
|
port.AddLightPlanes(*LMAN, light, new_planes, false);
|
|
|
|
Light_TraceRecursive(depth + 1, linked_room, light, iLightID, new_planes);
|
|
// for debugging need to reset tab depth
|
|
Lawn::LDebug::m_iTabDepth = depth;
|
|
|
|
// we no longer need these planes
|
|
LMAN->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("LRoom_FindShadowCasters_Recursive : Planes pool is empty");
|
|
}
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void LRoomConverter::Convert_ShadowCasters()
|
|
{
|
|
int nLights = LMAN->m_Lights.size();
|
|
LPRINT(5,"\nConvert_ShadowCasters ... numlights " + itos (nLights));
|
|
|
|
|
|
for (int l=0; l<nLights; l++)
|
|
{
|
|
const LLight &light = LMAN->m_Lights[l];
|
|
String sz = "Light " + itos (l);
|
|
if (light.IsGlobal())
|
|
sz += " GLOBAL";
|
|
else
|
|
sz += " LOCAL from room " + itos(light.m_RoomID);
|
|
|
|
LPRINT(5, sz + " direction " + light.m_ptDir);
|
|
|
|
for (int n=0; n<LMAN->m_Rooms.size(); n++)
|
|
{
|
|
LRoom &lroom = LMAN->m_Rooms[n];
|
|
|
|
// global lights affect every room
|
|
bool bAffectsRoom = true;
|
|
|
|
// if the light is local, does it affect this room?
|
|
if (!light.IsGlobal())
|
|
{
|
|
// a local light .. does it affect this room?
|
|
bAffectsRoom = false;
|
|
for (int i=0; i<lroom.m_LocalLights.size(); i++)
|
|
{
|
|
// if the light id is found among the local lights for this room
|
|
if (lroom.m_LocalLights[i] == l)
|
|
{
|
|
bAffectsRoom = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bAffectsRoom)
|
|
{
|
|
LPRINT(2,"\n\tAFFECTS room " + itos(n) + ", " + lroom.get_name());
|
|
LRoom_FindShadowCasters_FromLight(lroom, light);
|
|
//LRoom_FindShadowCasters(lroom, l, light);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void LRoomConverter::Convert_Bounds()
|
|
{
|
|
for (int n=0; n<LMAN->m_Rooms.size(); n++)
|
|
{
|
|
LRoom &lroom = LMAN->m_Rooms[n];
|
|
|
|
//print("DetectBounds from room " + lroom.get_name());
|
|
|
|
Spatial * pGRoom = lroom.GetGodotRoom();
|
|
assert (pGRoom);
|
|
|
|
|
|
for (int n=0; n<pGRoom->get_child_count(); n++)
|
|
{
|
|
Node * pChild = pGRoom->get_child(n);
|
|
|
|
if (Node_IsBound(pChild))
|
|
{
|
|
MeshInstance * pMesh = Object::cast_to<MeshInstance>(pChild);
|
|
assert (pMesh);
|
|
Convert_Bound(lroom, pMesh);
|
|
|
|
// delete the mesh
|
|
pGRoom->remove_child(pChild);
|
|
pChild->queue_delete();
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void LRoomConverter::Convert_Portals()
|
|
{
|
|
for (int pass=0; pass<3; pass++)
|
|
{
|
|
LPRINT(2, "Convert_Portals pass " + itos(pass));
|
|
LPRINT(2, "");
|
|
|
|
for (int n=0; n<LMAN->m_Rooms.size(); n++)
|
|
{
|
|
LRoom &lroom = LMAN->m_Rooms[n];
|
|
LTempRoom &troom = m_TempRooms[n];
|
|
|
|
switch (pass)
|
|
{
|
|
case 0:
|
|
LRoom_DetectPortalMeshes(lroom, troom);
|
|
break;
|
|
case 1:
|
|
LRoom_MakePortalsTwoWay(lroom, troom, n);
|
|
break;
|
|
case 2:
|
|
LRoom_MakePortalFinalList(lroom, troom);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
int LRoomConverter::CountRooms()
|
|
{
|
|
int nChildren = LROOMLIST->get_child_count();
|
|
int count = 0;
|
|
|
|
for (int n=0; n<nChildren; n++)
|
|
{
|
|
if (Node_IsRoom(LROOMLIST->get_child(n)))
|
|
count++;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
|
|
// find all objects that cast shadows onto the objects in this room
|
|
//void LRoomConverter::LRoom_FindShadowCasters(LRoom &lroom, int lightID, const LLight &light)
|
|
//{
|
|
// // each global light, and each light affecting this room
|
|
// for (int n=0; n<LMAN->m_Lights.size(); n++)
|
|
// {
|
|
// // if the light is not a global light, we are only interested if it emits from this room
|
|
// const LLight &l = LMAN->m_Lights[n];
|
|
|
|
// bool bAffectsRoom = true;
|
|
// if (l.m_RoomID != -1)
|
|
// {
|
|
// // a local light .. does it affect this room?
