💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "renderer/passes/material-pass.hpp"
  20. #include "configuration.hpp"
  21. #include "resources/resource-manager.hpp"
  22. #include "rasterizer/rasterizer.hpp"
  23. #include "rasterizer/framebuffer.hpp"
  24. #include "rasterizer/shader.hpp"
  25. #include "rasterizer/shader-type.hpp"
  26. #include "rasterizer/shader-program.hpp"
  27. #include "rasterizer/shader-input.hpp"
  28. #include "rasterizer/vertex-buffer.hpp"
  29. #include "rasterizer/vertex-array.hpp"
  30. #include "rasterizer/vertex-attribute-type.hpp"
  31. #include "rasterizer/drawing-mode.hpp"
  32. #include "rasterizer/texture-2d.hpp"
  33. #include "rasterizer/texture-wrapping.hpp"
  34. #include "rasterizer/texture-filter.hpp"
  35. #include "renderer/vertex-attributes.hpp"
  36. #include "renderer/material-flags.hpp"
  37. #include "renderer/model.hpp"
  38. #include "renderer/render-context.hpp"
  39. #include "scene/camera.hpp"
  40. #include "scene/scene.hpp"
  41. #include "scene/ambient-light.hpp"
  42. #include "scene/directional-light.hpp"
  43. #include "scene/point-light.hpp"
  44. #include "scene/spotlight.hpp"
  45. #include "scene/scene.hpp"
  46. #include "configuration.hpp"
  47. #include "math/math.hpp"
  48. #include <cmath>
  49. #include <glad/glad.h>
  50. #include "shadow-map-pass.hpp"
  51. static bool operation_compare(const render_operation& a, const render_operation& b);
  52. material_pass::material_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager):
  53. render_pass(rasterizer, framebuffer),
  54. fallback_material(nullptr),
  55. time_tween(nullptr),
  56. mouse_position({0.0f, 0.0f}),
  57. focal_point_tween(nullptr),
  58. shadow_map_pass(nullptr),
  59. shadow_map(nullptr),
  60. shadow_strength(1.0f)
  61. {
  62. soft_shadows_texture = resource_manager->load<texture_2d>("tree-shadow.png");
  63. soft_shadows_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  64. soft_shadows_texture->set_filters(texture_min_filter::linear_mipmap_linear, texture_mag_filter::linear);
  65. max_ambient_light_count = MATERIAL_PASS_MAX_AMBIENT_LIGHT_COUNT;
  66. max_point_light_count = MATERIAL_PASS_MAX_POINT_LIGHT_COUNT;
  67. max_directional_light_count = MATERIAL_PASS_MAX_DIRECTIONAL_LIGHT_COUNT;
  68. max_spotlight_count = MATERIAL_PASS_MAX_SPOTLIGHT_COUNT;
  69. ambient_light_colors = new float3[max_ambient_light_count];
  70. point_light_colors = new float3[max_point_light_count];
  71. point_light_positions = new float3[max_point_light_count];
  72. point_light_attenuations = new float3[max_point_light_count];
  73. directional_light_colors = new float3[max_directional_light_count];
  74. directional_light_directions = new float3[max_directional_light_count];
  75. spotlight_colors = new float3[max_spotlight_count];
  76. spotlight_positions = new float3[max_spotlight_count];
  77. spotlight_directions = new float3[max_spotlight_count];
  78. spotlight_attenuations = new float3[max_spotlight_count];
  79. spotlight_cutoffs = new float2[max_spotlight_count];
  80. }
  81. material_pass::~material_pass()
  82. {
  83. delete[] ambient_light_colors;
  84. delete[] point_light_colors;
  85. delete[] point_light_positions;
  86. delete[] point_light_attenuations;
  87. delete[] directional_light_colors;
  88. delete[] directional_light_directions;
  89. delete[] spotlight_colors;
  90. delete[] spotlight_positions;
  91. delete[] spotlight_directions;
  92. delete[] spotlight_attenuations;
  93. delete[] spotlight_cutoffs;
  94. }
  95. void material_pass::render(render_context* context) const
  96. {
  97. rasterizer->use_framebuffer(*framebuffer);
  98. glDisable(GL_BLEND);
  99. glEnable(GL_DEPTH_TEST);
  100. glDepthFunc(GL_LESS);
  101. glDepthMask(GL_TRUE);
  102. glDepthFunc(GL_LESS);
  103. glEnable(GL_CULL_FACE);
  104. glCullFace(GL_BACK);
  105. glDisable(GL_STENCIL_TEST);
  106. glStencilMask(0x00);
