frustum culling
parent
708629c80f
commit
d3cbd939c7
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@ -385267,11 +385267,66 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) {
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int invalid = texture_checker().id;
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int invalid = texture_checker().id;
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q->textures[i] = invalid;
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q->textures[i] = invalid;
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struct iqmmesh *mesh = &q->meshes[i];
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struct iqmmesh *mesh = &q->meshes[i];
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#if 1
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#if 0
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GLfloat *pos = verts[q->meshes[i].first_vertex].position;
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GLfloat *pos = verts[q->meshes[i].first_vertex].position;
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m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]);
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m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]);
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#else
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#else
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// for (int j = 0; j < )
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int first_triangle = mesh->first_triangle;
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int num_triangles = mesh->num_triangles;
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int vertex_count = 0;
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vec3 center = {0};
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aabb box = {
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.min = {FLT_MAX, FLT_MAX, FLT_MAX},
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.max = {-FLT_MAX, -FLT_MAX, -FLT_MAX}
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};
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float max_distance_squared = 0.0f;
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for (int j = first_triangle; j < num_triangles+first_triangle; ++j) {
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struct iqmtriangle *tri = &tris[j];
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// calculate mesh center
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for (int k = 0; k < 3; ++k) {
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iqm_vertex *v = &verts[tri->vertex[k]];
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GLfloat *pos = v->position;
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center.x += pos[0];
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center.y += pos[1];
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center.z += pos[2];
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vertex_count++;
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// Update AABB
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box.min.x = fminf(box.min.x, pos[0]);
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box.min.y = fminf(box.min.y, pos[1]);
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box.min.z = fminf(box.min.z, pos[2]);
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box.max.x = fmaxf(box.max.x, pos[0]);
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box.max.y = fmaxf(box.max.y, pos[1]);
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box.max.z = fmaxf(box.max.z, pos[2]);
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}
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}
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if (vertex_count) {
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center.x /= vertex_count;
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center.y /= vertex_count;
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center.z /= vertex_count;
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}
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// Compute bounding sphere radius
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for (int j = first_triangle; j < num_triangles + first_triangle; ++j) {
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struct iqmtriangle *tri = &tris[j];
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for (int k = 0; k < 3; ++k) {
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int vertex_index = tri->vertex[k];
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GLfloat *pos = verts[vertex_index].position;
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float dx = pos[0] - center.x;
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float dy = pos[1] - center.y;
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float dz = pos[2] - center.z;
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float distance_squared = dx*dx + dy*dy + dz*dz;
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max_distance_squared = fmaxf(max_distance_squared, distance_squared);
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}
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}
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m->meshcenters[i] = center;
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m->meshbounds[i] = box;
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m->meshradii[i] = sqrtf(max_distance_squared);
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#endif
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#endif
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}
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}
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@ -385939,6 +385994,28 @@ void model_clear_frustum(model_t *m) {
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m->frustum_enabled = 0;
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m->frustum_enabled = 0;
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}
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}
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static inline
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bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
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if(!m.iqm) return false;
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if(!m.frustum_enabled) return true;
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sphere s; s.c = transform344(model_mat, m.meshcenters[mesh]); s.r = m.meshradii[mesh];
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if (!frustum_test_sphere(m.frustum_state, s)) {
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return false;
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}
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aabb box = m.meshbounds[mesh];
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box.min = transform344(model_mat, box.min);
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box.max = transform344(model_mat, box.max);
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if (!frustum_test_aabb(m.frustum_state, box)) {
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return false;
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}
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return true;
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}
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static
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static
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
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if(!m.iqm) return;
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if(!m.iqm) return;
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@ -385971,11 +386048,14 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
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if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
