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https://github.com/MaSzyna-EU07/maszyna.git
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Instanced object grouping
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@@ -162,6 +162,8 @@ class opengl33_renderer : public gfx_renderer {
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int lines{0};
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int particles{0};
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int drawcalls{0};
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int instanced_drawcalls{0}; // drawcalls issued via instanced render path (one per TModel3d batch)
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int instances{0}; // total instances drawn via instanced render path
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int triangles{0};
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debug_stats& operator+=( const debug_stats& Right ) {
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@@ -174,6 +176,8 @@ class opengl33_renderer : public gfx_renderer {
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lines += Right.lines;
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particles += Right.particles;
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drawcalls += Right.drawcalls;
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instanced_drawcalls += Right.instanced_drawcalls;
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instances += Right.instances;
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return *this; }
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};
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@@ -266,6 +270,12 @@ class opengl33_renderer : public gfx_renderer {
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void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
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void Render(scene::shape_node const &Shape, bool const Ignorerange);
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void Render(TAnimModel *Instance);
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// batched render path for many TAnimModel instances that share the same TModel3d.
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// Caller guarantees every instance has m_instanceable == true (no per-instance lights,
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// no submodel animation, no replacable skins). Each call counts as one
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// instanced_drawcall in draw_stats and contributes Instances.size() to the
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// instances counter. Instances are still individually frustum/distance culled.
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void Render_Instanced( TModel3d *Model, std::vector<TAnimModel *> const &Instances );
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bool Render(TDynamicObject *Dynamic);
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bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
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bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
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