  107. auto viewport = framebuffer->get_dimensions();
  108. rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
  109. float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
  110. float time = (time_tween) ? time_tween->interpolate(context->alpha) : 0.0f;
  111. float3 focal_point = (focal_point_tween) ? focal_point_tween->interpolate(context->alpha) : float3{0, 0, 0};
  112. float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
  113. float4x4 projection = context->camera->get_projection_tween().interpolate(context->alpha);
  114. float4x4 view_projection = projection * view;
  115. float4x4 model_view_projection;
  116. float4x4 model;
  117. float4x4 model_view;
  118. float3x3 normal_model_view;
  119. int active_material_flags = 0;
  120. const ::shader_program* active_shader_program = nullptr;
  121. const ::material* active_material = nullptr;
  122. const parameter_set* parameters = nullptr;
  123. // Reset light counts
  124. ambient_light_count = 0;
  125. point_light_count = 0;
  126. directional_light_count = 0;
  127. spotlight_count = 0;
  128. // Collect lights
  129. const std::list<scene_object_base*>* lights = context->scene->get_objects(light::object_type_id);
  130. for (const scene_object_base* object: *lights)
  131. {
  132. // Skip inactive lights
  133. if (!object->is_active())
  134. continue;
  135. const ::light* light = static_cast<const ::light*>(object);
  136. switch (light->get_light_type())
  137. {
  138. // Add ambient light
  139. case light_type::ambient:
  140. {
  141. if (ambient_light_count < max_ambient_light_count)
  142. {
  143. ambient_light_colors[ambient_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
  144. ++ambient_light_count;
  145. }
  146. break;
  147. }
  148. // Add point light
  149. case light_type::point:
  150. {
  151. if (point_light_count < max_point_light_count)
  152. {
  153. point_light_colors[point_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
  154. // Transform position into view-space
  155. float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
  156. float3 view_space_position = math::resize<3>(view * float4{position.x, position.y, position.z, 1.0f});
  157. point_light_positions[point_light_count] = view_space_position;
  158. point_light_attenuations[point_light_count] = static_cast<const point_light*>(light)->get_attenuation_tween().interpolate(context->alpha);
  159. ++point_light_count;
  160. }
  161. break;
  162. }
  163. // Add directional light
  164. case light_type::directional:
  165. {
  166. if (directional_light_count < max_directional_light_count)
  167. {
  168. directional_light_colors[directional_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
  169. // Transform direction into view-space
  170. float3 direction = static_cast<const directional_light*>(light)->get_direction_tween().interpolate(context->alpha);
  171. float3 view_space_direction = math::normalize(math::resize<3>(view * math::resize<4>(-direction)));
  172. directional_light_directions[directional_light_count] = view_space_direction;
  173. ++directional_light_count;
  174. }
  175. break;
  176. }
  177. // Add spotlight
  178. case light_type::spot:
  179. {
  180. if (spotlight_count < max_spotlight_count)
  181. {
  182. spotlight_colors[spotlight_count] = light->get_scaled_color_tween().interpolate(context->alpha);
  183. // Transform position into view-space
  184. float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
  185. float3 view_space_position = math::resize<3>(view * float4{position.x, position.y, position.z, 1.0f});
  186. spotlight_positions[spotlight_count] = view_space_position;
  187. const ::spotlight* spotlight = static_cast<const ::spotlight*>(light);
  188. // Transform direction into view-space
  189. float3 direction = spotlight->get_direction_tween().interpolate(context->alpha);
  190. float3 view_space_direction = math::normalize(math::resize<3>(view * float4{-direction.x, -direction.y, -direction.z, 0.0f}));
