diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 1cc52e68377..87e569ba20d 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1586,6 +1586,15 @@
Sets the render layers that this instance will be drawn to. Equivalent to [member VisualInstance3D.layers].
+
+
+
+
+
+
+ Sets the sorting offset and switches between using the bounding box or instance origin for depth sorting.
+
+
diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml
index 31811f817bb..e069642e508 100644
--- a/doc/classes/VisualInstance3D.xml
+++ b/doc/classes/VisualInstance3D.xml
@@ -61,5 +61,12 @@
This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to.
For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
+
+ The sorting offset used by this [VisualInstance3D]. Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot.
+
+
+ If [code]true[/code], the object is sorted based on the [AABB] center. The object will be sorted based on the global position otherwise.
+ 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 [GPUParticles3D] and [CPUParticles3D].
+
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 2b44043faf1..1faecfd4d03 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1170,12 +1170,17 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
GeometryInstanceGLES3 *inst = static_cast((*p_render_data->instances)[i]);
+ Vector3 center = inst->transform.origin;
if (p_render_data->cam_orthogonal) {
- Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
- inst->depth = near_plane.distance_to(support_min);
+ if (inst->use_aabb_center) {
+ center = inst->transformed_aabb.get_support(-near_plane.normal);
+ }
+ inst->depth = near_plane.distance_to(center) - inst->sorting_offset;
} else {
- Vector3 aabb_center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
- inst->depth = p_render_data->cam_transform.origin.distance_to(aabb_center);
+ if (inst->use_aabb_center) {
+ center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
+ }
+ inst->depth = p_render_data->cam_transform.origin.distance_to(center) - inst->sorting_offset;
}
uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp
index c027e33ad3b..3b21f5c03ae 100644
--- a/scene/3d/visual_instance_3d.cpp
+++ b/scene/3d/visual_instance_3d.cpp
@@ -102,6 +102,24 @@ bool VisualInstance3D::get_layer_mask_value(int p_layer_number) const {
return layers & (1 << (p_layer_number - 1));
}
+void VisualInstance3D::set_sorting_offset(float p_offset) {
+ sorting_offset = p_offset;
+ RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
+}
+
+float VisualInstance3D::get_sorting_offset() const {
+ return sorting_offset;
+}
+
+void VisualInstance3D::set_sorting_use_aabb_center(bool p_enabled) {
+ sorting_use_aabb_center = p_enabled;
+ RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
+}
+
+bool VisualInstance3D::is_sorting_use_aabb_center() const {
+ return sorting_use_aabb_center;
+}
+
void VisualInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base);
ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base);
@@ -110,9 +128,17 @@ void VisualInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask);
ClassDB::bind_method(D_METHOD("set_layer_mask_value", "layer_number", "value"), &VisualInstance3D::set_layer_mask_value);
ClassDB::bind_method(D_METHOD("get_layer_mask_value", "layer_number"), &VisualInstance3D::get_layer_mask_value);
+ ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance3D::set_sorting_offset);
+ ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance3D::get_sorting_offset);
+ ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance3D::set_sorting_use_aabb_center);
+ ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance3D::is_sorting_use_aabb_center);
GDVIRTUAL_BIND(_get_aabb);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
+
+ ADD_GROUP("Sorting", "sorting_");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sorting_offset"), "set_sorting_offset", "get_sorting_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sorting_use_aabb_center"), "set_sorting_use_aabb_center", "is_sorting_use_aabb_center");
}
void VisualInstance3D::set_base(const RID &p_base) {
diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h
index c741ef710da..2d107f61d2b 100644
--- a/scene/3d/visual_instance_3d.h
+++ b/scene/3d/visual_instance_3d.h
@@ -39,6 +39,8 @@ class VisualInstance3D : public Node3D {
RID base;
RID instance;
uint32_t layers = 1;
+ float sorting_offset = 0.0;
+ bool sorting_use_aabb_center = true;
