Shaders'outputs use premultiplied alphas

This commit is contained in:
vlj 2014-04-03 14:46:35 +02:00
parent 8552ddae1c
commit 6a3556b4ba
8 changed files with 88 additions and 56 deletions

View File

@ -11,5 +11,6 @@ varying vec2 uv;
void main(void)
{
FragColor = texture(tex, uv);
vec4 color = texture(tex, uv);
FragColor = vec4(color.rgb * color.a, color.a);
}

View File

@ -29,6 +29,7 @@ varying vec2 uv;
void main()
{
FragColor = texture(tex, uv);
FragColor.a *= transparency;
vec4 Color = texture(tex, uv);
Color.a *= transparency;
FragColor = vec4(Color.rgb * Color.a, Color.a);
}

View File

@ -6,7 +6,7 @@ uniform vec2 screen;
in float lf;
in vec2 tc;
in vec3 pc;
out vec4 color;
out vec4 FragColor;
void main(void)
@ -19,6 +19,7 @@ void main(void)
vec4 EnvPos = invproj * (2. * vec4(xy, EnvZ, 1.0) - 1.);
EnvPos /= EnvPos.w;
float alpha = clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
color = texture(tex, tc) * vec4(pc, 1.0);
vec4 color = texture(tex, tc) * vec4(pc, 1.0);
color.a *= alpha * smoothstep(1., 0.8, lf);
FragColor = vec4(color.rgb * color.a, color.a);
}

View File

@ -12,5 +12,7 @@ varying vec2 uv;
void main()
{
FragColor = texture(tex, uv) * color;
vec4 Color = texture(tex, uv) * color;
// Premultiply alpha
FragColor = vec4(Color.rgb * Color.a, Color.a);
}

View File

@ -34,5 +34,6 @@ void main()
fog = min(fog, fogmax);
FragColor = vec4(vec4(col, 0.) * fog + diffusecolor *(1. - fog));
vec4 color = vec4(vec4(col, 0.) * fog + diffusecolor *(1. - fog));
FragColor = vec4(color.rgb * color.a, color.a);
}

View File

@ -435,7 +435,7 @@ void ParticleSystemProxy::simulate()
void ParticleSystemProxy::drawFlip()
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendFunc(GL_ONE, GL_ONE);
glUseProgram(ParticleShader::FlipParticleRender::Program);
float screen[2] = {
@ -455,9 +455,9 @@ void ParticleSystemProxy::drawFlip()
void ParticleSystemProxy::drawNotFlip()
{
if (m_alpha_additive)
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendFunc(GL_ONE, GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(ParticleShader::SimpleParticleRender::Program);
float screen[2] = {

View File

@ -222,6 +222,10 @@ private:
void renderFixed(float dt);
void renderGLSL(float dt);
void renderSolidFirstPass();
void renderSolidSecondPass();
void renderTransparent();
void renderParticles();
void renderShadows(//ShadowImportanceProvider * const sicb,
scene::ICameraSceneNode * const camnode,
//video::SOverrideMaterial &overridemat,

View File

@ -172,21 +172,10 @@ void IrrDriver::renderGLSL(float dt)
}*/
// Fire up the MRT
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
m_scene_manager->drawAll(m_renderpass);
irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW));
irr_driver->genProjViewMatrix();
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
renderSolidFirstPass();
PROFILER_POP_CPU_MARKER();
// Todo : reenable glow and shadows
//ShadowImportanceProvider * const sicb = (ShadowImportanceProvider *)
@ -212,21 +201,7 @@ void IrrDriver::renderGLSL(float dt)
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
irr_driver->setPhase(SOLID_LIT_PASS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
setTexture(0, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
m_scene_manager->drawAll(m_renderpass);
renderSolidSecondPass();
PROFILER_POP_CPU_MARKER();
if (World::getWorld()->getTrack()->isFogEnabled())
@ -284,25 +259,11 @@ void IrrDriver::renderGLSL(float dt)
// We need to re-render camera due to the per-cam-node hack.
PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
irr_driver->setPhase(TRANSPARENT_PASS);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT;
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
m_scene_manager->drawAll(m_renderpass);
renderTransparent();
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT_EFFECT;
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
m_scene_manager->drawAll(m_renderpass);
renderParticles();
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Displacement", 0x00, 0x00, 0xFF);
@ -445,6 +406,67 @@ void IrrDriver::renderFixed(float dt)
// ----------------------------------------------------------------------------
void IrrDriver::renderSolidFirstPass()
{
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
m_scene_manager->drawAll(m_renderpass);
irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW));
irr_driver->genProjViewMatrix();
}
void IrrDriver::renderSolidSecondPass()
{
irr_driver->setPhase(SOLID_LIT_PASS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
setTexture(0, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
m_scene_manager->drawAll(m_renderpass);
}
void IrrDriver::renderTransparent()
{
irr_driver->setPhase(TRANSPARENT_PASS);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT;
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
m_scene_manager->drawAll(m_renderpass);
}
void IrrDriver::renderParticles()
{
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT_EFFECT;
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
m_scene_manager->drawAll(m_renderpass);
}
void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb,
scene::ICameraSceneNode * const camnode,
//video::SOverrideMaterial &overridemat,