From db19f62c335177ef99817f74481df996d2044b98 Mon Sep 17 00:00:00 2001 From: "Eunki, Hong" Date: Wed, 9 Nov 2022 17:35:15 +0900 Subject: [PATCH] Fix Rendering order issue when 3D layer render translucent Sort rendering-order by Euclidean distance for special case. Previously, we only check ModelView's translation z-value. But if we use perspective projectoin camera, the distance might not be fit as human sense. Now, when layer is 3D and camera is perspective projection mode, let we use zValue as Euclidean distance. It cannot resolve translucent object's rendering order issue perfectly. But can resolve some case. Change-Id: Ie33cc5cfd338ff001b18885026a4daf779227b0e Signed-off-by: Eunki, Hong --- .../manager/render-instruction-processor.cpp | 68 ++++++++++------------ .../update/manager/render-instruction-processor.h | 5 +- 2 files changed, 34 insertions(+), 39 deletions(-) diff --git a/dali/internal/update/manager/render-instruction-processor.cpp b/dali/internal/update/manager/render-instruction-processor.cpp index f3c0440..cd7ccb2 100644 --- a/dali/internal/update/manager/render-instruction-processor.cpp +++ b/dali/internal/update/manager/render-instruction-processor.cpp @@ -463,7 +463,7 @@ RenderInstructionProcessor::RenderInstructionProcessor() RenderInstructionProcessor::~RenderInstructionProcessor() = default; -inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder) +inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder, bool isOrthographicCamera) { const uint32_t renderableCount = static_cast(renderList.Count()); // Reserve space if needed. @@ -484,47 +484,40 @@ inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex, // Calculate the sorting value, once per item by calling the layers sort function. // Using an if and two for-loops rather than if inside for as its better for branch prediction. - if(layer.UsesDefaultSortFunction()) - { - for(uint32_t index = 0; index < renderableCount; ++index) - { - RenderItem& item = renderList.GetItem(index); - if(DALI_LIKELY(item.mRenderer)) - { - item.mRenderer->SetSortAttributes(mSortingHelper[index]); - } + // List of zValue calculating functions. + const Dali::Layer::SortFunctionType zValueFunctionFromVector3[] = { + [](const Vector3& position) { return position.z; }, + [](const Vector3& position) { return position.LengthSquared(); }, + layer.GetSortFunction(), + }; - // texture set - mSortingHelper[index].textureSet = item.mTextureSet; + // Determine whether we need to use zValue as Euclidean distance or translatoin's z value. + // If layer is LAYER_UI or camera is OrthographicProjection mode, we don't need to calculate + // renderItem's distance from camera. - // The default sorting function should get inlined here. - mSortingHelper[index].zValue = Internal::Layer::ZValue(item.mModelViewMatrix.GetTranslation3()) - static_cast(item.mDepthIndex); + // Here we determine which zValue SortFunctionType (of the 3) to use. + // 0 is position z value : Default LAYER_UI or Orthographic camera + // 1 is distance square value : Default LAYER_3D and Perspective camera + // 2 is user defined function. + const int zValueFunctionIndex = layer.UsesDefaultSortFunction() ? ((layer.GetBehavior() == Dali::Layer::LAYER_UI || isOrthographicCamera) ? 0 : 1) : 2; - // Keep the renderitem pointer in the helper so we can quickly reorder items after sort. - mSortingHelper[index].renderItem = &item; - } - } - else + for(uint32_t index = 0; index < renderableCount; ++index) { - const Dali::Layer::SortFunctionType sortFunction = layer.GetSortFunction(); - for(uint32_t index = 0; index < renderableCount; ++index) - { - RenderItem& item = renderList.GetItem(index); + RenderItem& item = renderList.GetItem(index); - if(DALI_LIKELY(item.mRenderer)) - { - item.mRenderer->SetSortAttributes(mSortingHelper[index]); - } + if(DALI_LIKELY(item.mRenderer)) + { + item.mRenderer->SetSortAttributes(mSortingHelper[index]); + } - // texture set - mSortingHelper[index].textureSet = item.mTextureSet; + // texture set + mSortingHelper[index].textureSet = item.mTextureSet; - mSortingHelper[index].zValue = (*sortFunction)(item.mModelViewMatrix.GetTranslation3()) - static_cast(item.mDepthIndex); + mSortingHelper[index].zValue = zValueFunctionFromVector3[zValueFunctionIndex](item.mModelViewMatrix.GetTranslation3()) - static_cast(item.mDepthIndex); - // Keep the RenderItem pointer in the helper so we can quickly reorder items after sort. - mSortingHelper[index].renderItem = &item; - } + // Keep the renderitem pointer in the helper so we can quickly reorder items after sort. + mSortingHelper[index].renderItem = &item; } // Here we determine which comparitor (of the 3) to use. @@ -559,8 +552,9 @@ void RenderInstructionProcessor::Prepare(BufferIndex updateBuffe bool isRenderListAdded = false; bool isRootLayerDirty = false; - const Matrix& viewMatrix = renderTask.GetViewMatrix(updateBufferIndex); - const SceneGraph::Camera& camera = renderTask.GetCamera(); + const Matrix& viewMatrix = renderTask.GetViewMatrix(updateBufferIndex); + const SceneGraph::Camera& camera = renderTask.GetCamera(); + const bool isOrthographicCamera = camera.mProjectionMode == Dali::Camera::ProjectionMode::ORTHOGRAPHIC_PROJECTION; Viewport viewport; bool viewportSet = renderTask.QueryViewport(updateBufferIndex, viewport); @@ -597,7 +591,7 @@ void RenderInstructionProcessor::Prepare(BufferIndex updateBuffe cull); // We only use the clipping version of the sort comparitor if any clipping nodes exist within the RenderList. - SortRenderItems(updateBufferIndex, *renderList, layer, hasClippingNodes); + SortRenderItems(updateBufferIndex, *renderList, layer, hasClippingNodes, isOrthographicCamera); } isRenderListAdded = true; @@ -621,7 +615,7 @@ void RenderInstructionProcessor::Prepare(BufferIndex updateBuffe cull); // Clipping hierarchy is irrelevant when sorting overlay items, so we specify using the non-clipping version of the sort comparitor. - SortRenderItems(updateBufferIndex, *renderList, layer, false); + SortRenderItems(updateBufferIndex, *renderList, layer, false, isOrthographicCamera); } isRenderListAdded = true; diff --git a/dali/internal/update/manager/render-instruction-processor.h b/dali/internal/update/manager/render-instruction-processor.h index 2d1e623..abaa466 100644 --- a/dali/internal/update/manager/render-instruction-processor.h +++ b/dali/internal/update/manager/render-instruction-processor.h @@ -2,7 +2,7 @@ #define DALI_INTERNAL_SCENE_GRAPH_RENDER_INSTRUCTION_PROCESSOR_H /* - * Copyright (c) 2021 Samsung Electronics Co., Ltd. + * Copyright (c) 2022 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -117,8 +117,9 @@ private: * @param renderList to sort * @param layer where the Renderers are from * @param respectClippingOrder Sort with the correct clipping hierarchy. + * @param isOrthographicCamera Whether the camera is orthographic or not. */ - inline void SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder); + inline void SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder, bool isOrthographicCamera); /// Sort comparitor function pointer type. using ComparitorPointer = bool (*)(const SortAttributes&, const SortAttributes&); -- 2.7.4