From 7d0aef9f4e3536110959e5b6b6da85f8750ac91e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 28 Feb 2026 15:08:14 +0000 Subject: 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. --- game/scenary/foliage.h | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'game/scenary/foliage.h') 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 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>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; + +private: + InstanceVertices::PartitionResult instancePartitions; }; -- cgit v1.3