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V3.8.4 pipeline reflection probe #17585
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11 file(s) reviewed, 1 comment(s)
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@@ -221,6 +222,10 @@ export class WebSceneBuilder extends WebSetter implements SceneBuilder { | |||
const layoutName = this._renderGraph.getLayout(passId); | |||
setShadowUBOLightView(this, this._scene.camera, light, csmLevel, layoutName); | |||
} | |||
setCullingWorldBounds (aabb: AABB): void { | |||
this._scene.cullingFlags |= CullingFlags.WORLD_BOUNDS; |
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style: Use bitwise OR to add WORLD_BOUNDS flag
Interface Check Report! WARNING this pull request has changed these public interfaces:
@@ -35955,8 +35955,9 @@
* @param csmLevel @en Curent level of cascaded shadow map @zh 级联阴影等级
* @param optCamera @en Additional scene culling camera. @zh 额外的场景裁切相机
*/
useLightFrustum(light: renderer.scene.Light, csmLevel?: number, optCamera?: renderer.scene.Camera): void;
+ setCullingWorldBounds(aabb: geometry.AABB): void;
}
/**
* @en Render queue
* A render queue is an abstraction of graphics commands submission.
|
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LGTM
1 file(s) reviewed, no comment(s)
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Greptile Summary
Based on the changes in NativeRenderGraph.cpp, here are the key points about the implementation of reflection probes and scene culling optimizations:
These changes enable more efficient scene culling by using world bounds and improve support for reflection probes in the custom rendering pipeline. The additions align with the pull request's focus on implementing reflection probes and optimizing scene culling.