Thanks. I try that before. In that case, particles draw correct with each other. But not with other objects.
We need depth but itās still not supported. Iām not sure how else to do this other than maybe draw everythingās depth in another pass yourself, but it would double your draw calls.
Edit: Iām not even thinking right, those objects only draw depth for their vertexes but they donāt discard the depth for the transparent pixels. Iām not sure what to do in this situation, it might still be possible as
is composting multiple passes together.
The idea was to use particles for blood, fire or sparks.
For now i am testing can i use them or not.
And i see some problems when mix depth and alpha.
Not sure that they can be fixed.
For my cases i can add discard to particle shader.
if(spriteColor.a < 0.01){discard;}
It add some restricrions to particles visual. But i think it will be enough in my situation.
But if someone have ideas, how to do it better. I will be grateful =)
Maybe I donāt understand the problemā¦ Have you tried the following?
-
draw all objects with depth test and depth write both enabled
-
draw all the particles (with add or alpha) with depth test enabled but with depth write disabled.
Probably this is too simple and I have missed something.
The problem is that sprites are simple quad faces which write their depth as a quad and not a transparent sprite.
Thanks. Yes.
1)Particles not blend with each other. Looks like they rendered in bad order.(video Noname 2.5 Shooter (Open source))
2)In that case, alpha of other object, break particle render.(screenshot Noname 2.5 Shooter (Open source))
@d954mas: 1. I donāt understand why, they should if you donāt write to depth buffer (and use alpha or add)
@pkeod and @d954mas 2: Can discard be added to sprite if alpha is below some threshold?
1)I am also, do not understand)
2)Not sure.I have a idea, for some transparent windows in game, which also will be break particles.
I think it better to use case 1 and add discard for particles in shader.
I donāt understand what is case 1ā¦ Let me rephrase my proposal. Here 1 and 2 are steps and not alternatives.
First
- draw all sprites with depth test and depth write enabled, use discard if the fragment has very low alpha.
Then
2. draw all particles with depth test enabled and depth write DISABLED.
Hope this is somehow clearer. Or there is something I donāt understand in your replyā¦ sorry, my english is not that good!
EDIT: if particles look non-overlapping then probably there is some issue in the code and you have not disabled depth write. Perhaps Defold re-enables itā¦
Sorry. That cases was in my head))
1)Case 1.
Draw all transparent objects, sprites, particles and etc. With depth read and write.
Add discard in particles shader.
2)Case 2.
That you describe here.
Draw transparent objects, sprites.
Add discard in their shader.
With depth read and write.
Draw particles. With depth read.
In case 1. I canāt use alpha in particles.(alpha that not discard, for example 0.5)
In case 2. Particles worked. But transparent window walls(alpha 0.5) will be break particles render.
For me it better to use case 1)
Update html build on itch.
So everyone can play last version=)
1)Continue working on weapon.
All 4 weapons, have a shoot animations and sounds(temp assets)
First weapon(uzi).Have projectiles.
2)Added tint for weapon.(thx @jhonny.goransson for advice=))
It used light color, from near cells of player. Color mixed with weights depends on distance to player.
if (not self.camera) then
self.camera = native_raycasting.camera_new()
self.camera:set_rays(16)
self.camera:set_fov(math.pi * 2)
self.camera:set_max_dist(1)
end
--use 9 near cells to count weapon color
--if use only current, weapon blink when change cell
self.camera:set_pos(self.world.game.player.position.x, self.world.game.player.position.y)
local neigbours = native_raycasting.camera_cast_rays(self.camera, true)
local colors = {}
local total_weight = 0
for _, neigbour in ipairs(neigbours) do
if (not neigbour:get_blocked()) then
local r, g, b = native_raycasting.color_rgbi_to_rgb(neigbour:get_color())
local dist = vmath.length(vmath.vector3(neigbour:get_x() + 0.5, neigbour:get_y() + 0.5, 0) - vmath.vector3(self.world.game.player.position.x, self.world.game.player.position.y, 0))
local weight = 1 / dist
total_weight = total_weight + weight
table.insert(colors, { r = r, g = g, b = b, weight = weight })
end
end
local r, g, b = 0, 0, 0
for _, color in ipairs(colors) do
local mul = color.weight / total_weight
if(color.weight == math.huge) then mul = 1 end
r = r + color.r * mul
g = g + color.g * mul
b = b + color.b * mul
end
local color = vmath.vector4(count(0.4, r), count(0.4, g), count(0.4, b), 1)
sprite.set_constant(WEAPON_URL, "tint", color)
Changes:
1)Added particles in 3d. They worked ok, but have some limitations.
2)Added tint for weapon.
3)Added temp assets for weapons(shoot animation and sounds)
4)Added bullet entity
5)Hide debug light object by default(it can be enabled from debug panel)
Unable to test it right now (I believe itch is suffering from the super mega 1000+ games bundle they launched in support of the BLM movement.)
Worked 30 minutes ago=)
For me itch also not worked
Looks like you have the debug version uploaded and not the release version?
It should be debug. With disabled gl checks.
Frezze in Chrome?
In debug, i can see logs)
I will look.
Try a release build and see how it changes performance?
Nope.i will check that verifygl is disabled. And Also check Chrome)