Enabled alpha_mode blendoneside and alpha_mode blendtwoside blending options

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4079
This commit is contained in:
kearwood
2012-08-24 00:06:38 +00:00
parent bbfb04347c
commit 7395a63f99
11 changed files with 57 additions and 24 deletions

View File

@@ -349,7 +349,7 @@ void KRCamera::renderFrame(KRScene &scene, KRMat4 &viewMatrix, KRVector3 &lightD
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Render all transparent geometry
// Render all flares
scene.render(this, m_pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, shadowmvpmatrix, shadowDepthTexture, m_cShadowBuffers, KRNode::RENDER_PASS_FLARES);
// Re-enable z-buffer write

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@@ -67,7 +67,7 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
light_direction_view_space = KRMat4::Dot(matModelToView, light_direction_view_space);
light_direction_view_space.normalize();
KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, renderPass);
KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass);

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@@ -78,7 +78,7 @@ void KRInstance::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume
KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_FORWARD_TRANSPARENT && renderPass != KRNode::RENDER_PASS_FLARES) {
if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && (renderPass != KRNode::RENDER_PASS_FORWARD_TRANSPARENT || this->hasTransparency()) && renderPass != KRNode::RENDER_PASS_FLARES) {
// Don't render meshes on second pass of the deferred lighting renderer, as only lights will be applied
loadModel();

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@@ -144,7 +144,7 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &f
// Render light flare on transparency pass
KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, renderPass);
KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_pFlareTexture->getName());

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@@ -158,6 +158,10 @@ void KRMaterial::setAlphaMode(KRMaterial::alpha_mode_type alpha_mode) {
m_alpha_mode = alpha_mode;
}
KRMaterial::alpha_mode_type KRMaterial::getAlphaMode() {
return m_alpha_mode;
}
void KRMaterial::setAmbient(const KRVector3 &c) {
m_ambientColor = c;
}
@@ -220,8 +224,9 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
bool bSpecMap = m_pSpecularMap != NULL && pCamera->bEnableSpecMap;
bool bReflectionMap = m_pReflectionMap != NULL && pCamera->bEnableReflectionMap;
bool bAlphaTest = (m_alpha_mode == KRMATERIAL_ALPHA_MODE_TEST) && bDiffuseMap;
bool bAlphaBlend = (m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDONESIDE) || (m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE);
KRShader *pShader = pContext->getShaderManager()->getShader("ObjectShader", pCamera, bDiffuseMap, bNormalMap, bSpecMap, cShadowBuffers, bLightMap, m_diffuseMapScale != default_scale && bDiffuseMap, m_specularMapScale != default_scale && bSpecMap, m_normalMapScale != default_scale && bNormalMap, m_diffuseMapOffset != default_offset && bDiffuseMap, m_specularMapOffset != default_offset && bSpecMap, m_normalMapOffset != default_offset && bNormalMap, bAlphaTest, renderPass);
KRShader *pShader = pContext->getShaderManager()->getShader("ObjectShader", pCamera, bDiffuseMap, bNormalMap, bSpecMap, cShadowBuffers, bLightMap, m_diffuseMapScale != default_scale && bDiffuseMap, m_specularMapScale != default_scale && bSpecMap, m_normalMapScale != default_scale && bNormalMap, m_diffuseMapOffset != default_offset && bDiffuseMap, m_specularMapOffset != default_offset && bSpecMap, m_normalMapOffset != default_offset && bNormalMap, bAlphaTest, bAlphaBlend, renderPass);
bool bSameShader = strcmp(pShader->getKey(), szPrevShaderKey) == 0;
if(!bSameShader) {

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@@ -82,6 +82,7 @@ public:
void setShininess(GLfloat s);
void setReflectionFactor(GLfloat r);
void setAlphaMode(alpha_mode_type blend_mode);
alpha_mode_type getAlphaMode();
bool isTransparent();

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@@ -52,18 +52,11 @@ KRModel::KRModel(KRContext &context, std::string name, std::string path) : KRCon
}
void KRModel::loadPack(std::string path) {
m_hasTransparency = false;
m_materials.clear();
m_uniqueMaterials.clear();
m_pMesh = new KRMesh(*m_pContext, KRResource::GetFileBase(path));
m_pMesh->loadPack(path);
m_hasTransparency = false;
for(std::set<KRMaterial *>::iterator mat_itr = m_uniqueMaterials.begin(); mat_itr != m_uniqueMaterials.end(); mat_itr++) {
if((*mat_itr)->isTransparent()) {
m_hasTransparency = true;
break;
}
}
}
std::string KRModel::getName() {
@@ -87,6 +80,14 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &matModelToV
m_materials.push_back(pMaterial);
m_uniqueMaterials.insert(pMaterial);
}
m_hasTransparency = false;
for(std::set<KRMaterial *>::iterator mat_itr = m_uniqueMaterials.begin(); mat_itr != m_uniqueMaterials.end(); mat_itr++) {
if((*mat_itr)->isTransparent()) {
m_hasTransparency = true;
break;
}
}
}
KRMaterial *pPrevBoundMaterial = NULL;
@@ -116,7 +117,27 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &matModelToV
if(pMaterial != NULL && pMaterial == (*mat_itr)) {
if((!pMaterial->isTransparent() && renderPass != KRNode::RENDER_PASS_FORWARD_TRANSPARENT) || (pMaterial->isTransparent() && renderPass == KRNode::RENDER_PASS_FORWARD_TRANSPARENT)) {
pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, matModelToView, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pContext, pLightMap, renderPass);
switch(pMaterial->getAlphaMode()) {
case KRMaterial::KRMATERIAL_ALPHA_MODE_OPAQUE: // Non-transparent materials
case KRMaterial::KRMATERIAL_ALPHA_MODE_TEST: // Alpha in diffuse texture is interpreted as punch-through when < 0.5
m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
break;
case KRMaterial::KRMATERIAL_ALPHA_MODE_BLENDONESIDE: // Blended alpha with backface culling
m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
break;
case KRMaterial::KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE: // Blended alpha rendered in two passes. First pass renders backfaces; second pass renders frontfaces.
// Render back faces first
glCullFace(GL_BACK);
m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
// Render front faces second
glCullFace(GL_BACK);
m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
break;
}
}
}
}

