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authorjfons <joan.fonssanchez@gmail.com>2021-04-20 18:40:24 +0200
committerjfons <joan.fonssanchez@gmail.com>2021-04-23 21:45:23 +0200
commit4d9d99bb827967e2bb931eeb8c3f0e079b39ae1a (patch)
treedcd5ff54562db253500aa835a27f3b2548e42eb9 /scene/register_scene_types.cpp
parent34b3e8f9e2ae076990ecf3b2827eff759ba2abf9 (diff)
downloadredot-engine-4d9d99bb827967e2bb931eeb8c3f0e079b39ae1a.tar.gz
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 'scene/register_scene_types.cpp')
-rw-r--r--scene/register_scene_types.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 232ad278dd..1b3be13039 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -208,6 +208,7 @@
#include "scene/3d/navigation_agent_3d.h"
#include "scene/3d/navigation_obstacle_3d.h"
#include "scene/3d/navigation_region_3d.h"
+#include "scene/3d/occluder_instance_3d.h"
#include "scene/3d/path_3d.h"
#include "scene/3d/physics_body_3d.h"
#include "scene/3d/physics_joint_3d.h"
@@ -442,6 +443,8 @@ void register_scene_types() {
ClassDB::register_class<XRAnchor3D>();
ClassDB::register_class<XROrigin3D>();
ClassDB::register_class<MeshInstance3D>();
+ ClassDB::register_class<OccluderInstance3D>();
+ ClassDB::register_class<Occluder3D>();
ClassDB::register_class<ImmediateGeometry3D>();
ClassDB::register_virtual_class<SpriteBase3D>();
ClassDB::register_class<Sprite3D>();