Remove unused LodProxyView feature from RenderContext (shadow projections are using the same draw batch as main view now)

This commit is contained in:
Wojtek Figat
2022-11-25 23:04:17 +01:00
parent b4fdb0cc26
commit c33fe04645
5 changed files with 4 additions and 16 deletions

View File

@@ -426,11 +426,6 @@ API_STRUCT(NoDefault) struct RenderContext
/// </summary>
API_FIELD() SceneRenderTask* Task = nullptr;
/// <summary>
/// The proxy render view used to synchronize objects level of detail during rendering (eg. during shadow maps rendering passes). It's optional.
/// </summary>
API_FIELD() RenderView* LodProxyView = nullptr;
/// <summary>
/// The render view.
/// </summary>

View File

@@ -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)

View File

@@ -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

View File

@@ -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)

View File

@@ -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;