godot-lportal/ltrace.cpp
2019-11-19 10:29:53 +00:00

607 lines
17 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 "ltrace.h"
#include "ldebug.h"
#include "ldob.h"
#include "lportal.h"
#include "lbitfield_dynamic.h"
#include "lroom_manager.h"
#define LMAN m_pManager
//void LTrace::Trace_Prepare(LRoomManager &manager, const LCamera &cam, Lawn::LBitField_Dynamic &BF_SOBs, Lawn::LBitField_Dynamic &BF_DOBs, Lawn::LBitField_Dynamic &BF_Rooms, LVector<int> &visible_SOBs, LVector<int> &visible_DOBs, LVector<int> &visible_Rooms)
void LTrace::Trace_Prepare(LRoomManager &manager, const LSource &cam, Lawn::LBitField_Dynamic &BF_SOBs, Lawn::LBitField_Dynamic &BF_Rooms, LVector<int> &visible_SOBs, LVector<int> &visible_Rooms)
{
m_pManager = &manager;
m_pCamera = &cam;
// default
m_TraceFlags = CULL_SOBS | CULL_DOBS | TOUCH_ROOMS | MAKE_ROOM_VISIBLE;
m_pBF_SOBs = &BF_SOBs;
// m_pBF_DOBs = &BF_DOBs;
m_pBF_Rooms = &BF_Rooms;
m_pVisible_SOBs = &visible_SOBs;
// m_pVisible_DOBs = &visible_DOBs;
m_pVisible_Rooms = &visible_Rooms;
}
void LTrace::CullSOBs(LRoom &room, const LVector<Plane> &planes)
{
// clip all objects in this room to the clipping planes
int last_sob = room.m_iFirstSOB + room.m_iNumSOBs;
for (int n=room.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 (m_pBF_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)
{
//LPRINT_RUN(2, "\tout of view");
bShow = false;
break;
}
}
if (bShow)
{
// sob is renderable and visible (not shadow only)
//LPRINT_RUN(2, "\tin view");
m_pBF_SOBs->SetBit(n, true);
m_pVisible_SOBs->push_back(n);
}
} // for through sobs
}
void LTrace::CullDOBs(LRoom &room, const LVector<Plane> &planes)
{
// NYI this isn't efficient, there may be more than 1 portal to the same room
// cull DOBs
int nDOBs = room.m_DOBs.size();
for (int n=0; n<nDOBs; n++)
{
LDob &dob = room.m_DOBs[n];
Spatial * pObj = dob.GetSpatial();
if (pObj)
{
bool bShow = true;
const Vector3 &pt = pObj->get_global_transform().origin;
float radius = dob.m_fRadius;
for (int p=0; p<planes.size(); p++)
{
float dist = planes[p].distance_to(pt);
//print("\t\t\t\t" + itos(p) + " : dist " + String(Variant(dist)));
if (dist > radius)
{
bShow = false;
break;
}
}
if (bShow)
{
LPRINT_RUN(1, "\tDOB " + pObj->get_name() + " visible");
dob.m_bVisible = true;
}
else
{
LPRINT_RUN(1, "\tDOB " + pObj->get_name() + " culled");
}
}
} // for through dobs
}
bool LTrace::Trace_Light(LRoomManager &manager, const LLight &light, eLightRun eRun)
{
m_pManager = &manager;
LRoom * pRoom;
// non area light
if (light.m_iArea == -1)
{
// can only deal with lights in rooms for now
if (light.m_Source.m_RoomID == -1)
{
WARN_PRINT_ONCE("LTrace::Trace_Light can only trace lights in rooms");
return true;
}
pRoom = manager.GetRoom(light.m_Source.m_RoomID);
if (!pRoom)
return true;
}
else
{
// area light
pRoom = 0;
}
const LSource &cam = light.m_Source;
unsigned int pool_member = manager.m_Pool.Request();
assert (pool_member != -1);
LVector<Plane> &planes = manager.m_Pool.Get(pool_member);
