/**************************************************************************/ /* rendering_light_culler.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef RENDERING_LIGHT_CULLER_H #define RENDERING_LIGHT_CULLER_H #include "core/math/plane.h" #include "core/math/vector3.h" #include "renderer_scene_cull.h" struct Projection; struct Transform3D; // For testing performance improvements from the LightCuller: // Uncomment LIGHT_CULLER_DEBUG_FLASH and it will turn the culler // on and off every LIGHT_CULLER_DEBUG_FLASH_FREQUENCY camera prepares. // Uncomment LIGHT_CULLER_DEBUG_LOGGING to get periodic print of the number of casters culled before / after. // Uncomment LIGHT_CULLER_DEBUG_DIRECTIONAL_LIGHT to get periodic print of the number of casters culled for the directional light.. // #define LIGHT_CULLER_DEBUG_LOGGING // #define LIGHT_CULLER_DEBUG_DIRECTIONAL_LIGHT // #define LIGHT_CULLER_DEBUG_REGULAR_LIGHT // #define LIGHT_CULLER_DEBUG_FLASH #define LIGHT_CULLER_DEBUG_FLASH_FREQUENCY … //////////////////////////////////////////////////////////////////////////////////////////////// // The code to generate the lookup table is included but commented out. // This may be useful for debugging / regenerating the LUT in the future, // especially if the order of planes changes. // When this define is set, the generated lookup table will be printed to debug output. // The generated lookup table can be copy pasted // straight to LUT_entry_sizes and LUT_entries. // See the referenced article for explanation. // #define RENDERING_LIGHT_CULLER_CALCULATE_LUT //////////////////////////////////////////////////////////////////////////////////////////////// // This define will be set automatically depending on earlier defines, you can leave this as is. #if defined(LIGHT_CULLER_DEBUG_LOGGING) || defined(RENDERING_LIGHT_CULLER_CALCULATE_LUT) #define RENDERING_LIGHT_CULLER_DEBUG_STRINGS #endif // Culls shadow casters that can't cast shadows into the camera frustum. class RenderingLightCuller { … }; #endif // RENDERING_LIGHT_CULLER_H