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:
Kelsi 2026-02-18 21:15:24 -08:00
parent c4d0a21713
commit 514b914068
5 changed files with 23 additions and 8 deletions

View file

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