diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 28 |
1 files changed, 27 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index f23e45b52f..d805984dca 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -104,6 +104,7 @@ public: GLuint immediate_buffer; Color default_ambient; + Color default_bg; // ResolveShaderGLES3 resolve_shader; // ScreenSpaceReflectionShaderGLES3 ssr_shader; @@ -502,7 +503,8 @@ public: enum { MAX_LIGHTS = 255, MAX_REFLECTION_PROBES = 255, - DEFAULT_MAX_ELEMENTS = 65536 + DEFAULT_MAX_ELEMENTS = 65536, + SORT_KEY_PRIORITY_SHIFT = 56 }; int max_elements; @@ -598,6 +600,29 @@ public: } } + struct SortByReverseDepthAndPriority { + + _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { + uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT); + uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT); + if (layer_A == layer_B) { + return A->instance->depth > B->instance->depth; + } else { + return layer_A < layer_B; + } + } + }; + + void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha + + SortArray<Element *, SortByReverseDepthAndPriority> sorter; + if (p_alpha) { + sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count); + } else { + sorter.sort(elements, element_count); + } + } + // element adding and stuff _FORCE_INLINE_ Element *add_element() { @@ -646,6 +671,7 @@ public: void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass); void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass); + void _copy_texture_to_front_buffer(GLuint texture); void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass); void _render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, |