[Bf-blender-cvs] [6489c1f] master: Blender Internal: Correct GLSL preview, material using shader nodes didn't consider "Transparency" is a shader pipeline option.

IRIE Shinsuke noreply at git.blender.org
Fri Jan 17 09:17:03 CET 2014


Commit: 6489c1f94d7bf1e83676e8eda91adf217d17926f
Author: IRIE Shinsuke
Date:   Fri Jan 17 16:28:53 2014 +0900
https://developer.blender.org/rB6489c1f94d7bf1e83676e8eda91adf217d17926f

Blender Internal: Correct GLSL preview, material using shader nodes didn't consider "Transparency" is a shader pipeline option.

===================================================================

M	source/blender/gpu/intern/gpu_material.c

===================================================================

diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 24c3291..3c4bfdf 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1381,7 +1381,7 @@ void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
 	GPU_link(mat, "set_rgb", GPU_uniform(&ma->specr), &shi->specrgb);
 	GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn);
 
-	if (ma->mode & MA_TRANSP)
+	if (mat->alpha)
 		GPU_link(mat, "set_value", GPU_uniform(&ma->alpha), &shi->alpha);
 	else
 		GPU_link(mat, "set_value", GPU_uniform(&one), &shi->alpha);
@@ -1413,9 +1413,6 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
 
 	do_material_tex(shi);
 
-	if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
-		GPU_material_enable_alpha(mat);
-
 	if ((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
 		GPU_link(mat, "set_rgb", shi->rgb, &shr->diff);
 		GPU_link(mat, "set_rgb_zero", &shr->spec);
@@ -1488,7 +1485,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
 			GPU_uniform(&world->horr), &shr->combined);
 	}
 
-	if (!((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))) {
+	if (!mat->alpha) {
 		if (world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f))
 			GPU_link(mat, "shade_world_mix", GPU_uniform(&world->horr),
 				shr->combined, &shr->combined);
@@ -1583,6 +1580,10 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
 	mat = GPU_material_construct_begin(ma);
 	mat->scene = scene;
 
+	/* render pipeline option */
+	if (ma->mode & MA_TRANSP)
+		GPU_material_enable_alpha(mat);
+
 	if (!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
 		/* create nodes */
 		ntreeGPUMaterialNodes(ma->nodetree, mat);




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