godot-lportal/lroom_converter.cpp
2019-10-22 20:44:17 +01:00

1266 lines
31 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_converter.h"
#include "lroom_manager.h"
#include "lportal.h"
#include "scene/3d/mesh_instance.h"
#include "core/math/quick_hull.h"
#include "ldebug.h"
#include "scene/3d/light.h"
// save typing, I am lazy
#define LMAN m_pManager
#define LROOMLIST m_pRoomList
void LRoomConverter::Convert(LRoomManager &manager, bool bVerbose, bool bPreparationRun, bool bDeleteLights)
{
m_bFinalRun = (bPreparationRun == false);
m_bDeleteLights = bDeleteLights;
// This just is simply used to set how much debugging output .. more during conversion, less during running
// except when requested by explicitly clearing this flag.
Lawn::LDebug::m_bRunning = (bVerbose == false);
// test pool vector
// PoolVector<Vector2> arr;
// arr.append(Vector2(0, 0));
// arr.append(Vector2(1, 0));
// arr.append(Vector2(2, 0));
// arr.insert(1, arr[1]);
// LPRINT(5, "DEBUG POOLVECTOR");
// for (int n=0; n<arr.size(); n++)
// {
// LPRINT(2, String(Variant(arr[n])));
// }
if (!m_bFinalRun)
{
LPRINT(5, "running convert PREPARATION RUN");
}
else
{
LPRINT(5, "running convert");
}
LMAN = &manager;
LROOMLIST = manager.GetRoomList();
// force clear all arrays
manager.ReleaseResources(true);
int count = CountRooms();
int num_global_lights = LMAN->m_Lights.size();
// make sure bitfield is right size for number of rooms
LMAN->m_BF_visible_rooms.Create(count);
LMAN->m_Rooms.resize(count);
m_TempRooms.clear(true);
m_TempRooms.resize(count);
Convert_Rooms();
Convert_Portals();
Convert_Bounds();
// make sure manager bitfields are the correct size for number of objects
int num_sobs = LMAN->m_SOBs.size();
LPRINT(5,"Total SOBs " + itos(num_sobs));
LMAN->m_BF_caster_SOBs.Create(num_sobs);
LMAN->m_BF_visible_SOBs.Create(num_sobs);
LMAN->m_BF_master_SOBs.Create(num_sobs);
LMAN->m_BF_master_SOBs_prev.Create(num_sobs);
LMAN->m_BF_ActiveLights.Create(LMAN->m_Lights.size());
LMAN->m_BF_ActiveLights_prev.Create(LMAN->m_Lights.size());
// must be done after the bitfields
Convert_Lights();
Convert_ShadowCasters();
// hide all in preparation for first frame
//LMAN->ShowAll(false);
// temp rooms no longer needed
m_TempRooms.clear(true);
// clear out the local room lights, leave only global lights
//LMAN->m_Lights.resize(num_global_lights);
Lawn::LDebug::m_bRunning = true;
}
void LRoomConverter::Convert_Rooms()
{
LPRINT(5,"Convert_Rooms");
// first find all room empties and convert to LRooms
int count = 0;
for (int n=0; n<LROOMLIST->get_child_count(); n++)
{
Node * pChild = LROOMLIST->get_child(n);
if (!Node_IsRoom(pChild))
continue;
Spatial * pSpat = Object::cast_to<Spatial>(pChild);
assert (pSpat);
Convert_Room(pSpat, count++);
}
}
int LRoomConverter::FindRoom_ByName(String szName) const
{
for (int n=0; n<LMAN->m_Rooms.size(); n++)
{
if (LMAN->m_Rooms[n].m_szName == szName)
return n;
}
return -1;
}
void LRoomConverter::Convert_Room_SetDefaultCullMask_Recursive(Node * pParent)
{
int nChildren = pParent->get_child_count();
for (int n=0; n<nChildren; n++)
{
Node * pChild = pParent->get_child(n);
// default cull mask should always be visible to camera and lights
VisualInstance * pVI = Object::cast_to<VisualInstance>(pChild);
