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https://github.com/isledecomp/isle-portable.git
synced 2025-09-22 19:41:04 -04:00
Sort and render transparent objects last (#277)
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2c9d9ba920
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@ -439,6 +439,11 @@ HRESULT OpenGL1Renderer::BeginFrame(const D3DRMMATRIX4D& viewMatrix)
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return DD_OK;
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}
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void OpenGL1Renderer::EnableTransparency()
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{
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glDepthMask(GL_FALSE);
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}
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void OpenGL1Renderer::SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& worldMatrix,
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@ -524,6 +529,7 @@ void OpenGL1Renderer::SubmitDraw(
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HRESULT OpenGL1Renderer::FinalizeFrame()
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{
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glDepthMask(GL_TRUE);
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glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -735,6 +735,11 @@ HRESULT Direct3DRMSDL3GPURenderer::BeginFrame(const D3DRMMATRIX4D& viewMatrix)
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return DD_OK;
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}
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void Direct3DRMSDL3GPURenderer::EnableTransparency()
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{
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SDL_BindGPUGraphicsPipeline(m_renderPass, m_transparentPipeline);
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}
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void Direct3DRMSDL3GPURenderer::SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& worldMatrix,
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@ -742,9 +747,6 @@ void Direct3DRMSDL3GPURenderer::SubmitDraw(
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const Appearance& appearance
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)
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{
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// TODO only switch piplinen after all opaque's have been rendered
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SDL_BindGPUGraphicsPipeline(m_renderPass, appearance.color.a == 255 ? m_opaquePipeline : m_transparentPipeline);
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D3DRMMATRIX4D worldViewMatrix;
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MultiplyMatrix(worldViewMatrix, worldMatrix, m_viewMatrix);
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memcpy(&m_uniforms.worldViewMatrix, worldViewMatrix, sizeof(D3DRMMATRIX4D));
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@ -554,6 +554,10 @@ HRESULT Direct3DRMSoftwareRenderer::BeginFrame(const D3DRMMATRIX4D& viewMatrix)
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return DD_OK;
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}
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void Direct3DRMSoftwareRenderer::EnableTransparency()
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{
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}
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void Direct3DRMSoftwareRenderer::SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& worldMatrix,
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@ -216,6 +216,23 @@ bool IsMeshInFrustum(Direct3DRMMeshImpl* mesh, const D3DRMMATRIX4D& worldMatrix)
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return true;
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}
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inline D3DRMVECTOR4D TransformPoint4(const D3DRMVECTOR4D& p, const D3DRMMATRIX4D& m)
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{
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return {
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p.x * m[0][0] + p.y * m[1][0] + p.z * m[2][0] + p.w * m[3][0],
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p.x * m[0][1] + p.y * m[1][1] + p.z * m[2][1] + p.w * m[3][1],
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p.x * m[0][2] + p.y * m[1][2] + p.z * m[2][2] + p.w * m[3][2],
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p.x * m[0][3] + p.y * m[1][3] + p.z * m[2][3] + p.w * m[3][3]
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};
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}
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float CalculateDepth(const D3DRMMATRIX4D& viewProj, const D3DRMMATRIX4D& worldMatrix)
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{
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D3DRMVECTOR4D position = {worldMatrix[3][0], worldMatrix[3][1], worldMatrix[3][2], 1.0f};
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D3DRMVECTOR4D clipPos = TransformPoint4(position, viewProj);
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return (clipPos.z / clipPos.w + 1.0f) * 0.5f;
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}
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void Direct3DRMViewportImpl::CollectMeshesFromFrame(IDirect3DRMFrame* frame, D3DRMMATRIX4D parentMatrix)
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{
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Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
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@ -251,15 +268,33 @@ void Direct3DRMViewportImpl::CollectMeshesFromFrame(IDirect3DRMFrame* frame, D3D
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DWORD groupCount = mesh->GetGroupCount();
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for (DWORD gi = 0; gi < groupCount; ++gi) {
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const MeshGroup& meshGroup = mesh->GetGroup(gi);
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m_renderer->SubmitDraw(
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m_renderer->GetMeshId(mesh, &meshGroup),
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worldMatrix,
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worldMatrixInvert,
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{meshGroup.color,
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meshGroup.material ? meshGroup.material->GetPower() : 0.0f,
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meshGroup.texture ? m_renderer->GetTextureId(meshGroup.texture) : NO_TEXTURE_ID,
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meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT}
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);
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Appearance appearance = {
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meshGroup.color,
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meshGroup.material ? meshGroup.material->GetPower() : 0.0f,
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meshGroup.texture ? m_renderer->GetTextureId(meshGroup.texture) : NO_TEXTURE_ID,
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meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT
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};
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if (appearance.color.a != 255) {
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m_deferredDraws.push_back(
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{m_renderer->GetMeshId(mesh, &meshGroup),
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{},
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{},
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appearance,
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CalculateDepth(m_viewProjectionwMatrix, worldMatrix)}
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);
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memcpy(m_deferredDraws.back().worldMatrix, worldMatrix, sizeof(D3DRMMATRIX4D));
