Graphics: Add initial support for transparency

This commit is contained in:
Jérôme Leclercq
2021-09-08 19:08:44 +02:00
parent c6763bc623
commit 72f2a5b531
12 changed files with 154 additions and 40 deletions

View File

@@ -7,42 +7,78 @@
namespace Nz
{
inline RenderSpriteChain::RenderSpriteChain(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData, const ShaderBinding& materialBinding, const ShaderBinding& instanceBinding) :
inline RenderSpriteChain::RenderSpriteChain(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData, const ShaderBinding& materialBinding, const WorldInstance& worldInstance, const MaterialPassFlags& matFlags) :
RenderElement(BasicRenderElement::SpriteChain),
m_renderPipeline(std::move(renderPipeline)),
m_vertexDeclaration(std::move(vertexDeclaration)),
m_textureOverlay(std::move(textureOverlay)),
m_spriteCount(spriteCount),
m_spriteData(spriteData),
m_instanceBinding(instanceBinding),
m_matFlags(matFlags),
m_worldInstance(worldInstance),
m_materialBinding(materialBinding),
m_renderLayer(renderLayer)
{
}
inline UInt64 RenderSpriteChain::ComputeSortingScore(const RenderQueueRegistry& registry) const
inline UInt64 RenderSpriteChain::ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const
{
UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
UInt64 elementType = GetElementType();
UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
UInt64 vertexDeclarationIndex = registry.FetchVertexDeclaration(m_vertexDeclaration.get());
// RQ index:
// - Layer (8bits)
// - Element type (4bits)
// - Pipeline (16bits)
// - VertexDeclaration (8bits)
// - ?? (24bits) - Depth?
if (m_matFlags.Test(MaterialPassFlag::Transparent))
{
UInt64 matFlags = 1;
return (layerIndex & 0xFF) << 60 |
(elementType & 0xF) << 52 |
(pipelineIndex & 0xFFFF) << 36 |
(vertexDeclarationIndex & 0xFF) << 24;
#if defined(arm) && \
((defined(__MAVERICK__) && defined(NAZARA_BIG_ENDIAN)) || \
(!defined(__SOFTFP__) && !defined(__VFP_FP__) && !defined(__MAVERICK__)))
#error The following code relies on native-endian IEEE-754 representation, which your platform does not guarantee
#endif
static_assert(sizeof(float) == sizeof(UInt32));
float distanceNear = frustum.GetPlane(Nz::FrustumPlane::Near).Distance(m_worldInstance.GetWorldMatrix().GetTranslation());
UInt32 distanceInt;
std::memcpy(&distanceInt, &distanceNear, sizeof(UInt32));
UInt64 distance = ~distanceInt; //< Reverse distance to have back to front
// Transparent RQ index:
// - Layer (8bits)
// - Transparent flag (1bit)
// - Distance to near plane (32bits)
return (layerIndex & 0xFF) << 60 |
(matFlags) << 52 |
(distance) << 51;
}
else
{
UInt64 matFlags = 0;
// Opaque RQ index:
// - Layer (8bits)
// - Transparent flag (1bit)
// - Element type (4bits)
// - Pipeline (16bits)
// - VertexDeclaration (8bits)
// - ?? (24bits) - Depth?
return (layerIndex & 0xFF) << 60 |
(matFlags) << 52 |
(elementType & 0xF) << 51 |
(pipelineIndex & 0xFFFF) << 35 |
(vertexDeclarationIndex & 0xFF) << 23;
}
}
inline const ShaderBinding& RenderSpriteChain::GetInstanceBinding() const
{
return m_instanceBinding;
return m_worldInstance.GetShaderBinding();
}
inline const ShaderBinding& RenderSpriteChain::GetMaterialBinding() const