if (pVI)
{
// LRoom::SoftShow(pVI, LRoom::LAYER_MASK_CAMERA | LRoom::LAYER_MASK_LIGHT);
}
Convert_Room_SetDefaultCullMask_Recursive(pChild);
}
}
void LRoomConverter::Convert_Room_FindObjects_Recursive(Node * pParent, LRoom &lroom, LAABB &bb_room)
{
int nChildren = pParent->get_child_count();
for (int n=0; n<nChildren; n++)
{
Node * pChild = pParent->get_child(n);
// we are not interested in portal meshes, as they will be deleted later in conversion
if (Node_IsPortal(pChild))
continue;
// we can optionally ignore nodes (they will still be shown / hidden with the room though)
if (Node_IsIgnore(pChild))
continue;
// not interested in bounds
if (Node_IsBound(pChild))
continue;
// lights
if (Node_IsLight(pChild))
{
LRoom_DetectedLight(lroom, pChild);
continue;
}
VisualInstance * pVI = Object::cast_to<VisualInstance>(pChild);
if (pVI)
{
LPRINT(2, "\t\tFound VI : " + pVI->get_name());
// update bound to find centre of room roughly
AABB bb = pVI->get_transformed_aabb();
bb_room.ExpandToEnclose(bb);
// store some info about the static object for use at runtime
LSob sob;
sob.m_ID = pVI->get_instance_id();
sob.m_aabb = bb;
sob.Hidable_Create(pChild);
//lroom.m_SOBs.push_back(sob);
LRoom_PushBackSOB(lroom, sob);
// take away layer 0 from the sob, so it can be culled effectively
if (m_bFinalRun)
{
pVI->set_layer_mask(0);
}
}
else
{
// not visual instances
}
// does it have further children?
Convert_Room_FindObjects_Recursive(pChild, lroom, bb_room);
}
}
bool LRoomConverter::Convert_Room(Spatial * pNode, int lroomID)
{
// get the room part of the name
String szFullName = pNode->get_name();
String szRoom = LPortal::FindNameAfter(pNode, "room_");
LPRINT(4, "Convert_Room : " + szFullName);
// get a reference to the lroom we are writing to
LRoom &lroom = LMAN->m_Rooms[lroomID];
// store the godot room
lroom.m_GodotID = pNode->get_instance_id();
lroom.m_RoomID = lroomID;
// save the room ID on the godot room metadata
// This is used when registering DOBs and teleporting them with hints
// i.e. the Godot room is used to lookup the room ID of the startroom.
LMAN->Obj_SetRoomNum(pNode, lroomID);
// create a new LRoom to exchange the children over to, and delete the original empty
lroom.m_szName = szRoom;
// keep a running bounding volume as we go through the visual instances
// to determine the overall bound of the room
LAABB bb_room;
bb_room.SetToMaxOpposite();
// set default cull masks
Convert_Room_SetDefaultCullMask_Recursive(pNode);
// recursively find statics
Convert_Room_FindObjects_Recursive(pNode, lroom, bb_room);
// store the lroom centre and bound
lroom.m_ptCentre = bb_room.FindCentre();
// bound (untested)
lroom.m_AABB.position = bb_room.m_ptMins;
lroom.m_AABB.size = bb_room.m_ptMaxs - bb_room.m_ptMins;
LPRINT(2, "\t\t\t" + String(lroom.m_szName) + " centre " + lroom.m_ptCentre);
return true;
}
bool LRoomConverter::Bound_AddPlaneIfUnique(LVector<Plane> &planes, const Plane &p)
{
for (int n=0; n<planes.size(); n++)
{
const Plane &o = planes[n];
// this is a fudge factor for how close planes can be to be considered the same ...
// to prevent ridiculous amounts of planes
const float d = 0.08f;
if (fabs(p.d - o.d) > d) continue;
float dot = p.normal.dot(o.normal);
if (dot < 0.98f) continue;
// match!
