eb6f98ec55
Adds support for occlusion culling via rooms and portals.
88 lines
4.2 KiB
C++
88 lines
4.2 KiB
C++
/*************************************************************************/
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/* portal_gameplay_monitor.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_GAMEPLAY_MONITOR_H
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#define PORTAL_GAMEPLAY_MONITOR_H
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#include "core/local_vector.h"
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#include "servers/visual_server_callbacks.h"
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#include <stdint.h>
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class PortalRenderer;
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struct VSRoom;
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class PortalGameplayMonitor {
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public:
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PortalGameplayMonitor();
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// entering and exiting gameplay notifications (requires PVS)
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void update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms);
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void set_params(bool p_use_secondary_pvs, bool p_use_signals);
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private:
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void _update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed);
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bool _source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms);
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void _swap();
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uint32_t _gameplay_tick = 1;
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// we need two version, current and previous
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LocalVector<uint32_t, int32_t> _active_moving_pool_ids[2];
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LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_curr;
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LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_prev;
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LocalVector<uint32_t, int32_t> _active_rghost_pool_ids[2];
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LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_curr;
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LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_prev;
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LocalVector<uint32_t, int32_t> _active_room_ids[2];
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LocalVector<uint32_t, int32_t> *_active_room_ids_curr;
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LocalVector<uint32_t, int32_t> *_active_room_ids_prev;
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LocalVector<uint32_t, int32_t> _active_roomgroup_ids[2];
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LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_curr;
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LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_prev;
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LocalVector<uint32_t, int32_t> _active_sghost_ids[2];
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LocalVector<uint32_t, int32_t> *_active_sghost_ids_curr;
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LocalVector<uint32_t, int32_t> *_active_sghost_ids_prev;
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LocalVector<uint32_t, int32_t> _source_rooms_prev;
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VisualServerCallbacks::CallbackType _enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
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VisualServerCallbacks::CallbackType _exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
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bool _use_secondary_pvs = false;
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bool _use_signals = false;
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};
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#endif
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