|
|
// bAffectsRoom = false;
|
|
// for (int i=0; i<lroom.m_LocalLights.size(); i++)
|
|
// {
|
|
// // if the light id is found among the local lights for this room
|
|
// if (lroom.m_LocalLights[i] == n)
|
|
// {
|
|
// bAffectsRoom = true;
|
|
// break;
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// if (bAffectsRoom)
|
|
// LRoom_FindShadowCasters_FromLight(lroom, l);
|
|
// }
|
|
|
|
|
|
// return;
|
|
//}
|
|
|
|
void LRoomConverter::Light_AddCaster_SOB(LLight &light, int sobID)
|
|
{
|
|
// we will reuse the rendering bitflags for shadow casters for this ... to check for double entries (fnaa fnaa)
|
|
if (LMAN->m_BF_caster_SOBs.GetBit(sobID))
|
|
return;
|
|
|
|
|
|
LPRINT_RUN(2, "\t\t\tLightCaster " + itos(sobID));
|
|
|
|
LMAN->m_BF_caster_SOBs.SetBit(sobID, true);
|
|
|
|
|
|
// first?
|
|
if (!light.m_NumCasters)
|
|
light.m_FirstCaster = LMAN->m_LightCasters_SOB.size();
|
|
|
|
LMAN->m_LightCasters_SOB.push_back(sobID);
|
|
light.m_NumCasters++;
|
|
}
|
|
|
|
|
|
void LRoomConverter::LRoom_AddShadowCaster_SOB(LRoom &lroom, int sobID)
|
|
{
|
|
// we will reuse the rendering bitflags for shadow casters for this ... to check for double entries (fnaa fnaa)
|
|
if (LMAN->m_BF_caster_SOBs.GetBit(sobID))
|
|
return;
|
|
|
|
LMAN->m_BF_caster_SOBs.SetBit(sobID, true);
|
|
|
|
// first?
