Revert "Remove unused LodProxyView feature from RenderContext (shadow projections are using the same draw batch as main view now)"
This reverts commit c33fe04645.
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@@ -426,6 +426,11 @@ API_STRUCT(NoDefault) struct RenderContext
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/// </summary>
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API_FIELD() SceneRenderTask* Task = nullptr;
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/// <summary>
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/// The proxy render view used to synchronize objects level of detail during rendering (eg. during shadow maps rendering passes). It's optional.
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/// </summary>
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API_FIELD() RenderView* LodProxyView = nullptr;
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/// <summary>
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/// The render view.
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/// </summary>
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@@ -441,7 +441,8 @@ float RenderTools::ComputeBoundsScreenRadiusSquared(const Float3& origin, float
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int32 RenderTools::ComputeModelLOD(const Model* model, const Float3& origin, float radius, const RenderContext& renderContext)
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{
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, renderContext.View) * renderContext.View.ModelLODDistanceFactorSqrt;
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt;
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// Check if model is being culled
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if (Math::Square(model->MinScreenSize * 0.5f) > screenRadiusSquared)
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@@ -465,7 +466,8 @@ int32 RenderTools::ComputeModelLOD(const Model* model, const Float3& origin, flo
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int32 RenderTools::ComputeSkinnedModelLOD(const SkinnedModel* model, const Float3& origin, float radius, const RenderContext& renderContext)
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{
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, renderContext.View) * renderContext.View.ModelLODDistanceFactorSqrt;
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt;
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// Check if model is being culled
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if (Math::Square(model->MinScreenSize * 0.5f) > screenRadiusSquared)
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@@ -55,6 +55,7 @@ void RenderView::Prepare(RenderContext& renderContext)
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}
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renderContext.List->Init(renderContext);
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renderContext.LodProxyView = nullptr;
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PrepareCache(renderContext, width, height, taaJitter);
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}
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@@ -73,7 +74,7 @@ void RenderView::PrepareCache(const RenderContext& renderContext, float width, f
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WorldPosition = Origin + Position;
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// Ortho views have issues with screen size LOD culling
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const float modelLODDistanceFactor = IsOrthographicProjection() ? 100.0f : ModelLODDistanceFactor;
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const float modelLODDistanceFactor = (renderContext.LodProxyView ? renderContext.LodProxyView->IsOrthographicProjection() : IsOrthographicProjection()) ? 100.0f : ModelLODDistanceFactor;
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ModelLODDistanceFactorSqrt = modelLODDistanceFactor * modelLODDistanceFactor;
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// Setup main view render info
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@@ -75,7 +75,8 @@ void Decal::Draw(RenderContext& renderContext)
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Material->IsLoaded() &&
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Material->IsDecal())
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{
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const float screenRadiusSquared = RenderTools::ComputeBoundsScreenRadiusSquared(_sphere.Center - renderContext.View.Origin, (float)_sphere.Radius, renderContext.View) * renderContext.View.ModelLODDistanceFactorSqrt;
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float screenRadiusSquared = RenderTools::ComputeBoundsScreenRadiusSquared(_sphere.Center - renderContext.View.Origin, (float)_sphere.Radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt;
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// Check if decal is being culled
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if (Math::Square(DrawMinScreenSize * 0.5f) > screenRadiusSquared)
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@@ -193,6 +193,9 @@ void ShadowsPass::SetupRenderContext(RenderContext& renderContext, RenderContext
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{
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const auto& view = renderContext.View;
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// Use the current render view to sync model LODs with the shadow maps rendering stage
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shadowContext.LodProxyView = &renderContext.View;
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// Prepare properties
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auto& shadowView = shadowContext.View;
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shadowView.Flags = view.Flags;
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@@ -44,7 +44,8 @@ bool TerrainChunk::PrepareDraw(const RenderContext& renderContext)
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const float chunkEdgeSize = (_patch->_terrain->_chunkSize * TERRAIN_UNITS_PER_VERTEX);
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// Calculate chunk distance to view
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const float distance = Float3::Distance(_boundsCenter - renderContext.View.Origin, renderContext.View.Position);
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float distance = Float3::Distance(_boundsCenter - lodView->Origin, lodView->Position);
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lod = (int32)Math::Pow(distance / chunkEdgeSize, lodDistribution);
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lod += lodBias;
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