Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2018-06-10 16:30:49 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-10 21:06:26 +0300
commit95894421cb4e9ccabb4cff393b561625b9bc4280 (patch)
treedb343a83b911d7fe2ca2f1d4d7c9814598e19530 /source/blender
parentb23d5132a90a0e8360a20199c8e7bb45174987c4 (diff)
Workbench: Xray: Optimize and fix implementation.
There was a method explained in the Weighted Blended Order-Independent Transparency paper to support hardware that does not support per render target blending function. So now only 2 geometry passes are required instead of 3 (one being the outline/depth fill pass). This also fix how the blending is done. There was some premult confusion in the implementation.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/CMakeLists.txt1
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl35
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl7
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c113
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c4
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h11
-rw-r--r--source/blender/draw/intern/DRW_render.h2
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c7
10 files changed, 47 insertions, 153 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index b7eaecb7ab6..f049fc87205 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -227,7 +227,6 @@ data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.gls
data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 8908891d7e6..0b494aa019f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -65,11 +65,11 @@ void fresnel(vec3 I, vec3 N, float ior, out float kr)
// kt = 1 - kr;
}
-vec4 calculate_transparent_accum(vec4 premultiplied) {
- float a = min(1.0, premultiplied.a) * 8.0 + 0.01;
+float calculate_transparent_weight(float alpha) {
+ /* Eq 10 */
+ float a = min(1.0, alpha) * 8.0 + 0.01;
float b = -gl_FragCoord.z * 0.95 + 1.0;
- float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
- return premultiplied * w;
+ return alpha * clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e3);
}
vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
index f335e1a15bd..1d9f37274bd 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
@@ -2,9 +2,7 @@ out vec4 fragColor;
uniform usampler2D objectId;
uniform sampler2D transparentAccum;
-#ifdef WORKBENCH_REVEALAGE_ENABLED
uniform sampler2D transparentRevealage;
-#endif
uniform vec2 invertedViewportSize;
layout(std140) uniform world_block {
@@ -16,29 +14,24 @@ void main()
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
uint object_id = texelFetch(objectId, texel, 0).r;
- vec4 transparent_accum = texelFetch(transparentAccum, texel, 0);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- float transparent_revealage = texelFetch(transparentRevealage, texel, 0).r;
-#endif
- vec4 color;
- vec4 bg_color;
+
+ /* Listing 4 */
+ vec4 trans_accum = texelFetch(transparentAccum, texel, 0);
+ float trans_revealage = trans_accum.a;
+ trans_accum.a = texelFetch(transparentRevealage, texel, 0).r;
#ifdef V3D_SHADING_OBJECT_OUTLINE
float outline = calculate_object_outline(objectId, texel, object_id);
#else /* V3D_SHADING_OBJECT_OUTLINE */
float outline = 1.0;
#endif /* V3D_SHADING_OBJECT_OUTLINE */
- bg_color = vec4(background_color(world_data, uv_viewport.y), 0.0);
- if (object_id == NO_OBJECT_ID) {
- color = bg_color;
- } else {
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- color = vec4((transparent_accum.xyz / max(transparent_accum.a, EPSILON)) * (1.0 - transparent_revealage), 1.0);
- color = mix(bg_color, color, clamp(1.0 - transparent_revealage, 0.0, 1.0));
-#else
- color = vec4(transparent_accum.xyz / max(transparent_accum.a, EPSILON), 1.0);
-#endif
- }
-
- fragColor = vec4(mix(world_data.object_outline_color.rgb, color.xyz, outline), 1.0);
+ vec3 bg_color = background_color(world_data, uv_viewport.y);
+
+ /* TODO: Bypass the whole shader if there is no xray pass and no outline pass. */
+ vec3 trans_color = trans_accum.rgb / clamp(trans_accum.a, 1e-4, 5e4);
+ vec3 color = mix(trans_color, bg_color, trans_revealage);
+
+ color = mix(world_data.object_outline_color.rgb, color, outline);
+
+ fragColor = vec4(color, 1.0);
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index f1eacd281b1..53903a4af76 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -26,7 +26,7 @@ layout(std140) uniform material_block {
};
layout(location=0) out vec4 transparentAccum;
-
+layout(location=1) out float revealageAccum; /* revealage actually stored in transparentAccum.a */
void main()
{
@@ -70,7 +70,13 @@ void main()
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
- vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
- transparentAccum = calculate_transparent_accum(premultiplied);
+ /* Based on :
+ * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of
+ * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013
+ */
+ /* Listing 4 */
+ float weight = calculate_transparent_weight(alpha);
+ transparentAccum = vec4(shaded_color * weight, alpha);
+ revealageAccum = weight;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl
deleted file mode 100644
index c591425b950..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl
+++ /dev/null
@@ -1,7 +0,0 @@
-layout(location=0) out float transparentRevealage;
-uniform float alpha = 0.5;
-void main()
-{
- transparentRevealage = alpha;
-}
-
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 3bc016e139b..8d67a936382 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -50,17 +50,13 @@
static struct {
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
- struct GPUShader *transparent_revealage_sh;
- struct GPUShader *transparent_revealage_hair_sh;
struct GPUShader *object_outline_sh;
struct GPUShader *object_outline_hair_sh;
struct GPUShader *checker_depth_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
-#ifdef WORKBENCH_REVEALAGE_ENABLED
struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
-#endif
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
int next_object_id;
float normal_world_matrix[3][3];
@@ -71,9 +67,6 @@ extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_workbench_forward_composite_frag_glsl[];
extern char datatoc_workbench_forward_depth_frag_glsl[];
extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