|
|
if (!lroom.m_iNumShadowCasters_SOB)
|
|
lroom.m_iFirstShadowCaster_SOB = LMAN->m_ShadowCasters_SOB.size();
|
|
|
|
LMAN->m_ShadowCasters_SOB.push_back(sobID);
|
|
lroom.m_iNumShadowCasters_SOB++;
|
|
}
|
|
|
|
|
|
void LRoomConverter::LRoom_FindShadowCasters_FromLight(LRoom &lroom, const LLight &light)
|
|
{
|
|
// blank this each time as it is used to create the list of casters
|
|
LMAN->m_BF_caster_SOBs.Blank();
|
|
|
|
// first add all objects in this room as casters
|
|
// int last_sob = lroom.m_iFirstSOB + lroom.m_iNumSOBs;
|
|
// for (int n=lroom.m_iFirstSOB; n<last_sob; n++)
|
|
// {
|
|
// //LSob &sob = manager.m_SOBs[n];
|
|
// LRoom_AddShadowCaster_SOB(lroom, n);
|
|
// }
|
|
|
|
|
|
// just a constant light direction for now
|
|
// LLight light;
|
|
// light.m_ptDir = Vector3(1.0f, -1.0f, 0.0f);
|
|
// light.m_ptDir.normalize();
|
|
|
|
// reset the planes pool for each render out from the source room
|
|
LMAN->m_Pool.Reset();
|
|
|
|
|
|
// the first set of planes are blank
|
|
unsigned int pool_member = LMAN->m_Pool.Request();
|
|
assert (pool_member != -1);
|
|
|
|
LVector<Plane> &planes = LMAN->m_Pool.Get(pool_member);
|
|
planes.clear();
|
|
|
|
Lawn::LDebug::m_iTabDepth = 0;
|
|
LRoom_FindShadowCasters_Recursive(lroom, 1, lroom, light, planes);
|
|
|
|
}
|
|
|
|
|
|
void LRoomConverter::LRoom_FindShadowCasters_Recursive(LRoom &source_lroom, int depth, LRoom &lroom, const LLight &light, const LVector<Plane> &planes)
|
|
{
|
|
// prevent too much depth
|
|
if (depth > 8)
|
|
{
|
|
LPRINT_RUN(2, "\t\t\tLRoom_FindShadowCasters_Recursive DEPTH LIMIT REACHED");
|
|
// WARN_PRINT_ONCE("LPortal Depth Limit reached (seeing through > 8 portals)");
|
|
return;
|
|
}
|
|
|
|
Lawn::LDebug::m_iTabDepth = depth;
|
|
LPRINT_RUN(2, "ROOM " + lroom.get_name());
|
|
|
|
|
|
// every object in this room is added that is within the planes
|
|
int last_sob = lroom.m_iFirstSOB + lroom.m_iNumSOBs;
|
|
for (int n=lroom.m_iFirstSOB; n<last_sob; n++)
|
|
{
|
|
LSob &sob = LMAN->m_SOBs[n];
|
|
|
|
// not a shadow caster? don't add to the list
|
|
if (!sob.IsShadowCaster())
|
|
continue;
|
|
|
|
bool bShow = true;
|
|
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)
|
|
// if (r_max < 0.0f)
|
|
{
|
|
//LPRINT_RUN(2, "\tR_MIN is " + String(Variant(r_min)) + " R_MAX is " + String(Variant(r_max))+ ", for plane " + itos(p));
|
|
|
|
bShow = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bShow)
|
|
{
|
|
LPRINT_RUN(2, "\tcaster " + itos(n) + ", " + sob.GetSpatial()->get_name());
|
|
LRoom_AddShadowCaster_SOB(source_lroom, n);
|
|
}
|
|
else
|
|
{
|
|
//LPRINT_RUN(2, "\tculled " + itos(n) + ", " + sob.GetSpatial()->get_name());
|
|
}
|
|
}
|
|
|
|
// look through every portal out
|
|
for (int n=0; n<lroom.m_iNumPortals; n++)
|
|
{
|
|
int portalID = lroom.m_iFirstPortal + n;
|
|
|
|
const LPortal &port = LMAN->m_Portals[portalID];
|
|
|
|
LPRINT_RUN(2, "\tPORTAL " + itos (n) + " (" + itos(portalID) + ") " + port.get_name() + " normal " + port.m_Plane.normal);
|
|
|
|
// cull with light direction
|
|
float dot;
|
|
if (light.m_eType == LLight::LT_DIRECTIONAL)
|
|
{
|
|
dot = port.m_Plane.normal.dot(light.m_ptDir);
|
|
}
|
|
else
|
|
{
|
|
// cull with light direction to portal
|
|
Vector3 ptLightToPort = port.m_ptCentre - light.m_ptPos;
|
|
dot = port.m_Plane.normal.dot(ptLightToPort);
|
|
}
|
|
|
|
|
|
// float dot = port.m_Plane.normal.dot(light.m_ptDir);
|
|
if (dot >= 0.0f)
|
|
{
|
|
LPRINT_RUN(2, "\t\tCULLED (wrong direction)");
|
|
continue;
|
|
}
|
|
|
|
// is it culled by the planes?
