diff options
| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-02-28 15:08:14 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-02-28 15:08:14 +0000 |
| commit | 7d0aef9f4e3536110959e5b6b6da85f8750ac91e (patch) | |
| tree | 84bb22f4ab4e29d6d67f18b77a679f5c62e6b213 /game | |
| parent | Add BillboardProgram to SceneShader (diff) | |
| download | ilt-7d0aef9f4e3536110959e5b6b6da85f8750ac91e.tar.bz2 ilt-7d0aef9f4e3536110959e5b6b6da85f8750ac91e.tar.xz ilt-7d0aef9f4e3536110959e5b6b6da85f8750ac91e.zip | |
Billboard foliage
Partition the instances by within/without the view frustum, then by
proximity to the view point and within/without the sunlight shadow
frustum. Use billboards for far away/out of view instances.
Diffstat (limited to 'game')
| -rw-r--r-- | game/scenary/foliage.cpp | 90 | ||||
| -rw-r--r-- | game/scenary/foliage.h | 7 |
2 files changed, 83 insertions, 14 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 140c4e5..6b471fc 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -1,4 +1,5 @@ #include "foliage.h" +#include "gfx/frustum.h" #include "gfx/gl/sceneShader.h" #include "gfx/gl/shadowMapper.h" #include "gfx/gl/vertexArrayObject.h" @@ -33,33 +34,94 @@ Foliage::postLoad() void Foliage::updateStencil(const ShadowStenciller & ss) const { - if (instances.size() > 0) { + if (instancePartitions.second.second != instancePartitions.second.first) { ss.renderStencil(shadowStencil, *bodyMesh, texture); } } void +Foliage::updateBillboard(const BillboardPainter & bbp) const +{ + if (instancePartitions.first != instancePartitions.second.first) { + bbp.renderBillBoard(billboard, *bodyMesh, texture); + } +} + +void +Foliage::preFrame(const Frustum & frustum, const Frustum & lighting) +{ + if (instances.size() > 0) { + const auto dims = bodyMesh->getDimensions(); + instancePartitions = instances.partition( + [&frustum, &dims](const auto & location) { + return frustum.contains(location.position + dims.centre, dims.size); + }, + [&frustum](const auto & location) { + return distance(frustum.getPosition(), location.position) < 140'000.F; + }, + [&lighting, &dims](const auto & location) { + return lighting.contains(location.position + dims.centre, dims.size); + }); + // In view frustum / Outside view frustum / + // Close to view / Far from view / Casts shadow into view / No shadow in view / + } +} + +void Foliage::render(const SceneShader & shader, const Frustum &) const { - if (const auto count = instances.size()) { - shader.basicInst.use(); - if (texture) { - texture->bind(); + if (instancePartitions.first) { + glDebugScope _ {instancePointVAO}; + std::ignore = instances.size(); + if (const auto count = instancePartitions.first - instancePartitions.second.first) { + glDebugScope _ {0, "Billboard"}; + const auto dimensions = bodyMesh->getDimensions(); + shader.billboard.use(dimensions.size, dimensions.centre); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[0]); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[1]); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[2]); + glBindVertexArray(instancePointVAO); + glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count)); + glBindVertexArray(0); + } + if (const auto count = instancePartitions.second.first) { + glDebugScope _ {0, "Mesh"}; + shader.basicInst.use(); + if (texture) { + texture->bind(); + } + bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); } - bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); } } void Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const { - if (const auto count = instances.size()) { - const auto dimensions = bodyMesh->getDimensions(); - mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D_ARRAY, shadowStencil); - glBindVertexArray(instancePointVAO); - glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(count)); - glBindVertexArray(0); + if (instancePartitions.second.second) { + glDebugScope _ {instancePointVAO}; + std::ignore = instances.size(); + if (const auto count = instancePartitions.second.second - instancePartitions.second.first) { + const auto dimensions = bodyMesh->getDimensions(); + mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, shadowStencil); + glBindVertexArray(instancePointVAO); + glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count)); + glBindVertexArray(0); + } + if (const auto count = instancePartitions.second.first) { + if (texture) { + texture->bind(GL_TEXTURE3); + mapper.dynamicPointInstWithTextures.use(); + } + else { + mapper.dynamicPointInst.use(); + } + bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); + } } } diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index d15a8b0..61bdb5b 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -1,6 +1,7 @@ #pragma once #include "assetFactory/asset.h" +#include "gfx/gl/billboardPainter.h" #include "gfx/gl/instanceVertices.h" #include "gfx/gl/shadowStenciller.h" #include "gfx/models/texture.h" @@ -26,13 +27,19 @@ public: }; mutable InstanceVertices<LocationVertex> instances; + void preFrame(const Frustum &, const Frustum &) override; void render(const SceneShader &, const Frustum &) const override; void shadows(const ShadowMapper &, const Frustum &) const override; void updateStencil(const ShadowStenciller &) const override; + void updateBillboard(const BillboardPainter &) const override; glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256); + glTextures<3> billboard = BillboardPainter::createBillBoardTextures(256, 256); protected: friend Persistence::SelectionPtrBase<std::shared_ptr<Foliage>>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; + +private: + InstanceVertices<Foliage::LocationVertex>::PartitionResult instancePartitions; }; |