-#ifdef WORKBENCH_REVEALAGE_ENABLED
-extern char datatoc_workbench_forward_transparent_revealage_frag_glsl[];
-#endif
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
@@ -127,22 +120,6 @@ static char *workbench_build_forward_transparent_accum_frag(void)
return str;
}
-#ifdef WORKBENCH_REVEALAGE_ENABLED
-static char *workbench_build_forward_transparent_revealage_frag(void)
-{
- char *str = NULL;
-
- DynStr *ds = BLI_dynstr_new();
-
- BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
- BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_revealage_frag_glsl);
-
- str = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
- return str;
-}
-#endif
-
static char *workbench_build_forward_composite_frag(void)
{
char *str = NULL;
@@ -310,17 +287,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
forward_vert, NULL,
forward_depth_frag, defines_hair);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- char *forward_transparent_revealage_frag = workbench_build_forward_transparent_revealage_frag();
- e_data.transparent_revealage_sh = DRW_shader_create(
- forward_vert, NULL,
- forward_transparent_revealage_frag, defines);
- e_data.transparent_revealage_hair_sh = DRW_shader_create(
- forward_vert, NULL,
- forward_transparent_revealage_frag, defines_hair);
- MEM_freeN(forward_transparent_revealage_frag);
-#endif
-
e_data.checker_depth_sh = DRW_shader_create_fullscreen(
datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
MEM_freeN(forward_vert);
@@ -337,63 +303,32 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
e_data.transparent_accum_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
e_data.transparent_revealage_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent);
-#endif
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
+
GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
});
+
GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
- });
-
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- GPU_framebuffer_ensure_config(&fbl->transparent_revealage_fb, {
- GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx),
});
-#endif
GPU_framebuffer_ensure_config(&fbl->composite_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
- const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- DRW_stats_group_start("Clear Buffers");
- GPU_framebuffer_bind(fbl->transparent_accum_fb);
- GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
-
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- const float clear_color1[4] = {1.0f, 1.0f, 1.0f, 1.0f};
- GPU_framebuffer_bind(fbl->transparent_revealage_fb);
- GPU_framebuffer_clear_color(fbl->transparent_revealage_fb, clear_color1);
-#endif
- GPU_framebuffer_bind(fbl->object_outline_fb);
- GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
- DRW_stats_group_end();
/* Transparency Accum */
{
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL;
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT;
psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
}
-
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- /* Transparency Revealage */
- {
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE;
- psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state);
- grp = DRW_shgroup_create(e_data.transparent_revealage_sh, psl->transparent_revealage_pass);
- DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
- wpd->transparent_revealage_shgrp = grp;
- }
-#endif
-
/* Depth */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
@@ -407,9 +342,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.transparent_revealage_tx);
-#endif
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
@@ -429,10 +362,6 @@ void workbench_forward_engine_free()
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
}
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_sh);
- DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_hair_sh);
-#endif
DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
@@ -496,12 +425,6 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(shgrp, "image", tex);
}
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- shgrp = DRW_shgroup_hair_create(ob, psys, md,
- psl->transparent_revealage_pass,
- e_data.transparent_revealage_hair_sh);
- DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1);
-#endif
shgrp = DRW_shgroup_hair_create(ob, psys, md,
vedata->psl->object_outline_pass,
e_data.object_outline_hair_sh);
@@ -550,9 +473,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom_array[i], ob);
-#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
@@ -568,16 +488,10 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
if (is_sculpt_mode) {
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_sculpt_add(wpd->transparent_revealage_shgrp, ob, ob->obmat);
-#endif
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom, ob);
-#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob);
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
@@ -596,9 +510,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
for (int i = 0; i < materials_len; ++i) {
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, mat_geom[i], ob);
-#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
@@ -616,7 +527,7 @@ void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
{
const float clear_depth = 1.0f;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DRW_stats_group_start("Clear Background");
+ DRW_stats_group_start("Clear depth");
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth);
DRW_stats_group_end();
@@ -631,17 +542,23 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Write Depth + Object ID */
+ const float clear_outline[4] = {0.0f};
GPU_framebuffer_bind(fbl->object_outline_fb);
+ GPU_framebuffer_clear_color(fbl->object_outline_fb, clear_outline);
DRW_draw_pass(psl->object_outline_pass);
if (wpd->shading.xray_alpha > 0.0) {
- /* Shade */
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
GPU_framebuffer_bind(fbl->transparent_accum_fb);
+ GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
DRW_draw_pass(psl->transparent_accum_pass);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- GPU_framebuffer_bind(fbl->transparent_revealage_fb);
- DRW_draw_pass(psl->transparent_revealage_pass);
-#endif
+ }
+ else {
+ /* TODO(fclem): this is unecessary and takes up perf.
