Eevee: Transparency: Add hide backside option.

This commit is contained in:
Clément Foucault 2017-07-10 18:34:33 +02:00
parent a098d02718
commit a57bc75576
5 changed files with 54 additions and 10 deletions

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@ -1172,6 +1172,9 @@ class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
layout.prop(mat, "blend_method")
if mat.blend_method not in {"CLIP", "HASHED"}:
layout.prop(mat, "blend_hide_backside")
if mat.blend_method == "CLIP":
layout.prop(mat, "alpha_threshold")

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@ -823,7 +823,7 @@ static void material_opaque(
static void material_transparent(
Material *ma, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
bool do_cull, bool use_flat_nor, struct GPUMaterial **gpumat, struct DRWShadingGroup **shgrp)
bool do_cull, bool use_flat_nor, struct GPUMaterial **gpumat, struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
@ -866,8 +866,14 @@ static void material_transparent(
DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1);
}
DRWState cur_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;
DRWState all_state = DRW_STATE_CULL_BACK | DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY;
const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKSIDE) != 0);
DRWState all_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL |
DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY;
DRWState cur_state = DRW_STATE_WRITE_COLOR;
cur_state |= (use_prepass) ? DRW_STATE_DEPTH_EQUAL : DRW_STATE_DEPTH_LESS;
cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
switch (ma->blend_method) {
case MA_BM_ADD:
@ -887,6 +893,17 @@ static void material_transparent(
/* Disable other blend modes and use the one we want. */
DRW_shgroup_state_disable(*shgrp, all_state);
DRW_shgroup_state_enable(*shgrp, cur_state);
/* Depth prepass */
if (use_prepass) {
*shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
DRW_shgroup_state_disable(*shgrp_depth, all_state);
DRW_shgroup_state_enable(*shgrp_depth, cur_state);
}
}
void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sldata, Object *ob)
@ -945,7 +962,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
case MA_BM_MULTIPLY:
case MA_BM_BLEND:
material_transparent(ma, sldata, vedata, do_cull, use_flat_nor,
&gpumat_array[i], &shgrp_array[i]);
&gpumat_array[i], &shgrp_array[i], &shgrp_depth_array[i]);
break;
default:
BLI_assert(0);

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@ -1270,8 +1270,10 @@ typedef struct ZSortData {
static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
{
const DRWCall *call_a = (DRWCall *)((const DRWShadingGroup *)a)->calls.first;
const DRWCall *call_b = (DRWCall *)((const DRWShadingGroup *)b)->calls.first;
const DRWShadingGroup *shgrp_a = (const DRWShadingGroup *)a;
const DRWShadingGroup *shgrp_b = (const DRWShadingGroup *)b;
const DRWCall *call_a = (DRWCall *)(shgrp_a)->calls.first;
const DRWCall *call_b = (DRWCall *)(shgrp_b)->calls.first;
const ZSortData *zsortdata = (ZSortData *)thunk;
float tmp[3];
@ -1282,12 +1284,21 @@ static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
if (a_sq < b_sq) return 1;
else if (a_sq > b_sq) return -1;
else return 0;
else {
/* If there is a depth prepass put it before */
if ((shgrp_a->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
return -1;
}
else if ((shgrp_b->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
return 1;
}
else return 0;
}
}
/**
* Sort Shading groups by decreasing Z between
* the first call object center and a given world space point.
* Sort Shading groups by decreasing Z of their first draw call.
* This is usefull for order dependant effect such as transparency.
**/
void DRW_pass_sort_shgroup_z(DRWPass *pass)
{

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@ -213,7 +213,9 @@ typedef struct Material {
/* Transparency */
float alpha_threshold;
char blend_method, pad6[3];
char blend_method;
char blend_flag;
char pad6[2];
/* image to use for image/uv space, also bake target
* (not to be used shading/rendering pipeline, this is editor featyure only!). */
@ -505,5 +507,10 @@ enum {
MA_BM_BLEND,
};
/* blend_flag */
enum {
MA_BL_HIDE_BACKSIDE = (1 << 0),
};
#endif

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@ -1849,6 +1849,12 @@ void RNA_def_material(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Clip Threshold", "A pixel is rendered only if its alpha value is above this threshold");
RNA_def_property_update(prop, 0, "rna_Material_update");
prop = RNA_def_property(srna, "blend_hide_backside", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "blend_flag", MA_BL_HIDE_BACKSIDE);
RNA_def_property_ui_text(prop, "Hide Backside" , "Limit transparency to a single layer "
"(avoids transparency sorting problems)");
RNA_def_property_update(prop, 0, "rna_Material_update");
/* For Preview Render */
prop = RNA_def_property(srna, "preview_render_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "pr_type");