mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 11:56:49 +01:00
Ported: added options for sorting transparent objects
- QbieShay, akien-mga, clayjohn
acdcbefa4e
This commit is contained in:
parent
64f5bd2339
commit
93eb41c69e
@ -62,6 +62,13 @@
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The render layer(s) this [VisualInstance] is drawn on.
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This object will only be visible for [Camera]s whose cull mask includes the render object this [VisualInstance] is set to.
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</member>
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<member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0">
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The sorting offset used by this [VisualInstance]. Adjusting it to a higher value will make the [VisualInstance] reliably draw on top of other [VisualInstance]s that are otherwise positioned at the same spot.
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</member>
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<member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center" default="true">
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If [code]true[/code], the object is sorted based on the [AABB] center. Sorted based on the global position otherwise.
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The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [Particles] and [CPUParticles].
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</member>
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</members>
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<constants>
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</constants>
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@ -170,6 +170,24 @@ bool VisualInstance::get_layer_mask_bit(int p_layer) const {
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return (layers & (1 << p_layer));
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}
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void VisualInstance::set_sorting_offset(float p_offset) {
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sorting_offset = p_offset;
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RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
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}
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float VisualInstance::get_sorting_offset() {
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return sorting_offset;
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}
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void VisualInstance::set_sorting_use_aabb_center(bool p_enabled) {
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sorting_use_aabb_center = p_enabled;
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RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
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}
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bool VisualInstance::is_sorting_use_aabb_center() {
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return sorting_use_aabb_center;
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}
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void VisualInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
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ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
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@ -180,8 +198,16 @@ void VisualInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
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ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
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ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
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ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance::set_sorting_offset);
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ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance::get_sorting_offset);
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ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance::set_sorting_use_aabb_center);
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ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance::is_sorting_use_aabb_center);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
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ADD_GROUP("Sorting", "sorting_");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "sorting_offset"), "set_sorting_offset", "get_sorting_offset");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sorting_use_aabb_center"), "set_sorting_use_aabb_center", "is_sorting_use_aabb_center");
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}
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void VisualInstance::set_base(const RID &p_base) {
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@ -197,6 +223,8 @@ VisualInstance::VisualInstance() {
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instance = RID_PRIME(RenderingServer::get_singleton()->instance_create());
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RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
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layers = 1;
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sorting_offset = 0.0f;
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sorting_use_aabb_center = true;
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set_notify_transform(true);
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}
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@ -30,9 +30,9 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/rid.h"
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#include "core/math/face3.h"
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#include "core/object/reference.h"
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#include "core/containers/rid.h"
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#include "scene/3d/cull_instance.h"
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#include "servers/rendering_server.h"
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@ -45,6 +45,8 @@ class VisualInstance : public CullInstance {
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RID base;
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RID instance;
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uint32_t layers;
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float sorting_offset;
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bool sorting_use_aabb_center;
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RID _get_visual_instance_rid() const;
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@ -79,6 +81,12 @@ public:
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void set_layer_mask_bit(int p_layer, bool p_enable);
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bool get_layer_mask_bit(int p_layer) const;
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void set_sorting_offset(float p_offset);
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float get_sorting_offset();
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void set_sorting_use_aabb_center(bool p_enabled);
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bool is_sorting_use_aabb_center();
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VisualInstance();
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~VisualInstance();
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};
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@ -474,6 +474,7 @@ public:
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BIND2(instance_set_base, RID, RID)
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BIND2(instance_set_scenario, RID, RID)
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BIND2(instance_set_layer_mask, RID, uint32_t)
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BIND3(instance_set_pivot_data, RID, float, bool)
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BIND2(instance_set_transform, RID, const Transform &)
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BIND2(instance_set_interpolated, RID, bool)
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BIND1(instance_reset_physics_interpolation, RID)
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@ -30,9 +30,9 @@
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#include "rendering_server_scene.h"
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#include "core/config/project_settings.h"
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#include "core/math/transform_interpolator.h"
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#include "core/os/os.h"
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#include "core/config/project_settings.h"
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#include "rendering_server_globals.h"
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#include "rendering_server_raster.h"
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@ -669,6 +669,14 @@ void RenderingServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_ma
