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Merge pull request godotengine#63040 from QbieShay/sorting-pivot
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[3.x] added options for sorting transparent objects
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YuriSizov authored and Razoric480 committed Oct 24, 2022
1 parent ca4aed4 commit 6ee18a7
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Showing 8 changed files with 65 additions and 3 deletions.
7 changes: 7 additions & 0 deletions doc/classes/VisualInstance.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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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28 changes: 28 additions & 0 deletions scene/3d/visual_instance.cpp
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Expand Up @@ -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);
Expand All @@ -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) {
Expand All @@ -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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8 changes: 8 additions & 0 deletions scene/3d/visual_instance.h
Original file line number Diff line number Diff line change
Expand Up @@ -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;

Expand Down Expand Up @@ -77,6 +79,12 @@ class VisualInstance : public CullInstance {
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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1 change: 1 addition & 0 deletions servers/visual/visual_server_raster.h
Original file line number Diff line number Diff line change
Expand Up @@ -579,6 +579,7 @@ class VisualServerRaster : public VisualServer {
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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17 changes: 14 additions & 3 deletions servers/visual/visual_server_scene.cpp
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Expand Up @@ -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);
Expand Down Expand Up @@ -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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5 changes: 5 additions & 0 deletions servers/visual/visual_server_scene.h
Original file line number Diff line number Diff line change
Expand Up @@ -311,6 +311,8 @@ class VisualServerScene {
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;

Expand Down Expand Up @@ -371,6 +373,8 @@ class VisualServerScene {
base_data = nullptr;

custom_aabb = nullptr;
sorting_offset = 0.0f;
use_aabb_center = false;
}

~Instance() {
Expand Down Expand Up @@ -614,6 +618,7 @@ class VisualServerScene {
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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1 change: 1 addition & 0 deletions servers/visual/visual_server_wrap_mt.h
Original file line number Diff line number Diff line change
Expand Up @@ -485,6 +485,7 @@ class VisualServerWrapMT : public VisualServer {
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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1 change: 1 addition & 0 deletions servers/visual_server.h
Original file line number Diff line number Diff line change
Expand Up @@ -866,6 +866,7 @@ class VisualServer : public Object {
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;
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