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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.
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c4d0a21713
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5 changed files with 23 additions and 8 deletions
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@ -3444,9 +3444,10 @@ void Renderer::renderShadowPass() {
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if (useBonesLoc >= 0) glUniform1i(useBonesLoc, 0);
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if (texLoc >= 0) glUniform1i(texLoc, 0);
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// Render terrain into shadow map
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// Render terrain into shadow map (only chunks within shadow frustum)
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if (terrainRenderer) {
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terrainRenderer->renderShadow(shadowShaderProgram);
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glm::vec3 shadowCtr = shadowCenterInitialized ? shadowCenter : characterPosition;
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terrainRenderer->renderShadow(shadowShaderProgram, shadowCtr, kShadowHalfExtent);
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}
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// Render WMO into shadow map
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@ -3476,9 +3477,10 @@ void Renderer::renderShadowPass() {
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shadowShaderWrapper.releaseProgram(); // Don't let wrapper delete our program
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}
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// Render M2 doodads into shadow map
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// Render M2 doodads into shadow map (only instances within shadow frustum)
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if (m2Renderer) {
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m2Renderer->renderShadow(shadowShaderProgram);
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glm::vec3 shadowCtr = shadowCenterInitialized ? shadowCenter : characterPosition;
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m2Renderer->renderShadow(shadowShaderProgram, shadowCtr, kShadowHalfExtent);
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}
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// Render characters into shadow map
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