mirror of
https://github.com/Relintai/godot-lportal.git
synced 2024-11-11 10:52:09 +01:00
75 lines
3.3 KiB
Markdown
75 lines
3.3 KiB
Markdown
# 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.
|
|
|
|
Note I'm also currently rewriting the Godot 2d GLES renderer in core, so that has to take priority until it is working.
|
|
|
|
## 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.
|