Frustum culls meshes, and produces a buffer of visible mesh indices
| 51 | |
| 52 | // Frustum culls meshes, and produces a buffer of visible mesh indices |
| 53 | static uint64 CullMeshes(const Camera& camera, const Array<DirectX::BoundingBox>& boundingBoxes, Array<uint32>& drawIndices) |
| 54 | { |
| 55 | DirectX::BoundingFrustum frustum(camera.ProjectionMatrix().ToSIMD()); |
| 56 | frustum.Transform(frustum, 1.0f, camera.Orientation().ToSIMD(), camera.Position().ToSIMD()); |
| 57 | |
| 58 | uint64 numVisible = 0; |
| 59 | const uint64 numMeshes = boundingBoxes.Size(); |
| 60 | for(uint64 i = 0; i < numMeshes; ++i) |
| 61 | { |
| 62 | if(frustum.Intersects(boundingBoxes[i])) |
| 63 | drawIndices[numVisible++] = uint32(i); |
| 64 | } |
| 65 | |
| 66 | return numVisible; |
| 67 | } |
| 68 | |
| 69 | // Frustum culls meshes, and produces a buffer of visible mesh indices. Also sorts the indices by depth. |
| 70 | static uint64 CullMeshesAndSort(const Camera& camera, const Array<DirectX::BoundingBox>& boundingBoxes, |
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