Merge pull request #28520 from clayjohn/GLES2-alpha-draw-order

Fixed GLES2 transparency order
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Rémi Verschelde 2019-04-30 17:20:05 +02:00 committed by GitHub
commit a5c619dc8d
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2 changed files with 26 additions and 2 deletions

View file

@ -2845,7 +2845,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
render_list.sort_by_depth(true); render_list.sort_by_reverse_depth_and_priority(true);
_render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false); _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false);

View file

@ -502,7 +502,8 @@ public:
enum { enum {
MAX_LIGHTS = 255, MAX_LIGHTS = 255,
MAX_REFLECTION_PROBES = 255, MAX_REFLECTION_PROBES = 255,
DEFAULT_MAX_ELEMENTS = 65536 DEFAULT_MAX_ELEMENTS = 65536,
SORT_KEY_PRIORITY_SHIFT = 56
}; };
int max_elements; int max_elements;
@ -598,6 +599,29 @@ public:
} }
} }
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
if (layer_A == layer_B) {
return A->instance->depth > B->instance->depth;
} else {
return layer_A < layer_B;
}
}
};
void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
SortArray<Element *, SortByReverseDepthAndPriority> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
sorter.sort(elements, element_count);
}
}
// element adding and stuff // element adding and stuff
_FORCE_INLINE_ Element *add_element() { _FORCE_INLINE_ Element *add_element() {