planes.clear();
// we now need to trace either just DOBs (in the case of static lights)
// or SOBs and DOBs (in the case of dynamic lights)
LRoomManager::LLightRender &lr = manager.m_LightRender;
lr.m_BF_Temp_SOBs.Blank();
lr.m_Temp_Visible_SOBs.clear();
lr.m_BF_Temp_Visible_Rooms.Blank();
lr.m_Temp_Visible_Rooms.clear();
bool bLightInView = true;
switch (eRun)
{
// finding all shadow casters at runtime
case LR_ALL:
{
//Trace_Prepare(manager, cam, lr.m_BF_Temp_SOBs, manager.m_BF_visible_rooms, lr.m_Temp_Visible_SOBs, *manager.m_pCurr_VisibleRoomList);
Trace_Prepare(manager, cam, lr.m_BF_Temp_SOBs, lr.m_BF_Temp_Visible_Rooms, lr.m_Temp_Visible_SOBs, lr.m_Temp_Visible_Rooms);
Trace_SetFlags(CULL_SOBS | CULL_DOBS | MAKE_ROOM_VISIBLE);
// create subset planes of light frustum and camera frustum
bLightInView = manager.m_MainCamera.AddCameraLightPlanes(manager, cam, planes);
}
break;
// finding only visible rooms at runtime
case LR_ROOMS:
{
Trace_Prepare(manager, cam, lr.m_BF_Temp_SOBs, lr.m_BF_Temp_Visible_Rooms, lr.m_Temp_Visible_SOBs, lr.m_Temp_Visible_Rooms);
// we ONLY want a list of rooms hit
Trace_SetFlags(MAKE_ROOM_VISIBLE);
}
break;
// finding all in preconversion
case LR_CONVERT:
{
Trace_Prepare(manager, cam, lr.m_BF_Temp_SOBs, lr.m_BF_Temp_Visible_Rooms, lr.m_Temp_Visible_SOBs, lr.m_Temp_Visible_Rooms);
// we want sobs but not to touch rooms
m_TraceFlags = CULL_SOBS | MAKE_ROOM_VISIBLE; // | CULL_DOBS | TOUCH_ROOMS;
}
break;
}
if (bLightInView)
{
// non area light
if (pRoom)
{
Trace_Begin(*pRoom, planes);
}
else
{
// area light
// area lights don't go through portals, e.g. coming from above like sunlight
// they instead have a predefined list of rooms governed by the area
m_TraceFlags |= DONT_TRACE_PORTALS;
// new .. trace according to area, not affected rooms, as affected rooms has a limit
assert (light.m_iArea != -1);
const LArea &area = LMAN->m_Areas[light.m_iArea];
int last_room = area.m_iFirstRoom + area.m_iNumRooms;
for (int r=area.m_iFirstRoom; r<last_room; r++)
{
int room_id = LMAN->m_AreaRooms[r];
LRoom * pRoom = manager.GetRoom(room_id);
// should not happen, assert?
assert (pRoom);
// trace as usual but don't go through the portals
Trace_Recursive(0, *pRoom, planes, 0);
}
/*
// go through each affected room
for (int r=0; r<light.m_NumAffectedRooms; r++)
{
int room_id = light.m_AffectedRooms[r];
LRoom * pRoom = manager.GetRoom(room_id);
// should not happen, assert?
assert (pRoom);
// trace as usual but don't go through the portals
Trace_Recursive(0, *pRoom, planes, 0);
}
*/
} // if area light
} // if light in view
// we no longer need these planes
manager.m_Pool.Free(pool_member);
return bLightInView;
}
void LTrace::AddSpotlightPlanes(LVector<Plane> &planes) const
{
Plane p(m_pCamera->m_ptPos, -m_pCamera->m_ptDir);
planes.push_back(p);
// this is kinda crappy, because ideally we'd want a cone, but instead we'll fake a frustum
Vector3 pts[4];
// assuming here that d is normalized!
