Foliage Renderer Quality Settings

This commit is contained in:
Josef 2025-07-18 16:45:23 +02:00
parent 82faa6c117
commit 843b407bf5
6 changed files with 176 additions and 9 deletions

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@ -45,6 +45,8 @@ namespace Rokojori
[Export]
public int renderPriority;
[Export]
public FoliageQualitySettings[] qualitySettings;
[Export]

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@ -0,0 +1,102 @@
using System.Collections;
using System.Collections.Generic;
using Godot;
using System;
using System.Threading.Tasks;
namespace Rokojori
{
/** <summary for="class FoliageRendererSettings">
<title>
Resource to define foliage data
</title>
<description>
</description>
</summary>
*/
[Tool]
[GlobalClass, Icon("res://addons/rokojori_action_library/Icons/Scatterer.svg") ]
public partial class FoliageQualitySettings:Resource
{
[Export( PropertyHint.Range, "0,200")]
public float qualityLevel = 100;
[Export]
public float cellSizeMultiply = 1f;
[Export]
public float visibilityRangeMultiply = 1f;
public static float GetCellSize( float quality, FoliageQualitySettings[] all, FoliageQualitySettings[] own, float ownValue )
{
if ( own != null && own.Length > 0 )
{
return ComputeCellSize( quality, all, ownValue );
}
if ( all != null && all.Length > 0 )
{
return ComputeCellSize( quality, all, ownValue );
}
return ownValue;
}
public static float GetVisibilityRange( float quality, FoliageQualitySettings[] all, FoliageQualitySettings[] own, float ownValue )
{
if ( own != null && own.Length > 0 )
{
return ComputeVisibilityRange( quality, all, ownValue );
}
if ( all != null && all.Length > 0 )
{
return ComputeVisibilityRange( quality, all, ownValue );
}
return ownValue;
}
static Func<FoliageQualitySettings,float> getQualityyLevel = ( fqs ) => fqs.qualityLevel;
protected static float ComputeCellSize( float quality, FoliageQualitySettings[] settings, float value )
{
if ( settings.Length == 1 )
{
return settings[ 0 ].cellSizeMultiply * value;
}
var closest = settings.ClosestIndex( quality, getQualityyLevel );
var second = settings.SecondClosestIndex( closest, quality, getQualityyLevel );
var a = settings[ closest ];
var b = settings[ second ];
return value * MathX.RemapClamped( quality, a.qualityLevel, b.qualityLevel, a.cellSizeMultiply, b.cellSizeMultiply );
}
protected static float ComputeVisibilityRange( float quality, FoliageQualitySettings[] settings, float value )
{
if ( settings.Length == 1 )
{
return settings[ 0 ].visibilityRangeMultiply * value;
}
var closest = settings.ClosestIndex( quality, getQualityyLevel );
var second = settings.SecondClosestIndex( closest, quality, getQualityyLevel );
var a = settings[ closest ];
var b = settings[ second ];
return value * MathX.RemapClamped( quality, a.qualityLevel, b.qualityLevel, a.visibilityRangeMultiply, b.visibilityRangeMultiply );
}
}
}

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@ -0,0 +1 @@
uid://bdcpb8ug5evdx

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@ -48,14 +48,19 @@ namespace Rokojori
{
gpuFoliageShaderMaterial.cameraPosition.Set( renderer.GetAssignedCamera().GlobalPosition );
var sizeInt = Mathf.CeilToInt( data.visibilityRange / data.cellSize ) * 2;
if ( _lastCellSize != data.cellSize || _lastMaxVisibility != data.visibilityRange )
var cellSize = FoliageQualitySettings.GetCellSize( renderer.quality, renderer.qualitySettingsAll, data.qualitySettings, data.cellSize );
var visibilityRange = FoliageQualitySettings.GetVisibilityRange( renderer.quality, renderer.qualitySettingsAll, data.qualitySettings, data.visibilityRange );
var sizeInt = Mathf.CeilToInt( visibilityRange / cellSize ) * 2;
if ( _lastCellSize != cellSize || _lastMaxVisibility != visibilityRange )
{
_lastCellSize = data.cellSize;
_lastMaxVisibility = data.visibilityRange;
_lastCellSize = cellSize;
_lastMaxVisibility = visibilityRange;
gpuFoliageShaderMaterial.cellSize.Set( data.cellSize );
gpuFoliageShaderMaterial.cellSize.Set( cellSize );
@ -66,8 +71,8 @@ namespace Rokojori
}
var hideStart = data.visibilityRange - ( data.visibilityRange * data.visibilityFadeRelative + data.visibilityFadeAbsolute );
gpuFoliageShaderMaterial.hideMax.Set( data.visibilityRange );
var hideStart = visibilityRange - ( visibilityRange * data.visibilityFadeRelative + data.visibilityFadeAbsolute );
gpuFoliageShaderMaterial.hideMax.Set( visibilityRange );
gpuFoliageShaderMaterial.hideStart.Set( hideStart );
gpuFoliageShaderMaterial.hideOffset.Set( data.visibilityFadeHidingOffset );

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@ -33,6 +33,12 @@ namespace Rokojori
[Export]
public FoliageData[] foliage = [];
[Export( PropertyHint.Range, "0, 200" )]
public float quality = 100;
[Export]
public FoliageQualitySettings[] qualitySettingsAll;
List<FoliageRenderLayer> renderLayers = [];
[Export]

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@ -213,7 +213,7 @@ namespace Rokojori
return index;
}
public static int SecondClosestIndex<T>( List<T> data, int closest, float compareValue, Func<T,float> getValue, bool sort = false )
public static int SecondClosestIndex<T>( this List<T> data, int closest, float compareValue, Func<T,float> getValue, bool sort = false )
{
if ( sort )
{
@ -249,7 +249,39 @@ namespace Rokojori
return closest + 1;
}
public static int ClosestIndex<T>( List<T> data, float compareValue, Func<T,float> getValue )
public static int SecondClosestIndex<T>( this T[] data, int closest, float compareValue, Func<T,float> getValue )
{
if ( data.Length == 1 )
{
return 0;
}
if ( closest == 0 )
{
return closest + 1;
}
if ( closest == data.Length - 1 )
{
return data.Length - 2;
}
var before = data[ closest - 1 ];
var after = data[ closest + 1 ];
var bD = Mathf.Abs( getValue( before ) - compareValue );
var aD = Mathf.Abs( getValue( after ) - compareValue );
if ( bD < aD )
{
return closest - 1 ;
}
return closest + 1;
}
public static int ClosestIndex<T>( this List<T> data, float compareValue, Func<T,float> getValue )
{
var index = -1;
var distance = float.MaxValue;
@ -268,6 +300,25 @@ namespace Rokojori
return index;
}
public static int ClosestIndex<T>( this T[] data, float compareValue, Func<T,float> getValue )
{
var index = -1;
var distance = float.MaxValue;
for ( int i = 0 ; i < data.Length; i++ )
{
var d = Mathf.Abs( getValue( data[ i ] ) - compareValue );
if ( d < distance )
{
index = i;
distance = d;
}
}
return index;
}
public static List<int> CollectIndices<T>( List<T> list, Func<T,bool> evaluator )
{
var output = new List<int>();