1b5fa74e39
Add scene side discrete level of detail. New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
74 lines
3.1 KiB
C++
74 lines
3.1 KiB
C++
/**************************************************************************/
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/* lod_manager.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 LOD_MANAGER_H
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#define LOD_MANAGER_H
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#include "core/local_vector.h"
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#include "core/os/mutex.h"
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class Camera;
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class LOD;
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struct Vector3;
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class LODManager {
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public:
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enum { NUM_LOD_QUEUES = 5 };
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void register_camera(Camera *p_camera);
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void remove_camera(Camera *p_camera);
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void register_lod(LOD *p_lod, uint32_t p_queue_id);
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void unregister_lod(LOD *p_lod, uint32_t p_queue_id);
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void update();
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void notify_saving(bool p_active);
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static void set_enabled(bool p_enabled) { _enabled = p_enabled; }
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static bool is_enabled() { return _enabled; }
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private:
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void _update_queue(uint32_t p_queue_id, const Vector3 *p_camera_positions, uint32_t p_num_cameras);
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struct Queue {
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LocalVector<LOD *> lods;
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uint32_t lod_iterator = 0;
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};
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struct Data {
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LocalVector<Camera *> cameras;
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Queue queues[NUM_LOD_QUEUES];
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BinaryMutex mutex;
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bool saving = false;
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} data;
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static bool _enabled;
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};
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#endif // LOD_MANAGER_H
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