return false;
}
// test
// Vector3 va(1, 0, 0);
// Vector3 vb(1, 0.2, 0);
// vb.normalize();
// float dot = va.dot(vb);
// print("va dot vb is " + String(Variant(dot)));
// is unique
// print("\t\t\t\tAdding bound plane : " + p);
planes.push_back(p);
return true;
}
bool LRoomConverter::Convert_Bound(LRoom &lroom, MeshInstance * pMI)
{
LPRINT(2, "\tCONVERT_BOUND : '" + pMI->get_name() + "' for room '" + lroom.get_name() + "'");
// some godot jiggery pokery to get the mesh verts in local space
Ref<Mesh> rmesh = pMI->get_mesh();
Array arrays = rmesh->surface_get_arrays(0);
PoolVector<Vector3> p_vertices = arrays[VS::ARRAY_VERTEX];
// convert to world space
Transform trans = pMI->get_global_transform();
Vector<Vector3> points;
for (int n=0; n<p_vertices.size(); n++)
{
Vector3 ptWorld = trans.xform(p_vertices[n]);
points.push_back(ptWorld);
// expand the room AABB to make sure it encompasses the bound
lroom.m_AABB.expand_to(ptWorld);
}
if (points.size() > 3)
{
Geometry::MeshData md;
Error err = QuickHull::build(points, md);
if (err == OK)
{
// get the planes
for (int n=0; n<md.faces.size(); n++)
{
const Plane &p = md.faces[n].plane;
Bound_AddPlaneIfUnique(lroom.m_Bound.m_Planes, p);
}
LPRINT(2, "\t\t\tcontained " + itos(lroom.m_Bound.m_Planes.size()) + " planes.");
// make a copy of the mesh data for debugging
// note this could be avoided in release builds? NYI
lroom.m_Bound_MeshData = md;
// for (int f=0; f<md.faces.size(); f++)
// {
// String sz;
// sz = "face " + itos (f) + ", indices ";
// for (int i=0; i<md.faces[f].indices.size(); i++)
// {
// sz += itos(md.faces[f].indices[i]) + ", ";
// }
// LPRINT(2, sz);
// }
return true;
}
}
return false;
}
// hide all in preparation for first frame
//void LRoomConverter::Convert_HideAll()
//{
// for (int n=0; n<LMAN->m_SOBs.size(); n++)
// {
// LSob &sob = LMAN->m_SOBs[n];
// sob.Show(false);
// }
// // hide all lights that are non global
// for (int n=0; n<LMAN->m_Lights.size(); n++)
// {
// LLight &light = LMAN->m_Lights[n];
// if (!light.IsGlobal())
// light.Show(false);
// }
//}
void LRoomConverter::Convert_Lights()
{
// trace local lights out from rooms and add to each room the light affects
for (int n=0; n<LMAN->m_Lights.size(); n++)
{
LLight &l = LMAN->m_Lights[n];
if (l.IsGlobal())
continue; // ignore globals .. affect all rooms
Light_Trace(n);
}
}
void LRoomConverter::Light_Trace(int iLightID)
{
// blank this each time as it is used to create the list of casters
LMAN->m_BF_caster_SOBs.Blank();
// get the light
LLight &l = LMAN->m_Lights[iLightID];
LPRINT(5,"\nLight_Trace " + itos (iLightID) + " direction " + l.m_ptDir);
// 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;
Light_TraceRecursive(0, LMAN->m_Rooms[l.m_RoomID], l, iLightID, planes);
}
void LRoomConverter::Light_TraceRecursive(int depth, LRoom &lroom, LLight &light, int iLightID, const LVector<Plane> &planes)
{
// prevent too much depth
if (depth > 8)
{
LPRINT_RUN(2, "\t\t\tLight_TraceRecursive DEPTH LIMIT REACHED");
return;
}
Lawn::LDebug::m_iTabDepth = depth;
LPRINT_RUN(2, "ROOM " + lroom.get_name() + " affected by local light");
// add to the local lights affecting this room
// already in list?
bool bAlreadyInList = false;
for (int n=0; n<lroom.m_LocalLights.size(); n++)
{
if (lroom.m_LocalLights[n] == iLightID)
{
bAlreadyInList = true;
break;
}
}
// add to local lights if not already in list
if (!bAlreadyInList)
{
lroom.m_LocalLights.push_back(iLightID);
}
// add each light caster that is within the planes to the light caster list
// clip all objects in this room to the clipping 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];
//LPRINT_RUN(2, "sob " + itos(n) + " " + sob.GetSpatial()->get_name());
// already determined to be visible through another portal
// if (LMAN->m_BF_caster_SOBs.GetBit(n))
// {
// //LPRINT_RUN(2, "\talready visible");
// continue;
// }
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)
{
Light_AddCaster_SOB(light, n);
}
} // for through sobs
// 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);
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, 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