fixed z fighting for GUI elements

This commit is contained in:
devZoGok
2024-05-17 17:22:48 +03:00
parent f4191ccd86
commit 3b3e4c0109
6 changed files with 36 additions and 29 deletions
+29 -26
View File
@@ -153,7 +153,7 @@ namespace vb01{
AnimationController::getSingleton()->update();
updateNodeTree(rootNode);
updateNodeTree(rootNode, false);
LineRenderer::getSingleton()->drawLines();
@@ -167,33 +167,28 @@ namespace vb01{
updateGuiPlane();
glEnable(GL_DEPTH_TEST);
updateNodeTree(guiNode);
updateNodeTree(guiNode, true);
glfwSwapBuffers(window);
glfwPollEvents();
}
//TODO replace sorting algorithm
void Root::updateNodeTree(Node *node){
//TODO specify differentiation of nodes with translucent meshes AND texts
void Root::updateNodeTree(Node *node, bool gui){
vector<Node*> descendants, opaqueNodes, transparentNodes;
node->getDescendants(descendants);
for(Node *desc : descendants){
if(!desc->getMeshes().empty())
for(Mesh *mesh : desc->getMeshes()){
Material *mat = mesh->getMaterial();
vector<Material::Uniform*> uniforms = mat->getUniformsByType(Material::Uniform::TEXTURE);
if(!uniforms.empty())
for(Material::Uniform *uni : uniforms){
bool transparent = ((Material::TextureUniform*)uni)->value->isTransparent();
(transparent ? transparentNodes : opaqueNodes).push_back(desc);
}
else
opaqueNodes.push_back(desc);
}
else
opaqueNodes.push_back(desc);
if(!desc->getMeshes().empty())
for(Mesh *mesh : desc->getMeshes()){
(mesh->getMaterial()->isTransparent() ? transparentNodes : opaqueNodes).push_back(desc);
break;
}
else if(!desc->getTexts().empty())
transparentNodes.push_back(desc);
else
opaqueNodes.push_back(desc);
}
for(Node *node : opaqueNodes)
@@ -202,22 +197,30 @@ namespace vb01{
int numNodes = transparentNodes.size();
for(int i = 0; i < numNodes; i++){
float d1 = transparentNodes[i]->getPosition().z;
if(!gui){
Vector3 v1 = transparentNodes[i]->getPosition() - camera->getPosition();
float a1 = v1.norm().getAngleBetween(camera->getDirection());
float d1 = v1.getLength() * cos(a1);
d1 = v1.getLength() * cos(a1);
}
for(int j = i; j < numNodes; j++){
Vector3 v2 = transparentNodes[j]->getPosition() - camera->getPosition();
float a2 = v2.norm().getAngleBetween(camera->getDirection());
float d2 = v2.getLength() * cos(a2);
for(int j = i; j < numNodes; j++){
float d2 = transparentNodes[j]->getPosition().z;
if(d1 < d2)
swap(transparentNodes[i], transparentNodes[j]);
if(!gui){
Vector3 v2 = transparentNodes[j]->getPosition() - camera->getPosition();
float a2 = v2.norm().getAngleBetween(camera->getDirection());
d2 = v2.getLength() * cos(a2);
}
if(d1 > d2)
swap(transparentNodes[i], transparentNodes[j]);
}
}
for(Node *node : transparentNodes)
node->update();
node->update();
}
void Root::updateBloomFramebuffer(){