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Add GPU occlusion query culling for WMO groups
Renders bounding boxes in depth-only pre-pass and queries GPU for visibility. Groups fully occluded in previous frame are skipped. Significantly improves performance in dense areas like Stormwind.
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3 changed files with 241 additions and 12 deletions
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@ -370,6 +370,12 @@ void PerformanceHUD::render(const Renderer* renderer, const Camera* camera) {
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ImGui::Text("Instances: %u", wmoRenderer->getInstanceCount());
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ImGui::Text("Triangles: %u", wmoRenderer->getTotalTriangleCount());
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ImGui::Text("Draw Calls: %u", wmoRenderer->getDrawCallCount());
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if (wmoRenderer->isOcclusionCullingEnabled()) {
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ImGui::Text("Occlusion Culled: %u groups", wmoRenderer->getOcclusionCulledGroups());
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}
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if (wmoRenderer->isDistanceCullingEnabled()) {
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ImGui::Text("Distance Culled: %u groups", wmoRenderer->getDistanceCulledGroups());
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}
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if (wmoRenderer->isPortalCullingEnabled()) {
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ImGui::Text("Portal Culled: %u groups", wmoRenderer->getPortalCulledGroups());
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}
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