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for(int i = 0; i < q->nummeshes; i++) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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array_push(drawcalls, (drawcall_t){i, -1});
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array_push(drawcalls, (drawcall_t){i, -1});
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}
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}
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} else {
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} else {
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if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
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if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
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for(int i = 0; i < q->nummeshes; i++) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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// collect opaque drawcalls
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// collect opaque drawcalls
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if (required_rs[i] == RENDER_PASS_OPAQUE) {
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if (required_rs[i] == RENDER_PASS_OPAQUE) {
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drawcall_t call;
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drawcall_t call;
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@ -385991,6 +386071,8 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
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if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
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for(int i = 0; i < q->nummeshes; i++) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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// collect transparent drawcalls
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// collect transparent drawcalls
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if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
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if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
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drawcall_t call;
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drawcall_t call;
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@ -388087,8 +388169,22 @@ int scene_obj_distance_compare(const void *a, const void *b) {
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void scene_render(int flags) {
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void scene_render(int flags) {
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camera_t *cam = camera_get_active();
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camera_t *cam = camera_get_active();
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#if 1
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum frustum_state = frustum_build(projview);
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frustum frustum_state = frustum_build(projview);
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#else
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static frustum frustum_state;
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do_once {
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum_state = frustum_build(projview);
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}
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if (input_down(KEY_T)) {
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum_state = frustum_build(projview);
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}
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#endif
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if(flags & SCENE_BACKGROUND) {
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if(flags & SCENE_BACKGROUND) {
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if(last_scene->skybox.program) {
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if(last_scene->skybox.program) {
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@ -3611,11 +3611,66 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) {
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int invalid = texture_checker().id;
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int invalid = texture_checker().id;
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q->textures[i] = invalid;
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q->textures[i] = invalid;
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struct iqmmesh *mesh = &q->meshes[i];
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struct iqmmesh *mesh = &q->meshes[i];
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#if 1
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#if 0
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GLfloat *pos = verts[q->meshes[i].first_vertex].position;
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GLfloat *pos = verts[q->meshes[i].first_vertex].position;
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m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]);
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m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]);
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#else
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#else
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// for (int j = 0; j < )
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int first_triangle = mesh->first_triangle;
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int num_triangles = mesh->num_triangles;
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int vertex_count = 0;
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vec3 center = {0};
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aabb box = {
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.min = {FLT_MAX, FLT_MAX, FLT_MAX},
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.max = {-FLT_MAX, -FLT_MAX, -FLT_MAX}
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};
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float max_distance_squared = 0.0f;
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for (int j = first_triangle; j < num_triangles+first_triangle; ++j) {
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struct iqmtriangle *tri = &tris[j];
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// calculate mesh center
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for (int k = 0; k < 3; ++k) {
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iqm_vertex *v = &verts[tri->vertex[k]];
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GLfloat *pos = v->position;
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center.x += pos[0];
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center.y += pos[1];
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center.z += pos[2];
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vertex_count++;
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// Update AABB
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box.min.x = fminf(box.min.x, pos[0]);
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box.min.y = fminf(box.min.y, pos[1]);
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box.min.z = fminf(box.min.z, pos[2]);
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box.max.x = fmaxf(box.max.x, pos[0]);
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box.max.y = fmaxf(box.max.y, pos[1]);
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box.max.z = fmaxf(box.max.z, pos[2]);
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}
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}
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if (vertex_count) {
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center.x /= vertex_count;
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center.y /= vertex_count;
