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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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@ -369,7 +369,7 @@ GLuint TerrainRenderer::createAlphaTexture(const std::vector<uint8_t>& alphaData
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return textureID;
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}
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void TerrainRenderer::renderShadow(GLuint shaderProgram) {
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void TerrainRenderer::renderShadow(GLuint shaderProgram, const glm::vec3& shadowCenter, float halfExtent) {
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if (chunks.empty()) return;
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GLint modelLoc = glGetUniformLocation(shaderProgram, "uModel");
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@ -378,6 +378,13 @@ void TerrainRenderer::renderShadow(GLuint shaderProgram) {
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for (const auto& chunk : chunks) {
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if (!chunk.isValid()) continue;
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// Cull chunks whose bounding sphere doesn't overlap the shadow frustum (XY plane)
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float maxDist = halfExtent + chunk.boundingSphereRadius;
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float dx = chunk.boundingSphereCenter.x - shadowCenter.x;
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float dy = chunk.boundingSphereCenter.y - shadowCenter.y;
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if (dx * dx + dy * dy > maxDist * maxDist) continue;
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glBindVertexArray(chunk.vao);
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glDrawElements(GL_TRIANGLES, chunk.indexCount, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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