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Only apply LOD when camera is outside the AABB of mesh in mobile renderer.
This copies the existing logic from the Forward+ renderer
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@ -1879,25 +1879,27 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
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// LOD
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if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
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// Get the LOD support points on the mesh AABB.
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Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
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Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
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// Get the distances to those points on the AABB from the camera origin.
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float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min);
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float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max);
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float distance = 0.0;
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if (distance_min * distance_max < 0.0) {
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//crossing plane
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distance = 0.0;
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} else if (distance_min >= 0.0) {
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distance = distance_min;
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} else if (distance_max <= 0.0) {
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distance = -distance_max;
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}
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// Check if camera is NOT inside the mesh AABB.
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if (!inst->transformed_aabb.has_point(p_render_data->scene_data->cam_transform.origin)) {
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// Get the LOD support points on the mesh AABB.
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Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
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Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
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// Get the distances to those points on the AABB from the camera origin.
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float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min);
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float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max);
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if (distance_min * distance_max < 0.0) {
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//crossing plane
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distance = 0.0;
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} else if (distance_min >= 0.0) {
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distance = distance_min;
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} else if (distance_max <= 0.0) {
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distance = -distance_max;
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}
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}
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if (p_render_data->scene_data->cam_orthogonal) {
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distance = 1.0;
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}
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