Trying to clen up the way the opacity final value comes to the fragment shader

This commit is contained in:
samcake 2016-03-21 12:14:59 -07:00
parent f7847f6561
commit 227ddb12a6
10 changed files with 76 additions and 37 deletions

View file

@ -51,7 +51,7 @@ void Material::setEmissive(const Color& emissive, bool isSRGB) {
}
void Material::setOpacity(float opacity) {
_key.setTransparentFactor((opacity < 1.0f));
_key.setTranslucentFactor((opacity < 1.0f));
_schemaBuffer.edit<Schema>()._key = (uint32)_key._flags.to_ulong();
_schemaBuffer.edit<Schema>()._opacity = opacity;
}
@ -94,10 +94,10 @@ void Material::setTextureMap(MapChannel channel, const TextureMapPointer& textur
// Texture has alpha, is nut just a mask or a true transparent channel
if (!usage.isAlphaMask()) {
_key.setOpacityMaskMap(true);
_key.setTransparentMap(false);
_key.setTranslucentMap(false);
} else {
_key.setOpacityMaskMap(false);
_key.setTransparentMap(true);
_key.setTranslucentMap(true);
}
}
}
@ -112,7 +112,7 @@ void Material::setTextureMap(MapChannel channel, const TextureMapPointer& textur
if (channel == MaterialKey::ALBEDO_MAP) {
_key.setOpacityMaskMap(false);
_key.setTransparentMap(false);
_key.setTranslucentMap(false);
}
_schemaBuffer.edit<Schema>()._key = (uint32)_key._flags.to_ulong();

View file

@ -76,14 +76,14 @@ public:
Builder& withAlbedo() { _flags.set(ALBEDO_VAL_BIT); return (*this); }
Builder& withMetallic() { _flags.set(METALLIC_VAL_BIT); return (*this); }
Builder& withGlossy() { _flags.set(GLOSSY_VAL_BIT); return (*this); }
Builder& withOpacity() { _flags.set(OPACITY_VAL_BIT); return (*this); }
Builder& withTranslucentFactor() { _flags.set(OPACITY_VAL_BIT); return (*this); }
Builder& withEmissiveMap() { _flags.set(EMISSIVE_MAP_BIT); return (*this); }
Builder& withAlbedoMap() { _flags.set(ALBEDO_MAP_BIT); return (*this); }
Builder& withMetallicMap() { _flags.set(METALLIC_MAP_BIT); return (*this); }
Builder& withRoughnessMap() { _flags.set(ROUGHNESS_MAP_BIT); return (*this); }
Builder& withTransparentMap() { _flags.set(OPACITY_TRANSLUCENT_MAP_BIT); return (*this); }
Builder& withTranslucentMap() { _flags.set(OPACITY_TRANSLUCENT_MAP_BIT); return (*this); }
Builder& withMaskMap() { _flags.set(OPACITY_MASK_MAP_BIT); return (*this); }
Builder& withNormalMap() { _flags.set(NORMAL_MAP_BIT); return (*this); }
@ -122,8 +122,8 @@ public:
void setTranslucentFactor(bool value) { _flags.set(OPACITY_VAL_BIT, value); }
bool isTranslucentFactor() const { return _flags[OPACITY_VAL_BIT]; }
void setTransparentMap(bool value) { _flags.set(OPACITY_TRANSLUCENT_MAP_BIT, value); }
bool isOpacityMap() const { return _flags[OPACITY_TRANSLUCENT_MAP_BIT]; }
void setTranslucentMap(bool value) { _flags.set(OPACITY_TRANSLUCENT_MAP_BIT, value); }
bool isTranslucentMap() const { return _flags[OPACITY_TRANSLUCENT_MAP_BIT]; }
void setOpacityMaskMap(bool value) { _flags.set(OPACITY_MASK_MAP_BIT, value); }
bool isOpacityMaskMap() const { return _flags[OPACITY_MASK_MAP_BIT]; }
@ -140,6 +140,12 @@ public:
void setMapChannel(MapChannel channel, bool value) { _flags.set(EMISSIVE_MAP_BIT + channel, value); }
bool isMapChannel(MapChannel channel) const { return _flags[EMISSIVE_MAP_BIT + channel]; }
// Translucency and Opacity Heuristics are combining several flags:
bool isTranslucent() const { return isTranslucentFactor() || isTranslucentMap(); }
bool isOpaque() const { return !isTranslucent(); }
bool isSurfaceOpaque() const { return isOpaque() && !isOpacityMaskMap(); }
bool isTexelOpaque() const { return isOpaque() && isOpacityMaskMap(); }
};
@ -183,12 +189,11 @@ public:
Builder& withoutRoughnessMap() { _value.reset(MaterialKey::ROUGHNESS_MAP_BIT); _mask.set(MaterialKey::ROUGHNESS_MAP_BIT); return (*this); }
Builder& withRoughnessMap() { _value.set(MaterialKey::ROUGHNESS_MAP_BIT); _mask.set(MaterialKey::ROUGHNESS_MAP_BIT); return (*this); }
Builder& withoutTransparentFactor() { _value.reset(MaterialKey::OPACITY_VAL_BIT); _mask.set(MaterialKey::OPACITY_VAL_BIT); return (*this); }
Builder& withTransparentFactor() { _value.set(MaterialKey::OPACITY_VAL_BIT); _mask.set(MaterialKey::OPACITY_VAL_BIT); return (*this); }
Builder& withOpaqueFactor() { return withoutTransparentFactor(); }
Builder& withoutTranslucentFactor() { _value.reset(MaterialKey::OPACITY_VAL_BIT); _mask.set(MaterialKey::OPACITY_VAL_BIT); return (*this); }
Builder& withTranslucentFactor() { _value.set(MaterialKey::OPACITY_VAL_BIT); _mask.set(MaterialKey::OPACITY_VAL_BIT); return (*this); }
Builder& withoutTransparentMap() { _value.reset(MaterialKey::OPACITY_TRANSLUCENT_MAP_BIT); _mask.set(MaterialKey::OPACITY_TRANSLUCENT_MAP_BIT); return (*this); }
Builder& withTransparentMap() { _value.set(MaterialKey::OPACITY_TRANSLUCENT_MAP_BIT); _mask.set(MaterialKey::OPACITY_TRANSLUCENT_MAP_BIT); return (*this); }
Builder& withoutTranslucentMap() { _value.reset(MaterialKey::OPACITY_TRANSLUCENT_MAP_BIT); _mask.set(MaterialKey::OPACITY_TRANSLUCENT_MAP_BIT); return (*this); }
Builder& withTranslucentMap() { _value.set(MaterialKey::OPACITY_TRANSLUCENT_MAP_BIT); _mask.set(MaterialKey::OPACITY_TRANSLUCENT_MAP_BIT); return (*this); }
Builder& withoutMaskMap() { _value.reset(MaterialKey::OPACITY_MASK_MAP_BIT); _mask.set(MaterialKey::OPACITY_MASK_MAP_BIT); return (*this); }
Builder& withMaskMap() { _value.set(MaterialKey::OPACITY_MASK_MAP_BIT); _mask.set(MaterialKey::OPACITY_MASK_MAP_BIT); return (*this); }
@ -203,7 +208,7 @@ public:
Builder& withLightmapMap() { _value.set(MaterialKey::LIGHTMAP_MAP_BIT); _mask.set(MaterialKey::LIGHTMAP_MAP_BIT); return (*this); }
// Convenient standard keys that we will keep on using all over the place
static MaterialFilter opaqueAlbedo() { return Builder().withAlbedo().withOpaqueFactor().build(); }
static MaterialFilter opaqueAlbedo() { return Builder().withAlbedo().withoutTranslucentFactor().build(); }
};
// Item Filter operator testing if a key pass the filter

