3.4 KiB
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.
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.
Note I'm also currently rewriting the Godot 2d GLES renderer in core, so that has to take priority until it is working.
Instructions
Roadmap
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Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE
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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
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Internal baked lightmap workflow DONE
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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)
Installation
To easily try out I have provided a win64 build under the 'releases' tab in github. However note that for production use on multiple platforms you will have to compile from source.
Compiling from source
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.