Merge pull request #63040 from QbieShay/sorting-pivot

[3.x] added options for sorting transparent objects
This commit is contained in:
Yuri Sizov 2022-08-30 18:35:33 +03:00 committed by GitHub
commit 373a67b7a0
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8 changed files with 65 additions and 3 deletions

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@ -62,6 +62,13 @@
The render layer(s) this [VisualInstance] is drawn on.
This object will only be visible for [Camera]s whose cull mask includes the render object this [VisualInstance] is set to.
</member>
<member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0">
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.
</member>
<member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center" default="true">
If [code]true[/code], the object is sorted based on the [AABB] center. 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 [Particles] and [CPUParticles].
</member>
</members>
<constants>
</constants>

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@ -180,6 +180,24 @@ bool VisualInstance::get_layer_mask_bit(int p_layer) const {
return (layers & (1 << p_layer));
}
void VisualInstance::set_sorting_offset(float p_offset) {
sorting_offset = p_offset;
VisualServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
}
float VisualInstance::get_sorting_offset() {
return sorting_offset;
}
void VisualInstance::set_sorting_use_aabb_center(bool p_enabled) {
sorting_use_aabb_center = p_enabled;
VisualServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
}
bool VisualInstance::is_sorting_use_aabb_center() {
return sorting_use_aabb_center;
}
void VisualInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
@ -190,8 +208,16 @@ void VisualInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance::set_sorting_offset);
ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance::get_sorting_offset);
ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance::set_sorting_use_aabb_center);
ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance::is_sorting_use_aabb_center);
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::REAL, "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 VisualInstance::set_base(const RID &p_base) {
@ -207,6 +233,8 @@ VisualInstance::VisualInstance() {
instance = RID_PRIME(VisualServer::get_singleton()->instance_create());
VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
layers = 1;
sorting_offset = 0.0f;
sorting_use_aabb_center = true;
set_notify_transform(true);
}

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@ -43,6 +43,8 @@ class VisualInstance : public CullInstance {
RID base;
RID instance;
uint32_t layers;
float sorting_offset;
bool sorting_use_aabb_center;
RID _get_visual_instance_rid() const;
@ -77,6 +79,12 @@ public:
void set_layer_mask_bit(int p_layer, bool p_enable);
bool get_layer_mask_bit(int p_layer) const;
void set_sorting_offset(float p_offset);
float get_sorting_offset();
void set_sorting_use_aabb_center(bool p_enabled);
bool is_sorting_use_aabb_center();
VisualInstance();
~VisualInstance();
};

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@ -579,6 +579,7 @@ public:
BIND2(instance_set_base, RID, RID)
BIND2(instance_set_scenario, RID, RID)
BIND2(instance_set_layer_mask, RID, uint32_t)
BIND3(instance_set_pivot_data, RID, float, bool)
BIND2(instance_set_transform, RID, const Transform &)
BIND2(instance_set_interpolated, RID, bool)
BIND1(instance_reset_physics_interpolation, RID)

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@ -792,6 +792,14 @@ void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
instance->layer_mask = p_mask;
}
void VisualServerScene::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
instance->sorting_offset = p_sorting_offset;
instance->use_aabb_center = p_use_aabb_center;
}
void VisualServerScene::instance_reset_physics_interpolation(RID p_instance) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
@ -3267,11 +3275,14 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
Instance *ins = instance_cull_result[i];
if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
Vector3 center = ins->transform.origin;
if (ins->use_aabb_center) {
center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
}
if (p_cam_orthogonal) {
ins->depth = near_plane.distance_to(aabb_center);
ins->depth = near_plane.distance_to(center) - ins->sorting_offset;
} else {
ins->depth = p_cam_transform.origin.distance_to(aabb_center);
ins->depth = p_cam_transform.origin.distance_to(center) - ins->sorting_offset;
}
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
}

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@ -311,6 +311,8 @@ public:
AABB aabb;
AABB transformed_aabb;
AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
float sorting_offset;
bool use_aabb_center;
float extra_margin;
uint32_t object_id;
@ -371,6 +373,8 @@ public:
base_data = nullptr;
custom_aabb = nullptr;
sorting_offset = 0.0f;
use_aabb_center = false;
}
~Instance() {
@ -614,6 +618,7 @@ 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 Transform &p_transform);
virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
virtual void instance_reset_physics_interpolation(RID p_instance);

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@ -484,6 +484,7 @@ 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 Transform &)
FUNC2(instance_set_interpolated, RID, bool)
FUNC1(instance_reset_physics_interpolation, RID)

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@ -866,6 +866,7 @@ 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 Transform &p_transform) = 0;
virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
virtual void instance_reset_physics_interpolation(RID p_instance) = 0;