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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-16 10:08:36 +03:00

0026688: Visualization, TKOpenGl - apply transparency within GLSL programs

OpenGl_ShaderManager::PushAspectFace(), setup alpha to Diffuse() component as in FFP.
OpenGl_ShaderManager::stdComputeLighting(), take alpha from material Diffuse component.
This commit is contained in:
kgv 2015-09-15 18:18:03 +03:00 committed by abv
parent b6c4618c0e
commit a86456de9a

View File

@ -867,9 +867,11 @@ static void PushAspectFace (const Handle(OpenGl_Context)& theCtx,
continue; continue;
} }
aParams.Init (anIndex == 0 || theAspect->DistinguishingMode() != TOn const OPENGL_SURF_PROP& aProp = anIndex == 0 || theAspect->DistinguishingMode() != TOn
? theAspect->IntFront() ? theAspect->IntFront()
: theAspect->IntBack()); : theAspect->IntBack();
aParams.Init (aProp);
aParams.Diffuse.a() = aProp.trans;
theProgram->SetUniform (theCtx, aLoc, OpenGl_Material::NbOfVec4(), theProgram->SetUniform (theCtx, aLoc, OpenGl_Material::NbOfVec4(),
aParams.Packed()); aParams.Packed());
} }
@ -1342,14 +1344,15 @@ TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (const Standard
EOL" Specular = vec3 (0.0);" EOL" Specular = vec3 (0.0);"
EOL" vec3 aPoint = thePoint.xyz / thePoint.w;" EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ aLightsLoop + aLightsLoop
+ EOL" vec4 aMaterialAmbient = " + aGetMatAmbient + EOL" vec4 aMatAmbient = " + aGetMatAmbient
+ EOL" vec4 aMaterialDiffuse = " + aGetMatDiffuse + EOL" vec4 aMatDiffuse = " + aGetMatDiffuse
+ EOL" vec4 aMaterialSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();" + EOL" vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
EOL" vec4 aMaterialEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();" EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
EOL" return vec4 (Ambient, 1.0) * aMaterialAmbient" EOL" vec3 aColor = Ambient * aMatAmbient.rgb"
EOL" + vec4 (Diffuse, 1.0) * aMaterialDiffuse" EOL" + Diffuse * aMatDiffuse.rgb"
EOL" + vec4 (Specular, 1.0) * aMaterialSpecular" EOL" + Specular * aMatSpecular.rgb"
EOL" + aMaterialEmission;" EOL" + aMatEmission.rgb;"
EOL" return vec4 (aColor, aMatDiffuse.a);"
EOL"}"; EOL"}";
} }