Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix Transparency #598

Merged
merged 1 commit into from
May 3, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file modified examples/src/scene_viewer/bistro.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
106 changes: 104 additions & 2 deletions rend3-routine/src/forward.rs
Original file line number Diff line number Diff line change
Expand Up @@ -2,13 +2,15 @@
//!
//! Will default to the PBR shader code if custom code is not specified.
use std::{marker::PhantomData, sync::Arc};
use std::{cmp::Ordering, marker::PhantomData, sync::Arc};

use arrayvec::ArrayVec;
use encase::{ShaderSize, StorageBuffer};
use ordered_float::OrderedFloat;
use rend3::{
graph::{DataHandle, NodeResourceUsage, RenderGraph, RenderPassTargets},
types::{Material, SampleCount},
managers::{CameraState, InternalObject, MaterialArchetypeView, TextureBindGroupIndex},
types::{Material, RawObjectHandle, SampleCount, SortingOrder, SortingReason},
util::bind_merge::BindGroupBuilder,
ProfileData, Renderer, RendererDataCore, RendererProfile, ShaderPreProcessor,
};
Expand Down Expand Up @@ -165,6 +167,8 @@ impl<M: Material> ForwardRoutine<M> {
CameraSpecifier::Shadow(idx) => &ctx.eval_output.shadows[idx as usize].camera,
};

let objects = sort(objects, archetype_view, self.material_key, camera);

let per_camera_uniform_values = PerCameraUniform {
view: camera.view(),
view_proj: camera.view_proj(),
Expand Down Expand Up @@ -230,6 +234,104 @@ impl<M: Material> ForwardRoutine<M> {
}
}

fn sort<'a, M, I>(
objects: I,
material_archetype: MaterialArchetypeView<'_, M>,
requested_material_key: u64,
camera: &CameraState,
) -> Vec<(RawObjectHandle, &'a InternalObject<M>)>
where
M: Material,
I: IntoIterator<Item = (RawObjectHandle, &'a InternalObject<M>)>,
I::IntoIter: ExactSizeIterator,
{
let objects = objects.into_iter();

let mut sorted_objects = Vec::with_capacity(objects.len());
{
profiling::scope!("Sort Key Creation");
for (raw_handle, object) in objects {
let material = material_archetype.material(*object.material_handle);
let object_material_key = material.inner.key();
let sorting = material.inner.sorting();

if object_material_key != requested_material_key {
continue;
}

// Frustum culling
if !camera.world_frustum().contains_sphere(object.inner.bounding_sphere) {
continue;
}

let bind_group_index = material.bind_group_index.map_gpu(|_| TextureBindGroupIndex::DUMMY).into_common();

let mut distance_sq = camera.location().distance_squared(object.location.into());

if sorting.order == SortingOrder::BackToFront {
distance_sq = -distance_sq;
}
sorted_objects.push((
ObjectSortingKey {
bind_group_index,
distance: OrderedFloat(distance_sq),
sorting_reason: sorting.reason,
},
(raw_handle, object),
))
}
}

{
profiling::scope!("Sorting");
sorted_objects.sort_unstable_by_key(|(k, _)| *k);
}

sorted_objects.into_iter().map(|(_, o)| o).collect()
}

#[derive(Debug, Clone, Copy, Eq)]
pub(super) struct ObjectSortingKey {
pub bind_group_index: TextureBindGroupIndex,
pub distance: OrderedFloat<f32>,
pub sorting_reason: SortingReason,
}

impl PartialEq for ObjectSortingKey {
fn eq(&self, other: &Self) -> bool {
self.cmp(other).is_eq()
}
}

impl PartialOrd for ObjectSortingKey {
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
Some(self.cmp(other))
}
}

impl Ord for ObjectSortingKey {
fn cmp(&self, other: &Self) -> Ordering {
match self.sorting_reason.cmp(&other.sorting_reason) {
Ordering::Equal => {}
ord => return ord,
}
// The above comparison means that both sides are equal
if self.sorting_reason == SortingReason::Requirement {
match self.distance.cmp(&other.distance) {
Ordering::Equal => {}
ord => return ord,
}
self.bind_group_index.cmp(&other.bind_group_index)
} else {
match self.bind_group_index.cmp(&other.bind_group_index) {
Ordering::Equal => {}
ord => return ord,
}
self.distance.cmp(&other.distance)
}
}
}

fn build_forward_pipeline_inner<M: Material>(
pll: &wgpu::PipelineLayout,
args: &ForwardRoutineCreateArgs<'_, M>,
Expand Down
11 changes: 10 additions & 1 deletion rend3-test/src/helpers.rs
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ use std::sync::Arc;

use glam::{Mat4, Vec3, Vec4};
use rend3::types::{DirectionalLightHandle, MaterialHandle, MeshBuilder, ObjectHandle};
use rend3_routine::pbr::PbrMaterial;
use rend3_routine::pbr::{PbrMaterial, Transparency};
use wgpu::Device;

use crate::TestRunner;
Expand Down Expand Up @@ -43,6 +43,15 @@ impl TestRunner {
})
}

pub fn add_transparent_material(&self, color: Vec4) -> MaterialHandle {
self.renderer.add_material(PbrMaterial {
albedo: rend3_routine::pbr::AlbedoComponent::Value(color),
unlit: true,
transparency: Transparency::Blend,
..Default::default()
})
}

pub fn add_lit_material(&self, color: Vec4) -> MaterialHandle {
self.renderer.add_material(PbrMaterial {
albedo: rend3_routine::pbr::AlbedoComponent::Value(color),
Expand Down
Binary file added rend3-test/tests/results/transparency/blending.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
1 change: 1 addition & 0 deletions rend3-test/tests/root.rs
Original file line number Diff line number Diff line change
Expand Up @@ -2,3 +2,4 @@ mod msaa;
mod object;
mod shadow;
mod simple;
mod transparency;
50 changes: 50 additions & 0 deletions rend3-test/tests/transparency.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,50 @@
use anyhow::Context;
use glam::{Mat4, Quat, Vec3, Vec4};
use rend3::types::{Camera, Handedness};
use rend3_test::{no_gpu_return, test_attr, FrameRenderSettings, TestRunner, Threshold};

/// Ensure that transparency is ordered correctly
//
// Todo: This test never fails, even if I remove the sort.
#[test_attr]
pub async fn transparency() -> anyhow::Result<()> {
let iad = no_gpu_return!(rend3::create_iad(None, None, None, None).await)
.context("InstanceAdapterDevice creation failed")?;

let Ok(runner) = TestRunner::builder().iad(iad.clone()).handedness(Handedness::Left).build().await else {
return Ok(());
};

runner.set_camera_data(Camera {
projection: rend3::types::CameraProjection::Raw(Mat4::IDENTITY),
view: Mat4::IDENTITY,
});

let material1 = runner.add_transparent_material(Vec4::new(1.0, 0.0, 0.0, 0.5));
let material2 = runner.add_transparent_material(Vec4::new(0.0, 1.0, 0.0, 0.5));
let _object_left_1 = runner.plane(
material1.clone(),
Mat4::from_scale_rotation_translation(Vec3::new(-0.25, 0.25, 0.25), Quat::IDENTITY, Vec3::new(-0.5, 0.0, -0.5)),
);

let _object_left_2 = runner.plane(
material2.clone(),
Mat4::from_scale_rotation_translation(Vec3::new(-0.25, 0.25, 0.25), Quat::IDENTITY, Vec3::new(-0.5, 0.0, 0.5)),
);

let _object_right_2 = runner.plane(
material2,
Mat4::from_scale_rotation_translation(Vec3::new(-0.25, 0.25, 0.25), Quat::IDENTITY, Vec3::new(0.5, 0.0, 0.5)),
);

let _object_right_1 = runner.plane(
material1,
Mat4::from_scale_rotation_translation(Vec3::new(-0.25, 0.25, 0.25), Quat::IDENTITY, Vec3::new(0.5, 0.0, -0.5)),
);

runner
.render_and_compare(FrameRenderSettings::new(), "tests/results/transparency/blending.png", Threshold::Mean(0.0))
.await?;

Ok(())
}
8 changes: 8 additions & 0 deletions rend3/src/managers/material.rs
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,14 @@ pub struct MaterialArchetypeView<'a, M: Material> {
data_vec: &'a [Option<InternalMaterial<M>>],
}

impl<'a, M: Material> Copy for MaterialArchetypeView<'a, M> {}

impl<'a, M: Material> Clone for MaterialArchetypeView<'a, M> {
fn clone(&self) -> Self {
*self
}
}

impl<'a, M: Material> MaterialArchetypeView<'a, M> {
pub fn buffer(&self) -> &'a Buffer {
self.buffer
Expand Down
Loading