Added options for sorting transparent objects (port of PR 63040)

This commit is contained in:
Bastiaan Olij 2022-12-13 15:13:16 +11:00
parent db6976eed4
commit 6f4f38db07
16 changed files with 119 additions and 10 deletions

View file

@ -830,8 +830,18 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
GeometryInstanceForwardClustered *inst = static_cast<GeometryInstanceForwardClustered *>((*p_render_data->instances)[i]);
Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
inst->depth = near_plane.distance_to(support_min);
Vector3 center = inst->transform.origin;
if (p_render_data->scene_data->cam_orthogonal) {
if (inst->use_aabb_center) {
center = inst->transformed_aabb.get_support(-near_plane.normal);
}
inst->depth = near_plane.distance_to(center) - inst->sorting_offset;
} else {
if (inst->use_aabb_center) {
center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
}
inst->depth = p_render_data->scene_data->cam_transform.origin.distance_to(center) - inst->sorting_offset;
}
uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
uint32_t flags = inst->base_flags; //fill flags if appropriate