|
|
LPortal::eClipResult overall_res = LPortal::eClipResult::CLIP_INSIDE;
|
|
|
|
// cull portal with planes
|
|
for (int l=0; 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)
|
|
{
|
|
LPRINT_RUN(2, "\t\tCULLED (outside planes)");
|
|
continue;
|
|
}
|
|
|
|
|
|
LRoom &linked_room = LMAN->Portal_GetLinkedRoom(port);
|
|
|
|
|
|
// recurse into that portal
|
|
unsigned int uiPoolMem = LMAN->m_Pool.Request();
|
|
if (uiPoolMem != -1)
|
|
{
|
|
// get a vector of planes from the pool
|
|
LVector<Plane> &new_planes = LMAN->m_Pool.Get(uiPoolMem);
|
|
|
|
// copy the existing planes
|
|
new_planes.copy_from(planes);
|
|
|
|
// add the planes for the portal
|
|
port.AddLightPlanes(*LMAN, light, new_planes, true);
|
|
|
|
LRoom_FindShadowCasters_Recursive(source_lroom, depth + 1, linked_room, light, new_planes);
|
|
// for debugging need to reset tab depth
|
|
Lawn::LDebug::m_iTabDepth = depth;
|
|
|
|
// we no longer need these planes
|
|
LMAN->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("LRoom_FindShadowCasters_Recursive : Planes pool is empty");
|
|
}
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// go through the nodes hanging off the room looking for those that are meshes to mark portal locations
|
|
void LRoomConverter::LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom)
|
|
{
|
|
LPRINT(2, "DETECT_PORTALS from room " + lroom.get_name());
|
|
|
|
Spatial * pGRoom = lroom.GetGodotRoom();
|
|
assert (pGRoom);
|
|
|
|
|
|
for (int n=0; n<pGRoom->get_child_count(); n++)
|
|
{
|
|
Node * pChild = pGRoom->get_child(n);
|
|
|
|
if (Node_IsPortal(pChild))
|
|
{
|
|
|
|
MeshInstance * pMesh = Object::cast_to<MeshInstance>(pChild);
|
|
assert (pMesh);
|
|
|
|
// name must start with 'portal_'
|
|
// and ends with the name of the room we want to link to (without the 'room_')
|
|
String szLinkRoom = LPortal::FindNameAfter(pMesh, "portal_");
|
|
LRoom_DetectedPortalMesh(lroom, troom, pMesh, szLinkRoom);
|
|
}
|
|
}
|
|
|
|
// delete portal meshes
|
|
if (m_bFinalRun)
|
|
// if (true)
|
|
{
|
|
// we need an enclosing while loop because we might be deleting children and mucking up the iterator
|
|
bool bDetectedOne = true;
|
|
|
|
while (bDetectedOne)
|
|
{
|
|
bDetectedOne = false;
|
|
|
|
for (int n=0; n<pGRoom->get_child_count(); n++)
|
|
{
|
|
Node * pChild = pGRoom->get_child(n);
|
|
|
|
if (Node_IsPortal(pChild))
|
|
{
|
|
// delete the original child, as it is no longer needed at runtime (except maybe for debugging .. NYI?)
|
|
// pMeshInstance->hide();
|
|
pChild->get_parent()->remove_child(pChild);
|
|
pChild->queue_delete();
|
|
bDetectedOne = true;
|
|
}
|
|
|
|
if (bDetectedOne)
|
|
break;
|
|
} // for loop
|
|
|
|
} // while
|
|
} // if we want to delete portal meshes
|
|
|
|
}
|
|
|
|
void LRoomConverter::LRoom_PushBackSOB(LRoom &lroom, const LSob &sob)
|
|
{
|
|
// first added for this room?
