# godot-lportal Portal rendering / Occlusion culling module for Godot 3.2 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. 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. ![plane_lines](images/lportal_boxrooms3.jpg) Video of initial testing:\ https://www.youtube.com/watch?v=uVwLltiouBs \ https://www.youtube.com/watch?v=xF_3Fe2HRdk \ https://www.youtube.com/watch?v=NmlWkkhGoJA ### 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) ### Demos / Tutorials https://github.com/lawnjelly/lportal-demos _Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._ ## Current status 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. ## Instructions * [OVERVIEW](OCCLUSION_CULLING.md) * [INSTRUCTIONS](INSTRUCTIONS.md) * [INSTRUCTIONS for single room mode](INSTRUCTIONS_SINGLEROOM.md) * [TUTORIAL](https://github.com/lawnjelly/lportal-demos/tree/master/Tutorial-Simple) ## Roadmap * Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE * Auto creation of mirror portals DONE * Recursive determine visibility DONE * Prevent memory allocations (use pools for plane vectors) DONE * Add support for objects moving between rooms - cameras, players, physics etc - DONE * Handle special cases (multiple portals views into room etc) DONE * Optimize non-moving statics DONE * Optional convex hull bound for rooms DONE * Auto convex hull bound generation DONE * Add debug graphical view of portal planes DONE * Add debug graphical view of room bounds DONE * Dealing with shadows from objects outside of view DONE * Universal visibility query for camera and dynamic lights DONE * Support for global directional lights (like the sun) DONE * Internal baked lightmap workflow DONE * External baked lightmap workflow DONE * Switchable culling method DONE * Bug fixing / testing ONGOING * Demo game ONGOING * Shadow caster optimization * Closable portals * PVS (primary and secondary) ## Installation You will need to compile Godot from source (for now). See: 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.