virtualx-engine/servers/visual/portals/portal_occlusion_culler.h
lawnjelly 115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00

89 lines
4 KiB
C++

/*************************************************************************/
/* 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). */
/* */
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/*************************************************************************/
#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<Plane> &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<uint32_t, uint32_t> &p_occluder_pool_ids, const Vector3 &pt_camera, const LocalVector<Plane> &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<Plane> &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