const Vector3 &d = m_pCamera->m_ptDir;
const Vector3 &ptCam = m_pCamera->m_ptPos;
assert (d.length_squared() < 1.1f);
assert (d.length_squared() > 0.9f);
// spotlight has no 'up' vector, as it is regular shape around direction axis
// so we can use anything for side vector
// this might balls up with a light pointing straight up
Vector3 ptSide = Vector3(0, 1, 0).cross(d);
float l = ptSide.length();
if (l < 0.1f)
{
// special case straight up, lets cross against something else
ptSide = d.cross(Vector3(1, 0, 0));
l = ptSide.length();
assert (l);
}
// unitize side
ptSide *= 1.0 / l;
Vector3 ptUp = ptSide.cross(d);
ptUp.normalize();
// now we've got the vecs, lets create some planes
// spotlight spread definition (light.cpp, line 146)
//float size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len;
// this is the size at distance 1 .. it would be more efficient to calc distance at which sides were 1, but whatever...
float size = Math::tan(Math::deg2rad(m_pCamera->m_fSpread));
ptSide *= size; // or half size? not sure yet
ptUp *= -size;
// pts will be bot left, top left, top right, bot right
Vector3 ptEx = ptCam + d;
pts[0] = ptEx - ptSide - ptUp;
pts[1] = ptEx - ptSide + ptUp;
pts[2] = ptEx + ptSide + ptUp;
pts[3] = ptEx + ptSide - ptUp;
Plane left(ptCam, pts[0], pts[1], COUNTERCLOCKWISE);
Plane top(ptCam, pts[1], pts[2], COUNTERCLOCKWISE);
Plane right(ptCam, pts[2], pts[3], COUNTERCLOCKWISE);
Plane bottom(ptCam, pts[3], pts[0], COUNTERCLOCKWISE);
planes.push_back(left);
planes.push_back(top);
planes.push_back(right);
planes.push_back(bottom);
// debug
if (LMAN->m_bDebugFrustums)
{
for (int n=0; n<4; n++)
{
LMAN->m_DebugFrustums.push_back(ptCam);
LMAN->m_DebugFrustums.push_back(pts[n]);
}
}
}
void LTrace::Trace_Begin(LRoom &room, LVector<Plane> &planes)
{
int first_plane = 0;
switch (m_pCamera->m_eType)
{
case LSource::ST_SPOTLIGHT:
{
// special cases of spotlight, add some extra planes to define the cone
AddSpotlightPlanes(planes);
}
break;
case LSource::ST_CAMERA:
first_plane = 1;
break;
default:
break;
}
LPRINT_RUN(2, "TRACE BEGIN");
LPRINT_RUN(2, m_pCamera->MakeDebugString());
Trace_Recursive(0, room, planes, first_plane);
}
void LTrace::Trace_Recursive(int depth, LRoom &room, const LVector<Plane> &planes, int first_portal_plane)
{
// prevent too much depth
if (depth > 8)
{
LPRINT_RUN(2, "\t\t\tDEPTH LIMIT REACHED");
WARN_PRINT_ONCE("LPortal Depth Limit reached (seeing through > 8 portals)");
return;
}
// for debugging
Lawn::LDebug::m_iTabDepth = depth;
LPRINT_RUN(2, "");
LPRINT_RUN(2, "ROOM '" + itos(room.m_RoomID) + " : " + room.get_name() + "' planes " + itos(planes.size()) + " portals " + itos(room.m_iNumPortals) );
// only handle one touch per frame so far (one portal into room)
//assert (manager.m_uiFrameCounter > m_uiFrameTouched);
// first touch
DetectFirstTouch(room);
if (m_TraceFlags & CULL_SOBS)
CullSOBs(room, planes);
if (m_TraceFlags & CULL_DOBS)
CullDOBs(room, planes);
// portals
if (m_TraceFlags & DONT_TRACE_PORTALS)
return;
// look through portals
int nPortals = room.m_iNumPortals;
for (int port_num=0; port_num<nPortals; port_num++)
{
int port_id = room.m_iFirstPortal + port_num;
const LPortal &port = LMAN->m_Portals[port_id];
// have we already handled the room on this frame?
// get the room pointed to by the portal
LRoom * pLinkedRoom = &LMAN->Portal_GetLinkedRoom(port);
// cull by portal angle to camera.
// NEW! I've come up with a much better way of culling portals by direction to camera...
