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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-12-08 02:03:49 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-12-08 02:03:49 +0400
commita5fb261016f0dd9a1393da4aadc76272a0c248b0 (patch)
tree473c21d434b885fd1b8e8eb8004f4242ff0a9d88 /source
parent5310ee5e2cd4c16ff9dbdc205db1404982ad1551 (diff)
Fix #29520: issue drawing with VBO + GLSL + alpha pass. Includes some refactoring
to hopefully make alpha material drawing code more clear.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c7
-rw-r--r--source/blender/editors/space_view3d/drawobject.c12
-rw-r--r--source/blender/gpu/GPU_draw.h2
-rw-r--r--source/blender/gpu/intern/gpu_draw.c57
4 files changed, 45 insertions, 33 deletions
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index aade98ec9da..d4d83fec0eb 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -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]);
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 9505ea5098d..f6f2c35163f 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -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);
}
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index dc1f80ca903..f73bd402167 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -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);
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index afd22fb70a0..3cd3cde8aad 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -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;
}