/*************************************************************************/ /* portal_occlusion_culler.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.*/ /* 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. */ /*************************************************************************/ #ifndef PORTAL_OCCLUSION_CULLER_H #define PORTAL_OCCLUSION_CULLER_H class PortalRenderer; #include "portal_types.h" class PortalOcclusionCuller { enum { MAX_SPHERES = 64, }; public: PortalOcclusionCuller(); void prepare(PortalRenderer &p_portal_renderer, const VSRoom &p_room, const Vector3 &pt_camera, const LocalVector &p_planes, const Plane *p_near_plane) { prepare_generic(p_portal_renderer, p_room._occluder_pool_ids, pt_camera, p_planes, p_near_plane); } void prepare_generic(PortalRenderer &p_portal_renderer, const LocalVector &p_occluder_pool_ids, const Vector3 &pt_camera, const LocalVector &p_planes, const Plane *p_near_plane); bool cull_aabb(const AABB &p_aabb) const { if (!_num_spheres) { return false; } return cull_sphere(p_aabb.get_center(), p_aabb.size.length() * 0.5); } bool cull_sphere(const Vector3 &p_occludee_center, real_t p_occludee_radius) const; private: // if a sphere is entirely in front of any of the culling planes, it can't be seen so returns false bool is_sphere_culled(const Vector3 &p_pos, real_t p_radius, const LocalVector &p_planes, const Plane *p_near_plane) const { if (p_near_plane) { real_t dist = p_near_plane->distance_to(p_pos); if (dist > p_radius) { return true; } } for (unsigned int p = 0; p < p_planes.size(); p++) { real_t dist = p_planes[p].distance_to(p_pos); if (dist > p_radius) { return true; } } return false; } // only a number of the spheres in the scene will be chosen to be // active based on their distance to the camera, screen space etc. Occlusion::Sphere _spheres[MAX_SPHERES]; real_t _sphere_distances[MAX_SPHERES]; real_t _sphere_closest_dist = 0.0; int _num_spheres = 0; int _max_spheres = 8; Vector3 _pt_camera; }; #endif // PORTAL_OCCLUSION_CULLER_H