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center.z /= vertex_count;
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}
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// Compute bounding sphere radius
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for (int j = first_triangle; j < num_triangles + first_triangle; ++j) {
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struct iqmtriangle *tri = &tris[j];
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for (int k = 0; k < 3; ++k) {
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int vertex_index = tri->vertex[k];
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GLfloat *pos = verts[vertex_index].position;
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float dx = pos[0] - center.x;
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float dy = pos[1] - center.y;
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float dz = pos[2] - center.z;
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float distance_squared = dx*dx + dy*dy + dz*dz;
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max_distance_squared = fmaxf(max_distance_squared, distance_squared);
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}
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}
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m->meshcenters[i] = center;
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m->meshbounds[i] = box;
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m->meshradii[i] = sqrtf(max_distance_squared);
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#endif
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#endif
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}
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}
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@ -4283,6 +4338,28 @@ void model_clear_frustum(model_t *m) {
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m->frustum_enabled = 0;
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m->frustum_enabled = 0;
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}
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}
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static inline
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bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
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if(!m.iqm) return false;
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if(!m.frustum_enabled) return true;
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sphere s; s.c = transform344(model_mat, m.meshcenters[mesh]); s.r = m.meshradii[mesh];
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if (!frustum_test_sphere(m.frustum_state, s)) {
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return false;
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}
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aabb box = m.meshbounds[mesh];
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box.min = transform344(model_mat, box.min);
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box.max = transform344(model_mat, box.max);
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if (!frustum_test_aabb(m.frustum_state, box)) {
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return false;
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}
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return true;
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}
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static
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static
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
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if(!m.iqm) return;
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if(!m.iqm) return;
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@ -4315,11 +4392,14 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
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if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
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for(int i = 0; i < q->nummeshes; i++) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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array_push(drawcalls, (drawcall_t){i, -1});
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array_push(drawcalls, (drawcall_t){i, -1});
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}
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}
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} else {
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} else {
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if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
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if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
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for(int i = 0; i < q->nummeshes; i++) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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// collect opaque drawcalls
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// collect opaque drawcalls
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if (required_rs[i] == RENDER_PASS_OPAQUE) {
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if (required_rs[i] == RENDER_PASS_OPAQUE) {
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drawcall_t call;
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drawcall_t call;
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@ -4335,6 +4415,8 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
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if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
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if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
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for(int i = 0; i < q->nummeshes; i++) {
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for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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// collect transparent drawcalls
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// collect transparent drawcalls
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if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
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if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
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drawcall_t call;
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drawcall_t call;
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@ -513,8 +513,22 @@ int scene_obj_distance_compare(const void *a, const void *b) {
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void scene_render(int flags) {
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void scene_render(int flags) {
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camera_t *cam = camera_get_active();
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camera_t *cam = camera_get_active();
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#if 1
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum frustum_state = frustum_build(projview);
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frustum frustum_state = frustum_build(projview);
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#else
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static frustum frustum_state;
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do_once {
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum_state = frustum_build(projview);
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}
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if (input_down(KEY_T)) {
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mat44 projview; multiply44x2(projview, cam->proj, cam->view);
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frustum_state = frustum_build(projview);
