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:
clayjohn 2024-05-21 18:32:04 -07:00
parent 40b4130c93
commit c5346a62b0

View file

@ -1879,6 +1879,10 @@ 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)) {
float distance = 0.0;
// 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));
@ -1887,8 +1891,6 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
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;
@ -1897,7 +1899,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
} else if (distance_max <= 0.0) {
distance = -distance_max;
}
}
if (p_render_data->scene_data->cam_orthogonal) {
distance = 1.0;
}