Made soft particles work with MS anti aliasing
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10508 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -8,6 +8,7 @@ MaterialDef Point Sprite {
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//only used for soft particles
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//only used for soft particles
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Texture2D DepthTexture
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Texture2D DepthTexture
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Float Softness
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Float Softness
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Int NumSamplesDepth
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// Texture of the glowing parts of the material
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// Texture of the glowing parts of the material
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Texture2D GlowMap
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Texture2D GlowMap
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@ -84,6 +85,31 @@ MaterialDef Point Sprite {
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}
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}
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}
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}
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Technique SoftParticles15{
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VertexShader GLSL100 : Common/MatDefs/Misc/SoftParticle.vert
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FragmentShader GLSL150 : Common/MatDefs/Misc/SoftParticle15.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldViewMatrix
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WorldMatrix
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CameraPosition
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}
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RenderState {
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Blend AlphaAdditive
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DepthWrite Off
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PointSprite On
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}
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Defines {
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USE_TEXTURE : Texture
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POINT_SPRITE : PointSprite
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RESOLVE_DEPTH_MS : NumSamplesDepth
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}
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}
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Technique {
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Technique {
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RenderState {
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RenderState {
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Blend AlphaAdditive
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Blend AlphaAdditive
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51
engine/src/core-data/Common/MatDefs/Misc/SoftParticle15.frag
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51
engine/src/core-data/Common/MatDefs/Misc/SoftParticle15.frag
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@ -0,0 +1,51 @@
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#import "Common/ShaderLib/MultiSample.glsllib"
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uniform DEPTHTEXTURE m_DepthTexture;
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uniform float m_Softness; // Power used in the contrast function
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in vec2 vPos; // Position of the pixel
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in vec2 projPos;// z and w valus in projection space
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#ifdef USE_TEXTURE
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uniform sampler2D m_Texture;
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in vec4 texCoord;
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#endif
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in vec4 color;
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out vec4 outColor;
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float Contrast(in float d){
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float val = clamp( 2.0*( (d > 0.5) ? 1.0-d : d ), 0.0, 1.0);
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float a = 0.5 * pow(val, m_Softness);
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return (d > 0.5) ? 1.0 - a : a;
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}
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float stdDiff(in float d){
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return clamp((d)*m_Softness,0.0,1.0);
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}
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void main(){
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if (color.a <= 0.01)
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discard;
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outColor = vec4(1.0,1.0,1.0,1.0);//color;
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#ifdef USE_TEXTURE
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#ifdef POINT_SPRITE
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vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
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#else
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vec2 uv = texCoord.xy;
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#endif
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outColor = getColor(m_Texture, uv) * color;
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#endif
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float depthv = getDepth(m_DepthTexture, vPos).x*2.0-1.0; // Scene depth
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depthv*=projPos.y;
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float particleDepth = projPos.x;
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float zdiff =depthv-particleDepth;
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if(zdiff<=0.0){
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discard;
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}
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// Computes alpha based on the particles distance to the rest of the scene
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outColor.a = outColor.a * stdDiff(zdiff);// Contrast(zdiff);
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}
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@ -2,6 +2,7 @@ MaterialDef Default GUI {
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MaterialParameters {
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MaterialParameters {
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Int NumSamples
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Int NumSamples
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Int NumSamplesDepth
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Texture2D Texture
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Texture2D Texture
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Color Color
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Color Color
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}
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}
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@ -165,7 +165,12 @@ public final class TranslucentBucketFilter extends Filter {
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if (enabled) {
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if (enabled) {
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enabledSoftParticles = enabled;
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enabledSoftParticles = enabled;
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if( processor.getNumSamples()>1){
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emitter.getMaterial().selectTechnique("SoftParticles15", renderManager);
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emitter.getMaterial().setInt("NumSamplesDepth", processor.getNumSamples());
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}else{
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emitter.getMaterial().selectTechnique("SoftParticles", renderManager);
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emitter.getMaterial().selectTechnique("SoftParticles", renderManager);
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}
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emitter.getMaterial().setTexture("DepthTexture", processor.getDepthTexture());
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emitter.getMaterial().setTexture("DepthTexture", processor.getDepthTexture());
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emitter.setQueueBucket(RenderQueue.Bucket.Translucent);
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emitter.setQueueBucket(RenderQueue.Bucket.Translucent);
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