Refactor scene rendering to use batched culling for main view and shadow projections
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@@ -121,8 +121,9 @@ void TerrainChunk::Draw(const RenderContext& renderContext) const
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//drawCall.TerrainData.HeightmapUVScaleBias.W += halfTexelOffset;
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// Submit draw call
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auto drawModes = (DrawPass)(_patch->_terrain->DrawModes & renderContext.View.Pass);
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renderContext.List->AddDrawCall(drawModes, flags, drawCall, true);
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auto drawModes = (DrawPass)(_patch->_terrain->DrawModes & renderContext.View.Pass & (uint32)drawCall.Material->GetDrawModes());
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if (drawModes != DrawPass::None)
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renderContext.List->AddDrawCall(drawModes, flags, drawCall, true);
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}
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void TerrainChunk::Draw(const RenderContext& renderContext, MaterialBase* material, int32 lodIndex) const
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@@ -176,8 +177,9 @@ void TerrainChunk::Draw(const RenderContext& renderContext, MaterialBase* materi
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//drawCall.TerrainData.HeightmapUVScaleBias.W += halfTexelOffset;
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// Submit draw call
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auto drawModes = (DrawPass)(_patch->_terrain->DrawModes & renderContext.View.Pass);
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renderContext.List->AddDrawCall(drawModes, flags, drawCall, true);
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auto drawModes = (DrawPass)(_patch->_terrain->DrawModes & renderContext.View.Pass & (uint32)drawCall.Material->GetDrawModes());
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if (drawModes != DrawPass::None)
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renderContext.List->AddDrawCall(drawModes, flags, drawCall, true);
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}
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bool TerrainChunk::Intersects(const Ray& ray, Real& distance)
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