  191. spotlight_directions[spotlight_count] = view_space_direction;
  192. spotlight_attenuations[spotlight_count] = spotlight->get_attenuation_tween().interpolate(context->alpha);
  193. spotlight_cutoffs[spotlight_count] = spotlight->get_cosine_cutoff_tween().interpolate(context->alpha);
  194. ++spotlight_count;
  195. }
  196. break;
  197. }
  198. default:
  199. break;
  200. }
  201. }
  202. float4x4 shadow_map_matrices[4];
  203. float4 shadow_map_split_distances;
  204. if (shadow_map_pass)
  205. {
  206. for (int i = 0; i < 4; ++i)
  207. shadow_map_matrices[i] = shadow_map_pass->get_shadow_matrices()[i];
  208. // Calculate shadow map split distances
  209. for (int i = 0; i < 4; ++i)
  210. shadow_map_split_distances[i] = shadow_map_pass->get_split_distances()[i + 1];
  211. }
  212. // Sort render operations
  213. context->operations.sort(operation_compare);
  214. for (const render_operation& operation: context->operations)
  215. {
  216. // Get operation material
  217. const ::material* material = operation.material;
  218. if (!material)
  219. {
  220. if (fallback_material)
  221. {
  222. // No material specified, use fallback material
  223. material = fallback_material;
  224. }
  225. else
  226. {
  227. // No material specified and no fallback material, skip operation
  228. continue;
  229. }
  230. }
  231. // Switch materials if necessary
  232. if (active_material != material)
  233. {
  234. active_material = material;
  235. // Change rasterizer state according to material flags
  236. std::uint32_t material_flags = active_material->get_flags();
  237. if (active_material_flags != material_flags)
  238. {
  239. if ((material_flags & MATERIAL_FLAG_TRANSLUCENT) != (active_material_flags & MATERIAL_FLAG_TRANSLUCENT))
  240. {
  241. if (material_flags & MATERIAL_FLAG_TRANSLUCENT)
  242. {
  243. glEnable(GL_BLEND);
  244. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  245. }
  246. else
  247. {
  248. glDisable(GL_BLEND);
  249. }
  250. }
  251. if ((material_flags & MATERIAL_FLAG_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_BACK_FACES))
  252. {
  253. if (material_flags & MATERIAL_FLAG_BACK_FACES)
  254. {
  255. glEnable(GL_CULL_FACE);
  256. glCullFace(GL_FRONT);
  257. }
  258. else
  259. {
  260. glEnable(GL_CULL_FACE);
  261. glCullFace(GL_BACK);
  262. }
  263. }
  264. else if ((material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES))
  265. {
  266. if (material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES)
  267. {
  268. glDisable(GL_CULL_FACE);
  269. }
  270. else
  271. {
  272. glEnable(GL_CULL_FACE);
  273. glCullFace(GL_BACK);
  274. }
  275. }
  276. if ((material_flags & MATERIAL_FLAG_X_RAY) != (active_material_flags & MATERIAL_FLAG_X_RAY))
  277. {
  278. if (material_flags & MATERIAL_FLAG_X_RAY)
  279. {
  280. glDisable(GL_DEPTH_TEST);
  281. }
  282. else
  283. {
  284. glEnable(GL_DEPTH_TEST);
  285. }
  286. }
  287. if ((material_flags & MATERIAL_FLAG_DECAL_SURFACE) != (active_material_flags & MATERIAL_FLAG_DECAL_SURFACE))
  288. {
  289. if (material_flags & MATERIAL_FLAG_DECAL_SURFACE)
  290. {
  291. glEnable(GL_STENCIL_TEST);
  292. glStencilFunc(GL_ALWAYS, 1, ~0);
  293. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  294. glStencilMask(~0);
  295. }
  296. else
  297. {
  298. glDisable(GL_STENCIL_TEST);
  299. glStencilMask(0);
  300. }
  301. }
  302. if ((material_flags & MATERIAL_FLAG_DECAL) != (active_material_flags & MATERIAL_FLAG_DECAL))
  303. {
  304. if (material_flags & MATERIAL_FLAG_DECAL)
  305. {
  306. glEnable(GL_DEPTH_TEST);
  307. glDepthFunc(GL_LEQUAL);
  308. glDepthMask(GL_FALSE);
  309. glEnable(GL_STENCIL_TEST);
  310. glStencilFunc(GL_EQUAL, 1, ~0);
  311. //glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
  312. //glStencilMask(~0);
  313. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
  314. glStencilMask(0);
  315. }
  316. else
  317. {
  318. glEnable(GL_DEPTH_TEST);
  319. glDepthFunc(GL_LESS);
  320. glDepthMask(GL_TRUE);
  321. glDisable(GL_STENCIL_TEST);
  322. glStencilMask(0);
  323. }
  324. }
  325. /*
  326. if ((material_flags & MATERIAL_FLAG_OUTLINE) != (active_material_flags & MATERIAL_FLAG_OUTLINE))
  327. {
  328. if (material_flags & MATERIAL_FLAG_OUTLINE)
  329. {
  330. glEnable(GL_STENCIL_TEST);
  331. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  332. glStencilFunc(GL_ALWAYS, 2, 0xFF);
  333. glStencilMask(0xFF);
  334. }
  335. else
  336. {
  337. glDisable(GL_STENCIL_TEST);
  338. glStencilMask(0x00);
  339. }
  340. }
  341. */
  342. active_material_flags = material_flags;
  343. }
  344. // Switch shaders if necessary
  345. const ::shader_program* shader_program = active_material->get_shader_program();
  346. if (active_shader_program != shader_program)
  347. {
  348. active_shader_program = shader_program;
  349. if (!active_shader_program)
  350. {
  351. continue;
  352. }
  353. // Change shader program
  354. rasterizer->use_program(*active_shader_program);
  355. // Get set of known shader input parameters
  356. if (auto it = parameter_sets.find(active_shader_program); it != parameter_sets.end())
  357. {
  358. parameters = it->second;
  359. }
  360. else
  361. {
  362. parameters = load_parameter_set(active_shader_program);
  363. }
  364. // Upload context-dependent shader parameters
  365. if (parameters->time)
  366. parameters->time->upload(time);
  367. if (parameters->mouse)
  368. parameters->mouse->upload(mouse_position);
  369. if (parameters->resolution)
  370. parameters->resolution->upload(resolution);
  371. if (parameters->view)
  372. parameters->view->upload(view);
  373. if (parameters->view_projection)
  374. parameters->view_projection->upload(view_projection);
  375. if (parameters->ambient_light_count)
  376. parameters->ambient_light_count->upload(ambient_light_count);
  377. if (parameters->ambient_light_colors)
  378. parameters->ambient_light_colors->upload(0, ambient_light_colors, ambient_light_count);
  379. if (parameters->point_light_count)
  380. parameters->point_light_count->upload(point_light_count);
  381. if (parameters->point_light_colors)
  382. parameters->point_light_colors->upload(0, point_light_colors, point_light_count);
  383. if (parameters->point_light_positions)
  384. parameters->point_light_positions->upload(0, point_light_positions, point_light_count);
  385. if (parameters->point_light_attenuations)
  386. parameters->point_light_attenuations->upload(0, point_light_attenuations, point_light_count);
  387. if (parameters->directional_light_count)
  388. parameters->directional_light_count->upload(directional_light_count);
  389. if (parameters->directional_light_colors)
  390. parameters->directional_light_colors->upload(0, directional_light_colors, directional_light_count);
  391. if (parameters->directional_light_directions)
  392. parameters->directional_light_directions->upload(0, directional_light_directions, directional_light_count);
  393. if (parameters->spotlight_count)
  394. parameters->spotlight_count->upload(spotlight_count);
  395. if (parameters->spotlight_colors)
  396. parameters->spotlight_colors->upload(0, spotlight_colors, spotlight_count);
  397. if (parameters->spotlight_positions)
  398. parameters->spotlight_positions->upload(0, spotlight_positions, spotlight_count);
  399. if (parameters->spotlight_directions)
  400. parameters->spotlight_directions->upload(0, spotlight_directions, spotlight_count);
  401. if (parameters->spotlight_attenuations)
  402. parameters->spotlight_attenuations->upload(0, spotlight_attenuations, spotlight_count);
  403. if (parameters->spotlight_cutoffs)
  404. parameters->spotlight_cutoffs->upload(0, spotlight_cutoffs, spotlight_count);
  405. if (parameters->soft_shadows)
  406. parameters->soft_shadows->upload(soft_shadows_texture);
