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authorPorteries Tristan <republicthunderbolt9@gmail.com>2015-07-03 20:03:29 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2015-07-03 20:03:29 +0300
commit749f346ce077f9616a47c03cac03f8537274efc4 (patch)
tree66ac85361c56bcd0deea3a5d61472222223e882c /source/blender/gpu
parentc503d1735351a74c43a3ae26c7ff774e940f2a26 (diff)
BGE: Add alpha to coverage render mode.
This patch add a new option for transparency meshes : Alpha to coverage, in the game setting panel in material. The alpha to coverage request a multisample, the best is 8x but 4x and 2x can also give nice render. 4x alpha clip : http://www.pasteall.org/pic/show.php?id=89464 4x alpha to coverage : http://www.pasteall.org/pic/show.php?id=89463 Reviewers: moguri, kupoman, campbellbarton, psy-fi Reviewed By: psy-fi Subscribers: lordloki, rdb Projects: #game_engine Differential Revision: https://developer.blender.org/D1354
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_material.h3
-rw-r--r--source/blender/gpu/intern/gpu_draw.c11
2 files changed, 12 insertions, 2 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index ee6e02547e7..b8a7fca1380 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -108,7 +108,8 @@ typedef enum GPUBlendMode {
GPU_BLEND_ADD = 1,
GPU_BLEND_ALPHA = 2,
GPU_BLEND_CLIP = 4,
- GPU_BLEND_ALPHA_SORT = 8
+ GPU_BLEND_ALPHA_SORT = 8,
+ GPU_BLEND_ALPHA_TO_COVERAGE = 16
} GPUBlendMode;
typedef struct GPUNodeStack {
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index a24067fc381..2186f20d173 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -409,15 +409,18 @@ static void gpu_set_alpha_blend(GPUBlendMode alphablend)
if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (alphablend == GPU_BLEND_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_ALPHA_TEST);
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
glEnable(GL_BLEND);
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
if (GLEW_VERSION_1_4)
@@ -438,10 +441,16 @@ static void gpu_set_alpha_blend(GPUBlendMode alphablend)
}
}
else if (alphablend == GPU_BLEND_CLIP) {
- glDisable(GL_BLEND);
+ glDisable(GL_BLEND);
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
+ else if (alphablend == GPU_BLEND_ALPHA_TO_COVERAGE) {
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, U.glalphaclip);
+ glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ }
}
static void gpu_verify_alpha_blend(int alphablend)