115f4dce55
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.
89 lines
4 KiB
C++
89 lines
4 KiB
C++
/*************************************************************************/
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/* portal_occlusion_culler.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_OCCLUSION_CULLER_H
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#define PORTAL_OCCLUSION_CULLER_H
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class PortalRenderer;
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#include "portal_types.h"
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class PortalOcclusionCuller {
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enum {
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MAX_SPHERES = 64,
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};
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public:
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PortalOcclusionCuller();
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void prepare(PortalRenderer &p_portal_renderer, const VSRoom &p_room, const Vector3 &pt_camera, const LocalVector<Plane> &p_planes, const Plane *p_near_plane) {
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prepare_generic(p_portal_renderer, p_room._occluder_pool_ids, pt_camera, p_planes, p_near_plane);
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}
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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);
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bool cull_aabb(const AABB &p_aabb) const {
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if (!_num_spheres) {
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return false;
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}
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return cull_sphere(p_aabb.get_center(), p_aabb.size.length() * 0.5);
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}
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bool cull_sphere(const Vector3 &p_occludee_center, real_t p_occludee_radius) const;
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private:
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// if a sphere is entirely in front of any of the culling planes, it can't be seen so returns false
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bool is_sphere_culled(const Vector3 &p_pos, real_t p_radius, const LocalVector<Plane> &p_planes, const Plane *p_near_plane) const {
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if (p_near_plane) {
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real_t dist = p_near_plane->distance_to(p_pos);
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if (dist > p_radius) {
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return true;
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}
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}
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for (unsigned int p = 0; p < p_planes.size(); p++) {
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real_t dist = p_planes[p].distance_to(p_pos);
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if (dist > p_radius) {
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return true;
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}
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}
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return false;
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}
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// only a number of the spheres in the scene will be chosen to be
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// active based on their distance to the camera, screen space etc.
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Occlusion::Sphere _spheres[MAX_SPHERES];
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real_t _sphere_distances[MAX_SPHERES];
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real_t _sphere_closest_dist = 0.0;
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int _num_spheres = 0;
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int _max_spheres = 8;
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Vector3 _pt_camera;
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};
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#endif // PORTAL_OCCLUSION_CULLER_H
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