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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-01 01:09:04 +01:00

feat(gl46): leave out instance buckets beyond their range before the culling

This commit is contained in:
2026-10-20 14:57:30 +02:00
parent 07ac7406a0
commit dfbe8a6d9e
7 changed files with 70 additions and 1 deletions

View File

@@ -1518,6 +1518,11 @@ global_settings::ConfigParse_gfx( cParser &Parser, std::string_view const Token
Parser.getTokens(1);
Parser >> gfx_gpucull_models;
}
else if (Token == "gfx.gpucull.bucketrange")
{
Parser.getTokens(1);
Parser >> gfx_gpucull_bucketrange;
}
else if (Token == "gfx.depthprepass.scene")
{
Parser.getTokens(1);
@@ -2062,6 +2067,7 @@ global_settings::export_as_text( std::ostream &Output ) const {
export_as_text( Output, "gfx.gpucull.shadows.lamps", gfx_gpucull_shadows_lamps );
export_as_text( Output, "gfx.gpucull.sleepers", gfx_gpucull_sleepers );
export_as_text( Output, "gfx.gpucull.models", gfx_gpucull_models );
export_as_text( Output, "gfx.gpucull.bucketrange", gfx_gpucull_bucketrange );
export_as_text( Output, "gfx.depthprepass.scene", gfx_depthprepass_scene );
export_as_text( Output, "gfx.depthprepass.replay", gfx_depthprepass_replay );
export_as_text( Output, "gfx.grass", gfx_grass );

View File

@@ -315,6 +315,10 @@ struct global_settings {
// keep them out of the instanced draws) are culled with the instances as well, each one a group of its own, in every pass
// culled on the gpu, and with 1 drawn from the result. models with billboards stay on the cpu
bool gfx_gpucull_models = true;
// the buckets of instances of a scene cell lying wholly beyond their range (the largest range of their instances and of
// the submodels of their model) are left out of a pass before the culling, the gpu one included, which would leave out
// each of their instances anyway
bool gfx_gpucull_bucketrange = true;
// (opengl 4.6) the depth of the whole opaque scene of the main view is drawn before its colour, the instances included
bool gfx_depthprepass_scene = false;
// (opengl 4.6) the depth pass of the scene (gfx_depthprepass_scene, or the one of the contact shadows) walks the scene for