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Cull the instances of the shadow maps of headlights and lamps on the GPU
This commit is contained in:
@@ -265,8 +265,9 @@ Many models of the scenery (trees, bushes, poles, fences: models without lights
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batch per model and level of detail. Which of them are drawn, and at which level of detail, can be worked out on the
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processor (as before) or on the graphics card. On the graphics card the processor no longer goes through the models one by
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one, so with dense vegetation it is much less loaded. The main view, the three cascades of the sun shadows and the faces of
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the environment map (reflections) are drawn this way, and so are the sleepers of the tracks with a `sleepermodel` in the main
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view; the shadow maps of lamps and headlights, the cab and other views go as before.
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the environment map (reflections), the shadow maps of headlights and the scenery of the shadow maps of scenery lamps are drawn
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this way, and so are the sleepers of the tracks with a `sleepermodel` in the main view; the shadow map of the cab lamp, the
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cab and other views go as before.
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| Entry | Default | Meaning |
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|---|---|---|
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@@ -277,6 +278,8 @@ view; the shadow maps of lamps and headlights, the cab and other views go as bef
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| `gfx.gpucull.multidraw yes/no` | `yes` | with `gfx.gpucull yes`: parts of models with the same material (and texture variant) in the same model are drawn with one call (multi draw), see below |
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| `gfx.gpucull.shadows yes/no` | `yes` | with `gfx.gpucull yes` or `compare`: the models of the cascades of the sun shadows too (each cascade with its own camera and the distances from the real camera, as before; models none of whose materials cast shadows are left out at once) |
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| `gfx.gpucull.reflections yes/no` | `yes` | with `gfx.gpucull yes` or `compare`: the models of the faces of the environment map too (its own range of models, as before) |
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| `gfx.gpucull.shadows.headlights yes/no` | `yes` | with `gfx.gpucull yes` or `compare`: the models of the shadow maps of headlights too (each map tested against the beam it is drawn with, to its reach, the distances from the real camera, as before) |
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| `gfx.gpucull.shadows.lamps yes/no` | `yes` | with `gfx.gpucull yes` or `compare`: the models of the scenery part of the shadow maps of scenery lamps too (each map tested against the reach of its lamp, as before); the part with the vehicles has no models of the scenery |
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| `gfx.gpucull.sleepers yes/no` | `yes` | with `gfx.gpucull yes` or `compare`: the sleepers of the tracks (`sleepermodel`) of the main view too, each one tested against the view and given its level of detail by its distance, as before (the tracks within `sleeperdistance` are chosen as before); they also take the occlusion test, the depth prepass and the two phases of the models |
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| `gfx.depthprepass.scene yes/no` | `no` | the depth of the whole opaque scene of the main view (terrain, tracks, buildings, models, vehicles, the cab) is drawn before its colour, see below |
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| `gfx.depthprepass.replay yes/no` | `yes` | the scene is gone through once for its depth and its colour: what the colour pass draws is recorded and both are drawn from the record, see below. `no`: twice, as before |
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@@ -405,7 +408,11 @@ editor goes through the first `dynamiclights` headlights, the reflections throug
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differ. With `gfx.gpucull.shadows` and `gfx.gpucull.reflections` the same rows (without the occlusion test and the
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prepass) follow for each cascade, `gpu cull shadows 1:` to `3:` (1 the nearest), and for the environment map,
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`gpu cull reflections, last face:` (the last face of the map drawn, as the map is drawn now and then), with the timings
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`instance cull shadows 1:` … and `instance cull reflections, last face:`. With `gfx.gpucull.sleepers` the row
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`instance cull shadows 1:` … and `instance cull reflections, last face:`. With `gfx.gpucull.shadows.headlights` and
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`gfx.gpucull.shadows.lamps` they follow for each map of headlights drawn so far, `gpu cull headlight shadows 1:` … (by the
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slot of the map), and for the scenery of the maps of lamps, `gpu cull lamp shadows, scenery 1:` and `2:` (the first and
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the second drawn in a frame), each with the numbers of its last drawing and the timings `instance cull headlight shadows 1:`
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… and `instance cull lamp shadows, scenery 1:` …. With `gfx.gpucull.sleepers` the row
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`gpu cull:` is followed by how many sleepers of how many tracks were queued (they are counted among the models).
