Graphics: Improve frustum culling (do it once per viewer)
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8546631f62
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0179ef4d65
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@ -54,12 +54,6 @@ namespace Nz
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void ProcessRenderQueue(CommandBufferBuilder& builder, const RenderQueue<RenderElement*>& renderQueue);
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void UnregisterMaterialPass(MaterialPass* material);
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struct ElementAABB
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{
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Boxf aabb;
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std::size_t count;
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};
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struct MaterialData
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{
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std::size_t usedCount = 0;
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@ -72,14 +66,17 @@ namespace Nz
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NazaraSlot(InstancedRenderable, OnMaterialInvalidated, onMaterialInvalidated);
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};
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struct VisibleRenderable
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{
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const InstancedRenderable* instancedRenderable;
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const WorldInstance* worldInstance;
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};
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struct ViewerData
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{
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std::size_t colorAttachment;
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std::size_t depthStencilAttachment;
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std::size_t depthPrepassVisibilityHash = 0;
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std::size_t forwardVisibilityHash = 0;
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std::vector<ElementAABB> depthPrepassAABB;
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std::vector<ElementAABB> forwardAABB;
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std::size_t visibilityHash = 0;
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std::vector<std::unique_ptr<RenderElement>> depthPrepassRenderElements;
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std::vector<std::unique_ptr<RenderElement>> forwardRenderElements;
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RenderQueueRegistry depthPrepassRegistry;
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@ -101,6 +98,7 @@ namespace Nz
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std::unordered_set<WorldInstance*> m_invalidatedWorldInstances;
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std::unordered_set<WorldInstancePtr> m_removedWorldInstances;
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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std::vector<VisibleRenderable> m_visibleRenderables;
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BakedFrameGraph m_bakedFrameGraph;
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bool m_rebuildFrameGraph;
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};
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@ -28,7 +28,7 @@ namespace Nz
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InstancedRenderable(InstancedRenderable&&) noexcept = default;
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~InstancedRenderable();
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virtual void BuildElement(std::size_t passIndex, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const = 0;
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virtual void BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const = 0;
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inline const Boxf& GetAABB() const;
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virtual const std::shared_ptr<Material>& GetMaterial(std::size_t i) const = 0;
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@ -28,7 +28,7 @@ namespace Nz
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Model(Model&&) noexcept = default;
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~Model() = default;
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void BuildElement(std::size_t passIndex, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const override;
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void BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const override;
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const std::shared_ptr<AbstractBuffer>& GetIndexBuffer(std::size_t subMeshIndex) const;
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std::size_t GetIndexCount(std::size_t subMeshIndex) const;
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File diff suppressed because it is too large
Load Diff
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@ -31,7 +31,7 @@ namespace Nz
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}
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}
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void Model::BuildElement(std::size_t passIndex, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const
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void Model::BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const
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{
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for (std::size_t i = 0; i < m_submeshes.size(); ++i)
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{
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