+ * Better change the composite frag shader to not use the tx. */
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ GPU_framebuffer_bind(fbl->transparent_accum_fb);
+ GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
}
/* Composite */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index b25938cd0e5..231d9a9582a 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -95,10 +95,6 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype,
BLI_dynstr_appendf(ds, "#define HAIR_SHADER\n");
}
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- BLI_dynstr_appendf(ds, "#define WORKBENCH_REVEALAGE_ENABLED\n");
-#endif
-
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 9c5f97729bf..b17cc93d148 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -55,8 +55,6 @@
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || CAVITY_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
-#define WORKBENCH_REVEALAGE_ENABLED
-
typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
@@ -67,10 +65,7 @@ typedef struct WORKBENCH_FramebufferList {
/* Forward render buffers */
struct GPUFrameBuffer *object_outline_fb;
struct GPUFrameBuffer *transparent_accum_fb;
-
-#ifdef WORKBENCH_REVEALAGE_ENABLED
struct GPUFrameBuffer *transparent_revealage_fb;
-#endif
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_StorageList {
@@ -93,9 +88,6 @@ typedef struct WORKBENCH_PassList {
/* forward rendering */
struct DRWPass *transparent_accum_pass;
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- struct DRWPass *transparent_revealage_pass;
-#endif
struct DRWPass *object_outline_pass;
struct DRWPass *depth_pass;
struct DRWPass *checker_depth_pass;
@@ -158,9 +150,6 @@ typedef struct WORKBENCH_PrivateData {
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- struct DRWShadingGroup *transparent_revealage_shgrp;
-#endif
WORKBENCH_UBO_World world_data;
float shadow_multiplier;
float cached_shadow_direction[3];
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index b74e6ba9204..f79a2405c3f 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -282,7 +282,7 @@ typedef enum {
DRW_STATE_BLEND_PREMUL = (1 << 21), /* Use that if color is already premult by alpha. */
DRW_STATE_WIRE_SMOOTH = (1 << 22),
DRW_STATE_TRANS_FEEDBACK = (1 << 23),
- DRW_STATE_TRANSPARENT_REVEALAGE = (1 << 24),
+ DRW_STATE_BLEND_OIT = (1 << 24),
DRW_STATE_WRITE_STENCIL = (1 << 27),
DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (1 << 28),
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index f6b6438395d..3b7d19ac361 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -222,7 +222,7 @@ void drw_state_set(DRWState state)
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_BLEND | DRW_STATE_BLEND_PREMUL | DRW_STATE_ADDITIVE |
DRW_STATE_MULTIPLY | DRW_STATE_TRANSMISSION | DRW_STATE_ADDITIVE_FULL |
- DRW_STATE_TRANSPARENT_REVEALAGE,
+ DRW_STATE_BLEND_OIT,
test))
{
if (test) {
@@ -241,8 +241,9 @@ void drw_state_set(DRWState state)
else if ((state & DRW_STATE_TRANSMISSION) != 0) {
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
}
- else if ((state & DRW_STATE_TRANSPARENT_REVEALAGE) != 0) {
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ else if ((state & DRW_STATE_BLEND_OIT) != 0) {
+ glBlendFuncSeparate(GL_ONE, GL_ONE, /* RGB */
+ GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_ADDITIVE) != 0) {
/* Do not let alpha accumulate but premult the source RGB by it. */