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- With `gfx.depthprepass.scene yes` Shift+F12 shows the `scene depth:` row (draws of the depth pass and its processor time)
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and the timing `scene depth:` (its GPU time). With `gfx.depthprepass.replay yes` the row tells how many of the recorded
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@@ -43,9 +43,10 @@ class TAnimModel;
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// of them, and the ones drawn second, each copy command_count() commands long (draw_command_offset())
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// with Global.gfx_gpucull 2 the cpu still draws, and the result is only compared with its own: the counts per entry are
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// read back a few frames later and set against the counts Render_Instanced() reported for the same frame
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// each render pass culled on the gpu (the main view, the cascades of the sun shadows, the faces of the environment map) has a
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// culling of its own, with its own buffers, while the records and the programs are shared by all of them: the records of a
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// bucket go to the gpu once and serve every pass which queues the bucket
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// each render pass culled on the gpu (the main view, the cascades of the sun shadows, the faces of the environment map, the
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// shadow maps of headlights and the scenery parts of those of lamps) has a culling of its own, with its own buffers, while the
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// records and the programs are shared by all of them: the records of a bucket go to the gpu once and serve every pass which
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// queues the bucket
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// the sleepers of tracks (TTrack::m_sleeper_local_transforms) are culled the same way, each track with them a bucket of its
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// own, and drawn together with the instances; their groups are kept apart from those of the model instances
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class opengl46_instance_cull
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@@ -122,6 +122,24 @@ void opengl46_local_shadows::init()
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}
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glProgramUniform1f(*m_program, NEAR_LOCATION, SHADOW_NEAR);
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glProgramUniform1f(*m_alpha_program, NEAR_LOCATION, SHADOW_NEAR);
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// the variants for the multi draws of the instances drawn from the gpu culling (the scenery parts of the maps of lamps); the
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// fragment stages read nothing of the model block
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try
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{
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gl::shader multidrawvertex("shadowcube.vert", "#define MODEL_DRAWS 1\n");
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gl::shader fragment("shadowmap.frag");
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gl::shader alphafragment("alphashadowmap.frag");
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m_multidraw_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{multidrawvertex, geometry, fragment});
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m_alpha_multidraw_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{multidrawvertex, geometry, alphafragment});
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glProgramUniform1f(*m_multidraw_program, NEAR_LOCATION, SHADOW_NEAR);
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glProgramUniform1f(*m_alpha_multidraw_program, NEAR_LOCATION, SHADOW_NEAR);
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}
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catch (gl::shader_exception const &e)
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{
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ErrorLog("multi draws of the lamp shadow maps not available: " + std::string(e.what()));
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m_multidraw_program.reset();
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m_alpha_multidraw_program.reset();
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}
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set_layer(CAB_SLOT * 6);
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// a shadow sampler with no depth texture to read from is undefined, also where the shading doesn't read it
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@@ -143,6 +161,10 @@ void opengl46_local_shadows::set_layer(int const Layer)
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{
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glProgramUniform1i(*m_program, LAYER_LOCATION, Layer);
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glProgramUniform1i(*m_alpha_program, LAYER_LOCATION, Layer);
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if (m_multidraw_program)
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glProgramUniform1i(*m_multidraw_program, LAYER_LOCATION, Layer);
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if (m_alpha_multidraw_program)
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glProgramUniform1i(*m_alpha_multidraw_program, LAYER_LOCATION, Layer);
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}
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opengl46_local_shadows::level_setup opengl46_local_shadows::setup(int const Level)
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@@ -61,6 +61,12 @@ class opengl46_local_shadows
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{
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return Alpha ? *m_alpha_program : *m_program;
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}