protected:
void _update_visibility();
@@ -67,6 +69,12 @@ public:
void set_layer_mask_value(int p_layer_number, bool p_enable);
bool get_layer_mask_value(int p_layer_number) const;
+ void set_sorting_offset(float p_offset);
+ float get_sorting_offset() const;
+
+ void set_sorting_use_aabb_center(bool p_enabled);
+ bool is_sorting_use_aabb_center() const;
+
VisualInstance3D();
~VisualInstance3D();
};
diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h
index 39373629201..918f5c1fb7b 100644
--- a/servers/rendering/dummy/rasterizer_scene_dummy.h
+++ b/servers/rendering/dummy/rasterizer_scene_dummy.h
@@ -49,6 +49,7 @@ public:
virtual void set_surface_materials(const Vector &p_materials) override {}
virtual void set_mesh_instance(RID p_mesh_instance) override {}
virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override {}
+ virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) override {}
virtual void set_lod_bias(float p_lod_bias) override {}
virtual void set_layer_mask(uint32_t p_layer_mask) override {}
virtual void set_fade_range(bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override {}
diff --git a/servers/rendering/renderer_geometry_instance.cpp b/servers/rendering/renderer_geometry_instance.cpp
index 675659f4c88..f4681916f45 100644
--- a/servers/rendering/renderer_geometry_instance.cpp
+++ b/servers/rendering/renderer_geometry_instance.cpp
@@ -80,6 +80,11 @@ void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, c
lod_model_scale = max_scale;
}
+void RenderGeometryInstanceBase::set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) {
+ sorting_offset = p_sorting_offset;
+ use_aabb_center = p_use_aabb_center;
+}
+
void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) {
lod_bias = p_lod_bias;
}
diff --git a/servers/rendering/renderer_geometry_instance.h b/servers/rendering/renderer_geometry_instance.h
index fecb9878c22..37fde9e1f63 100644
--- a/servers/rendering/renderer_geometry_instance.h
+++ b/servers/rendering/renderer_geometry_instance.h
@@ -50,6 +50,7 @@ public:
virtual void set_surface_materials(const Vector &p_materials) = 0;
virtual void set_mesh_instance(RID p_mesh_instance) = 0;
virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) = 0;
+ virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void set_lod_bias(float p_lod_bias) = 0;
virtual void set_layer_mask(uint32_t p_layer_mask) = 0;
virtual void set_fade_range(bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) = 0;
@@ -86,11 +87,13 @@ public:
RID mesh_instance;
Transform3D transform;
- bool mirror = false; // move into data?
- AABB transformed_aabb; //needed for LOD
+ bool mirror = false;
+ AABB transformed_aabb;
bool non_uniform_scale = false;
float lod_model_scale = 1.0;
float lod_bias = 0.0;
+ float sorting_offset = 0.0;
+ bool use_aabb_center = true;
uint32_t layer_mask = 1;
@@ -133,6 +136,7 @@ public:
virtual void set_surface_materials(const Vector &p_materials) override;
virtual void set_mesh_instance(RID p_mesh_instance) override;
virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
+ virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) override;
virtual void set_lod_bias(float p_lod_bias) override;
virtual void set_layer_mask(uint32_t p_layer_mask) override;
virtual void set_fade_range(bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override;
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 0cfe6394805..608f7ff9582 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -831,8 +831,18 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
GeometryInstanceForwardClustered *inst = static_cast((*p_render_data->instances)[i]);
- Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
- inst->depth = near_plane.distance_to(support_min);
+ Vector3 center = inst->transform.origin;
+ if (p_render_data->scene_data->cam_orthogonal) {
+ if (inst->use_aabb_center) {
+ center = inst->transformed_aabb.get_support(-near_plane.normal);
+ }
+ inst->depth = near_plane.distance_to(center) - inst->sorting_offset;
+ } else {
+ if (inst->use_aabb_center) {
+ center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
+ }
+ inst->depth = p_render_data->scene_data->cam_transform.origin.distance_to(center) - inst->sorting_offset;
+ }
uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
uint32_t flags = inst->base_flags; //fill flags if appropriate
