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author | clayjohn <claynjohn@gmail.com> | 2024-05-21 18:32:04 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2024-05-21 18:32:04 -0700 |
commit | c5346a62b0b513d9b847a7ff568db40cbcc96b68 (patch) | |
tree | 492fc4a400115bb0ac29f53c92c24962c9156ff4 | |
parent | 40b4130c93d08235a60996d29e5869a22b6ae53d (diff) | |
download | redot-engine-c5346a62b0b513d9b847a7ff568db40cbcc96b68.tar.gz |
Only apply LOD when camera is outside the AABB of mesh in mobile renderer.
This copies the existing logic from the Forward+ renderer
-rw-r--r-- | servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp | 34 |
1 files changed, 18 insertions, 16 deletions
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 878ea7bcfb..bd45dbfbc9 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1879,25 +1879,27 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const // LOD if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { - // Get the LOD support points on the mesh AABB. - Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); - Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); - - // Get the distances to those points on the AABB from the camera origin. - float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min); - float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max); - float distance = 0.0; - if (distance_min * distance_max < 0.0) { - //crossing plane - distance = 0.0; - } else if (distance_min >= 0.0) { - distance = distance_min; - } else if (distance_max <= 0.0) { - distance = -distance_max; + // Check if camera is NOT inside the mesh AABB. + if (!inst->transformed_aabb.has_point(p_render_data->scene_data->cam_transform.origin)) { + // Get the LOD support points on the mesh AABB. + Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); + Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); + + // Get the distances to those points on the AABB from the camera origin. + float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min); + float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max); + + if (distance_min * distance_max < 0.0) { + //crossing plane + distance = 0.0; + } else if (distance_min >= 0.0) { + distance = distance_min; + } else if (distance_max <= 0.0) { + distance = -distance_max; + } } - if (p_render_data->scene_data->cam_orthogonal) { distance = 1.0; } |