mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Add shadow frustum culling to terrain and M2 depth passes
Both passes were rendering the entire loaded scene (17×17 tile radius) into a shadow map that only covers 360×360 world units — submitting 10-50× more geometry than the shadow frustum can actually use. - TerrainRenderer::renderShadow: skip chunks whose bounding sphere doesn't overlap the shadow frustum AABB in XY. Reduces terrain draw calls from O(all loaded chunks) to O(chunks within ~180 units). - M2Renderer::renderShadow: skip instances whose world AABB doesn't overlap the shadow frustum in XY. Reduces M2 draw calls similarly. - Both functions now take shadowCenter + halfExtent parameters.
This commit is contained in:
parent
c4d0a21713
commit
514b914068
5 changed files with 23 additions and 8 deletions
|
|
@ -2151,7 +2151,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
|
|||
}
|
||||
}
|
||||
|
||||
void M2Renderer::renderShadow(GLuint shadowShaderProgram) {
|
||||
void M2Renderer::renderShadow(GLuint shadowShaderProgram, const glm::vec3& shadowCenter, float halfExtent) {
|
||||
if (instances.empty() || shadowShaderProgram == 0) {
|
||||
return;
|
||||
}
|
||||
|
|
@ -2172,6 +2172,12 @@ void M2Renderer::renderShadow(GLuint shadowShaderProgram) {
|
|||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
for (const auto& instance : instances) {
|
||||
// Cull instances whose AABB doesn't overlap the shadow frustum (XY plane)
|
||||
glm::vec3 instCenter = (instance.worldBoundsMin + instance.worldBoundsMax) * 0.5f;
|
||||
glm::vec3 instHalf = (instance.worldBoundsMax - instance.worldBoundsMin) * 0.5f;
|
||||
if (std::abs(instCenter.x - shadowCenter.x) > halfExtent + instHalf.x) continue;
|
||||
if (std::abs(instCenter.y - shadowCenter.y) > halfExtent + instHalf.y) continue;
|
||||
|
||||
auto it = models.find(instance.modelId);
|
||||
if (it == models.end()) continue;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue