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author | jfons <joan.fonssanchez@gmail.com> | 2021-04-20 18:40:24 +0200 |
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committer | jfons <joan.fonssanchez@gmail.com> | 2021-04-23 21:45:23 +0200 |
commit | 4d9d99bb827967e2bb931eeb8c3f0e079b39ae1a (patch) | |
tree | dcd5ff54562db253500aa835a27f3b2548e42eb9 /servers/rendering/rendering_server_default.h | |
parent | 34b3e8f9e2ae076990ecf3b2827eff759ba2abf9 (diff) |
Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
Diffstat (limited to 'servers/rendering/rendering_server_default.h')
-rw-r--r-- | servers/rendering/rendering_server_default.h | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index 683a22fd9a..324c002d6f 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -540,6 +540,10 @@ public: FUNC2(camera_set_camera_effects, RID, RID) FUNC2(camera_set_use_vertical_aspect, RID, bool) + /* OCCLUDER */ + FUNCRIDSPLIT(occluder) + FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &); + #undef server_name #undef ServerName //from now on, calls forwarded to this singleton @@ -590,6 +594,9 @@ public: FUNC2(viewport_set_msaa, RID, ViewportMSAA) FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA) FUNC2(viewport_set_use_debanding, RID, bool) + FUNC2(viewport_set_use_occlusion_culling, RID, bool) + FUNC1(viewport_set_occlusion_rays_per_thread, int) + FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality) FUNC2(viewport_set_lod_threshold, RID, float) FUNC2R(int, viewport_get_render_info, RID, ViewportRenderInfo) |