forked from bartvdbraak/blender
Fix #29520: issue drawing with VBO + GLSL + alpha pass. Includes some refactoring
to hopefully make alpha material drawing code more clear.
This commit is contained in:
parent
5310ee5e2c
commit
a5fb261016
@ -1243,11 +1243,8 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm,
|
||||
}
|
||||
}
|
||||
}
|
||||
if(!dodraw) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if( numdata != 0 ) {
|
||||
if(dodraw && numdata != 0 ) {
|
||||
offset = 0;
|
||||
if(attribs.totorco) {
|
||||
copy_v3_v3((float *)&varray[elementsize*curface*3],(float *)attribs.orco.array[mface->v1]);
|
||||
@ -1289,7 +1286,7 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm,
|
||||
}
|
||||
curface++;
|
||||
if(mface->v4) {
|
||||
if( numdata != 0 ) {
|
||||
if(dodraw && numdata != 0 ) {
|
||||
offset = 0;
|
||||
if(attribs.totorco) {
|
||||
copy_v3_v3((float *)&varray[elementsize*curface*3],(float *)attribs.orco.array[mface->v3]);
|
||||
|
@ -265,7 +265,7 @@ int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
|
||||
return (scene->gm.matmode == GAME_MAT_GLSL) && (dt > OB_SOLID);
|
||||
}
|
||||
|
||||
static int check_material_alpha(Base *base, int glsl)
|
||||
static int check_alpha_pass(Base *base)
|
||||
{
|
||||
if(base->flag & OB_FROMDUPLI)
|
||||
return 0;
|
||||
@ -273,7 +273,7 @@ static int check_material_alpha(Base *base, int glsl)
|
||||
if(G.f & G_PICKSEL)
|
||||
return 0;
|
||||
|
||||
return (glsl || (base->object->dtx & OB_DRAWTRANSP));
|
||||
return (base->object->dtx & OB_DRAWTRANSP);
|
||||
}
|
||||
|
||||
/***/
|
||||
@ -3294,7 +3294,7 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
|
||||
Object *obedit= scene->obedit;
|
||||
Mesh *me= ob->data;
|
||||
EditMesh *em= me->edit_mesh;
|
||||
int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha, i;
|
||||
int do_alpha_after= 0, drawlinked= 0, retval= 0, glsl, check_alpha, i;
|
||||
|
||||
/* If we are drawing shadows and any of the materials don't cast a shadow,
|
||||
* then don't draw the object */
|
||||
@ -3339,11 +3339,11 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
|
||||
/* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
|
||||
if(me->totface<=4 || ED_view3d_boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
|
||||
glsl = draw_glsl_material(scene, ob, v3d, dt);
|
||||
check_alpha = check_material_alpha(base, glsl);
|
||||
check_alpha = check_alpha_pass(base);
|
||||
|
||||
if(dt==OB_SOLID || glsl) {
|
||||
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
|
||||
(check_alpha)? &do_alpha_pass: NULL);
|
||||
(check_alpha)? &do_alpha_after: NULL);
|
||||
}
|
||||
|
||||
draw_mesh_fancy(scene, ar, v3d, rv3d, base, dt, flag);
|
||||
@ -3355,7 +3355,7 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
|
||||
}
|
||||
|
||||
/* GPU_begin_object_materials checked if this is needed */
|
||||
if(do_alpha_pass) {
|
||||
if(do_alpha_after) {
|
||||
if(ob->dtx & OB_DRAWXRAY) {
|
||||
add_view3d_after(&v3d->afterdraw_xraytransp, base, flag);
|
||||
}
|
||||
|
@ -69,7 +69,7 @@ void GPU_state_print(void);
|
||||
* - after drawing, the material must be disabled again */
|
||||
|
||||
void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
|
||||
struct Scene *scene, struct Object *ob, int glsl, int *do_alpha_pass);
|
||||
struct Scene *scene, struct Object *ob, int glsl, int *do_alpha_after);
|
||||
void GPU_end_object_materials(void);
|
||||
|
||||
int GPU_enable_material(int nr, void *attribs);
|
||||
|
@ -942,7 +942,7 @@ static struct GPUMaterialState {
|
||||
|
||||
GPUBlendMode *alphablend;
|
||||
GPUBlendMode alphablend_fixed[FIXEDMAT];
|
||||
int alphapass;
|
||||
int use_alpha_pass, is_alpha_pass;
|
||||
|
||||
int lastmatnr, lastretval;
|
||||
GPUBlendMode lastalphablend;
|
||||
@ -993,7 +993,7 @@ static Material *gpu_active_node_material(Material *ma)
|
||||
return ma;
|
||||
}
|
||||
|
||||
void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_pass)
|
||||
void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_after)
|
||||
{
|
||||
Material *ma;
|
||||
GPUMaterial *gpumat;
|
||||
@ -1015,9 +1015,15 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
|
||||
GMS.gviewmat= rv3d->viewmat;
|
||||
GMS.gviewinv= rv3d->viewinv;
|
||||
|
||||
GMS.alphapass = (v3d && v3d->transp);
|
||||
if(do_alpha_pass)
|
||||
*do_alpha_pass = 0;
|
||||
/* alpha pass setup. there's various cases to handle here:
|
||||
* object transparency on: only solid materials draw in the first pass,
|
||||
and only transparent in the second 'alpha' pass.
