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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.
77 lines
3.1 KiB
C++
77 lines
3.1 KiB
C++
/*************************************************************************/
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/* lightmapper.cpp */
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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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#include "lightmapper.h"
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LightmapDenoiser *(*LightmapDenoiser::create_function)() = nullptr;
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Ref<LightmapDenoiser> LightmapDenoiser::create() {
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if (create_function) {
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return Ref<LightmapDenoiser>(create_function());
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}
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return Ref<LightmapDenoiser>();
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}
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LightmapRaycaster *(*LightmapRaycaster::create_function)() = nullptr;
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Ref<LightmapRaycaster> LightmapRaycaster::create() {
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if (create_function) {
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return Ref<LightmapRaycaster>(create_function());
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}
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return Ref<LightmapRaycaster>();
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}
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Lightmapper::CreateFunc Lightmapper::create_custom = nullptr;
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Lightmapper::CreateFunc Lightmapper::create_gpu = nullptr;
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Lightmapper::CreateFunc Lightmapper::create_cpu = nullptr;
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Ref<Lightmapper> Lightmapper::create() {
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Lightmapper *lm = nullptr;
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if (create_custom) {
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lm = create_custom();
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}
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if (!lm && create_gpu) {
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lm = create_gpu();
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}
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if (!lm && create_cpu) {
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lm = create_cpu();
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}
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if (!lm) {
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return Ref<Lightmapper>();
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} else {
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return Ref<Lightmapper>(lm);
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}
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}
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Lightmapper::Lightmapper() {
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}
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