跳转到内容

3D Depth Sorting for Triangle Rendering in Scratch

此内容尚不支持你的语言。

🎨 Need help with advanced 3D graphics and rendering techniques? 🚀 Get 3D Help

CM

Colomando_3D

Posted on August 4, 2025 • Expert

🎨 3D depth sorting for triangle rendering

I’m working on a 3D renderer where I draw each individual filled triangle using costume blocks. How do I implement depth sorting to know which triangles to draw first?

I need to figure out the correct rendering order so that triangles in the back don’t appear in front of triangles that should be closer to the camera. Any help with the sorting algorithm would be appreciated! 🎯

GE

Graphics3D_Expert

Replied 1 hour later • ⭐ Best Answer

Excellent question @Colomando_3D! Depth sorting is crucial for proper 3D rendering. Let me show you how to implement a complete depth sorting system for triangle rendering:

📊 3D Depth Sorting Flow

Here’s how the depth sorting process works:

flowchart TD A[🎮 Start 3D Rendering] --> B[Load Triangle Data] B --> C[Calculate Triangle Centroids] C --> D[For Each Triangle] D --> E[Calculate Centroid Z-Depth] E --> F[Store Depth Value] F --> G{More Triangles?} G -->|Yes| D G -->|No| H[Sort Triangles by Depth] H --> I[Farthest to Nearest] I --> J[Start Rendering Loop] J --> K[Render Current Triangle] K --> L[Apply Lighting/Shading] L --> M[Draw to Screen] M --> N{More Triangles?} N -->|Yes| O[Next Triangle] O --> K N -->|No| P[🎨 Rendering Complete] style A fill:#e1f5fe style B fill:#f3e5f5 style H fill:#e8f5e8 style P fill:#fce4ec style I fill:#fff3e0

🎯 Step 1: Triangle Data Structure

First, set up your triangle data storage system:

    // Triangle data structure setup
when green flag clicked
// Initialize triangle storage lists
delete all of [triangle x1 v]
delete all of [triangle y1 v]
delete all of [triangle z1 v]
delete all of [triangle x2 v]
delete all of [triangle y2 v]
delete all of [triangle z2 v]
delete all of [triangle x3 v]
delete all of [triangle y3 v]
delete all of [triangle z3 v]
delete all of [triangle depth v]
delete all of [triangle color v]
delete all of [triangle id v]

// Camera position
set [camera x v] to [0]
set [camera y v] to [0]
set [camera z v] to [-10]
  

📐 Step 2: Calculate Triangle Centroid and Depth

Calculate the centroid (center point) of each triangle for depth sorting:

    // Calculate triangle centroid and depth
define calculate triangle depth (triangle index)
// Get triangle vertices
set [x1 v] to (item (triangle index) of [triangle x1 v])
set [y1 v] to (item (triangle index) of [triangle y1 v])
set [z1 v] to (item (triangle index) of [triangle z1 v])
set [x2 v] to (item (triangle index) of [triangle x2 v])
set [y2 v] to (item (triangle index) of [triangle y2 v])
set [z2 v] to (item (triangle index) of [triangle z2 v])
set [x3 v] to (item (triangle index) of [triangle x3 v])
set [y3 v] to (item (triangle index) of [triangle y3 v])
set [z3 v] to (item (triangle index) of [triangle z3 v])

// Calculate centroid
set [centroid x v] to (((x1) + (x2) + (x3)) / [3])
set [centroid y v] to (((y1) + (y2) + (y3)) / [3])
set [centroid z v] to (((z1) + (z2) + (z3)) / [3])

// Calculate distance from camera
set [dx v] to ((centroid x) - (camera x))
set [dy v] to ((centroid y) - (camera y))
set [dz v] to ((centroid z) - (camera z))
set [depth v] to ([sqrt v] of (((dx) * (dx)) + (((dy) * (dy)) + ((dz) * (dz)))))

// Store depth
replace item (triangle index) of [triangle depth v] with (depth)
  

🔄 Step 3: Sorting Algorithm Implementation

Implement a bubble sort algorithm for depth sorting:

    // Bubble sort for depth sorting
define sort triangles by depth
set [triangle count v] to (length of [triangle depth v])
set [sorted v] to [false]

repeat until <(sorted) = [true]>
set [sorted v] to [true]
repeat ((triangle count) - [1])
set [i v] to (counter)
set [j v] to ((counter) + [1])

// Compare depths (farther triangles first)
if <(item (i) of [triangle depth v]) < (item (j) of [triangle depth v])> then
// Swap all triangle data
swap triangle data (i) (j)
set [sorted v] to [false]
end
end
end

define swap triangle data (index1) (index2)
// Swap all triangle properties
set [temp v] to (item (index1) of [triangle x1 v])
replace item (index1) of [triangle x1 v] with (item (index2) of [triangle x1 v])
replace item (index2) of [triangle x1 v] with (temp)

// Repeat for all other properties (y1, z1, x2, y2, z2, x3, y3, z3, depth, color, id)
// ... (similar swaps for all properties)
  

⚡ Step 4: Optimized Quick Sort (Better Performance)

For better performance with many triangles, use quick sort:

    // Quick sort implementation
define quick sort triangles (low) (high)
if <(low) < (high)> then
partition triangles (low) (high)
set [pivot v] to (partition result)
quick sort triangles (low) ((pivot) - [1])
quick sort triangles ((pivot) + [1]) (high)
end

define partition triangles (low) (high)
set [pivot depth v] to (item (high) of [triangle depth v])
set [i v] to ((low) - [1])

repeat ((high) - (low))
set [j v] to ((low) + ((counter) - [1]))
if <(item (j) of [triangle depth v]) > (pivot depth)> then
change [i v] by [1]
swap triangle data (i) (j)
end
end

change [i v] by [1]
swap triangle data (i) (high)
set [partition result v] to (i)
  