|
|
if (lroom.m_iNumSOBs == 0)
|
|
lroom.m_iFirstSOB = LMAN->m_SOBs.size();
|
|
|
|
LMAN->m_SOBs.push_back(sob);
|
|
lroom.m_iNumSOBs++;
|
|
}
|
|
|
|
|
|
// handles the slight faff involved in getting a new portal in the manager contiguous list of portals
|
|
LPortal * LRoomConverter::LRoom_RequestNewPortal(LRoom &lroom)
|
|
{
|
|
// is this the first portal?
|
|
if (lroom.m_iNumPortals == 0)
|
|
lroom.m_iFirstPortal = LMAN->m_Portals.size();
|
|
|
|
lroom.m_iNumPortals++;
|
|
|
|
return LMAN->m_Portals.request();
|
|
}
|
|
|
|
// convert the list on each room to a single contiguous list in the manager
|
|
void LRoomConverter::LRoom_MakePortalFinalList(LRoom &lroom, LTempRoom &troom)
|
|
{
|
|
for (int n=0; n<troom.m_Portals.size(); n++)
|
|
{
|
|
LPortal &lport_final = *LRoom_RequestNewPortal(lroom);
|
|
lport_final = troom.m_Portals[n];
|
|
}
|
|
}
|
|
|
|
|
|
void LRoomConverter::LRoom_DetectedLight(LRoom &lroom, Node * pNode)
|
|
{
|
|
Light * pLight = Object::cast_to<Light>(pNode);
|
|
assert (pLight);
|
|
|
|
if (m_bDeleteLights)
|
|
{
|
|
LPRINT(2, "Deleting Light : " + pLight->get_name());
|
|
// delete light now we are using lightmaps for test
|
|
pLight->queue_delete();
|
|
}
|
|
else
|
|
{
|
|
LPRINT(2, "Detected Light : " + pLight->get_name());
|
|
LMAN->LightCreate(pLight, lroom.m_RoomID);
|
|
}
|
|
}
|
|
|
|
// found a portal mesh! create a matching LPortal
|
|
void LRoomConverter::LRoom_DetectedPortalMesh(LRoom &lroom, LTempRoom &troom, MeshInstance * pMeshInstance, String szLinkRoom)
|
|
{
|
|
LPRINT(2, "\tdetected to " + szLinkRoom);
|
|
|
|
// which room does this portal want to link to?
|
|
int iLinkRoom = FindRoom_ByName(szLinkRoom);
|
|
if (iLinkRoom == -1)
|
|
{
|
|
LWARN(5, "portal to room " + szLinkRoom + ", room not found");
|
|
//WARN_PRINTS("portal to room " + szLinkRoom + ", room not found");
|
|
return;
|
|
}
|
|
|
|
// some godot jiggery pokery to get the mesh verts in local space
|
|
Ref<Mesh> rmesh = pMeshInstance->get_mesh();
|
|
Array arrays = rmesh->surface_get_arrays(0);
|
|
PoolVector<Vector3> p_vertices = arrays[VS::ARRAY_VERTEX];
|
|
|
|
|
|
// create a new LPortal to fill with this wonderful info
|
|
LPortal &lport = *troom.m_Portals.request();
|
|
lport.m_szName = szLinkRoom;
|
|
lport.m_iRoomNum = iLinkRoom;
|
|
|
|
// create the portal geometry
|
|
lport.CreateGeometry(p_vertices, pMeshInstance->get_global_transform());
|
|
|
|
|
|
// LPRINT(2, "\t\t\tnum portals now " + itos(troom.m_Portals.size()));
|
|
}
|
|
|
|
|
|
// This aims to make life easier for level designers. They only need to make a portal facing one way and LPortal
|
|
// will automatically create a mirror portal the other way.