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}
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#endif
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if(flags & SCENE_BACKGROUND) {
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if(flags & SCENE_BACKGROUND) {
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if(last_scene->skybox.program) {
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if(last_scene->skybox.program) {
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100
engine/v4k.c
100
engine/v4k.c
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@ -20410,11 +20410,66 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) {
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int invalid = texture_checker().id;
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int invalid = texture_checker().id;
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q->textures[i] = invalid;
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q->textures[i] = invalid;
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struct iqmmesh *mesh = &q->meshes[i];
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struct iqmmesh *mesh = &q->meshes[i];
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#if 1
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#if 0
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GLfloat *pos = verts[q->meshes[i].first_vertex].position;
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GLfloat *pos = verts[q->meshes[i].first_vertex].position;
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m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]);
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m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]);
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#else
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#else
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// for (int j = 0; j < )
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int first_triangle = mesh->first_triangle;
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int num_triangles = mesh->num_triangles;
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int vertex_count = 0;
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vec3 center = {0};
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||||||
|
aabb box = {
|
||||||
|
.min = {FLT_MAX, FLT_MAX, FLT_MAX},
|
||||||
|
.max = {-FLT_MAX, -FLT_MAX, -FLT_MAX}
|
||||||
|
};
|
||||||
|
float max_distance_squared = 0.0f;
|
||||||
|
for (int j = first_triangle; j < num_triangles+first_triangle; ++j) {
|
||||||
|
struct iqmtriangle *tri = &tris[j];
|
||||||
|
|
||||||
|
// calculate mesh center
|
||||||
|
for (int k = 0; k < 3; ++k) {
|
||||||
|
iqm_vertex *v = &verts[tri->vertex[k]];
|
||||||
|
GLfloat *pos = v->position;
|
||||||
|
center.x += pos[0];
|
||||||
|
center.y += pos[1];
|
||||||
|
center.z += pos[2];
|
||||||
|
vertex_count++;
|
||||||
|
|
||||||
|
// Update AABB
|
||||||
|
box.min.x = fminf(box.min.x, pos[0]);
|
||||||
|
box.min.y = fminf(box.min.y, pos[1]);
|
||||||
|
box.min.z = fminf(box.min.z, pos[2]);
|
||||||
|
box.max.x = fmaxf(box.max.x, pos[0]);
|
||||||
|
box.max.y = fmaxf(box.max.y, pos[1]);
|
||||||
|
box.max.z = fmaxf(box.max.z, pos[2]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (vertex_count) {
|
||||||
|
center.x /= vertex_count;
|
||||||
|
center.y /= vertex_count;
|
||||||
|
center.z /= vertex_count;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compute bounding sphere radius
|
||||||
|
for (int j = first_triangle; j < num_triangles + first_triangle; ++j) {
|
||||||
|
struct iqmtriangle *tri = &tris[j];
|
||||||
|
|
||||||
|
for (int k = 0; k < 3; ++k) {
|
||||||
|
int vertex_index = tri->vertex[k];
|
||||||
|
GLfloat *pos = verts[vertex_index].position;
|
||||||
|
|
||||||
|
float dx = pos[0] - center.x;
|
||||||
|
float dy = pos[1] - center.y;
|
||||||
|
float dz = pos[2] - center.z;
|
||||||
|
float distance_squared = dx*dx + dy*dy + dz*dz;
|
||||||
|
max_distance_squared = fmaxf(max_distance_squared, distance_squared);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
m->meshcenters[i] = center;
|
||||||
|
m->meshbounds[i] = box;
|
||||||
|
m->meshradii[i] = sqrtf(max_distance_squared);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -21082,6 +21137,28 @@ void model_clear_frustum(model_t *m) {
|
||||||
m->frustum_enabled = 0;
|
m->frustum_enabled = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static inline
|
||||||
|
bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
|
||||||
|
if(!m.iqm) return false;
|
||||||
|
if(!m.frustum_enabled) return true;
|
||||||
|
|
||||||
|
sphere s; s.c = transform344(model_mat, m.meshcenters[mesh]); s.r = m.meshradii[mesh];
|
||||||
|
|
||||||
|
if (!frustum_test_sphere(m.frustum_state, s)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
aabb box = m.meshbounds[mesh];
|
||||||
|
box.min = transform344(model_mat, box.min);
|
||||||
|
box.max = transform344(model_mat, box.max);
|
||||||
|
|
||||||
|
if (!frustum_test_aabb(m.frustum_state, box)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
static
|
static
|
||||||
void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
|
void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
|
||||||
if(!m.iqm) return;
|
if(!m.iqm) return;
|
||||||
|
@ -21114,11 +21191,14 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
|
||||||
|
|
||||||
if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
|
if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
|
||||||
for(int i = 0; i < q->nummeshes; i++) {
|
for(int i = 0; i < q->nummeshes; i++) {
|
||||||
|
if (!model_is_visible(m, i, model_mat)) continue;
|
||||||
array_push(drawcalls, (drawcall_t){i, -1});
|
array_push(drawcalls, (drawcall_t){i, -1});
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
|
if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
|
||||||
for(int i = 0; i < q->nummeshes; i++) {
|
for(int i = 0; i < q->nummeshes; i++) {
|
||||||
|
if (!model_is_visible(m, i, model_mat)) continue;
|
||||||
|
|
||||||
// collect opaque drawcalls
|
// collect opaque drawcalls
|
||||||
if (required_rs[i] == RENDER_PASS_OPAQUE) {
|
if (required_rs[i] == RENDER_PASS_OPAQUE) {
|
||||||
drawcall_t call;
|
drawcall_t call;
|
||||||
|
@ -21134,6 +21214,8 @@ void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_
|
||||||
|
|
||||||
if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
|
if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
|
||||||
for(int i = 0; i < q->nummeshes; i++) {
|
for(int i = 0; i < q->nummeshes; i++) {
|
||||||
|
if (!model_is_visible(m, i, model_mat)) continue;
|
||||||
|
|
||||||
// collect transparent drawcalls
|
// collect transparent drawcalls
|
||||||
if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
|
if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
|
||||||
drawcall_t call;
|
drawcall_t call;
|
||||||
|
@ -23230,8 +23312,22 @@ int scene_obj_distance_compare(const void *a, const void *b) {
|
||||||
|
|
||||||
void scene_render(int flags) {
|
void scene_render(int flags) {
|
||||||
camera_t *cam = camera_get_active();
|
camera_t *cam = camera_get_active();
|
||||||
|
|
||||||
|
#if 1
|
||||||
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||||
frustum frustum_state = frustum_build(projview);
|
frustum frustum_state = frustum_build(projview);
|
||||||
|
#else
|
||||||
|
static frustum frustum_state;
|
||||||
|
do_once {
|
||||||
|
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||||
|
frustum_state = frustum_build(projview);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (input_down(KEY_T)) {
|
||||||
|
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
|
||||||
|
frustum_state = frustum_build(projview);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
if(flags & SCENE_BACKGROUND) {
|
if(flags & SCENE_BACKGROUND) {
|
||||||
if(last_scene->skybox.program) {
|
if(last_scene->skybox.program) {
|
||||||
|
|
Loading…
Reference in New Issue