Refactor foliage batch generation with advanced culling and LOD resolution
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@@ -1,22 +1,43 @@
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import { Matrix4, Quaternion, Vector3 } from "three";
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import { Frustum, Matrix4, Quaternion, Sphere, Vector3 } from "three";
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import type { Vec3 } from "../core/vector";
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import type { FoliagePrototype, FoliagePrototypeRegistry } from "./foliage";
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import {
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resolveFoliageQualitySettings,
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type FoliageQualitySettings
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} from "../document/world-settings";
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import type {
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FoliagePrototype,
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FoliagePrototypeLodLevel,
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FoliagePrototypeRegistry
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} from "./foliage";
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import type {
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DerivedFoliageInstance,
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DerivedFoliageScatterChunk,
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FoliageScatterResult
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} from "./foliage-scatter";
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export const FOLIAGE_RENDER_LOD_LEVEL = 0 as const;
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export interface FoliageRenderLod {
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level: FoliagePrototypeLodLevel;
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bundledPath: string;
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maxDistance: number;
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castShadow: boolean;
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}
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export interface FoliageRenderView {
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cameraPosition: Vec3;
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frustum?: Frustum | null;
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}
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export interface FoliageRenderBatch {
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key: string;
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chunkId: string;
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terrainId: string;
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layerId: string;
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prototypeId: string;
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lodLevel: typeof FOLIAGE_RENDER_LOD_LEVEL;
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lodLevel: FoliagePrototypeLodLevel;
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bundledPath: string;
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castShadow: boolean;
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chunkBounds: DerivedFoliageScatterChunk["bounds"];
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instances: DerivedFoliageInstance[];
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}
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@@ -31,48 +52,141 @@ function createVector3(vector: Vec3): Vector3 {
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return new Vector3(vector.x, vector.y, vector.z);
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}
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export function getFoliagePrototypeRenderLod(
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prototype: FoliagePrototype
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): {
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bundledPath: string;
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castShadow: boolean;
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} | null {
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const lod = prototype.lods.find(
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(candidate) => candidate.level === FOLIAGE_RENDER_LOD_LEVEL
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);
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if (lod === undefined || lod.source !== "bundled") {
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return null;
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function distanceBetween(left: Vec3, right: Vec3): number {
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return Math.hypot(left.x - right.x, left.y - right.y, left.z - right.z);
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}
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function getChunkCenter(chunk: Pick<DerivedFoliageScatterChunk, "bounds">): Vec3 {
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return {
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bundledPath: lod.bundledPath,
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castShadow: lod.castShadow
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x: (chunk.bounds.min.x + chunk.bounds.max.x) * 0.5,
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y: (chunk.bounds.min.y + chunk.bounds.max.y) * 0.5,
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z: (chunk.bounds.min.z + chunk.bounds.max.z) * 0.5
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};
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}
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function getChunkRadius(chunk: Pick<DerivedFoliageScatterChunk, "bounds">): number {
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const center = getChunkCenter(chunk);
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return Math.max(
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distanceBetween(center, chunk.bounds.min),
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distanceBetween(center, chunk.bounds.max)
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);
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}
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function cloneChunkBounds(
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bounds: DerivedFoliageScatterChunk["bounds"]
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): DerivedFoliageScatterChunk["bounds"] {
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return {
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min: { ...bounds.min },
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max: { ...bounds.max }
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};
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}
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export function getFoliagePrototypeRenderLods(
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prototype: FoliagePrototype
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): FoliageRenderLod[] {
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return prototype.lods
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.filter((lod) => lod.source === "bundled")
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.map((lod) => ({
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level: lod.level,
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bundledPath: lod.bundledPath,
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maxDistance: lod.maxDistance,
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castShadow: lod.castShadow
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}))
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.sort((left, right) => left.level - right.level);
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}
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export function resolveFoliageRenderLod(options: {
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lods: readonly FoliageRenderLod[];
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cameraDistance: number;
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lodBias: number;
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maxDistanceMultiplier: number;
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}): FoliageRenderLod | null {
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const { lods, cameraDistance, lodBias, maxDistanceMultiplier } = options;
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const distanceMultiplier = Math.max(0, maxDistanceMultiplier);
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const biasedDistance = Math.max(
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0,
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cameraDistance * (1 + clamp(lodBias, -1, 1) * 0.12)
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);
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for (const lod of lods) {
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if (biasedDistance <= lod.maxDistance * distanceMultiplier) {
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return lod;
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}
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}
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return null;
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}
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export function shouldCullFoliageChunkByDistance(options: {
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chunk: Pick<DerivedFoliageScatterChunk, "bounds">;
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cameraPosition: Vec3;
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maxDistance: number;
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}): boolean {
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const center = getChunkCenter(options.chunk);
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const radius = getChunkRadius(options.chunk);
