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Add more transparent node sorting algorithms
Adding 2 algorithms to sort by distance to camera plane instead of camera position. This is better in quite a few situations and extra cost is just one vector subtraction per node and an additional function parameter per call, I think that's worth it. So made the camera-plane to object-center now the new default. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6573 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,7 +1,7 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- Add options for transparency node sorting algorithm
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- Add options for transparency node sorting algorithm.
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- CImageWriterPNG now also supports the writeImageToFile param to allow setting compressing level. 0 stays default, 1-10 for range increasing compression level.
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- Add io::IUserData which can be set in SMaterial to make it easer passing additional material values to shaders
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- Add lens shift support for the camera and the perspective projection functions
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@ -111,18 +111,24 @@ namespace scene
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//! Which can be used to do some custom sorting via scene-graph (mainly useful if you only have to that once)
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ETNS_NONE,
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//! Distance from node origin to camera
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//! Distance from node origin to camera position
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ETNS_ORIGIN,
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//! Distance from node center to camera
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//! Distance from node center to camera position
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ETNS_CENTER,
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//! Distance from the nearest of the 2 transformed bounding-box extend corners to camera
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ETNS_BBOX_EXTENTS,
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//! Distance from node origin to camera plane
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ETNS_PLANE_ORIGIN,
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//! Distance from node center to camera plane
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ETNS_PLANE_CENTER,
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//! Default sorting Irrlicht uses currently
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//! This may change in the future
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ETNS_DEFAULT = ETNS_CENTER
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ETNS_DEFAULT = ETNS_PLANE_CENTER
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};
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class IAnimatedMesh;
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@ -1364,14 +1364,14 @@ u32 CSceneManager::registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDE
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case ESNRP_TRANSPARENT:
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if (!isCulled(node))
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{
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TransparentNodeList.push_back(TransparentNodeEntry(node, funcTransparentNodeDistance(node, camWorldPos)));
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TransparentNodeList.push_back(TransparentNodeEntry(node, funcTransparentNodeDistance(node, CamWorldPos, CamWorldViewNormalized)));
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taken = 1;
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}
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break;
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case ESNRP_TRANSPARENT_EFFECT:
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if (!isCulled(node))
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{
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TransparentEffectNodeList.push_back(TransparentNodeEntry(node, funcTransparentNodeDistance(node, camWorldPos)));
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TransparentEffectNodeList.push_back(TransparentNodeEntry(node, funcTransparentNodeDistance(node, CamWorldPos, CamWorldViewNormalized)));
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taken = 1;
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}
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break;
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@ -1386,7 +1386,7 @@ u32 CSceneManager::registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDE
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if (Driver->needsTransparentRenderPass(node->getMaterial(i)))
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{
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// register as transparent node
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TransparentNodeEntry e(node, funcTransparentNodeDistance(node, camWorldPos));
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TransparentNodeEntry e(node, funcTransparentNodeDistance(node, CamWorldPos, CamWorldViewNormalized));
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TransparentNodeList.push_back(e);
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taken = 1;
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break;
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@ -1486,11 +1486,17 @@ void CSceneManager::drawAll()
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consistent Camera is needed for culling
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*/
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IRR_PROFILE(getProfiler().start(EPID_SM_RENDER_CAMERAS));
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camWorldPos.set(0,0,0);
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if (ActiveCamera)
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{
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ActiveCamera->render();
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camWorldPos = ActiveCamera->getAbsolutePosition();
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CamWorldPos = ActiveCamera->getAbsolutePosition();
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CamWorldViewNormalized = ActiveCamera->getTarget() - ActiveCamera->getAbsolutePosition();
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CamWorldViewNormalized.normalize();
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}
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else
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{
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CamWorldPos.set(0,0,0);
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CamWorldViewNormalized.set(0,0,1);
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}
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IRR_PROFILE(getProfiler().stop(EPID_SM_RENDER_CAMERAS));
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@ -2196,44 +2202,59 @@ E_SCENE_NODE_RENDER_PASS CSceneManager::getSceneNodeRenderPass() const
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}
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// Not sorting this later
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static f32 transparentSortingNone(const ISceneNode* node, const core::vector3df& camera)
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static f32 transparentSortingNone(const ISceneNode*, const core::vector3df&, const core::vector3df&)
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{
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return 0.f;
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}
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// Distance from node origin to camera
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static f32 transparentSortingByOrigin(const ISceneNode* node, const core::vector3df& camera)
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// Distance from node origin to camera pos
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static f32 transparentSortingByOrigin(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df&)
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{
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return node->getAbsolutePosition().getDistanceFromSQ(camera);
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return node->getAbsolutePosition().getDistanceFromSQ(cameraPos);
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}
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// Distance from node center to camera
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static f32 transparentSortingByCenter(const ISceneNode* node, const core::vector3df& camera)
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// Distance from node center to camera pos
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static f32 transparentSortingByCenter(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df&)
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{
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core::vector3df center = node->getBoundingBox().getCenter();
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const core::matrix4& absMat = node->getAbsoluteTransformation();
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absMat.rotateVect(center);
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return (absMat.getTranslation()+center).getDistanceFromSQ(camera);
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return (absMat.getTranslation()+center).getDistanceFromSQ(cameraPos);
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}
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// Distance from node origin to camera plane
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static f32 transparentSortingByPlaneOrigin(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df& cameraViewN)
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{
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return cameraViewN.dotProduct(node->getAbsolutePosition()-cameraPos);
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}
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// Distance from node center to camera plane
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static f32 transparentSortingByPlaneCenter(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df& cameraViewN)
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{
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core::vector3df center = node->getBoundingBox().getCenter();
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const core::matrix4& absMat = node->getAbsoluteTransformation();
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absMat.rotateVect(center);
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return cameraViewN.dotProduct(absMat.getTranslation()+center-cameraPos);
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}
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/*
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const core::aabbox3d<f32> box = Node->getTransformedBoundingBox();
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Distance = core::min_(camera.getDistanceFromSQ(box.MinEdge), camera.getDistanceFromSQ(box.MaxEdge));
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*/
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static f32 transparentSortingBBoxExtents(const ISceneNode* node, const core::vector3df& camera)
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static f32 transparentSortingBBoxExtents(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df&)
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{
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const core::aabbox3d<f32>& box = node->getBoundingBox();
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const f32* m = node->getAbsoluteTransformation().pointer();
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f32 p[4];
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p[0] = camera.X - (box.MinEdge.X * m[0] + box.MinEdge.Y * m[4] + box.MinEdge.Z * m[8] + m[12]);
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p[1] = camera.Y - (box.MinEdge.X * m[1] + box.MinEdge.Y * m[5] + box.MinEdge.Z * m[9] + m[13]);
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p[2] = camera.Z - (box.MinEdge.X * m[2] + box.MinEdge.Y * m[6] + box.MinEdge.Z * m[10] + m[14]);
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p[0] = cameraPos.X - (box.MinEdge.X * m[0] + box.MinEdge.Y * m[4] + box.MinEdge.Z * m[8] + m[12]);
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p[1] = cameraPos.Y - (box.MinEdge.X * m[1] + box.MinEdge.Y * m[5] + box.MinEdge.Z * m[9] + m[13]);
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p[2] = cameraPos.Z - (box.MinEdge.X * m[2] + box.MinEdge.Y * m[6] + box.MinEdge.Z * m[10] + m[14]);
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f32 l0 = (p[0] * p[0]) + (p[1] * p[1]) + (p[2] * p[2]);
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p[0] = camera.X - (box.MaxEdge.X * m[0] + box.MaxEdge.Y * m[4] + box.MaxEdge.Z * m[8] + m[12]);
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p[1] = camera.Y - (box.MaxEdge.X * m[1] + box.MaxEdge.Y * m[5] + box.MaxEdge.Z * m[9] + m[13]);
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p[2] = camera.Z - (box.MaxEdge.X * m[2] + box.MaxEdge.Y * m[6] + box.MaxEdge.Z * m[10] + m[14]);
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p[0] = cameraPos.X - (box.MaxEdge.X * m[0] + box.MaxEdge.Y * m[4] + box.MaxEdge.Z * m[8] + m[12]);
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p[1] = cameraPos.Y - (box.MaxEdge.X * m[1] + box.MaxEdge.Y * m[5] + box.MaxEdge.Z * m[9] + m[13]);
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p[2] = cameraPos.Z - (box.MaxEdge.X * m[2] + box.MaxEdge.Y * m[6] + box.MaxEdge.Z * m[10] + m[14]);
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f32 l1 = (p[0] * p[0]) + (p[1] * p[1]) + (p[2] * p[2]);
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return core::min_(l0, l1);
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}
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@ -2255,6 +2276,12 @@ void CSceneManager::setTransparentNodeSorting(E_TRANSPARENT_NODE_SORTING sorting
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case ETNS_BBOX_EXTENTS:
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funcTransparentNodeDistance = transparentSortingBBoxExtents;
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break;
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case ETNS_PLANE_ORIGIN:
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funcTransparentNodeDistance = transparentSortingByPlaneOrigin;
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break;
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case ETNS_PLANE_CENTER:
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funcTransparentNodeDistance = transparentSortingByPlaneCenter;
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break;
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default:
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break;
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}
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@ -654,7 +654,8 @@ namespace scene
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//! current active camera
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ICameraSceneNode* ActiveCamera;
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core::vector3df camWorldPos; // Position of camera for transparent nodes.
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core::vector3df CamWorldPos; // Position of camera for transparent nodes.
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core::vector3df CamWorldViewNormalized; // Normalized view direction of camera for transparent nodes.
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video::SColor ShadowColor;
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video::SColorf AmbientLight;
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@ -671,8 +672,7 @@ namespace scene
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//! Algorithm used to sort transparent nodes
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E_TRANSPARENT_NODE_SORTING TransparentNodeSorting;
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//! Pointer to the actual algorithm to get the distance
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// (Could be we have to pass more parameters for better results, like view normal)
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f32 (*funcTransparentNodeDistance)(const ISceneNode* node, const core::vector3df& camera);
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f32 (*funcTransparentNodeDistance)(const ISceneNode* node, const core::vector3df& cameraPos, const core::vector3df& cameraViewNormalized);
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//! An optional callbacks manager to allow the user app finer control
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//! over the scene lighting and rendering.
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