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// the same for the multi draws of the instances drawn from the gpu culling, which read the model block of a draw by its
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// number (MODEL_DRAWS). nullptr when they couldn't be made: the draws are made one by one with program() then
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gl::program *multidraw_program(bool const Alpha)
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{
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return Alpha ? m_alpha_multidraw_program.get() : m_multidraw_program.get();
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}
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// the cab lamp
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@@ -216,6 +222,8 @@ class opengl46_local_shadows
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std::unique_ptr<gl::program> m_program;
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std::unique_ptr<gl::program> m_alpha_program;
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std::unique_ptr<gl::program> m_multidraw_program;
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std::unique_ptr<gl::program> m_alpha_multidraw_program;
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GLuint m_empty{0}; // stand-in: a cube map array of 1x1 faces with the farthest depth
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GLuint m_emptyheadlights{0}; // the same, a 2d array of one 1x1 layer
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int m_level{-1}; // level the maps were made for
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@@ -816,6 +816,7 @@ void opengl46_renderer::SwapBuffers()
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if( Global.gfx_gpucull_reflections && m_reflectioncull.ran() ) {
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m_debugtimestext += m_reflectioncull.info_times( "instance cull reflections, last face" );
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}
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m_debugtimestext += Light_Shadow_Cull_Info( true );
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if( Global.gfx_depthprepass_scene || m_contactshadowslast ) {
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if( auto const scenedepthtime = m_scenedepthtimer.result() )
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m_debugtimestext += " scene depth: " + to_string( static_cast<double>( *scenedepthtime ) / 1000000.0, 3 ) + " ms\n";
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@@ -916,6 +917,7 @@ void opengl46_renderer::SwapBuffers()
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m_reflectioncull.collect();
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m_debugstatstext += m_reflectioncull.info( "gpu cull reflections, last face", false );
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}
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m_debugstatstext += Light_Shadow_Cull_Info( false );
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if( auto const cullstats = ( m_viewports.empty() || !( Global.gfx_lights_clustered || Global.gfx_lights_clusterheatmap ) ? std::nullopt : m_viewports.front()->clusters->stats() ) ) {
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m_debugstatstext +=
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"\ncluster lists: " + std::to_string( cullstats->index_count )
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@@ -1020,6 +1022,8 @@ void opengl46_renderer::draw_debug_ui()
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{
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ImGui::Checkbox("the same for the cascades of the sun shadows (gfx.gpucull.shadows)", &Global.gfx_gpucull_shadows);
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ImGui::Checkbox("the same for the environment map, when it's drawn next (gfx.gpucull.reflections)", &Global.gfx_gpucull_reflections);
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ImGui::Checkbox("the same for the shadow maps of headlights (gfx.gpucull.shadows.headlights)", &Global.gfx_gpucull_shadows_headlights);
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ImGui::Checkbox("the same for the scenery of the shadow maps of lamps, when it's drawn next (gfx.gpucull.shadows.lamps)", &Global.gfx_gpucull_shadows_lamps);
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ImGui::Checkbox("the same for the sleepers of the tracks of the view (gfx.gpucull.sleepers)", &Global.gfx_gpucull_sleepers);
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}
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ImGui::Checkbox("draw the depth of the whole scene before its colour (gfx.depthprepass.scene)", &Global.gfx_depthprepass_scene);
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@@ -1037,6 +1041,7 @@ void opengl46_renderer::draw_debug_ui()
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}
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if (Global.gfx_gpucull_reflections && m_reflectioncull.ran())
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info += m_reflectioncull.info("gpu cull reflections, last face", false);
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info += Light_Shadow_Cull_Info(false);
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if (!info.empty())
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ImGui::TextUnformatted(info.c_str() + 1);
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}
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@@ -2951,8 +2956,8 @@ void opengl46_renderer::Render(scene::basic_region *Region)
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bucket.second.clear();
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}
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// the gpu culling runs along the first color pass of the main viewport of a frame, and the passes of the cascades of the
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// sun shadows and of the faces of the environment map drawn for it, each with a culling of its own. its result is drawn
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// (Global.gfx_gpucull 1), or compared with the one of the cpu, which draws (2)
