Work on character rendering and frustrum culling etc

This commit is contained in:
Kelsi 2026-02-22 05:58:45 -08:00
parent fc5294eb0f
commit 7dd1dada5f
16 changed files with 559 additions and 138 deletions

View file

@ -43,6 +43,7 @@ class M2Renderer;
class Minimap;
class WorldMap;
class QuestMarkerRenderer;
class CharacterPreview;
class Shader;
class Renderer {
@ -239,6 +240,10 @@ private:
int shadowPostMoveFrames_ = 0; // transition marker for movement->idle shadow recenter
public:
// Character preview registration (for off-screen composite pass)
void registerPreview(CharacterPreview* preview);
void unregisterPreview(CharacterPreview* preview);
void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; }
bool areShadowsEnabled() const { return shadowsEnabled; }
void setMsaaSamples(VkSampleCountFlagBits samples);
@ -384,6 +389,9 @@ private:
void destroyPerFrameResources();
void updatePerFrameUBO();
// Active character previews for off-screen rendering
std::vector<CharacterPreview*> activePreviews_;
bool terrainEnabled = true;
bool terrainLoaded = false;