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4d9d99bb82
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
182 lines
6.1 KiB
C++
182 lines
6.1 KiB
C++
/*************************************************************************/
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/* visual_instance_3d.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 VISUAL_INSTANCE_H
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#define VISUAL_INSTANCE_H
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#include "core/math/face3.h"
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#include "core/templates/rid.h"
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#include "scene/3d/node_3d.h"
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#include "scene/resources/material.h"
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class VisualInstance3D : public Node3D {
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GDCLASS(VisualInstance3D, Node3D);
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OBJ_CATEGORY("3D Visual Nodes");
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RID base;
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RID instance;
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uint32_t layers = 1;
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RID _get_visual_instance_rid() const;
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protected:
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void _update_visibility();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum GetFacesFlags {
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FACES_SOLID = 1, // solid geometry
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FACES_ENCLOSING = 2,
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FACES_DYNAMIC = 4 // dynamic object geometry
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};
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RID get_instance() const;
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virtual AABB get_aabb() const = 0;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
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virtual AABB get_transformed_aabb() const; // helper
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void set_base(const RID &p_base);
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RID get_base() const;
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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void set_layer_mask_bit(int p_layer, bool p_enable);
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bool get_layer_mask_bit(int p_layer) const;
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VisualInstance3D();
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~VisualInstance3D();
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};
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class GeometryInstance3D : public VisualInstance3D {
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GDCLASS(GeometryInstance3D, VisualInstance3D);
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public:
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enum ShadowCastingSetting {
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SHADOW_CASTING_SETTING_OFF = RS::SHADOW_CASTING_SETTING_OFF,
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SHADOW_CASTING_SETTING_ON = RS::SHADOW_CASTING_SETTING_ON,
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SHADOW_CASTING_SETTING_DOUBLE_SIDED = RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
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SHADOW_CASTING_SETTING_SHADOWS_ONLY = RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
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};
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enum GIMode {
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GI_MODE_DISABLED,
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GI_MODE_BAKED,
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GI_MODE_DYNAMIC
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};
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enum LightmapScale {
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LIGHTMAP_SCALE_1X,
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LIGHTMAP_SCALE_2X,
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LIGHTMAP_SCALE_4X,
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LIGHTMAP_SCALE_8X,
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LIGHTMAP_SCALE_MAX,
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};
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private:
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ShadowCastingSetting shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
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Ref<Material> material_override;
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float lod_min_distance = 0.0;
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float lod_max_distance = 0.0;
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float lod_min_hysteresis = 0.0;
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float lod_max_hysteresis = 0.0;
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float lod_bias = 1.0;
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mutable HashMap<StringName, Variant> instance_uniforms;
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mutable HashMap<StringName, StringName> instance_uniform_property_remap;
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float extra_cull_margin = 0.0;
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LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X;
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GIMode gi_mode = GI_MODE_DISABLED;
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bool ignore_occlusion_culling = false;
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const StringName *_instance_uniform_get_remap(const StringName p_name) const;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
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ShadowCastingSetting get_cast_shadows_setting() const;
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void set_lod_min_distance(float p_dist);
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float get_lod_min_distance() const;
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void set_lod_max_distance(float p_dist);
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float get_lod_max_distance() const;
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void set_lod_min_hysteresis(float p_dist);
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float get_lod_min_hysteresis() const;
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void set_lod_max_hysteresis(float p_dist);
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float get_lod_max_hysteresis() const;
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void set_material_override(const Ref<Material> &p_material);
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Ref<Material> get_material_override() const;
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void set_extra_cull_margin(float p_margin);
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float get_extra_cull_margin() const;
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void set_lod_bias(float p_bias);
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float get_lod_bias() const;
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void set_gi_mode(GIMode p_mode);
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GIMode get_gi_mode() const;
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void set_lightmap_scale(LightmapScale p_scale);
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LightmapScale get_lightmap_scale() const;
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void set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value);
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Variant get_shader_instance_uniform(const StringName &p_uniform) const;
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void set_custom_aabb(AABB aabb);
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void set_ignore_occlusion_culling(bool p_enabled);
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bool is_ignoring_occlusion_culling();
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GeometryInstance3D();
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};
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VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
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VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale);
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VARIANT_ENUM_CAST(GeometryInstance3D::GIMode);
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#endif
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