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Fix Occluder to properly share resources
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
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@@ -117,10 +117,13 @@ void PortalRenderer::_rghost_remove_from_rooms(uint32_t p_pool_id) {
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}
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void PortalRenderer::_occluder_remove_from_rooms(uint32_t p_pool_id) {
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VSOccluder &occ = _occluder_pool[p_pool_id];
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VSOccluder_Instance &occ = _occluder_instance_pool[p_pool_id];
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if (_loaded && (occ.room_id != -1)) {
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VSRoom &room = get_room(occ.room_id);
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room.remove_occluder(p_pool_id);
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bool res = room.remove_occluder(p_pool_id);
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if (!res) {
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WARN_PRINT_ONCE("OccluderInstance was not present in Room");
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}
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}
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}
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@@ -467,22 +470,38 @@ void PortalRenderer::rghost_destroy(RGhostHandle p_handle) {
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_rghost_pool.free(p_handle);
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}
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OccluderHandle PortalRenderer::occluder_create(VSOccluder::Type p_type) {
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OccluderInstanceHandle PortalRenderer::occluder_instance_create() {
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uint32_t pool_id = 0;
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VSOccluder *occ = _occluder_pool.request(pool_id);
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VSOccluder_Instance *occ = _occluder_instance_pool.request(pool_id);
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occ->create();
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// specific type
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occ->type = p_type;
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CRASH_COND(p_type == VSOccluder::OT_UNDEFINED);
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OccluderHandle handle = pool_id + 1;
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OccluderInstanceHandle handle = pool_id + 1;
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return handle;
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}
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void PortalRenderer::occluder_set_active(OccluderHandle p_handle, bool p_active) {
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void PortalRenderer::occluder_instance_link(OccluderInstanceHandle p_handle, OccluderResourceHandle p_resource_handle) {
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p_handle--;
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VSOccluder &occ = _occluder_pool[p_handle];
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VSOccluder_Instance &occ = _occluder_instance_pool[p_handle];
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// Unlink with any already linked, and destroy world resources
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if (occ.resource_pool_id != UINT32_MAX) {
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// Watch for bugs in future with the room within, this is not changed here,
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// but could potentially be removed and re-added in future if we use sprawling.
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occluder_instance_destroy(p_handle + 1, false);
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occ.resource_pool_id = UINT32_MAX;
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}
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p_resource_handle--;
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VSOccluder_Resource &res = VSG::scene->get_portal_resources().get_pool_occluder_resource(p_resource_handle);
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occ.resource_pool_id = p_resource_handle;
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occ.type = res.type;
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occ.revision = 0;
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}
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void PortalRenderer::occluder_instance_set_active(OccluderInstanceHandle p_handle, bool p_active) {
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p_handle--;
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VSOccluder_Instance &occ = _occluder_instance_pool[p_handle];
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if (occ.active == p_active) {
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return;
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@@ -493,18 +512,23 @@ void PortalRenderer::occluder_set_active(OccluderHandle p_handle, bool p_active)
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occluder_refresh_room_within(p_handle);
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}
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void PortalRenderer::occluder_set_transform(OccluderHandle p_handle, const Transform &p_xform) {
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void PortalRenderer::occluder_instance_set_transform(OccluderInstanceHandle p_handle, const Transform &p_xform) {
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p_handle--;
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VSOccluder &occ = _occluder_pool[p_handle];
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VSOccluder_Instance &occ = _occluder_instance_pool[p_handle];
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occ.xform = p_xform;
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// mark as dirty as the world space spheres will be out of date
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occ.dirty = true;
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occ.revision = 0;
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// The room within is based on the xform, rather than the AABB so this
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// should still work even though the world space transform is deferred.
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// N.B. Occluders are a single room based on the center of the Occluder transform,
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// this may need to be improved at a later date.
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occluder_refresh_room_within(p_handle);
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}
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void PortalRenderer::occluder_refresh_room_within(uint32_t p_occluder_pool_id) {
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VSOccluder &occ = _occluder_pool[p_occluder_pool_id];
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VSOccluder_Instance &occ = _occluder_instance_pool[p_occluder_pool_id];
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// if we aren't loaded, the room within can't be valid
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if (!_loaded) {
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@@ -547,156 +571,47 @@ void PortalRenderer::occluder_refresh_room_within(uint32_t p_occluder_pool_id) {
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}
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}
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void PortalRenderer::occluder_update_mesh(OccluderHandle p_handle, const Geometry::OccluderMeshData &p_mesh_data) {
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void PortalRenderer::occluder_instance_destroy(OccluderInstanceHandle p_handle, bool p_free) {
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p_handle--;
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VSOccluder &occ = _occluder_pool[p_handle];
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ERR_FAIL_COND(occ.type != VSOccluder::OT_MESH);
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// needs world points updating next time
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occ.dirty = true;
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const LocalVectori<Geometry::OccluderMeshData::Face> &faces = p_mesh_data.faces;
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const LocalVectori<Vector3> &vertices = p_mesh_data.vertices;
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// first deal with the situation where the number of polys has changed (rare)
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if (occ.list_ids.size() != faces.size()) {
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// not the most efficient, but works...
