diff --git a/Source/Engine/Graphics/RenderTask.h b/Source/Engine/Graphics/RenderTask.h index 92a48cf76..8efa198be 100644 --- a/Source/Engine/Graphics/RenderTask.h +++ b/Source/Engine/Graphics/RenderTask.h @@ -426,11 +426,6 @@ API_STRUCT(NoDefault) struct RenderContext /// API_FIELD() SceneRenderTask* Task = nullptr; - /// - /// The proxy render view used to synchronize objects level of detail during rendering (eg. during shadow maps rendering passes). It's optional. - /// - API_FIELD() RenderView* LodProxyView = nullptr; - /// /// The render view. /// diff --git a/Source/Engine/Graphics/RenderTools.cpp b/Source/Engine/Graphics/RenderTools.cpp index 912b0ed48..370bc71d3 100644 --- a/Source/Engine/Graphics/RenderTools.cpp +++ b/Source/Engine/Graphics/RenderTools.cpp @@ -441,8 +441,7 @@ float RenderTools::ComputeBoundsScreenRadiusSquared(const Float3& origin, float int32 RenderTools::ComputeModelLOD(const Model* model, const Float3& origin, float radius, const RenderContext& renderContext) { - const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View); - const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt; + const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, renderContext.View) * renderContext.View.ModelLODDistanceFactorSqrt; // Check if model is being culled if (Math::Square(model->MinScreenSize * 0.5f) > screenRadiusSquared) @@ -466,8 +465,7 @@ int32 RenderTools::ComputeModelLOD(const Model* model, const Float3& origin, flo int32 RenderTools::ComputeSkinnedModelLOD(const SkinnedModel* model, const Float3& origin, float radius, const RenderContext& renderContext) { - const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View); - const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt; + const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, renderContext.View) * renderContext.View.ModelLODDistanceFactorSqrt; // Check if model is being culled if (Math::Square(model->MinScreenSize * 0.5f) > screenRadiusSquared) diff --git a/Source/Engine/Graphics/RenderView.cpp b/Source/Engine/Graphics/RenderView.cpp index 777b7595d..efd8464b0 100644 --- a/Source/Engine/Graphics/RenderView.cpp +++ b/Source/Engine/Graphics/RenderView.cpp @@ -55,7 +55,6 @@ void RenderView::Prepare(RenderContext& renderContext) } renderContext.List->Init(renderContext); - renderContext.LodProxyView = nullptr; PrepareCache(renderContext, width, height, taaJitter); } @@ -74,7 +73,7 @@ void RenderView::PrepareCache(const RenderContext& renderContext, float width, f WorldPosition = Origin + Position; // Ortho views have issues with screen size LOD culling - const float modelLODDistanceFactor = (renderContext.LodProxyView ? renderContext.LodProxyView->IsOrthographicProjection() : IsOrthographicProjection()) ? 100.0f : ModelLODDistanceFactor; + const float modelLODDistanceFactor = IsOrthographicProjection() ? 100.0f : ModelLODDistanceFactor; ModelLODDistanceFactorSqrt = modelLODDistanceFactor * modelLODDistanceFactor; // Setup main view render info diff --git a/Source/Engine/Level/Actors/Decal.cpp b/Source/Engine/Level/Actors/Decal.cpp index 97a61c5ed..2331a943f 100644 --- a/Source/Engine/Level/Actors/Decal.cpp +++ b/Source/Engine/Level/Actors/Decal.cpp @@ -75,8 +75,7 @@ void Decal::Draw(RenderContext& renderContext) Material->IsLoaded() && Material->IsDecal()) { - const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View); - const float screenRadiusSquared = RenderTools::ComputeBoundsScreenRadiusSquared(_sphere.Center - renderContext.View.Origin, (float)_sphere.Radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt; + const float screenRadiusSquared = RenderTools::ComputeBoundsScreenRadiusSquared(_sphere.Center - renderContext.View.Origin, (float)_sphere.Radius, renderContext.View) * renderContext.View.ModelLODDistanceFactorSqrt; // Check if decal is being culled if (Math::Square(DrawMinScreenSize * 0.5f) > screenRadiusSquared) diff --git a/Source/Engine/Renderer/ShadowsPass.cpp b/Source/Engine/Renderer/ShadowsPass.cpp index 9449c2290..20352a2f8 100644 --- a/Source/Engine/Renderer/ShadowsPass.cpp +++ b/Source/Engine/Renderer/ShadowsPass.cpp @@ -193,9 +193,6 @@ void ShadowsPass::SetupRenderContext(RenderContext& renderContext, RenderContext { const auto& view = renderContext.View; - // Use the current render view to sync model LODs with the shadow maps rendering stage - shadowContext.LodProxyView = &renderContext.View; - // Prepare properties auto& shadowView = shadowContext.View; shadowView.Flags = view.Flags;