diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 8b6d3e3268e..39aad6bfbf0 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1363,38 +1363,25 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const GeometryInstanceSurface *surf = inst->surface_caches; + float lod_distance = 0.0; + + if (p_render_data->cam_orthogonal) { + lod_distance = 1.0; + } else { + Vector3 aabb_min = inst->transformed_aabb.position; + Vector3 aabb_max = inst->transformed_aabb.position + inst->transformed_aabb.size; + Vector3 camera_position = p_render_data->main_cam_transform.origin; + Vector3 surface_distance = Vector3(0.0, 0.0, 0.0).max(aabb_min - camera_position).max(camera_position - aabb_max); + + lod_distance = surface_distance.length(); + } + while (surf) { // LOD if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { - float distance = 0.0; - - // Check if camera is NOT inside the mesh AABB. - if (!inst->transformed_aabb.has_point(p_render_data->main_cam_transform.origin)) { - // Get the LOD support points on the mesh AABB. - Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z)); - Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->main_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->main_cam_transform.origin.distance_to(lod_support_min); - float distance_max = (float)p_render_data->main_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->cam_orthogonal) { - distance = 1.0; - } - uint32_t indices = 0; - surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, indices); + surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, lod_distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, indices); surf->index_count = indices; if (p_render_data->render_info) { diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 36bd22b7234..aca85ce4972 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -962,40 +962,27 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con GeometryInstanceSurfaceDataCache *surf = inst->surface_caches; + float lod_distance = 0.0; + + if (p_render_data->scene_data->cam_orthogonal) { + lod_distance = 1.0; + } else { + Vector3 aabb_min = inst->transformed_aabb.position; + Vector3 aabb_max = inst->transformed_aabb.position + inst->transformed_aabb.size; + Vector3 camera_position = p_render_data->scene_data->main_cam_transform.origin; + Vector3 surface_distance = Vector3(0.0, 0.0, 0.0).max(aabb_min - camera_position).max(camera_position - aabb_max); + + lod_distance = surface_distance.length(); + } + while (surf) { surf->sort.uses_forward_gi = 0; surf->sort.uses_lightmap = 0; // LOD - if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { - float distance = 0.0; - - // Check if camera is NOT inside the mesh AABB. - if (!inst->transformed_aabb.has_point(p_render_data->scene_data->main_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->main_cam_transform.basis.get_column(Vector3::AXIS_Z)); - Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->main_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->main_cam_transform.origin.distance_to(lod_support_min); - float distance_max = (float)p_render_data->scene_data->main_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; - } - uint32_t indices = 0; - surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, indices); + surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, lod_distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque 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 48c226133d3..8a02ec0eb56 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1884,39 +1884,27 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const GeometryInstanceSurfaceDataCache *surf = inst->surface_caches; + float lod_distance = 0.0; + + if (p_render_data->scene_data->cam_orthogonal) { + lod_distance = 1.0; + } else { + Vector3 aabb_min = inst->transformed_aabb.position; + Vector3 aabb_max = inst->transformed_aabb.position + inst->transformed_aabb.size; + Vector3 camera_position = p_render_data->scene_data->main_cam_transform.origin; + Vector3 surface_distance = Vector3(0.0, 0.0, 0.0).max(aabb_min - camera_position).max(camera_position - aabb_max); + + lod_distance = surface_distance.length(); + } + while (surf) { surf->sort.uses_lightmap = 0; // LOD if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { - float distance = 0.0; - - // Check if camera is NOT inside the mesh AABB. - if (!inst->transformed_aabb.has_point(p_render_data->scene_data->main_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->main_cam_transform.basis.get_column(Vector3::AXIS_Z)); - Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->main_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->main_cam_transform.origin.distance_to(lod_support_min); - float distance_max = (float)p_render_data->scene_data->main_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; - } - uint32_t indices = 0; - surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, indices); + surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, lod_distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque