opaque objects are rendered before transparent objects

This commit is contained in:
devZoGok
2022-12-27 16:11:10 +02:00
parent cc2f6dc29b
commit eb8b22d4ed
5 changed files with 44 additions and 12 deletions
+10
View File
@@ -97,4 +97,14 @@ namespace vb01{
}
}
vector<Material::Uniform*> Material::getUniformsByType(Material::Uniform::Type type){
vector<Material::Uniform*> uniforms;
for(Uniform *uni : this->uniforms)
if(uni->type == type)
uniforms.push_back(uni);
return uniforms;
}
}
+1
View File
@@ -145,6 +145,7 @@ namespace vb01{
void setVec4Uniform(std::string, Vector4);
void setTexUniform(std::string, Texture*, bool);
Uniform* getUniform(std::string);
std::vector<Uniform*> getUniformsByType(Uniform::Type);
inline Uniform* getUniform(int i){return uniforms[i];}
inline void addIntUniform(std::string name, int value){uniforms.push_back(new IntUniform(name, value));}
inline void addBoolUniform(std::string name, bool value){uniforms.push_back(new BoolUniform(name, value));}
+31 -10
View File
@@ -173,30 +173,51 @@ namespace vb01{
glfwPollEvents();
}
//TODO replace sorting algorithm and sort only transparent objects
//TODO replace sorting algorithm
void Root::updateNodeTree(Node *node){
vector<Node*> descendants;
vector<Node*> descendants, opaqueNodes, transparentNodes;
node->getDescendants(descendants);
int numDesc = descendants.size();
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);
for(int i = 0; i < numDesc; i++){
Vector3 v1 = descendants[i]->getPosition() - camera->getPosition();
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);
}
for(Node *node : opaqueNodes)
node->update();
int numNodes = transparentNodes.size();
for(int i = 0; i < numNodes; i++){
Vector3 v1 = transparentNodes[i]->getPosition() - camera->getPosition();
float a1 = v1.norm().getAngleBetween(camera->getDirection());
float d1 = v1.getLength() * cos(a1);
for(int j = i; j < numDesc; j++){
Vector3 v2 = descendants[j]->getPosition() - camera->getPosition();
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);
if(d1 < d2)
swap(descendants[i], descendants[j]);
swap(transparentNodes[i], transparentNodes[j]);
}
}
for(Node *desc : descendants)
desc->update();
for(Node *node : transparentNodes)
node->update();
}
void Root::updateBloomFramebuffer(){
-1
View File
@@ -64,7 +64,6 @@ namespace vb01{
mixRatio = .1;
for(int i = 0; i < numFrames; i++){
bool png = false;
int length = paths[i].length();
if(paths[i].substr(length - 4, string::npos) == ".png")
+2 -1
View File
@@ -26,8 +26,9 @@ namespace vb01{
inline int getMipmapLevel(){return mipmapLevel;}
inline float getMixRatio(){return mixRatio;}
inline bool isCubemap(){return cubemap;}
inline bool isTransparent(){return png;}
private:
bool cubemap = false;
bool cubemap = false, png = false;
u32 *texture = nullptr;
s64 lastUpdateTime = 0;
int width, height, updateRate = 0, numFrames = 0, frameA = 0, frameB = 0, mipmapLevel = 1;