Update INSTRUCTIONS_SINGLEROOM.md

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Although LPortal is primarily designed for occlusion culling with rooms and portals, it also contains some optimizations to increase the accuracy of general culling (both for the camera and lights). While I couldn't easily integrate these into Godot 3.2 core (because of shadow map caching), they can still be used relatively simply with most 3d games via LPortal. Although LPortal is primarily designed for occlusion culling with rooms and portals, it also contains some optimizations to increase the accuracy of general culling (both for the camera and lights). While I couldn't easily integrate these into Godot 3.2 core (because of shadow map caching), they can still be used relatively simply with most 3d games via LPortal.
### How does it work? ### How does it work?
Single room mode uses a subset of the functionality of LPortal to speed up culling in a general situation. It works by treating your entire game level as a single room, without portals (so there will be no occlusion culling). However the meshes / lights within will be culled by LPortal.
The optimizations speed up and increase the accuracy of general camera / light culling using several methods, especially the following: The optimizations speed up and increase the accuracy of general camera / light culling using several methods, especially the following:
* Shadow casters are culled so that only those that affect the camera frustum are drawn to shadow maps * Shadow casters are culled so that only those that affect the camera frustum are drawn to shadow maps
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Note that these methods will primarily speed up rendering in games that use realtime lighting, rather than baked lighting. They aren't designed to work with GI probe and may produce artefacts (such as shadow popping) when used with GI probe. Note that these methods will primarily speed up rendering in games that use realtime lighting, rather than baked lighting. They aren't designed to work with GI probe and may produce artefacts (such as shadow popping) when used with GI probe.
SingleRoom mode works by treating your entire game level as a single room, without portals (so there will be no occlusion culling). However the meshes / lights within will be culled by LPortal.
### How to ### How to
1) You will typically need to separate the objects in your game into those that are long-lived (staying present throughout a game level) and those that may be added and removed dynamically (such as players).\ 1) You will typically need to separate the objects in your game into those that are long-lived (staying present throughout a game level) and those that may be added and removed dynamically (such as players).\
\ \
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``` ```
LRoomManager.rooms_single_room_convert(true, false) LRoomManager.rooms_single_room_convert(true, false)
``` ```
6) There is one further step to get started, you must setup your camera to work with LPortal. The camera should NOT be in the room.
7) First you have to register the camera as a dynamic object (DOB) within LPortal:
```
# where $Camera is your camera node
LRoomManager.dob_register($Camera, 0)
```
8) Next you have to select this camera as the active camera:
```
LRoomManager.rooms_set_camera($Camera)
```