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// sun shadows, of the faces of the environment map and of the maps of headlights and lamps drawn for it, each with a culling
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// of its own. its result is drawn (Global.gfx_gpucull 1), or compared with the one of the cpu, which draws (2)
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m_instancecullpass = false;
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m_passcull = nullptr;
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if( ( Global.gfx_gpucull != 0 )
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@@ -2963,12 +2968,18 @@ void opengl46_renderer::Render(scene::basic_region *Region)
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m_instancecullframe = m_framestamp;
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m_passcull = &m_instancecull;
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}
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else if( ( m_renderpass.draw_mode == rendermode::shadows )
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&& ( m_lightshadowcull != nullptr ) ) {
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// the map of a set of headlights or the scenery part of the map of a lamp, which picked its culling
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m_passcull = m_lightshadowcull;
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m_shadowcasters.clear();
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}
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else if( ( m_renderpass.draw_mode == rendermode::shadows )
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&& ( Global.gfx_gpucull_shadows )
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&& ( m_shadowcascade >= 0 )
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&& ( m_shadowcascade < static_cast<int>( m_shadowcull.size() ) )
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&& ( false == m_cubeshadows ) ) {
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// the cascades of the sun; the maps of lamps and headlights go as before
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// the cascades of the sun
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m_passcull = &m_shadowcull[ m_shadowcascade ];
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m_shadowcasters.clear();
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}
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@@ -4429,7 +4440,9 @@ opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_
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auto const texture { Indirect_Shadow_Texture( draw.material ) };
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auto *multidrawprogram {
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m_indirectmultidraw ?
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( texture != null_handle ? m_alpha_shadow_multidraw_shader.get() : m_shadow_multidraw_shader.get() ) :
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( m_cubeshadows ?
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m_localshadows.multidraw_program( texture != null_handle ) :
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( texture != null_handle ? m_alpha_shadow_multidraw_shader.get() : m_shadow_multidraw_shader.get() ) ) :
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nullptr };
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if( multidrawprogram != nullptr ) {
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// the draws which follow in the same bank and of the same primitive, with the same texture for the alpha test
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@@ -8057,6 +8070,7 @@ void opengl46_renderer::Render_local_shadows()
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void opengl46_renderer::Render_lamp_shadows()
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{
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m_lampscenerydrawn = 0;
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auto const &lamps{m_localshadows.lamps()};
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if (lamps.empty() || (false == Global.gfx_lights_clustered))
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return;
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@@ -8157,7 +8171,10 @@ void opengl46_renderer::Render_lamp_shadow(std::size_t const Slot, bool const Ve
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{
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m_cubescenery = true;
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m_cubeskipinstance = static_cast<TAnimModel const *>(slot.owner);
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// the instances culled on the gpu, each scenery part drawn in a frame with a culling of its own
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m_lightshadowcull = Light_Shadow_Cull(m_lampcull, m_lampscenerydrawn++, Global.gfx_gpucull_shadows_lamps);
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Render(simulation::Region);
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m_lightshadowcull = nullptr;
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m_cubeskipinstance = nullptr;
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m_cubescenery = false;
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}
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@@ -8307,7 +8324,10 @@ void opengl46_renderer::Render_headlight_shadow(std::size_t const Slot, light_ar
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m_localshadows.begin_headlight(Slot, projector, rotation, projection, Light.direction, m_framestamp);
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m_shadowskipvehicle = Light.owner;
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// the instances culled on the gpu, each slot with a culling of its own
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m_lightshadowcull = Light_Shadow_Cull(m_headlightcull, Slot, Global.gfx_gpucull_shadows_headlights);
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Render(simulation::Region);
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m_lightshadowcull = nullptr;
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if ((Cab != nullptr) && (Cab != Light.owner) && (glm::length(Cab->GetPosition() - projector) <= reach + Cab->radius()))