View file

@ -43,17 +43,17 @@ const int EMISSIVE_VAL_BIT = 0x00000001;
const int ALBEDO_VAL_BIT = 0x00000002;
const int METALLIC_VAL_BIT = 0x00000004;
const int GLOSSY_VAL_BIT = 0x00000008;
const int TRANSPARENT_VAL_BIT = 0x00000010;
const int TRANSPARENT_TEX_VAL_BIT = 0x00000020;
const int OPACITY_VAL_BIT = 0x00000010;
const int EMISSIVE_MAP_BIT = 0x00000040;
const int ALBEDO_MAP_BIT = 0x00000080;
const int METALLIC_MAP_BIT = 0x00000100;
const int ROUGHNESS_MAP_BIT = 0x00000200;
const int TRANSPARENT_MAP_BIT = 0x00000400;
const int NORMAL_MAP_BIT = 0x00000800;
const int OCCLUSION_MAP_BIT = 0x00001000;
const int EMISSIVE_MAP_BIT = 0x00000020;
const int ALBEDO_MAP_BIT = 0x00000040;
const int OPACITY_MASK_MAP_BIT = 0x00000080;
const int OPACITY_TRANSLUCENT_MAP_BIT = 0x00000100;
const int METALLIC_MAP_BIT = 0x00000200;
const int ROUGHNESS_MAP_BIT = 0x00000400;
const int NORMAL_MAP_BIT = 0x00001000;
const int OCCLUSION_MAP_BIT = 0x00002000;
const int LIGHTMAP_MAP_BIT = 0x00004000;
const int LIGHTMAP_MAP_BIT = 0x00002000;
<@endif@>

