godot/scene/3d/occluder_instance_3d.h
jfons 4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00

109 lines
3.9 KiB
C++

/*************************************************************************/
/* occluder_instance_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.*/
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/*************************************************************************/
#ifndef OCCLUDER_INSTANCE_3D_H
#define OCCLUDER_INSTANCE_3D_H
#include "scene/3d/visual_instance_3d.h"
class Occluder3D : public Resource {
GDCLASS(Occluder3D, Resource);
RES_BASE_EXTENSION("occ");
mutable RID occluder;
mutable Ref<ArrayMesh> debug_mesh;
mutable Vector<Vector3> debug_lines;
AABB aabb;
PackedVector3Array vertices;
PackedInt32Array indices;
void _update_changes();
protected:
static void _bind_methods();
public:
void set_vertices(PackedVector3Array p_vertices);
PackedVector3Array get_vertices() const;
void set_indices(PackedInt32Array p_indices);
PackedInt32Array get_indices() const;
Vector<Vector3> get_debug_lines() const;
Ref<ArrayMesh> get_debug_mesh() const;
AABB get_aabb() const;
virtual RID get_rid() const override;
Occluder3D();
~Occluder3D();
};
class OccluderInstance3D : public VisualInstance3D {
GDCLASS(OccluderInstance3D, Node3D);
private:
Ref<Occluder3D> occluder;
uint32_t bake_mask = 0xFFFFFFFF;
void _occluder_changed();
bool _bake_material_check(Ref<Material> p_material);
void _bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
protected:
static void _bind_methods();
public:
enum BakeError {
BAKE_ERROR_OK,
BAKE_ERROR_NO_SAVE_PATH,
BAKE_ERROR_NO_MESHES,
};
void set_occluder(const Ref<Occluder3D> &p_occluder);
Ref<Occluder3D> get_occluder() const;
virtual AABB get_aabb() const override;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
void set_bake_mask(uint32_t p_mask);
uint32_t get_bake_mask() const;
void set_bake_mask_bit(int p_layer, bool p_enable);
bool get_bake_mask_bit(int p_layer) const;
BakeError bake(Node *p_from_node, String p_occluder_path = "");
OccluderInstance3D();
~OccluderInstance3D();
};
#endif