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Fix "no depth test" and render_priority sorting #29132

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May 24, 2019
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17 changes: 9 additions & 8 deletions drivers/gles2/rasterizer_scene_gles2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1011,7 +1011,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
has_alpha = false;
}

RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();

if (!e) {
return;
Expand Down Expand Up @@ -2860,13 +2860,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
}

if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {

if (sky && sky->panorama.is_valid()) {
_draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
}
}

if (probe_interior) {
env_radiance_tex = 0; //do not use radiance texture on interiors
state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior
Expand All @@ -2877,6 +2870,14 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
render_list.sort_by_key(false);
_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);

// then draw the sky after
if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {

if (sky && sky->panorama.is_valid()) {
_draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
}
}

if (storage->frame.current_rt && state.used_screen_texture) {
//copy screen texture

Expand Down
6 changes: 2 additions & 4 deletions drivers/gles2/rasterizer_scene_gles2.h
Original file line number Diff line number Diff line change
Expand Up @@ -603,12 +603,10 @@ class RasterizerSceneGLES2 : public RasterizerScene {
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) {
if (A->priority == B->priority) {
return A->instance->depth > B->instance->depth;
} else {
return layer_A < layer_B;
return A->priority < B->priority;
}
}
};
Expand Down
2 changes: 1 addition & 1 deletion drivers/gles3/rasterizer_scene_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2374,7 +2374,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
has_alpha = false;
}

RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();

if (!e)
return;
Expand Down