Skip to content

Commit

Permalink
Merge pull request #92232 from clayjohn/RD-mobile-LOD
Browse files Browse the repository at this point in the history
Only apply LOD when camera is outside the AABB of mesh in mobile renderer.
  • Loading branch information
akien-mga committed May 22, 2024
2 parents 4082288 + c5346a6 commit 8e2141e
Showing 1 changed file with 18 additions and 16 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -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;
}
Expand Down

0 comments on commit 8e2141e

Please sign in to comment.