Remove unused LodProxyView feature from RenderContext (shadow projections are using the same draw batch as main view now)
This commit is contained in:
@@ -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>
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user