🎨 Step 5: Rendering Pipeline

Complete rendering system with depth sorting:

    // Complete rendering pipeline
define render frame
// Clear screen
erase all

// Update all triangle depths
repeat (length of [triangle depth v])
calculate triangle depth (counter)
end

// Sort triangles by depth (farthest first)
quick sort triangles [1] (length of [triangle depth v])

// Render triangles in sorted order
repeat (length of [triangle depth v])
render triangle (counter)
end

define render triangle (index)
// Get triangle data
set [x1 v] to (item (index) of [triangle x1 v])
set [y1 v] to (item (index) of [triangle y1 v])
set [x2 v] to (item (index) of [triangle x2 v])
set [y2 v] to (item (index) of [triangle y2 v])
set [x3 v] to (item (index) of [triangle x3 v])
set [y3 v] to (item (index) of [triangle y3 v])
set [color v] to (item (index) of [triangle color v])

// Project 3D to 2D (perspective projection)
project 3d to 2d (x1) (y1) (item (index) of [triangle z1 v])
set [screen x1 v] to (projected x)
set [screen y1 v] to (projected y)

project 3d to 2d (x2) (y2) (item (index) of [triangle z2 v])
set [screen x2 v] to (projected x)
set [screen y2 v] to (projected y)

project 3d to 2d (x3) (y3) (item (index) of [triangle z3 v])
set [screen x3 v] to (projected x)
set [screen y3 v] to (projected y)

// Draw filled triangle
set pen color to (color)
draw filled triangle (screen x1) (screen y1) (screen x2) (screen y2) (screen x3) (screen y3)
  

🔧 Step 6: Advanced Depth Testing

For more accurate depth sorting, implement per-pixel depth testing:

    // Advanced depth buffer system
when green flag clicked
// Initialize depth buffer
set [screen width v] to [480]
set [screen height v] to [360]
delete all of [depth buffer v]
repeat ((screen width) * (screen height))
add [999999] to [depth buffer v] // Far plane
end

define set depth buffer (x) (y) (depth)
set [buffer index v] to (((y) * (screen width)) + (x))
if <(depth) < (item (buffer index) of [depth buffer v])> then
replace item (buffer index) of [depth buffer v] with (depth)
set [depth test passed v] to [true]
else
set [depth test passed v] to [false]
end

define draw pixel with depth (x) (y) (depth) (color)
set depth buffer (x) (y) (depth)
if <(depth test passed) = [true]> then
set pen color to (color)
go to x: (x) y: (y)
pen down
pen up
end
  

🎮 Step 7: Complete Example Usage

Here’s how to use the complete system:

    // Example usage
when green flag clicked
// Add some test triangles
add triangle (0) (0) (0) (100) (0) (0) (50) (100) (0) [#ff0000]
add triangle (0) (0) (50) (100) (0) (50) (50) (100) (50) [#00ff00]
add triangle (0) (0) (100) (100) (0) (100) (50) (100) (100) [#0000ff]

forever
// Rotate camera around scene
change [camera angle v] by [1]
set [camera x v] to (([cos v] of (camera angle)) * [200])
set [camera z v] to (([sin v] of (camera angle)) * [200])

// Render frame
render frame

wait [0.033] seconds // ~30 FPS
end

define add triangle (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) (color)
add (x1) to [triangle x1 v]
add (y1) to [triangle y1 v]
add (z1) to [triangle z1 v]
add (x2) to [triangle x2 v]
add (y2) to [triangle y2 v]
add (z2) to [triangle z2 v]
add (x3) to [triangle x3 v]
add (y3) to [triangle y3 v]
add (z3) to [triangle z3 v]
add [0] to [triangle depth v]
add (color) to [triangle color v]
add (length of [triangle id v]) to [triangle id v]
  

This system will correctly sort your triangles from back to front, ensuring proper depth rendering! The key is calculating the centroid depth and sorting before rendering. 🎨

AL

AwesomeLlama_Graphics

Replied 30 minutes later

@Graphics3D_Expert fantastic comprehensive answer! I’d add that for simple cases, you can also use the painter’s algorithm approach:

    // Simple painter's algorithm
define simple depth sort
// Just sort by average Z coordinate
repeat (length of [triangle depth v])
set [avg z v] to (((item (counter) of [triangle z1 v]) + (item (counter) of [triangle z2 v]) + (item (counter) of [triangle z3 v])) / [3])
replace item (counter) of [triangle depth v] with (avg z)
end

// Sort by Z (farthest first)
sort triangles by depth
  

This works well for most cases and is much simpler to implement! 🎯

CM

Colomando_3D

Replied 15 minutes later

@Graphics3D_Expert @AwesomeLlama_Graphics This is exactly what I needed! Thank you both! 🎉

The centroid-based approach makes perfect sense, and I love the complete pipeline you’ve provided. Going to implement the quick sort version for better performance with my triangle meshes!

VB

Vibelf_Community

Pinned Message • Moderator

🎨 Master 3D Graphics Programming?

Excellent discussion on 3D depth sorting! For those looking to create advanced 3D graphics, our community can help you with:

  • 🎯 Advanced rendering pipelines and techniques
  • 📐 3D mathematics and transformations
  • 🎮 Game engine development in Scratch
  • ⚡ Performance optimization for 3D graphics

📚 Related Topics

Ready to create stunning 3D graphics? Get expert guidance from our 3D specialists in the Vibelf app!