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{
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Render_cab(Cab, 0.0f, false);
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@@ -8320,6 +8340,51 @@ void opengl46_renderer::Render_headlight_shadow(std::size_t const Slot, light_ar
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glPolygonMode(GL_FRONT_AND_BACK, Global.bWireFrame ? GL_LINE : GL_FILL);
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}
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opengl46_instance_cull *opengl46_renderer::Light_Shadow_Cull(std::vector<std::unique_ptr<opengl46_instance_cull>> &Culls, std::size_t const Index, bool const Enabled)
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{
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// the same conditions as those of the other passes in Render(scene::basic_region *)
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if ((Global.gfx_gpucull == 0) || (false == Enabled) || (m_current_viewport == nullptr) || (false == m_current_viewport->main))
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return nullptr;
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if (Culls.size() <= Index)
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Culls.resize(Index + 1);
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if (!Culls[Index])
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{
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// the buffers of its own, the records and the programs of the main view
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Culls[Index] = std::make_unique<opengl46_instance_cull>();
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Culls[Index]->init(&m_instancecull);
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}
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return Culls[Index].get();
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}
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std::string opengl46_renderer::Light_Shadow_Cull_Info(bool const Times)
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{
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std::string text;
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if (Global.gfx_gpucull == 0)
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return text;
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// the maps are drawn now and then, the numbers are of the last drawing of each
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auto const add = [&](std::vector<std::unique_ptr<opengl46_instance_cull>> &Culls, bool const Enabled, std::string const &Label) {
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if (false == Enabled)
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return;
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for (std::size_t idx = 0; idx < Culls.size(); ++idx)
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{
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if (!Culls[idx] || (false == Culls[idx]->ran()))
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continue;
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if (Times)
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{
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text += Culls[idx]->info_times("instance cull " + Label + " " + std::to_string(idx + 1));
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}
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else
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{
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Culls[idx]->collect();
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text += Culls[idx]->info("gpu cull " + Label + " " + std::to_string(idx + 1), false);
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}
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}
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};
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add(m_headlightcull, Global.gfx_gpucull_shadows_headlights, "headlight shadows");
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add(m_lampcull, Global.gfx_gpucull_shadows_lamps, "lamp shadows, scenery");
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return text;
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}
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void opengl46_renderer::Update_Clusters(viewport_config &vp, glm::ivec2 const &Targetsize)
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{
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glDebug("Update_Clusters");
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@@ -315,6 +315,11 @@ class opengl46_renderer : public gfx_renderer {
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void Render_headlight_shadows();
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// the map of the headlights in the slot: the scene within reach ahead of them (and Cab, the occupied cab), without their vehicle
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void Render_headlight_shadow(std::size_t const Slot, light_array::light_record const &Light, TDynamicObject *Cab);
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// the culling of one of the maps of lamps and headlights (Global.gfx_gpucull_shadows_headlights, _lamps), the one at Index of
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// Culls, made when it's first needed; nullptr when the instances of the map go through the cpu
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opengl46_instance_cull *Light_Shadow_Cull(std::vector<std::unique_ptr<opengl46_instance_cull>> &Culls, std::size_t const Index, bool const Enabled);
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// the rows of these cullings for the debug panel: their timings (Times) or their counts
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std::string Light_Shadow_Cull_Info(bool const Times);
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// the projector of the beam of a set of headlights: a narrow frustum along the vehicle, from behind it, its near plane at the
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// end of the vehicle. the beam texture is projected with it (Update_Lights()) and the shadow map of the headlights drawn with it.
