Add frustum culling (WIP)
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@@ -54,6 +54,12 @@ 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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@@ -70,7 +76,19 @@ namespace Nz
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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::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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RenderQueueRegistry forwardRegistry;
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RenderQueue<RenderElement*> depthPrepassRenderQueue;
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RenderQueue<RenderElement*> forwardRenderQueue;
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ShaderBindingPtr blitShaderBinding;
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bool rebuildDepthPrepass = true;
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bool rebuildForwardPass = true;
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};
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std::size_t m_depthPassIndex;
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@@ -82,17 +100,9 @@ namespace Nz
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std::unordered_set<MaterialPass*> m_invalidatedMaterials;
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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<RenderElement>> m_depthPrepassRenderElements;
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std::vector<std::unique_ptr<RenderElement>> m_forwardRenderElements;
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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BakedFrameGraph m_bakedFrameGraph;
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RenderQueueRegistry m_depthPrepassRegistry;
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RenderQueueRegistry m_forwardRegistry;
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RenderQueue<RenderElement*> m_depthPrepassRenderQueue;
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RenderQueue<RenderElement*> m_forwardRenderQueue;
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bool m_rebuildDepthPrepass;
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bool m_rebuildFrameGraph;
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bool m_rebuildForwardPass;
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};
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}
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