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memcpy(m_deferredDraws.back().normalMatrix, worldMatrixInvert, sizeof(Matrix3x3));
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}
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else {
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m_renderer->SubmitDraw(
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m_renderer->GetMeshId(mesh, &meshGroup),
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worldMatrix,
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worldMatrixInvert,
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appearance
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);
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}
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}
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}
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mesh->Release();
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@ -274,10 +309,10 @@ HRESULT Direct3DRMViewportImpl::RenderScene()
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m_backgroundColor = static_cast<Direct3DRMFrameImpl*>(m_rootFrame)->m_backgroundColor;
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// Compute view-projection matrix
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D3DRMMATRIX4D cameraWorld, viewProj;
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D3DRMMATRIX4D cameraWorld;
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ComputeFrameWorldMatrix(m_camera, cameraWorld);
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D3DRMMatrixInvertOrthogonal(m_viewMatrix, cameraWorld);
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D3DRMMatrixMultiply(viewProj, m_viewMatrix, m_projectionMatrix);
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D3DRMMatrixMultiply(m_viewProjectionwMatrix, m_viewMatrix, m_projectionMatrix);
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D3DRMMATRIX4D identity = {{1.f, 0.f, 0.f, 0.f}, {0.f, 1.f, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
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@ -289,8 +324,20 @@ HRESULT Direct3DRMViewportImpl::RenderScene()
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return status;
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}
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ExtractFrustumPlanes(viewProj);
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ExtractFrustumPlanes(m_viewProjectionwMatrix);
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CollectMeshesFromFrame(m_rootFrame, identity);
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std::sort(
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m_deferredDraws.begin(),
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m_deferredDraws.end(),
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[](const DeferredDrawCommand& a, const DeferredDrawCommand& b) { return a.depth > b.depth; }
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);
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m_renderer->EnableTransparency();
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for (const DeferredDrawCommand& cmd : m_deferredDraws) {
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m_renderer->SubmitDraw(cmd.meshId, cmd.worldMatrix, cmd.normalMatrix, cmd.appearance);
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}
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m_deferredDraws.clear();
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return m_renderer->FinalizeFrame();
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}
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@ -42,6 +42,7 @@ public:
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virtual void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) = 0;
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virtual const char* GetName() = 0;
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virtual HRESULT BeginFrame(const D3DRMMATRIX4D& viewMatrix) = 0;
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virtual void EnableTransparency() = 0;
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virtual void SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& worldMatrix,
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@ -48,6 +48,7 @@ public:
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void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
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const char* GetName() override;
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HRESULT BeginFrame(const D3DRMMATRIX4D& viewMatrix) override;
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void EnableTransparency() override;
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void SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& worldMatrix,
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@ -55,6 +55,7 @@ public:
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void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
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const char* GetName() override;
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HRESULT BeginFrame(const D3DRMMATRIX4D& viewMatrix) override;
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void EnableTransparency() override;
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void SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& worldMatrix,
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@ -36,6 +36,7 @@ public:
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void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
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const char* GetName() override;
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HRESULT BeginFrame(const D3DRMMATRIX4D& viewMatrix) override;
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void EnableTransparency() override;
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void SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& worldMatrix,
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@ -5,6 +5,15 @@
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#include "miniwin/d3drm.h"
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#include <SDL3/SDL.h>
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#include <vector>
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struct DeferredDrawCommand {
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DWORD meshId;
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D3DRMMATRIX4D worldMatrix;
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Matrix3x3 normalMatrix;
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Appearance appearance;
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float depth;
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};
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class Direct3DRMDeviceImpl;
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class Direct3DRMFrameImpl;
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@ -40,9 +49,11 @@ private:
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void CollectMeshesFromFrame(IDirect3DRMFrame* frame, D3DRMMATRIX4D parentMatrix);
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void UpdateProjectionMatrix();
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Direct3DRMRenderer* m_renderer;
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std::vector<DeferredDrawCommand> m_deferredDraws;
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D3DCOLOR m_backgroundColor = 0xFF000000;
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DWORD m_width;
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DWORD m_height;
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D3DRMMATRIX4D m_viewProjectionwMatrix;
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D3DRMMATRIX4D m_viewMatrix;
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D3DRMMATRIX4D m_projectionMatrix;
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D3DRMMATRIX4D m_inverseProjectionMatrix;
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