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// Position in world space, Rotation from world axes to its axes; Near is the distance of the near plane from the projector
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@@ -355,9 +360,10 @@ class opengl46_renderer : public gfx_renderer {
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// (Global.gfx_gpucull_occlusion_instances) the instances seen in the previous frame are drawn first (their depth, or
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// their colour without the prepass), the pyramid is made again and the other instances are culled against it
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void Render_Instances_Indirect();
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// the same for the passes culled on the gpu other than the main view (Global.gfx_gpucull_shadows, _reflections): the
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// cascades of the sun shadows, drawn with the shadow programs, and the faces of the environment map, drawn with the
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// programs of the materials like the main view. no occlusion test, no depth prepass, one phase
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// the same for the passes culled on the gpu other than the main view (Global.gfx_gpucull_shadows, _reflections,
|
||||
// _shadows_headlights, _shadows_lamps): the cascades of the sun shadows and the maps of headlights and lamps, drawn with the
|
||||
// shadow programs (the cube ones for the lamps), and the faces of the environment map, drawn with the programs of the
|
||||
// materials like the main view. no occlusion test, no depth prepass, one phase
|
||||
void Render_Instances_Indirect_Pass();
|
||||
// the walk of the submodel trees of the groups culled by Cull, once per lod band, which records their draws
|
||||
// (m_indirectdraws, m_indirectcommands), puts them in order for multi draws and has Cull fill in their commands
|
||||
@@ -593,6 +599,12 @@ class opengl46_renderer : public gfx_renderer {
|
||||
// _reflections), with records and programs shared with m_instancecull
|
||||
std::array<opengl46_instance_cull, 3> m_shadowcull;
|
||||
opengl46_instance_cull m_reflectioncull;
|
||||
// the cullings of the maps of headlights, by the slot of the map, and of the scenery parts of the maps of lamps, by their order
|
||||
// among those drawn in a frame: the passes of a frame don't share the buffers of a culling. made when first needed
|
||||
std::vector<std::unique_ptr<opengl46_instance_cull>> m_headlightcull;
|
||||
std::vector<std::unique_ptr<opengl46_instance_cull>> m_lampcull;
|
||||
opengl46_instance_cull *m_lightshadowcull { nullptr }; // the one of the map of headlights or of a lamp being drawn
|
||||
std::size_t m_lampscenerydrawn { 0 }; // scenery parts of the maps of lamps drawn in this frame so far
|
||||
opengl46_instance_cull *m_passcull { nullptr }; // the one the current pass feeds
|
||||
opengl46_instance_cull *m_indirectcull { &m_instancecull }; // the one the recorded draws (m_indirectdraws) were culled by
|
||||
int m_shadowcascade { -1 }; // the region is drawn for this cascade of the sun shadows
|
||||
|
||||
@@ -1464,6 +1464,16 @@ global_settings::ConfigParse_gfx( cParser &Parser, std::string_view const Token
|
||||
Parser.getTokens(1);
|
||||
Parser >> gfx_gpucull_reflections;
|
||||
}
|
||||
else if (Token == "gfx.gpucull.shadows.headlights")
|
||||
{
|
||||
Parser.getTokens(1);
|
||||
Parser >> gfx_gpucull_shadows_headlights;
|
||||
}
|
||||
else if (Token == "gfx.gpucull.shadows.lamps")
|
||||
{
|
||||
Parser.getTokens(1);
|
||||
Parser >> gfx_gpucull_shadows_lamps;
|
||||
}
|
||||
else if (Token == "gfx.gpucull.sleepers")
|
||||
{
|
||||
Parser.getTokens(1);
|
||||
@@ -1972,6 +1982,8 @@ global_settings::export_as_text( std::ostream &Output ) const {
|
||||
export_as_text( Output, "gfx.gpucull.multidraw", gfx_gpucull_multidraw );
|
||||
export_as_text( Output, "gfx.gpucull.shadows", gfx_gpucull_shadows );
|
||||
export_as_text( Output, "gfx.gpucull.reflections", gfx_gpucull_reflections );
|
||||
export_as_text( Output, "gfx.gpucull.shadows.headlights", gfx_gpucull_shadows_headlights );
|
||||
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.depthprepass.scene", gfx_depthprepass_scene );
|
||||
export_as_text( Output, "gfx.depthprepass.replay", gfx_depthprepass_replay );
|
||||
|
||||
@@ -298,6 +298,10 @@ struct global_settings {
|
||||
// culled in compute passes as well (drawn from their result, or compared), not only those of the main view
|
||||
bool gfx_gpucull_shadows = true;
|
||||
bool gfx_gpucull_reflections = true;
|
||||
// with gfx_gpucull 1 or 2: the same for the maps of the headlights of vehicles and for the scenery parts of the maps of
|
||||
// scenery lamps, each map with a culling of its own
|
||||
bool gfx_gpucull_shadows_headlights = true;
|
||||
bool gfx_gpucull_shadows_lamps = true;
|
||||
// with gfx_gpucull 1 or 2: the sleepers of the tracks (sleepermodel) of the main view are culled with the instances as well,
|
||||
// and with 1 drawn from the result
|
||||
bool gfx_gpucull_sleepers = true;
|
||||
|
||||
Reference in New Issue
Block a user