  407. if (parameters->focal_point)
  408. parameters->focal_point->upload(focal_point);
  409. if (parameters->shadow_map_matrices)
  410. parameters->shadow_map_matrices->upload(0, shadow_map_matrices, 4);
  411. if (parameters->shadow_map_split_distances)
  412. parameters->shadow_map_split_distances->upload(shadow_map_split_distances);
  413. if (parameters->shadow_map && shadow_map)
  414. parameters->shadow_map->upload(shadow_map);
  415. if (parameters->shadow_strength)
  416. parameters->shadow_strength->upload(shadow_strength);
  417. }
  418. // Upload material properties to shader
  419. active_material->upload(context->alpha);
  420. }
  421. // Calculate operation-dependent parameters
  422. model = operation.transform;
  423. model_view_projection = view_projection * model;
  424. model_view = view * model;
  425. normal_model_view = math::transpose(math::inverse(math::resize<3, 3>(model_view)));
  426. // Upload operation-dependent parameters
  427. if (parameters->model)
  428. parameters->model->upload(model);
  429. if (parameters->model_view)
  430. parameters->model_view->upload(model_view);
  431. if (parameters->model_view_projection)
  432. parameters->model_view_projection->upload(model_view_projection);
  433. if (parameters->normal_model_view)
  434. parameters->normal_model_view->upload(normal_model_view);
  435. // Draw geometry
  436. if (operation.instance_count)
  437. rasterizer->draw_arrays_instanced(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count, operation.instance_count);
  438. else
  439. rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
  440. }
  441. }
  442. void material_pass::set_fallback_material(const material* fallback)
  443. {
  444. this->fallback_material = fallback;
  445. }
  446. void material_pass::set_time_tween(const tween<double>* time)
  447. {
  448. this->time_tween = time;
  449. }
  450. void material_pass::set_shadow_strength(float strength)
  451. {
  452. this->shadow_strength = strength;
  453. }
  454. void material_pass::set_focal_point_tween(const tween<float3>* focal_point)
  455. {
  456. this->focal_point_tween = focal_point;
  457. }
  458. const material_pass::parameter_set* material_pass::load_parameter_set(const shader_program* program) const
  459. {
  460. // Allocate a new parameter set
  461. parameter_set* parameters = new parameter_set();
  462. // Connect inputs
  463. parameters->time = program->get_input("time");
  464. parameters->mouse = program->get_input("mouse");
  465. parameters->resolution = program->get_input("resolution");
  466. parameters->model = program->get_input("model");
  467. parameters->view = program->get_input("view");
  468. parameters->projection = program->get_input("projection");
  469. parameters->model_view = program->get_input("model_view");
  470. parameters->view_projection = program->get_input("view_projection");
  471. parameters->model_view_projection = program->get_input("model_view_projection");
  472. parameters->normal_model_view = program->get_input("normal_model_view");
  473. parameters->ambient_light_count = program->get_input("ambient_light_count");
  474. parameters->ambient_light_colors = program->get_input("ambient_light_colors");
  475. parameters->point_light_count = program->get_input("point_light_count");
  476. parameters->point_light_colors = program->get_input("point_light_colors");
  477. parameters->point_light_positions = program->get_input("point_light_positions");
  478. parameters->point_light_attenuations = program->get_input("point_light_attenuations");
  479. parameters->directional_light_count = program->get_input("directional_light_count");
  480. parameters->directional_light_colors = program->get_input("directional_light_colors");
  481. parameters->directional_light_directions = program->get_input("directional_light_directions");
  482. parameters->spotlight_count = program->get_input("spotlight_count");