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return distanceBetween(center, options.cameraPosition) - radius > options.maxDistance;
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}
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export function shouldCullFoliageChunkByFrustum(options: {
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chunk: Pick<DerivedFoliageScatterChunk, "bounds">;
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frustum: Frustum | null | undefined;
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}): boolean {
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if (options.frustum === null || options.frustum === undefined) {
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return false;
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}
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const center = getChunkCenter(options.chunk);
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const sphere = new Sphere(createVector3(center), getChunkRadius(options.chunk));
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return !options.frustum.intersectsSphere(sphere);
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}
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export function createFoliageRenderBatchKey(options: {
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chunkId: string;
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terrainId: string;
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layerId: string;
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prototypeId: string;
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lodLevel: FoliagePrototypeLodLevel;
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bundledPath: string;
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}): string {
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return [
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options.chunkId,
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options.terrainId,
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options.layerId,
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options.prototypeId,
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FOLIAGE_RENDER_LOD_LEVEL,
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options.lodLevel,
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options.bundledPath
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].join("|");
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}
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export function createFoliageRenderBatches(
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scatter: FoliageScatterResult,
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prototypeRegistry: FoliagePrototypeRegistry
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prototypeRegistry: FoliagePrototypeRegistry,
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options: {
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view?: FoliageRenderView | null;
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quality?: FoliageQualitySettings | null;
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} = {}
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): FoliageRenderBatch[] {
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const quality = resolveFoliageQualitySettings(options.quality);
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if (!quality.enabled || quality.densityMultiplier <= 0) {
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return [];
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}
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const batches = new Map<string, FoliageRenderBatch>();
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for (const chunk of scatter.chunks) {
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if (
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shouldCullFoliageChunkByFrustum({
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chunk,
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frustum: options.view?.frustum
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})
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) {
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continue;
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}
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for (const instance of chunk.instances) {
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const prototype = prototypeRegistry[instance.prototypeId];
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@@ -80,16 +194,59 @@ export function createFoliageRenderBatches(
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continue;
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}
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const renderLod = getFoliagePrototypeRenderLod(prototype);
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const renderLods = getFoliagePrototypeRenderLods(prototype);
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if (renderLods.length === 0) {
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continue;
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}
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const maxRenderDistance =
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Math.max(
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instance.cullDistance,
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...renderLods.map((lod) => lod.maxDistance)
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) * quality.maxDistanceMultiplier;
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if (
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options.view !== null &&
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options.view !== undefined &&
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shouldCullFoliageChunkByDistance({
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chunk,
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cameraPosition: options.view.cameraPosition,
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maxDistance: maxRenderDistance
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})
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) {
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continue;
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}
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const renderLod =
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options.view === null || options.view === undefined
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? renderLods[0]!
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: resolveFoliageRenderLod({
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lods: renderLods,
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cameraDistance: distanceBetween(
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instance.position,
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options.view.cameraPosition
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),
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lodBias: instance.lodBias,
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maxDistanceMultiplier: quality.maxDistanceMultiplier
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});
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if (renderLod === null) {
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continue;
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}
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const castShadow =
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quality.shadows === "off"
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? false
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: quality.shadows === "full"
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? renderLod.castShadow
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: renderLod.castShadow && renderLod.level <= 1;
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const key = createFoliageRenderBatchKey({
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chunkId: chunk.id,
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terrainId: instance.terrainId,
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layerId: instance.layerId,
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prototypeId: instance.prototypeId,
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lodLevel: renderLod.level,
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bundledPath: renderLod.bundledPath
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});
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let batch = batches.get(key);
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@@ -97,12 +254,14 @@ export function createFoliageRenderBatches(
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if (batch === undefined) {
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batch = {
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key,
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chunkId: chunk.id,
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terrainId: instance.terrainId,
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layerId: instance.layerId,
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prototypeId: instance.prototypeId,
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lodLevel: FOLIAGE_RENDER_LOD_LEVEL,
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lodLevel: renderLod.level,
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bundledPath: renderLod.bundledPath,
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castShadow: renderLod.castShadow,
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castShadow,
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chunkBounds: cloneChunkBounds(chunk.bounds),
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instances: []
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};
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batches.set(key, batch);
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