mirror of
https://github.com/godotengine/godot.git
synced 2024-11-24 13:12:42 +00:00
Only apply LOD when camera is outside the AABB of mesh in mobile renderer.
This copies the existing logic from the Forward+ renderer
This commit is contained in:
parent
40b4130c93
commit
c5346a62b0
@ -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;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user