View file

@ -59,7 +59,7 @@ float fetchOcclusionMap(vec2 uv) {
<@func fetchMaterialTextures(matKey, texcoord0, albedo, roughness, normal, metallic, emissive, occlusion)@>
<@if albedo@>
vec4 <$albedo$> = (((<$matKey$> & ALBEDO_MAP_BIT) != 0) ? fetchAlbedoMap(<$texcoord0$>) : vec4(1.0));
vec4 <$albedo$> = (((<$matKey$> & (ALBEDO_MAP_BIT | OPACITY_MASK_MAP_BIT | OPACITY_TRANSLUCENT_MAP_BIT)) != 0) ? fetchAlbedoMap(<$texcoord0$>) : vec4(1.0));
<@endif@>
<@if roughness@>
float <$roughness$> = (((<$matKey$> & ROUGHNESS_MAP_BIT) != 0) ? fetchRoughnessMap(<$texcoord0$>) : 1.0);
@ -112,6 +112,23 @@ vec3 fetchLightmapMap(vec2 uv) {
}
<@endfunc@>
<@func evalMaterialOpacity(fetchedOpacity, materialOpacity, matKey, opacity)@>
{
const float OPACITY_MASK_THRESHOLD = 0.5;
<$opacity$> = (((<$matKey$> & (OPACITY_TRANSLUCENCY_MAP_BIT | OPACITY_MASK_MAP_BIT)) != 0) ?
(((<$matKey$> & OPACITY_MASK_MAP_BIT) != 0) ? step(OPACITY_MASK_THRESHOLD, <$fetchedOpacity$>) : <$fetchedOpacity$>) :
1.0) * <$materialOpacity$>;
}
<@endfunc@>
<@func $discardTransparent(opacity)@>
{
if (<$opacity$> < 1.0) {
discard;
}
}
<@endfunc@>
<@func evalMaterialRoughness(fetchedRoughness, materialRoughness, matKey, roughness)@>
{
<$roughness$> = (((<$matKey$> & ROUGHNESS_MAP_BIT) != 0) ? <$fetchedRoughness$> : <$materialRoughness$>);

View file

@ -81,7 +81,7 @@ ItemKey MeshPartPayload::getKey() const {
if (_drawMaterial) {
auto matKey = _drawMaterial->getKey();
if (matKey.isTransparentFactor() || matKey.isTransparentMap()) {
if (matKey.isTranslucentFactor() || matKey.isTranslucentMap()) {
builder.withTransparent();
}
}
@ -100,7 +100,7 @@ ShapeKey MeshPartPayload::getShapeKey() const {
}
ShapeKey::Builder builder;
if (drawMaterialKey.isTransparentFactor() || drawMaterialKey.isTransparentMap()) {
if (drawMaterialKey.isTranslucent()) {
builder.withTranslucent();
}
if (drawMaterialKey.isNormalMap()) {
@ -365,7 +365,7 @@ ItemKey ModelMeshPartPayload::getKey() const {
if (_drawMaterial) {
auto matKey = _drawMaterial->getKey();
if (matKey.isTransparentFactor() || matKey.isTransparentMap()) {
if (matKey.isTranslucent()) {
builder.withTransparent();
}
}
@ -412,8 +412,7 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
drawMaterialKey = _drawMaterial->getKey();
}
bool isTranslucent =
drawMaterialKey.isTransparentFactor() || drawMaterialKey.isTransparentMap();
bool isTranslucent = drawMaterialKey.isTranslucent();
bool hasTangents = drawMaterialKey.isNormalMap() && !mesh.tangents.isEmpty();
bool hasSpecular = drawMaterialKey.isMetallicMap();
bool hasLightmap = drawMaterialKey.isLightmapMap();

View file

@ -29,6 +29,10 @@ void main(void) {
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
@ -41,7 +45,7 @@ void main(void) {
packDeferredFragment(
normalize(_normal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedoTex.a),
opacity,
albedo,
roughness,
getMaterialMetallic(mat),

View file

@ -30,6 +30,10 @@ void main(void) {
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
@ -45,7 +49,7 @@ void main(void) {
packDeferredFragment(
viewNormal,
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedoTex.a),
opacity,
albedo,
roughness,
getMaterialMetallic(mat),

View file

@ -30,6 +30,10 @@ void main(void) {
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
@ -49,7 +53,7 @@ void main(void) {
packDeferredFragment(
normalize(viewNormal.xyz),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedoTex.a),
opacity,
albedo,
roughness,
metallic,

View file

@ -30,6 +30,10 @@ void main(void) {
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
@ -45,7 +49,7 @@ void main(void) {
packDeferredFragment(
normalize(_normal),
evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedoTex.a),
opacity,
albedo,
roughness,
metallic,

View file

@ -36,6 +36,10 @@ void main(void) {
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
float opacity = getMaterialOpacity(mat) * _alpha;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
@ -52,8 +56,6 @@ void main(void) {
vec3 fragPosition = _position.xyz;
vec3 fragNormal = normalize(_normal);
float fragOpacity = getMaterialOpacity(mat) * albedoTex.a * _alpha;
TransformCamera cam = getTransformCamera();
_fragColor = vec4(evalAmbientSphereGlobalColor(
@ -66,5 +68,5 @@ void main(void) {
metallic,
emissive,
roughness),
fragOpacity);
opacity);
}