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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-04 03:12:26 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-04 03:12:26 +0000 |
| commit | 5273a03417b0bb1b1f9f0baabee22466c8ea440c (patch) | |
| tree | ef13d3639f54bd62db95dccfa34c54e30e2f9f74 /game/scenary | |
| parent | Calculate an appropriate billboardSize and useMeshClipDist (diff) | |
| download | ilt-5273a03417b0bb1b1f9f0baabee22466c8ea440c.tar.bz2 ilt-5273a03417b0bb1b1f9f0baabee22466c8ea440c.tar.xz ilt-5273a03417b0bb1b1f9f0baabee22466c8ea440c.zip | |
Update stencils and billboards less often
No need to update these every frame when little of nothing has changed.
Instead, track the angle previously rendered and updated only when the
new angle has diverged sufficiently from this. Larger updates update
more frequently.
Diffstat (limited to 'game/scenary')
| -rw-r--r-- | game/scenary/foliage.cpp | 15 | ||||
| -rw-r--r-- | game/scenary/foliage.h | 2 |
2 files changed, 12 insertions, 5 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 680d902..0981ffc 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -9,8 +9,9 @@ static_assert(std::is_constructible_v<Foliage>); constexpr float OBJECT_BILLBOARD_DIVISOR = 64; +constexpr float BILLBOARD_ANGLE_TOLERANCE = 250.F; // Radians per mm size constexpr float ASSUMED_VIEWPORT = 1440; -constexpr float OVER_SAMPLE_MULTIPLIER = 4; // Use mesh until billboard 1/4 of rendered size +constexpr float OVER_SAMPLE_MULTIPLIER = 2; // Use mesh until billboard 1/2 of rendered size namespace { GLsizei @@ -51,18 +52,22 @@ Foliage::postLoad() } void -Foliage::updateStencil(const ShadowStenciller & ss) const +Foliage::updateStencil(const ShadowStenciller & shadowStenciller) const { - if (instancePartitions.second.second != instancePartitions.second.first) { - ss.renderStencil(shadowStencil, *bodyMesh, texture); + if (instancePartitions.second.second != instancePartitions.second.first + && glm::distance(shadowStenciller.getLightDirection(), shadowStencilDir) + > BILLBOARD_ANGLE_TOLERANCE / bodyMesh->getDimensions().size) { + shadowStenciller.renderStencil(shadowStencil, *bodyMesh, texture); } } void Foliage::updateBillboard(const BillboardPainter & bbp) const { - if (instancePartitions.first != instancePartitions.second.first) { + if (instancePartitions.first != instancePartitions.second.first + && std::abs(bbp.getAngle() - billboardAngle) > BILLBOARD_ANGLE_TOLERANCE / bodyMesh->getDimensions().size) { bbp.renderBillBoard(billboard, *bodyMesh, texture); + billboardAngle = bbp.getAngle(); } } diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index c457404..3d73573 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -37,7 +37,9 @@ protected: void postLoad() override; GLsizei billboardSize {}; RelativeDistance useMeshClipDist {}; + mutable Direction2D shadowStencilDir {std::numeric_limits<Direction2D::value_type>::infinity()}; glTexture shadowStencil; + mutable Angle billboardAngle = std::numeric_limits<Angle>::infinity(); glTextures<3> billboard; private: |
