Optimize Global Surface Atlas objects culling to cache up to 32 objects locally per-thread
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@@ -34,7 +34,7 @@
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#define GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET 0.1f // Small offset to prevent clipping with the closest triangles (shifts near and far planes)
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#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES 0 // Forces to redraw all object tiles every frame
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#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
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#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS 0 // Debug draws culled chunks bounds (non-empty
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#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS 0 // Debug draws culled chunks bounds (non-empty)
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#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS || GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS
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#include "Engine/Debug/DebugDraw.h"
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@@ -704,11 +704,11 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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{
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for (int32 x = 0; x < GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION; x++)
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{
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Float3 chunkCoord(x, y, z);
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Float3 chunkMin = result.GlobalSurfaceAtlas.ViewPos + (chunkCoord - (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * 0.5f)) * result.GlobalSurfaceAtlas.ChunkSize;
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Float3 chunkMax = chunkMin + result.GlobalSurfaceAtlas.ChunkSize;
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Float3 chunkCoord((float)x, (float)y, (float)z);
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Float3 chunkMin = result.Constants.ViewPos + (chunkCoord - (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * 0.5f)) * result.Constants.ChunkSize;
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Float3 chunkMax = chunkMin + result.Constants.ChunkSize;
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BoundingBox chunkBounds(chunkMin, chunkMax);
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if (Float3::Distance(chunkBounds.GetCenter(), result.GlobalSurfaceAtlas.ViewPos) >= 2000.0f)
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if (Float3::Distance(chunkBounds.GetCenter(), result.Constants.ViewPos) >= 2000.0f)
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continue;
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int32 count = 0;
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