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
This commit is contained in:
Porteries Tristan 2015-07-03 19:03:29 +02:00
parent c503d17353
commit 749f346ce0
4 changed files with 15 additions and 2 deletions

View File

@ -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 {

View File

@ -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)

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@ -210,6 +210,7 @@ typedef struct Material {
#define GEMAT_ALPHA 2 /* GPU_BLEND_ALPHA */
#define GEMAT_CLIP 4 /* GPU_BLEND_CLIP */
#define GEMAT_ALPHA_SORT 8 /* GPU_BLEND_ALPHA_SORT */
#define GEMAT_ALPHA_TO_COVERAGE 16 /* GPU_BLEND_ALPHA_TO_COVERAGE */
// Game Options - flag
#define GEMAT_BACKCULL 16 /* KX_BACKCULL */

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@ -837,6 +837,8 @@ static void rna_def_material_gamesettings(BlenderRNA *brna)
"Render polygon transparent, depending on alpha channel of the texture"},
{GEMAT_ALPHA_SORT, "ALPHA_SORT", 0, "Alpha Sort",
"Sort faces for correct alpha drawing (slow, use Alpha Clip instead when possible)"},
{GEMAT_ALPHA_TO_COVERAGE, "ALPHA_TO_COVERAGE", 0, "Alpha Antialiasing",
"Use textures alpha as anti-aliasing mask, requires multi-sample OpenGL display"},
{0, NULL, 0, NULL, NULL}
};