images | ||
config.py | ||
INSTRUCTIONS.md | ||
lbitfield_dynamic.cpp | ||
lbitfield_dynamic.h | ||
lbound.cpp | ||
lbound.h | ||
ldebug.cpp | ||
ldebug.h | ||
ldob.cpp | ||
ldob.h | ||
lhelper.cpp | ||
lhelper.h | ||
LICENSE | ||
lplanes_pool.cpp | ||
lplanes_pool.h | ||
lportal_all.cpp | ||
lportal.cpp | ||
lportal.h | ||
lroom_converter.cpp | ||
lroom_converter.h | ||
lroom_manager.cpp | ||
lroom_manager.h | ||
lroom.cpp | ||
lroom.h | ||
lscene_saver.cpp | ||
lscene_saver.h | ||
lvector.h | ||
README.md | ||
register_types.cpp | ||
register_types.h | ||
SCsub |
godot-lportal
Portal rendering / Occlusion culling module for Godot 3.2
Work in progress
Although not yet released, I am trying to make sure that committed versions are runnable, so if you want to test out the system, simply follow the installation instructions. Note that the function definitions are still subject to change, but any rooms you build should be compatible with later versions.
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
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
The first demo tutorial (see above) is now working with the internal godot baked lightmap workflow. It shows registering dynamic objects (DOBs), loading and unloading levels.
I'm now working again on dynamic lights and realtime lighting: https://www.youtube.com/watch?v=1WT5AXZlsDc I've got dynamic lights and culling shadow casters to camera frustum working which should speed things up quite a bit. This is not in the master branch yet, still work in progress.
With realtime I am looking at allowing almost any of the objects within a room to move around ... thus the distinction would be between DOBs (that move between rooms), SOBs (that move within rooms) and truly static SOBs that don't move at all.
I'll probably add a flag so a light can be static and the static shadow casters for that light can be merged into one optimized mesh.
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
- Refactor code, moving LRooms and LPortals outside scene graph DONE
- Cleanup code, Optimize DONE
- Handle special cases (multiple portals views into room etc) DONE
- Optimize non-moving statics DONE
- Optional convex hull bound for rooms 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 PARTIALLY DONE
- Building baked lightmap workflow ONGOING
- Bug fixing / testing ONGOING
- Universal visibility query for camera and dynamic lights
- Shadow caster optimization
- Closable portals
- PVS (primary and secondary)
Instructions
See INSTRUCTIONS.md and TUTORIAL
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.