Add **Hardware Occlusion Culling** to models, foliage, particles, terrain and local light shadows
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@@ -11,12 +11,15 @@
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPUBuffer.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/RenderContext.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Level/Scene/SceneRendering.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Renderer/Culling/IOcclusionCulling.h"
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#if USE_EDITOR
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#include "Editor/Editor.h"
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#endif
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@@ -392,6 +395,17 @@ void SplineModel::Draw(RenderContextBatch& renderContextBatch)
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return; // TODO: Spline Model rendering to Global SDF
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if (renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas)
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return; // TODO: Spline Model rendering to Global Surface Atlas
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auto drawState = renderContext.Buffers->GetGeometryDrawState(&GetScene()->Rendering, _sceneRenderingKey, this);
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ACTOR_GET_WORLD_MATRIX(this, view, world);
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DrawPass drawModes = DrawModes;
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if (drawState && renderContextBatch.Buffers->OcclusionCulling && !renderContextBatch.Buffers->OcclusionCulling->IsVisible(_box, *drawState))
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{
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// Draw shadows-only (or cull)
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drawModes &= DrawPass::Depth;
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if (renderContextBatch.Contexts.Count() == 1 || drawModes == DrawPass::None)
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return;
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}
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GEOMETRY_DRAW_STATE_EVENT_BEGIN(drawState, world);
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if (!Entries.IsValidFor(model))
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Entries.Setup(model);
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@@ -466,16 +480,18 @@ void SplineModel::Draw(RenderContextBatch& renderContextBatch)
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// Check if skip rendering
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const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
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const auto drawModes = DrawModes & material->GetDrawModes();
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if (drawModes == DrawPass::None)
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const auto meshDrawModes = drawModes & material->GetDrawModes();
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if (meshDrawModes == DrawPass::None)
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continue;
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// Submit draw call
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mesh->GetDrawCallGeometry(drawCall);
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drawCall.Material = material;
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renderContext.List->AddDrawCall(renderContextBatch, drawModes, _staticFlags, shadowsMode, instanceSphere, drawCall, entry.ReceiveDecals);
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renderContext.List->AddDrawCall(renderContextBatch, meshDrawModes, _staticFlags, shadowsMode, instanceSphere, drawCall, entry.ReceiveDecals);
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}
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}
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GEOMETRY_DRAW_STATE_EVENT_END(drawState, world);
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}
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bool SplineModel::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
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