fix no depth test and render_priority sorting
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@ -1011,7 +1011,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
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has_alpha = false;
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}
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RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
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RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
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if (!e) {
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return;
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@ -2860,13 +2860,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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}
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}
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if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
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if (sky && sky->panorama.is_valid()) {
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_draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
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}
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}
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if (probe_interior) {
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env_radiance_tex = 0; //do not use radiance texture on interiors
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state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior
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@ -2877,6 +2870,14 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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render_list.sort_by_key(false);
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_render_render_list(render_list.elements, render_list.element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, false, false);
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// then draw the sky after
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if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
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if (sky && sky->panorama.is_valid()) {
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_draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
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}
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}
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if (storage->frame.current_rt && state.used_screen_texture) {
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//copy screen texture
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@ -603,12 +603,10 @@ public:
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struct SortByReverseDepthAndPriority {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
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uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
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if (layer_A == layer_B) {
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if (A->priority == B->priority) {
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return A->instance->depth > B->instance->depth;
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} else {
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return layer_A < layer_B;
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return A->priority < B->priority;
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}
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}
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};
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@ -2374,7 +2374,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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has_alpha = false;
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}
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RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
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RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
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if (!e)
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return;
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