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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.
78 lines
3.4 KiB
C++
78 lines
3.4 KiB
C++
/*************************************************************************/
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/* lightmap_raycaster.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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#ifdef TOOLS_ENABLED
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#include "core/object/object.h"
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#include "scene/3d/lightmapper.h"
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#include "scene/resources/mesh.h"
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#include <embree3/rtcore.h>
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class LightmapRaycasterEmbree : public LightmapRaycaster {
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GDCLASS(LightmapRaycasterEmbree, LightmapRaycaster);
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private:
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struct AlphaTextureData {
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Vector<uint8_t> data;
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Vector2i size;
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uint8_t sample(float u, float v) const;
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};
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RTCDevice embree_device;
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RTCScene embree_scene;
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static void filter_function(const struct RTCFilterFunctionNArguments *p_args);
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Map<unsigned int, AlphaTextureData> alpha_textures;
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Set<int> filter_meshes;
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public:
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virtual bool intersect(Ray &p_ray) override;
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virtual void intersect(Vector<Ray> &r_rays) override;
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virtual void add_mesh(const Vector<Vector3> &p_vertices, const Vector<Vector3> &p_normals, const Vector<Vector2> &p_uv2s, unsigned int p_id) override;
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virtual void set_mesh_alpha_texture(Ref<Image> p_alpha_texture, unsigned int p_id) override;
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virtual void commit() override;
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virtual void set_mesh_filter(const Set<int> &p_mesh_ids) override;
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virtual void clear_mesh_filter() override;
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static LightmapRaycaster *create_embree_raycaster();
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static void make_default_raycaster();
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LightmapRaycasterEmbree();
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~LightmapRaycasterEmbree();
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};
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#endif
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