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instance->layer_mask = p_mask;
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}
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void RenderingServerScene::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
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Instance *instance = instance_owner.get(p_instance);
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ERR_FAIL_COND(!instance);
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instance->sorting_offset = p_sorting_offset;
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instance->use_aabb_center = p_use_aabb_center;
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}
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void RenderingServerScene::instance_reset_physics_interpolation(RID p_instance) {
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Instance *instance = instance_owner.get(p_instance);
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ERR_FAIL_COND(!instance);
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@ -2789,11 +2797,14 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
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Instance *ins = instance_cull_result[i];
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if (((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
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Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
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Vector3 center = ins->transform.origin;
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if (ins->use_aabb_center) {
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center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
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}
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if (p_cam_orthogonal) {
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ins->depth = near_plane.distance_to(aabb_center);
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ins->depth = near_plane.distance_to(center) - ins->sorting_offset;
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} else {
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ins->depth = p_cam_transform.origin.distance_to(aabb_center);
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ins->depth = p_cam_transform.origin.distance_to(center) - ins->sorting_offset;
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}
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ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
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}
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@ -32,13 +32,13 @@
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#include "servers/rendering/rasterizer.h"
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#include "core/containers/self_list.h"
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#include "core/math/bvh.h"
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#include "core/math/geometry.h"
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#include "core/math/octree.h"
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#include "core/os/safe_refcount.h"
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#include "core/os/semaphore.h"
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#include "core/os/thread.h"
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#include "core/os/safe_refcount.h"
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#include "core/containers/self_list.h"
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#include "portals/portal_renderer.h"
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class RenderingServerScene {
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@ -334,6 +334,8 @@ public:
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AABB aabb;
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AABB transformed_aabb;
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AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
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float sorting_offset;
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bool use_aabb_center;
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float extra_margin;
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uint32_t object_id;
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@ -396,6 +398,8 @@ public:
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base_data = nullptr;
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custom_aabb = nullptr;
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sorting_offset = 0.0f;
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use_aabb_center = false;
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}
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~Instance() {
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@ -496,6 +500,7 @@ public:
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virtual void instance_set_base(RID p_instance, RID p_base);
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virtual void instance_set_scenario(RID p_instance, RID p_scenario);
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
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virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
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virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
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virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
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virtual void instance_reset_physics_interpolation(RID p_instance);
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@ -31,8 +31,8 @@
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/*************************************************************************/
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#include "core/containers/command_queue_mt.h"
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#include "core/os/thread.h"
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#include "core/os/safe_refcount.h"
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#include "core/os/thread.h"
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#include "servers/rendering_server.h"
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class RenderingServerWrapMT : public RenderingServer {
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@ -391,6 +391,7 @@ public:
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FUNC2(instance_set_base, RID, RID)
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FUNC2(instance_set_scenario, RID, RID)
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FUNC2(instance_set_layer_mask, RID, uint32_t)
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FUNC3(instance_set_pivot_data, RID, float, bool)
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FUNC2(instance_set_transform, RID, const Transform &)
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FUNC2(instance_set_interpolated, RID, bool)
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FUNC1(instance_reset_physics_interpolation, RID)
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@ -608,8 +609,12 @@ public:
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FUNC1(set_debug_generate_wireframes, bool)
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virtual bool has_feature(Features p_feature) const { return rendering_server->has_feature(p_feature); }
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virtual bool has_os_feature(const String &p_feature) const { return rendering_server->has_os_feature(p_feature); }
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virtual bool has_feature(Features p_feature) const {
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return rendering_server->has_feature(p_feature);
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}
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virtual bool has_os_feature(const String &p_feature) const {
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return rendering_server->has_os_feature(p_feature);
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}
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FUNC1(call_set_use_vsync, bool)
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@ -763,6 +763,7 @@ public:
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virtual void instance_set_base(RID p_instance, RID p_base) = 0;
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virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
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virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
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virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
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virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
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virtual void instance_reset_physics_interpolation(RID p_instance) = 0;
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