|
||||
* object transparency off: for glsl we draw both in a single pass, and
|
||||
for solid we don't use transparency at all. */
|
||||
GMS.use_alpha_pass = (do_alpha_after != NULL);
|
||||
GMS.is_alpha_pass = (v3d && v3d->transp);
|
||||
if(GMS.use_alpha_pass)
|
||||
*do_alpha_after = 0;
|
||||
|
||||
if(GMS.totmat > FIXEDMAT) {
|
||||
GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
|
||||
@ -1064,20 +1070,23 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
|
||||
/* fixed function opengl materials */
|
||||
gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
|
||||
|
||||
alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
|
||||
if(do_alpha_pass && GMS.alphapass)
|
||||
if(GMS.use_alpha_pass) {
|
||||
GMS.matbuf[a].diff[3]= ma->alpha;
|
||||
else
|
||||
alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
|
||||
}
|
||||
else {
|
||||
GMS.matbuf[a].diff[3]= 1.0f;
|
||||
alphablend = GPU_BLEND_SOLID;
|
||||
}
|
||||
}
|
||||
|
||||
/* setting do_alpha_pass = 1 indicates this object needs to be
|
||||
/* setting do_alpha_after = 1 indicates this object needs to be
|
||||
* drawn in a second alpha pass for improved blending */
|
||||
if(do_alpha_pass) {
|
||||
GMS.alphablend[a]= alphablend;
|
||||
if(ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT) && !GMS.alphapass)
|
||||
*do_alpha_pass= 1;
|
||||
}
|
||||
if(GMS.use_alpha_pass && !GMS.is_alpha_pass)
|
||||
if(ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
|
||||
*do_alpha_after= 1;
|
||||
|
||||
GMS.alphablend[a]= alphablend;
|
||||
}
|
||||
|
||||
/* let's start with a clean state */
|
||||
@ -1122,20 +1131,26 @@ int GPU_enable_material(int nr, void *attribs)
|
||||
|
||||
/* unbind glsl material */
|
||||
if(GMS.gboundmat) {
|
||||
if(GMS.alphapass) glDepthMask(0);
|
||||
if(GMS.is_alpha_pass) glDepthMask(0);
|
||||
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
|
||||
GMS.gboundmat= NULL;
|
||||
}
|
||||
|
||||
/* draw materials with alpha in alpha pass */
|
||||
GMS.lastmatnr = nr;
|
||||
GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
|
||||
if(GMS.alphapass)
|
||||
GMS.lastretval = !GMS.lastretval;
|
||||
GMS.lastretval = 1;
|
||||
|
||||
if(GMS.use_alpha_pass) {
|
||||
GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
|
||||
if(GMS.is_alpha_pass)
|
||||
GMS.lastretval = !GMS.lastretval;
|
||||
}
|
||||
else
|
||||
GMS.lastretval = !GMS.is_alpha_pass;
|
||||
|
||||
if(GMS.lastretval) {
|
||||
/* for alpha pass, use alpha blend */
|
||||
alphablend = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
|
||||
alphablend = GMS.alphablend[nr];
|
||||
|
||||
if(gattribs && GMS.gmatbuf[nr]) {
|
||||
/* bind glsl material and get attributes */
|
||||
@ -1152,7 +1167,7 @@ int GPU_enable_material(int nr, void *attribs)
|
||||
if(mat->game.alpha_blend != GPU_BLEND_SOLID)
|
||||
alphablend= mat->game.alpha_blend;
|
||||
|
||||
if(GMS.alphapass) glDepthMask(1);
|
||||
if(GMS.is_alpha_pass) glDepthMask(1);
|
||||
}
|
||||
else {
|
||||
/* or do fixed function opengl material */
|
||||
@ -1188,7 +1203,7 @@ void GPU_disable_material(void)
|
||||
GMS.lastretval= 1;
|
||||
|
||||
if(GMS.gboundmat) {
|
||||
if(GMS.alphapass) glDepthMask(0);
|
||||
if(GMS.is_alpha_pass) glDepthMask(0);
|
||||
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
|
||||
GMS.gboundmat= NULL;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user