godot/editor/plugins/occluder_instance_3d_editor_plugin.h
jfons 4d9d99bb82 Implement occlusion culling
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.
2021-04-23 21:45:23 +02:00

67 lines
3.1 KiB
C++

/*************************************************************************/
/* occluder_instance_3d_editor_plugin.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). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef OCCLUDER_INSTANCE_3D_EDITOR_PLUGIN_H
#define OCCLUDER_INSTANCE_3D_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/occluder_instance_3d.h"
#include "scene/resources/material.h"
class OccluderInstance3DEditorPlugin : public EditorPlugin {
GDCLASS(OccluderInstance3DEditorPlugin, EditorPlugin);
OccluderInstance3D *occluder_instance;
Button *bake;
EditorNode *editor;
EditorFileDialog *file_dialog;
void _bake_select_file(const String &p_file);
void _bake();
protected:
static void _bind_methods();
public:
virtual String get_name() const override { return "OccluderInstance3D"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
OccluderInstance3DEditorPlugin(EditorNode *p_node);
~OccluderInstance3DEditorPlugin();
};
#endif