Graphics: Improve frustum culling (do it once per viewer)

This commit is contained in:
Jérôme Leclercq 2021-08-21 01:42:53 +02:00
parent 8546631f62
commit 0179ef4d65
5 changed files with 478 additions and 524 deletions

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@ -54,12 +54,6 @@ namespace Nz
void ProcessRenderQueue(CommandBufferBuilder& builder, const RenderQueue<RenderElement*>& renderQueue); void ProcessRenderQueue(CommandBufferBuilder& builder, const RenderQueue<RenderElement*>& renderQueue);
void UnregisterMaterialPass(MaterialPass* material); void UnregisterMaterialPass(MaterialPass* material);
struct ElementAABB
{
Boxf aabb;
std::size_t count;
};
struct MaterialData struct MaterialData
{ {
std::size_t usedCount = 0; std::size_t usedCount = 0;
@ -72,14 +66,17 @@ namespace Nz
NazaraSlot(InstancedRenderable, OnMaterialInvalidated, onMaterialInvalidated); NazaraSlot(InstancedRenderable, OnMaterialInvalidated, onMaterialInvalidated);
}; };
struct VisibleRenderable
{
const InstancedRenderable* instancedRenderable;
const WorldInstance* worldInstance;
};
struct ViewerData struct ViewerData
{ {
std::size_t colorAttachment; std::size_t colorAttachment;
std::size_t depthStencilAttachment; std::size_t depthStencilAttachment;
std::size_t depthPrepassVisibilityHash = 0; std::size_t visibilityHash = 0;
std::size_t forwardVisibilityHash = 0;
std::vector<ElementAABB> depthPrepassAABB;
std::vector<ElementAABB> forwardAABB;
std::vector<std::unique_ptr<RenderElement>> depthPrepassRenderElements; std::vector<std::unique_ptr<RenderElement>> depthPrepassRenderElements;
std::vector<std::unique_ptr<RenderElement>> forwardRenderElements; std::vector<std::unique_ptr<RenderElement>> forwardRenderElements;
RenderQueueRegistry depthPrepassRegistry; RenderQueueRegistry depthPrepassRegistry;
@ -101,6 +98,7 @@ namespace Nz
std::unordered_set<WorldInstance*> m_invalidatedWorldInstances; std::unordered_set<WorldInstance*> m_invalidatedWorldInstances;
std::unordered_set<WorldInstancePtr> m_removedWorldInstances; std::unordered_set<WorldInstancePtr> m_removedWorldInstances;
std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers; std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
std::vector<VisibleRenderable> m_visibleRenderables;
BakedFrameGraph m_bakedFrameGraph; BakedFrameGraph m_bakedFrameGraph;
bool m_rebuildFrameGraph; bool m_rebuildFrameGraph;
}; };

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@ -28,7 +28,7 @@ namespace Nz
InstancedRenderable(InstancedRenderable&&) noexcept = default; InstancedRenderable(InstancedRenderable&&) noexcept = default;
~InstancedRenderable(); ~InstancedRenderable();
virtual void BuildElement(std::size_t passIndex, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const = 0; virtual void BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const = 0;
inline const Boxf& GetAABB() const; inline const Boxf& GetAABB() const;
virtual const std::shared_ptr<Material>& GetMaterial(std::size_t i) const = 0; virtual const std::shared_ptr<Material>& GetMaterial(std::size_t i) const = 0;

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@ -28,7 +28,7 @@ namespace Nz
Model(Model&&) noexcept = default; Model(Model&&) noexcept = default;
~Model() = default; ~Model() = default;
void BuildElement(std::size_t passIndex, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const override; void BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const override;
const std::shared_ptr<AbstractBuffer>& GetIndexBuffer(std::size_t subMeshIndex) const; const std::shared_ptr<AbstractBuffer>& GetIndexBuffer(std::size_t subMeshIndex) const;
std::size_t GetIndexCount(std::size_t subMeshIndex) const; std::size_t GetIndexCount(std::size_t subMeshIndex) const;

File diff suppressed because it is too large Load Diff

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@ -31,7 +31,7 @@ namespace Nz
} }
} }
void Model::BuildElement(std::size_t passIndex, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const void Model::BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const
{ {
for (std::size_t i = 0; i < m_submeshes.size(); ++i) for (std::size_t i = 0; i < m_submeshes.size(); ++i)
{ {