Remove octree-level fragment query occlusion culling. This will be replaced with a method involving hi-z buffers and mesh shaders.
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@@ -181,6 +181,8 @@ void KRCamera::render(KRNode::RenderInfo& ri)
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{
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// ----====---- Debug Overlays ----====----
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/*
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* // TODO: Implement octree visualization that is not dependent on the no longer present fragment query based occlusion testing
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if (settings.debug_display == KRRenderSettings::KRENGINE_DEBUG_DISPLAY_OCTREE) {
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KRMeshManager::KRVBOData& vertices = getContext().getMeshManager()->KRENGINE_VBO_DATA_3D_CUBE_VERTICES;
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@@ -193,17 +195,8 @@ void KRCamera::render(KRNode::RenderInfo& ri)
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info.vertexAttributes = vertices.getVertexAttributes();
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info.modelFormat = ModelFormat::KRENGINE_MODEL_FORMAT_STRIP;
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KRPipeline* pVisShader = getContext().getPipelineManager()->getPipeline(*ri.surface, info);
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m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &vertices, 1.0f);
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for (unordered_map<AABB, int>::iterator itr = m_viewport.getVisibleBounds().begin(); itr != m_viewport.getVisibleBounds().end(); itr++) {
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Matrix4 matModel = Matrix4();
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matModel.scale((*itr).first.size() * 0.5f);
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matModel.translate((*itr).first.center());
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pVisShader->bind(ri, matModel);
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vkCmdDraw(ri.commandBuffer, 14, 1, 0, 0);
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}
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}
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*/
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renderDebug(ri);
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}
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@@ -259,8 +252,6 @@ void KRCamera::renderFrame(VkCommandBuffer& commandBuffer, KRSurface& compositeS
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scene.updateOctree(m_viewport);
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m_viewport.expireOcclusionResults(getContext().getCurrentFrame());
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renderGraph.render(commandBuffer, compositeSurface, this);
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}
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@@ -477,7 +477,6 @@ void KRLight::renderShadowBuffers(RenderInfo& ri)
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ri.viewport = &m_shadowViewports[iShadow];
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shadowShader->bind(ri, Matrix4());
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m_shadowViewports[iShadow].expireOcclusionResults(m_pContext->getCurrentFrame());
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getScene().render(ri);
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}
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}
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