eb6f98ec55
Adds support for occlusion culling via rooms and portals.
71 lines
3.2 KiB
C++
71 lines
3.2 KiB
C++
/*************************************************************************/
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/* portal_pvs_builder.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PORTAL_PVS_BUILDER_H
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#define PORTAL_PVS_BUILDER_H
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#include "core/bitfield_dynamic.h"
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#include "core/local_vector.h"
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#include "core/math/plane.h"
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//#define GODOT_PVS_SUPPORT_SAVE_FILE
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class PortalRenderer;
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class PVS;
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class PVSBuilder {
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struct Neighbours {
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LocalVector<int32_t, int32_t> room_ids;
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};
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public:
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void calculate_pvs(PortalRenderer &p_portal_renderer, String p_filename);
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private:
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#ifdef GODOT_PVS_SUPPORT_SAVE_FILE
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bool load_pvs(String p_filename);
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void save_pvs(String p_filename);
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#endif
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void find_neighbors(LocalVector<Neighbours> &r_neighbors);
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void logd(int p_depth, String p_string);
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void log(String p_string);
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void trace_rooms_recursive(int p_depth, int p_source_room_id, int p_room_id, int p_first_portal_id, bool p_first_portal_outgoing, int p_previous_portal_id, const LocalVector<Plane, int32_t> &p_planes, BitFieldDynamic &r_bitfield_rooms);
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void create_secondary_pvs(int p_room_id, const LocalVector<Neighbours> &p_neighbors, BitFieldDynamic &r_bitfield_rooms);
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PortalRenderer *_portal_renderer = nullptr;
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PVS *_pvs = nullptr;
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static bool _log_active;
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};
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#endif
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