|
|
void LRoomConverter::LRoom_MakePortalsTwoWay(LRoom &lroom, LTempRoom &troom, int iRoomNum)
|
|
{
|
|
LPRINT(2, "MAKE_PORTALS_TWOWAY from room " + lroom.get_name());
|
|
LPRINT(2, "\tcontains " + itos (troom.m_Portals.size()) + " portals");
|
|
for (int n=0; n<troom.m_Portals.size(); n++)
|
|
{
|
|
const LPortal &portal_orig = troom.m_Portals[n];
|
|
LPRINT(2, "\tconsidering portal " + portal_orig.get_name());
|
|
|
|
// only make original portals into mirror portals, to prevent infinite recursion
|
|
if (portal_orig.m_bMirror)
|
|
{
|
|
LPRINT (2, "\t\tis MIRROR, ignoring");
|
|
continue;
|
|
}
|
|
|
|
LPRINT(2, "\t\tcreating opposite portal");
|
|
|
|
// get the temproom this portal is linking to
|
|
//LTempRoom &nroom = m_TempRooms[portal_orig.m_iRoomNum];
|
|
|
|
// does a portal already exist back to the orig room?
|
|
// NOTE this doesn't cope with multiple portals between pairs of rooms yet.
|
|
// bool bAlreadyLinked =false;
|
|
|
|
// for (int p=0; p<nroom.m_Portals.size(); p++)
|
|
// {
|
|
// if (nroom.m_Portals[p].m_iRoomNum == n)
|
|
// {
|
|
// bAlreadyLinked = true;
|
|
// break;
|
|
// }
|
|
// }
|
|
|
|
// if (bAlreadyLinked)
|
|
// continue;
|
|
|
|
// needs a new reverse link if got to here
|
|
TRoom_MakeOppositePortal(portal_orig, iRoomNum);
|
|
}
|
|
}
|
|
|
|
// There is a need for a mirror portal, let's make one!
|
|
void LRoomConverter::TRoom_MakeOppositePortal(const LPortal &port, int iRoomOrig)
|
|
{
|
|
LTempRoom &nroom = m_TempRooms[port.m_iRoomNum];
|
|
const LRoom &orig_lroom = LMAN->m_Rooms[iRoomOrig];
|
|
|
|
// the new portal should have the name of the room the original came from
|
|
LPortal &new_port = *nroom.m_Portals.request();
|
|
new_port.m_szName = orig_lroom.m_szName;
|
|
new_port.m_iRoomNum = iRoomOrig;
|
|
new_port.m_bMirror = true;
|
|
|
|
// the portal vertices should be the same but reversed (to flip the normal)
|
|
new_port.CopyReversedGeometry(port);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////
|
|
|
|
// helper
|
|
bool LRoomConverter::Node_IsLight(Node * pNode) const
|
|
{
|
|
Light * pLight = Object::cast_to<Light>(pNode);
|
|
if (!pLight)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool LRoomConverter::Node_IsRoom(Node * pNode) const
|
|
{
|
|
Spatial * pSpat = Object::cast_to<Spatial>(pNode);
|
|
if (!pSpat)
|
|
return false;
|
|
|
|
if (LPortal::NameStartsWith(pSpat, "room_"))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool LRoomConverter::Node_IsIgnore(Node * pNode) const
|
|
{
|
|
if (LPortal::NameStartsWith(pNode, "ignore_"))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool LRoomConverter::Node_IsBound(Node * pNode) const
|
|
{
|
|
MeshInstance * pMI = Object::cast_to<MeshInstance>(pNode);
|
|
if (!pMI)
|
|
return false;
|
|
|
|
if (LPortal::NameStartsWith(pMI, "bound_"))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool LRoomConverter::Node_IsPortal(Node * pNode) const
|
|
{
|
|
MeshInstance * pMI = Object::cast_to<MeshInstance>(pNode);
|
|
if (!pMI)
|
|
return false;
|
|
|
|
if (LPortal::NameStartsWith(pMI, "portal_"))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
// keep the global namespace clean
|
|
#undef LMAN
|