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mirror of https://github.com/godotengine/godot.git synced 2025-11-26 15:46:23 +00:00

Consistent render ordering for CanvasLayers

Maintains scene tree ordering for CanvasLayers that share identical layer ID.
This commit is contained in:
lawnjelly
2022-12-12 11:43:01 +00:00
parent 8e7bb469b5
commit 1730fab22a
2 changed files with 44 additions and 9 deletions

View File

@@ -35,7 +35,11 @@
void CanvasLayer::set_layer(int p_xform) {
layer = p_xform;
if (viewport.is_valid()) {
VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, get_position_in_parent());
// For the sublayer, we will use the order in which the layer occurs in the scene tree
// rather than just the child_id via get_position_in_parent().
// We have 32 bits to play with for the sublayer (or more likely 31, as sublayer is signed)
// (see Viewport::CanvasKey constructor in visual_server_viewport.h).
VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, _layer_order_in_tree);
vp->_gui_set_root_order_dirty();
}
}
@@ -59,6 +63,34 @@ void CanvasLayer::set_visible(bool p_visible) {
}
}
// Make sure layer orders are up to date whenever moving layers in the tree.
void CanvasLayer::_update_layer_orders() {
if (is_inside_tree() && get_tree()) {
Node *root = get_tree()->get_root();
if (root) {
uint32_t layer_order_count = 0;
_calculate_layer_orders_in_tree(root, layer_order_count);
}
}
}
// When rendering layers, if the layer id (set by user) and sublayer (child id) is the same
// we need something else sensible which we can sort repeatably to determine which layers should render first,
// so we will simply calculate the order that the layers occur throughout the scene tree.
void CanvasLayer::_calculate_layer_orders_in_tree(Node *p_node, uint32_t &r_order) {
CanvasLayer *layer = Object::cast_to<CanvasLayer>(p_node);
if (layer) {
layer->_layer_order_in_tree = r_order++;
// Force an update of the layer order in the VisualServer
set_layer(get_layer());
}
for (int n = 0; n < p_node->get_child_count(); n++) {
_calculate_layer_orders_in_tree(p_node->get_child(n), r_order);
}
}
void CanvasLayer::show() {
set_visible(true);
}
@@ -183,25 +215,24 @@ void CanvasLayer::_notification(int p_what) {
viewport = vp->get_viewport_rid();
VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, get_position_in_parent());
VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
_update_follow_viewport();
_update_layer_orders();
} break;
case NOTIFICATION_EXIT_TREE: {
ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
_update_layer_orders();
vp->_canvas_layer_remove(this);
VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
viewport = RID();
_update_follow_viewport(false);
} break;
case NOTIFICATION_MOVED_IN_PARENT: {
if (is_inside_tree()) {
VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, get_position_in_parent());
}
// Note: As this step requires traversing the entire scene tree, it is thus expensive
// to move the canvas layer multiple times. Take special care when deleting / moving
// multiple nodes to prevent multiple NOTIFICATION_MOVED_IN_PARENT occurring.
_update_layer_orders();
} break;
}
}
@@ -248,8 +279,8 @@ void CanvasLayer::set_custom_viewport(Node *p_viewport) {
viewport = vp->get_viewport_rid();
VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, get_position_in_parent());
VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
_update_layer_orders();
}
}
@@ -379,6 +410,7 @@ CanvasLayer::CanvasLayer() {
visible = true;
follow_viewport = false;
follow_viewport_scale = 1.0;
_layer_order_in_tree = 0;
}
CanvasLayer::~CanvasLayer() {