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@@ -74,7 +74,7 @@ void KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolu
if(influence_extents.test_intersect(frustrumVolumeNoNearClip)) {
// Cull out any lights not within the view frustrum
KRShader *pShader = pContext->getShaderManager()->getShader("light_point", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, renderPass);
KRShader *pShader = pContext->getShaderManager()->getShader("light_point", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass);
glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],

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@@ -45,10 +45,10 @@ KRShaderManager::~KRShaderManager() {
}
KRShader *KRShaderManager::getShader(std::string shader_name, KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bAlphaTest, KRNode::RenderPass renderPass) {
KRShader *KRShaderManager::getShader(std::string shader_name, KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass) {
char szKey[256];
sprintf(szKey, "%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%i_%s", pCamera->bEnablePerPixel, bAlphaTest, bDiffuseMap, bNormalMap, bSpecMap, pCamera->bDebugPSSM, iShadowQuality, pCamera->bEnableAmbient, pCamera->bEnableDiffuse, pCamera->bEnableSpecular, bLightMap, bDiffuseMapScale, bSpecMapScale, bNormalMapScale, bDiffuseMapOffset, bSpecMapOffset, bNormalMapOffset, renderPass, shader_name.c_str());
sprintf(szKey, "%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%d_%i_%s", pCamera->bEnablePerPixel, bAlphaTest, bAlphaBlend, bDiffuseMap, bNormalMap, bSpecMap, pCamera->bDebugPSSM, iShadowQuality, pCamera->bEnableAmbient, pCamera->bEnableDiffuse, pCamera->bEnableSpecular, bLightMap, bDiffuseMapScale, bSpecMapScale, bNormalMapScale, bDiffuseMapOffset, bSpecMapOffset, bNormalMapOffset, renderPass, shader_name.c_str());
/*
@@ -69,6 +69,7 @@ KRShader *KRShaderManager::getShader(std::string shader_name, KRCamera *pCamera,
stream << "#define HAS_DIFFUSE_MAP " << (bDiffuseMap ? "1" : "0");
stream << "\n#define ALPHA_TEST " << (bAlphaTest ? "1" : "0");
stream << "\n#define ALPHA_BLEND " << (bAlphaBlend ? "1" : "0");
stream << "\n#define HAS_NORMAL_MAP " << (bNormalMap ? "1" : "0");
stream << "\n#define HAS_SPEC_MAP " << (bSpecMap ? "1" : "0");
stream << "\n#define HAS_LIGHT_MAP " << (bLightMap ? "1" : "0");

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@@ -56,7 +56,7 @@ public:
const std::string &getVertShaderSource(const std::string &name);
KRShader *getShader(std::string shader_name, KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bAlphaTest, KRNode::RenderPass renderPass);
KRShader *getShader(std::string shader_name, KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass);
private:
std::map<std::string, KRShader *> m_shaders;

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@@ -161,11 +161,11 @@ void main()
#if ALPHA_TEST
diffuseMaterial.a = 1.0;
#else
mediump vec4 diffuseMaterial = vec4(vec3(texture2D(diffuseTexture, diffuse_uv)), material_alpha);
mediump vec4 diffuseMaterial = texture2D(diffuseTexture, diffuse_uv);
#endif
#else
mediump vec4 diffuseMaterial = vec4(vec3(1.0), material_alpha);
mediump vec4 diffuseMaterial = vec4(1.0);
#endif
#if ENABLE_PER_PIXEL == 1
@@ -249,14 +249,16 @@ void main()
#if ENABLE_AMBIENT
// -------------------- Add ambient light and alpha component --------------------
gl_FragColor = vec4(vec3(diffuseMaterial) * material_ambient, material_alpha);
gl_FragColor = vec4(vec3(diffuseMaterial) * material_ambient, 0.0);
#else
gl_FragColor = vec4(0.0, 0.0, 0.0, material_alpha);
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
#endif
#if ENABLE_DIFFUSE
// -------------------- Add diffuse light --------------------
gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
gl_FragColor += diffuseMaterial * vec4(material_diffuse, 1.0) * vec4(vec3(lamberFactor), 1.0);
//gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
#endif
#if ENABLE_SPECULAR
@@ -270,12 +272,15 @@ void main()
#endif
#if ALPHA_BLEND
gl_FragColor.a = gl_FragColor.a * material_alpha;
#endif
// -------------------- Multiply light map --------------------
#if HAS_LIGHT_MAP
mediump vec3 lightMapColor = vec3(texture2D(shadowTexture1, lightmap_uv));
gl_FragColor = vec4(gl_FragColor.r * lightMapColor.r, gl_FragColor.g * lightMapColor.g, gl_FragColor.b * lightMapColor.b, 1.0);
gl_FragColor = vec4(gl_FragColor.r * lightMapColor.r, gl_FragColor.g * lightMapColor.g, gl_FragColor.b * lightMapColor.b, gl_FragColor.a);
#endif
#endif
}