  483. parameters->spotlight_colors = program->get_input("spotlight_colors");
  484. parameters->spotlight_positions = program->get_input("spotlight_positions");
  485. parameters->spotlight_directions = program->get_input("spotlight_directions");
  486. parameters->spotlight_attenuations = program->get_input("spotlight_attenuations");
  487. parameters->spotlight_cutoffs = program->get_input("spotlight_cutoffs");
  488. parameters->soft_shadows = program->get_input("soft_shadows");
  489. parameters->focal_point = program->get_input("focal_point");
  490. parameters->shadow_map_matrices = program->get_input("shadow_map_matrices");
  491. parameters->shadow_map_split_distances = program->get_input("shadow_map_split_distances");
  492. parameters->shadow_map = program->get_input("shadow_map");
  493. parameters->shadow_strength = program->get_input("shadow_strength");
  494. // Add parameter set to map of parameter sets
  495. parameter_sets[program] = parameters;
  496. return parameters;
  497. }
  498. void material_pass::handle_event(const mouse_moved_event& event)
  499. {
  500. mouse_position = {static_cast<float>(event.x), static_cast<float>(event.y)};
  501. }
  502. bool operation_compare(const render_operation& a, const render_operation& b)
  503. {
  504. if (!a.material)
  505. return false;
  506. else if (!b.material)
  507. return true;
  508. bool xray_a = a.material->get_flags() & MATERIAL_FLAG_X_RAY;
  509. bool xray_b = b.material->get_flags() & MATERIAL_FLAG_X_RAY;
  510. if (xray_a)
  511. {
  512. if (xray_b)
  513. {
  514. // A and B are both xray, render back to front
  515. return (a.depth >= b.depth);
  516. }
  517. else
  518. {
  519. // A is xray, B is not. Render B first
  520. return false;
  521. }
  522. }
  523. else
  524. {
  525. if (xray_b)
  526. {
  527. // A is opaque, B is xray. Render A first
  528. return true;
  529. }
  530. else
  531. {
  532. // Determine transparency
  533. bool transparent_a = a.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
  534. bool transparent_b = b.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
  535. if (transparent_a)
  536. {
  537. if (transparent_b)
  538. {
  539. // Determine decal status
  540. bool decal_a = a.material->get_flags() & MATERIAL_FLAG_DECAL;
  541. bool decal_b = b.material->get_flags() & MATERIAL_FLAG_DECAL;
  542. if (decal_a)
  543. {
  544. if (decal_b)
  545. {
  546. // A and B are both transparent decals, render back to front
  547. return (a.depth >= b.depth);
  548. }
  549. else
  550. {
  551. // A is a transparent decal, B is transparent but not a decal, render A first
  552. return true;
  553. }
  554. }
  555. else
  556. {
  557. if (decal_b)
  558. {
  559. // A is transparent but not a decal, B is a transparent decal, render B first
  560. return false;
  561. }
  562. else
  563. {
  564. // A and B are both transparent, but not decals, render back to front
  565. return (a.depth >= b.depth);
  566. }
  567. }
  568. }
  569. else
  570. {
  571. // A is transparent, B is opaque. Render B first
  572. return false;
  573. }
  574. }
  575. else
  576. {
  577. if (transparent_b)
  578. {
  579. // A is opaque, B is transparent. Render A first
  580. return true;
  581. }
  582. else
  583. {
  584. // A and B are both opaque
  585. if (a.material->get_shader_program() == b.material->get_shader_program())
  586. {
  587. // A and B have the same shader
  588. if (a.vertex_array == b.vertex_array)
  589. {
  590. // A and B have the same VAO, render front to back
  591. return (a.depth < b.depth);
  592. }
  593. else
  594. {
  595. // Sort by VAO
  596. return (a.vertex_array < b.vertex_array);
  597. }
  598. }
  599. else
  600. {
  601. // A and B are both opaque and have different shaders, sort by shader
  602. return (a.material->get_shader_program() < b.material->get_shader_program());
  603. }
  604. }
  605. }
  606. }
  607. }
  608. }