godot-lportal/README.md

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# godot-lportal
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Portal rendering / Occlusion culling module for Godot 3.2
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You can either use LPortal as a full occlusion culling system if you can create your level as rooms and portals, or use it in a simplified single room mode to speed up culling in any 3d level.
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Note that this is a _Work in progress_. Feel free to try out the latest version (master) but recognise that the API may change as I move towards first release.
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![plane_lines](images/lportal_boxrooms3.jpg)
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Video of initial testing:\
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https://www.youtube.com/watch?v=uVwLltiouBs \
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https://www.youtube.com/watch?v=xF_3Fe2HRdk \
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https://www.youtube.com/watch?v=NmlWkkhGoJA
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### Features
* Support for dynamic objects (DOBs)
* Dynamic lights
* Optional auto-generation of room bound convex hulls
* Internal lightmapping workflow (for baking lights in Godot)
* External lightmapping workflow (for baking lights in Blender etc)
* Single room mode (for non-portalled levels)
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### Demos / Tutorials
https://github.com/lawnjelly/lportal-demos
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_Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._
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## Current status
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As everything is now basically working, I am currently working on a small demo / test first person shooter game. This is helping me find bugs / add usability features as I go.
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Note I'm also currently rewriting the Godot 2d GLES renderer in core, so that has to take priority until it is working.
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## Instructions
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* [OVERVIEW](OCCLUSION_CULLING.md)
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* [INSTRUCTIONS](INSTRUCTIONS.md)
* [INSTRUCTIONS for single room mode](INSTRUCTIONS_SINGLEROOM.md)
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* [TUTORIAL](https://github.com/lawnjelly/lportal-demos/tree/master/Tutorial-Simple)
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## Roadmap
* Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE
* Auto creation of mirror portals DONE
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* Recursive determine visibility DONE
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* Prevent memory allocations (use pools for plane vectors) DONE
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* Add support for objects moving between rooms - cameras, players, physics etc - DONE
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* Handle special cases (multiple portals views into room etc) DONE
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* Optimize non-moving statics DONE
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* Optional convex hull bound for rooms DONE
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* Auto convex hull bound generation DONE
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* Add debug graphical view of portal planes DONE
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* Add debug graphical view of room bounds DONE
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* Dealing with shadows from objects outside of view DONE
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* Universal visibility query for camera and dynamic lights DONE
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* Support for global directional lights (like the sun) DONE
* Internal baked lightmap workflow DONE
* External baked lightmap workflow DONE
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* Switchable culling method DONE
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* Bug fixing / testing ONGOING
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* Demo game ONGOING
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* Shadow caster optimization
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* Closable portals
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* PVS (primary and secondary)
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## Installation
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For convenience to trial LPortal I have provided a win64 build under the 'releases' tab in github. However, note that for production use (on multiple platforms) you will currently have to compile from source.
I will work on increasing the number of builds for different platforms.
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## Compiling from source
See:
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http://docs.godotengine.org/en/3.0/development/compiling/index.html
Once the engine is compiling okay on your system, to add the module:
* Create a folder inside godot/modules called 'lportal'
* Clone / download this repository as a zip file and place the files in the lportal folder
* Compile the engine as normal, it should automatically pick up the lportal module
* Note that to export to other platforms you will also have to compile export templates for those platforms
You will know the installation was successful when you see a new Node type 'LRoomManager' in the Godot IDE.