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Merge pull request #71261 from clayjohn/RD-alpha-aa
Take alpha antialising options into account when setting up materials
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commit
1f171ff18b
@ -3444,7 +3444,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
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RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
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bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
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bool has_base_alpha = (p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha;
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bool has_base_alpha = (p_material->shader_data->uses_alpha && (!p_material->shader_data->uses_alpha_clip || p_material->shader_data->uses_alpha_antialiasing)) || has_read_screen_alpha;
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bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
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bool has_alpha = has_base_alpha || has_blend_alpha;
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@ -3473,7 +3473,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
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if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED) {
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//material is only meant for alpha pass
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
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if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
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if ((p_material->shader_data->uses_depth_prepass_alpha || p_material->shader_data->uses_alpha_antialiasing) && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
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}
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@ -3489,7 +3489,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
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SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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@ -60,6 +60,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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uses_point_size = false;
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uses_alpha = false;
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uses_alpha_clip = false;
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uses_alpha_antialiasing = false;
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uses_blend_alpha = false;
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uses_depth_prepass_alpha = false;
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uses_discard = false;
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@ -111,9 +112,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
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actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
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// Use alpha clip pipeline for alpha hash/dither.
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// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
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actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
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actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE"] = &uses_alpha_antialiasing;
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actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE"] = &uses_alpha_antialiasing;
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actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
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actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
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@ -392,7 +393,7 @@ bool SceneShaderForwardClustered::ShaderData::is_animated() const {
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bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
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bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
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bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
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bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
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bool has_alpha = has_base_alpha || uses_blend_alpha;
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return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
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@ -153,6 +153,7 @@ public:
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bool uses_alpha = false;
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bool uses_blend_alpha = false;
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bool uses_alpha_clip = false;
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bool uses_alpha_antialiasing = false;
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bool uses_depth_prepass_alpha = false;
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bool uses_discard = false;
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bool uses_roughness = false;
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@ -2349,9 +2349,9 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
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RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
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bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
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bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha);
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bool has_base_alpha = p_material->shader_data->uses_alpha && (!p_material->shader_data->uses_alpha_clip || p_material->shader_data->uses_alpha_antialiasing);
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bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
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bool has_alpha = has_base_alpha || has_blend_alpha;
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bool has_alpha = has_base_alpha || has_blend_alpha || has_read_screen_alpha;
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uint32_t flags = 0;
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@ -2375,10 +2375,10 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
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}
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if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
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if (has_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
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//material is only meant for alpha pass
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
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if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
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if ((p_material->shader_data->uses_depth_prepass_alpha || p_material->shader_data->uses_alpha_antialiasing) && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
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}
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@ -2394,7 +2394,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
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SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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@ -62,6 +62,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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uses_point_size = false;
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uses_alpha = false;
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uses_alpha_clip = false;
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uses_alpha_antialiasing = false;
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uses_blend_alpha = false;
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uses_depth_prepass_alpha = false;
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uses_discard = false;
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@ -112,9 +113,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
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actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
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// Use alpha clip pipeline for alpha hash/dither.
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// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
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actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
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actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE"] = &uses_alpha_antialiasing;
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actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE"] = &uses_alpha_antialiasing;
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actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
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// actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
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@ -338,7 +339,7 @@ bool SceneShaderForwardMobile::ShaderData::is_animated() const {
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bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
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bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
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bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
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bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
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bool has_alpha = has_base_alpha || uses_blend_alpha;
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return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
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@ -114,6 +114,7 @@ public:
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bool uses_alpha = false;
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bool uses_blend_alpha = false;
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bool uses_alpha_clip = false;
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bool uses_alpha_antialiasing = false;
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bool uses_depth_prepass_alpha = false;
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bool uses_discard = false;
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bool uses_roughness = false;
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