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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-12-29 00:10:41 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-12-29 00:11:50 +0100
commitdf09bc38cb02d34946f07f9f3d48a60a3c87a1b9 (patch)
tree3b859f112ff2d69b523bd5a21d67dcf87522d1b7 /servers/rendering/renderer_rd/forward_clustered
parent28174d531b7128f0281fc2b88da2f4962fd3513e (diff)
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
Diffstat (limited to 'servers/rendering/renderer_rd/forward_clustered')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp20
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h10
2 files changed, 15 insertions, 15 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 03ce2690bf..e8ca5af4ff 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1057,7 +1057,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
// LOD
- if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ if (p_render_data->screen_mesh_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
//lod
Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
@@ -1077,7 +1077,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
uint32_t indices;
- surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices);
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
@@ -1423,7 +1423,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID());
bool finish_depth = using_ssao || using_sdfgi || using_voxelgi;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold);
_render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
RD::get_singleton()->draw_command_end_label();
@@ -1481,7 +1481,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold);
_render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
@@ -1588,7 +1588,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
{
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR_TRANSPARENT, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR_TRANSPARENT, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
}
@@ -1620,7 +1620,7 @@ void RenderForwardClustered::_render_shadow_begin() {
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
}
-void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
SceneState::ShadowPass shadow_pass;
@@ -1643,9 +1643,9 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
_setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
- render_data.screen_lod_threshold = 0.0;
+ render_data.screen_mesh_lod_threshold = 0.0;
} else {
- render_data.screen_lod_threshold = p_screen_lod_threshold;
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
@@ -1670,7 +1670,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
shadow_pass.camera_plane = p_camera_plane;
- shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold;
+ shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold;
shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier;
shadow_pass.framebuffer = p_framebuffer;
@@ -1699,7 +1699,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index d6ab4d1db2..e72dcdac48 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -162,13 +162,13 @@ class RenderForwardClustered : public RendererSceneRenderRD {
Vector2 uv_offset;
Plane lod_plane;
float lod_distance_multiplier = 0.0;
- float screen_lod_threshold = 0.0;
+ float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
uint32_t barrier = RD::BARRIER_MASK_ALL;
bool use_directional_soft_shadow = false;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -180,7 +180,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uv_offset = p_uv_offset;
lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
- screen_lod_threshold = p_screen_lod_threshold;
+ screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
barrier = p_barrier;
use_directional_soft_shadow = p_use_directional_soft_shadows;
@@ -342,7 +342,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID rp_uniform_set;
Plane camera_plane;
float lod_distance_multiplier;
- float screen_lod_threshold;
+ float screen_mesh_lod_threshold;
RID framebuffer;
RD::InitialAction initial_depth_action;
@@ -594,7 +594,7 @@ protected:
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_shadow_begin() override;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
virtual void _render_shadow_process() override;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;