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// remove existing
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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_occluder_mesh_pool.free(id);
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}
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occ.list_ids.clear();
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// create new
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for (int n = 0; n < faces.size(); n++) {
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uint32_t id;
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VSOccluder_Mesh *poly = _occluder_mesh_pool.request(id);
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poly->create();
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occ.list_ids.push_back(id);
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}
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if (p_free) {
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_occluder_remove_from_rooms(p_handle);
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}
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// new data
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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VSOccluder_Mesh &opoly = _occluder_mesh_pool[id];
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Occlusion::PolyPlane &poly = opoly.poly_local;
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// source face
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const Geometry::OccluderMeshData::Face &face = faces[n];
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opoly.two_way = face.two_way;
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// make sure the number of holes is correct
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if (face.holes.size() != opoly.num_holes) {
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// slow but hey ho
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// delete existing holes
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for (int i = 0; i < opoly.num_holes; i++) {
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_occluder_hole_pool.free(opoly.hole_pool_ids[i]);
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opoly.hole_pool_ids[i] = UINT32_MAX;
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}
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// create any new holes
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opoly.num_holes = face.holes.size();
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for (int i = 0; i < opoly.num_holes; i++) {
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uint32_t hole_id;
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VSOccluder_Hole *hole = _occluder_hole_pool.request(hole_id);
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opoly.hole_pool_ids[i] = hole_id;
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hole->create();
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}
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}
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poly.plane = face.plane;
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poly.num_verts = MIN(face.indices.size(), Occlusion::PolyPlane::MAX_POLY_VERTS);
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// make sure the world poly also has the correct num verts
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opoly.poly_world.num_verts = poly.num_verts;
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for (int c = 0; c < poly.num_verts; c++) {
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int vert_index = face.indices[c];
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if (vert_index < vertices.size()) {
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poly.verts[c] = vertices[vert_index];
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} else {
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WARN_PRINT_ONCE("occluder_update_mesh : poly index out of range");
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}
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}
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// holes
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for (int h = 0; h < opoly.num_holes; h++) {
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VSOccluder_Hole &dhole = get_pool_occluder_hole(opoly.hole_pool_ids[h]);
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const Geometry::OccluderMeshData::Hole &shole = face.holes[h];
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dhole.poly_local.num_verts = shole.indices.size();
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dhole.poly_local.num_verts = MIN(dhole.poly_local.num_verts, Occlusion::Poly::MAX_POLY_VERTS);
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dhole.poly_world.num_verts = dhole.poly_local.num_verts;
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for (int c = 0; c < dhole.poly_local.num_verts; c++) {
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int vert_index = shole.indices[c];
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if (vert_index < vertices.size()) {
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dhole.poly_local.verts[c] = vertices[vert_index];
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} else {
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WARN_PRINT_ONCE("occluder_update_mesh : hole index out of range");
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}
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}
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}
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}
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}
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void PortalRenderer::occluder_update_spheres(OccluderHandle p_handle, const Vector<Plane> &p_spheres) {
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p_handle--;
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VSOccluder &occ = _occluder_pool[p_handle];
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ERR_FAIL_COND(occ.type != VSOccluder::OT_SPHERE);
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// first deal with the situation where the number of spheres has changed (rare)
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if (occ.list_ids.size() != p_spheres.size()) {
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// not the most efficient, but works...
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// remove existing
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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_occluder_sphere_pool.free(id);
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}
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occ.list_ids.clear();
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// create new
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for (int n = 0; n < p_spheres.size(); n++) {
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uint32_t id;
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VSOccluder_Sphere *sphere = _occluder_sphere_pool.request(id);
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sphere->create();
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occ.list_ids.push_back(id);
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}
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}
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// new positions
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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VSOccluder_Sphere &sphere = _occluder_sphere_pool[id];
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sphere.local.from_plane(p_spheres[n]);
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}
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// mark as dirty as the world space spheres will be out of date
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occ.dirty = true;
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}
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void PortalRenderer::occluder_destroy(OccluderHandle p_handle) {
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p_handle--;
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// depending on the occluder type, remove the spheres etc
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VSOccluder &occ = _occluder_pool[p_handle];
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VSOccluder_Instance &occ = _occluder_instance_pool[p_handle];
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switch (occ.type) {
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case VSOccluder::OT_SPHERE: {
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occluder_update_spheres(p_handle + 1, Vector<Plane>());
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case VSOccluder_Instance::OT_SPHERE: {
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// free any spheres owned by the occluder
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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_occluder_world_sphere_pool.free(id);
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}
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occ.list_ids.clear();
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} break;
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case VSOccluder::OT_MESH: {
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occluder_update_mesh(p_handle + 1, Geometry::OccluderMeshData());
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case VSOccluder_Instance::OT_MESH: {
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// free any polys owned by the occluder
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for (int n = 0; n < occ.list_ids.size(); n++) {
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uint32_t id = occ.list_ids[n];
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VSOccluder_Poly &poly = _occluder_world_poly_pool[id];
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// free any holes owned by the poly
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for (int h = 0; h < poly.num_holes; h++) {
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_occluder_world_hole_pool.free(poly.hole_pool_ids[h]);
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}
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// blanks
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poly.create();
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_occluder_world_poly_pool.free(id);
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}
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occ.list_ids.clear();
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} break;
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default: {
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} break;
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}
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_occluder_remove_from_rooms(p_handle);
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_occluder_pool.free(p_handle);
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if (p_free) {
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_occluder_instance_pool.free(p_handle);
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}
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}
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// Rooms
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@@ -1047,9 +962,9 @@ void PortalRenderer::_load_finalize_roaming() {
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rghost_update(_rghost_pool.get_active_id(n) + 1, aabb, true);
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}
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for (unsigned int n = 0; n < _occluder_pool.active_size(); n++) {
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VSOccluder &occ = _occluder_pool.get_active(n);
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int occluder_id = _occluder_pool.get_active_id(n);
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for (unsigned int n = 0; n < _occluder_instance_pool.active_size(); n++) {
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VSOccluder_Instance &occ = _occluder_instance_pool.get_active(n);
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int occluder_id = _occluder_instance_pool.get_active_id(n);
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// make sure occluder is in the correct room
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occ.room_id = find_room_within(occ.pt_center, -1);
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