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index c7929142468..e47ca8dd736 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1757,8 +1757,18 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
GeometryInstanceForwardMobile *inst = static_cast((*p_render_data->instances)[i]);
- Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
- inst->depth = near_plane.distance_to(support_min);
+ Vector3 center = inst->transform.origin;
+ if (p_render_data->scene_data->cam_orthogonal) {
+ if (inst->use_aabb_center) {
+ center = inst->transformed_aabb.get_support(-near_plane.normal);
+ }
+ inst->depth = near_plane.distance_to(center) - inst->sorting_offset;
+ } else {
+ if (inst->use_aabb_center) {
+ center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
+ }
+ inst->depth = p_render_data->scene_data->cam_transform.origin.distance_to(center) - inst->sorting_offset;
+ }
uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
uint32_t flags = inst->base_flags; //fill flags if appropriate
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index cfc25fc577e..a378c3fde86 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -646,6 +646,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
geom->geometry_instance->set_surface_materials(instance->materials);
geom->geometry_instance->set_transform(instance->transform, instance->aabb, instance->transformed_aabb);
geom->geometry_instance->set_layer_mask(instance->layer_mask);
+ geom->geometry_instance->set_pivot_data(instance->sorting_offset, instance->use_aabb_center);
geom->geometry_instance->set_lod_bias(instance->lod_bias);
geom->geometry_instance->set_transparency(instance->transparency);
geom->geometry_instance->set_use_baked_light(instance->baked_light);
@@ -844,6 +845,20 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
}
}
+void RendererSceneCull::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->sorting_offset = p_sorting_offset;
+ instance->use_aabb_center = p_use_aabb_center;
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast(instance->base_data);
+ ERR_FAIL_NULL(geom->geometry_instance);
+ geom->geometry_instance->set_pivot_data(p_sorting_offset, p_use_aabb_center);
+ }
+}
+
void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float p_transparency) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 51f800381bf..106871edfd3 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -459,6 +459,10 @@ public:
float extra_margin;
ObjectID object_id;
+ // sorting
+ float sorting_offset = 0.0;
+ bool use_aabb_center = true;
+
Vector lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
uint64_t last_frame_pass;
@@ -933,6 +937,7 @@ public:
virtual void instance_set_base(RID p_instance, RID p_base);
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
+ virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
diff --git a/servers/rendering/rendering_method.h b/servers/rendering/rendering_method.h
index 51b9cb2bcf2..e3f29b51d51 100644
--- a/servers/rendering/rendering_method.h
+++ b/servers/rendering/rendering_method.h
@@ -72,6 +72,7 @@ public:
virtual void instance_set_base(RID p_instance, RID p_base) = 0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
+ virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 3de5083a8ba..3f5b135d2a8 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -762,6 +762,7 @@ public:
FUNC2(instance_set_base, RID, RID)
FUNC2(instance_set_scenario, RID, RID)
FUNC2(instance_set_layer_mask, RID, uint32_t)
+ FUNC3(instance_set_pivot_data, RID, float, bool)
FUNC2(instance_set_transform, RID, const Transform3D &)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
FUNC3(instance_set_blend_shape_weight, RID, int, float)
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 49af56830a3..de3bd8d3e04 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2480,6 +2480,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &RenderingServer::instance_set_base);
ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario);
ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
+ ClassDB::bind_method(D_METHOD("instance_set_pivot_data", "instance", "sorting_offset", "use_aabb_center"), &RenderingServer::instance_set_pivot_data);
ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 5bdbf33c282..f3d95e07cbf 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -1209,6 +1209,7 @@ public:
virtual void instance_set_base(RID p_instance, RID p_base) = 0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
+ virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;