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[Merged by Bors] - Frustum culling #2861
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563e396
Add primitives to support frustum culling
superdump 0371410
Copy over RenderLayers from the old renderer
superdump bc9faf3
Add functionality to Mesh to compute an AABB
superdump b44698b
Load AABBs from glTF models
superdump dd47c76
Add far() method to CameraProjection trait
superdump 087fd7b
Add visibility types and systems
superdump ea546a9
Add VisibleEntities and Frustum to camera and light bundles as approp…
superdump b4fd252
Add Visibility and ComputedVisibility to entities to be drawn
superdump 34f785c
Extract mesh/sprite entities based on ComputedVisibility
superdump c1954bc
Extract VisibleEntities for cameras
superdump 2cb2490
Enable VisibilityPlugin within the ViewPlugin
superdump 2a4cf48
Remove unnecessary Camera.far member
superdump 27287cd
Pass the plane normal to Aabb::relative_radius()
superdump 273d8fa
Add sphere - obb intsersection test
superdump 69d2440
Add a CubeFrusta type containing 6 frusta for cube maps
superdump e25b1da
Add CubeFrustaVisibleEntities for use with cube maps
superdump 69d824d
Add culling for lights
superdump 7c03a3d
Minor renaming
superdump 69845d2
Unify bounded entity query into visible entity query for performance
superdump e0c88f4
Register types to support loading from glTF models
superdump d5c2c2c
Fix the logic of the point light sphere vs mesh obb test
superdump 1fe1df6
Remove unnecessary With<PointLight> in check_light_visibility query
superdump 5727a9d
Address review comments
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Not all lights need to cast shadows, and given how expensive point light shadows are, its probably worth adding a way to disable shadows for lights. This should also skip entity visibility calculations.
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I have another branch for that that comes when I knew it would be needed - before clustered forward rendering. Can we add it in after #3072 or do I have to move it in here?
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I'm definitely down to wait!
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We can do it in whatever order works best for you :)
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Then I'll wait on this one as it's coming just after depth prepass and alpha modes. Thanks. :)