Use distance to AABB surface to calculate Mesh LOD instead of using supports

This commit is contained in:
clayjohn 2024-05-23 11:29:45 -07:00
parent 14a7e0abb3
commit 7ff106f828
3 changed files with 42 additions and 80 deletions

View File

@ -1363,38 +1363,25 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
GeometryInstanceSurface *surf = inst->surface_caches; 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) { while (surf) {
// LOD // LOD
if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { 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; 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; surf->index_count = indices;
if (p_render_data->render_info) { if (p_render_data->render_info) {

View File

@ -962,40 +962,27 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
GeometryInstanceSurfaceDataCache *surf = inst->surface_caches; 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) { while (surf) {
surf->sort.uses_forward_gi = 0; surf->sort.uses_forward_gi = 0;
surf->sort.uses_lightmap = 0; surf->sort.uses_lightmap = 0;
// LOD // LOD
if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { 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; 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) { if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices); indices = _indices_to_primitives(surf->primitive, indices);
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque if (p_render_list == RENDER_LIST_OPAQUE) { //opaque

View File

@ -1884,39 +1884,27 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
GeometryInstanceSurfaceDataCache *surf = inst->surface_caches; 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) { while (surf) {
surf->sort.uses_lightmap = 0; surf->sort.uses_lightmap = 0;
// LOD // LOD
if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { 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; 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) { if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices); indices = _indices_to_primitives(surf->primitive, indices);
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque if (p_render_list == RENDER_LIST_OPAQUE) { //opaque