// instead of using dot product with a varying view direction, we simply find which side of the portal
// plane the camera is on! If it is behind, the portal can be seen through, if in front, it can't! :)
float dist_cam = port.m_Plane.distance_to(m_pCamera->m_ptPos);
LPRINT_RUN(2, "\tPORTAL " + itos (port_num) + " (" + itos(port_id) + ") " + port.get_name());
if (dist_cam > 0.0f)
{
LPRINT_RUN(2, "\t\tCULLED (back facing)");
continue;
}
/*
// Note we need to deal with 'side on' portals, and the camera has a spreading view, so we cannot simply dot
// the portal normal with camera direction, we need to take into account angle to the portal itself.
const Vector3 &portal_normal = port.m_Plane.normal;
LPRINT_RUN(2, "\tPORTAL " + itos (port_num) + " (" + itos(port_id) + ") " + port.get_name() + " normal " + portal_normal);
// we will dot the portal angle with a ray from the camera to the portal centre
// (there might be an even better ray direction but this will do for now)
Vector3 dir_portal = port.m_ptCentre - m_pCamera->m_ptPos;
// doesn't actually need to be normalized?
float dot = dir_portal.dot(portal_normal);
if (dot <= -0.0f) // 0.0
{
//LPRINT_RUN(2, "\t\tCULLED (wrong direction) dot is " + String(Variant(dot)) + ", dir_portal is " + dir_portal);
LPRINT_RUN(2, "\t\tCULLED (wrong direction)");
continue;
}
*/
// is it culled by the planes?
LPortal::eClipResult overall_res = LPortal::eClipResult::CLIP_INSIDE;
// while clipping to the planes we maintain a list of partial planes, so we can add them to the
// recursive next iteration of planes to check
static LVector<int> partial_planes;
partial_planes.clear();
// for portals, we want to ignore the near clipping plane, as we might be right on the edge of a doorway
// and still want to look through the portal.
// So we are starting this loop from 1, ASSUMING that plane zero is the near clipping plane.
// If it isn't we would need a different strategy
// Note that now this only occurs for the first portal out of the current room. After that,
// 0 is passed as first_portal_plane, because the near plane will probably be irrelevant,
// and we are now not necessarily copying the camera planes.
for (int l=first_portal_plane; 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;
partial_planes.push_back(l);
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;
}
// else 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);
new_planes.clear();
// NEW!! if portal is totally inside the planes, don't copy the old planes
if (overall_res != LPortal::eClipResult::CLIP_INSIDE)
{
// copy the existing planes
//new_planes.copy_from(planes);
// new .. only copy the partial planes that the portal cuts through
for (int n=0; n<partial_planes.size(); n++)
new_planes.push_back(planes[partial_planes[n]]);
}
// add the planes for the portal
// NOTE that we can also optimize by not adding portal planes for edges that
// were behind a partial plane. NYI
port.AddPlanes(*LMAN, m_pCamera->m_ptPos, new_planes);
if (pLinkedRoom)
{
Trace_Recursive(depth+1, *pLinkedRoom, new_planes, 0);
//pLinkedRoom->DetermineVisibility_Recursive(manager, depth + 1, cam, new_planes, 0);
// 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("Planes pool is empty");
}
} // for p through portals
}
void LTrace::DetectFirstTouch(LRoom &room)
{
// mark if not reached yet on this trace
if (!m_pBF_Rooms->GetBit(room.m_RoomID))
{
m_pBF_Rooms->SetBit(room.m_RoomID, true);
if (m_TraceFlags & MAKE_ROOM_VISIBLE)
{
// keep track of which rooms are shown this trace
m_pVisible_Rooms->push_back(room.m_RoomID);
}
// camera and light traces
if (m_TraceFlags & TOUCH_ROOMS)
{
if (room.m_uiFrameTouched < LMAN->m_uiFrameCounter)
FirstTouch(room);
}
}
}
void LTrace::FirstTouch(LRoom &room)
{
// set the frame counter
room.m_uiFrameTouched = LMAN->m_uiFrameCounter;
// show this room and add to visible list of rooms
room.Room_MakeVisible(true);
// m_pBF_Rooms->SetBit(room.m_RoomID, true);
// keep track of which rooms are shown this frame
// m_pVisible_Rooms->push_back(room.m_RoomID);
// hide all dobs
for (int n=0; n<room.m_DOBs.size(); n++)
room.m_DOBs[n].m_bVisible = false;
}