virtualx-engine/servers/visual/portals/portal_pvs_builder.h
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00

71 lines
3.2 KiB
C++

/*************************************************************************/
/* portal_pvs_builder.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_PVS_BUILDER_H
#define PORTAL_PVS_BUILDER_H
#include "core/bitfield_dynamic.h"
#include "core/local_vector.h"
#include "core/math/plane.h"
//#define GODOT_PVS_SUPPORT_SAVE_FILE
class PortalRenderer;
class PVS;
class PVSBuilder {
struct Neighbours {
LocalVector<int32_t, int32_t> room_ids;
};
public:
void calculate_pvs(PortalRenderer &p_portal_renderer, String p_filename);
private:
#ifdef GODOT_PVS_SUPPORT_SAVE_FILE
bool load_pvs(String p_filename);
void save_pvs(String p_filename);
#endif
void find_neighbors(LocalVector<Neighbours> &r_neighbors);
void logd(int p_depth, String p_string);
void log(String p_string);
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);
void create_secondary_pvs(int p_room_id, const LocalVector<Neighbours> &p_neighbors, BitFieldDynamic &r_bitfield_rooms);
PortalRenderer *_portal_renderer = nullptr;
PVS *_pvs = nullptr;
static bool _log_active;
};
#endif