Eevee: Transparency: Add hide backside option.
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		@@ -1172,6 +1172,9 @@ class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
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        layout.prop(mat, "blend_method")
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        if mat.blend_method not in {"CLIP", "HASHED"}:
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            layout.prop(mat, "blend_hide_backside")
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        if mat.blend_method == "CLIP":
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            layout.prop(mat, "alpha_threshold")
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@@ -823,7 +823,7 @@ static void material_opaque(
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static void material_transparent(
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        Material *ma, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
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        bool do_cull, bool use_flat_nor, struct GPUMaterial **gpumat, struct DRWShadingGroup **shgrp)
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        bool do_cull, bool use_flat_nor, struct GPUMaterial **gpumat, struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth)
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{
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	const DRWContextState *draw_ctx = DRW_context_state_get();
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	Scene *scene = draw_ctx->scene;
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@@ -866,8 +866,14 @@ static void material_transparent(
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		DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1);
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	}
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	DRWState cur_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;
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	DRWState all_state = DRW_STATE_CULL_BACK | DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY;
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	const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKSIDE) != 0);
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	DRWState all_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL |
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	                     DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY;
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	DRWState cur_state = DRW_STATE_WRITE_COLOR;
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	cur_state |= (use_prepass) ? DRW_STATE_DEPTH_EQUAL : DRW_STATE_DEPTH_LESS;
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	cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
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	switch (ma->blend_method) {
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		case MA_BM_ADD:
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@@ -887,6 +893,17 @@ static void material_transparent(
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	/* Disable other blend modes and use the one we want. */
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	DRW_shgroup_state_disable(*shgrp, all_state);
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	DRW_shgroup_state_enable(*shgrp, cur_state);
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	/* Depth prepass */
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	if (use_prepass) {
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		*shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
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		cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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		cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
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		DRW_shgroup_state_disable(*shgrp_depth, all_state);
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		DRW_shgroup_state_enable(*shgrp_depth, cur_state);
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	}
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}
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void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sldata, Object *ob)
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@@ -945,7 +962,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
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				case MA_BM_MULTIPLY:
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				case MA_BM_BLEND:
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					material_transparent(ma, sldata, vedata, do_cull, use_flat_nor,
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					        &gpumat_array[i], &shgrp_array[i]);
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					        &gpumat_array[i], &shgrp_array[i], &shgrp_depth_array[i]);
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					break;
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				default:
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					BLI_assert(0);
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@@ -1270,8 +1270,10 @@ typedef struct ZSortData {
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static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
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{
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	const DRWCall *call_a = (DRWCall *)((const DRWShadingGroup *)a)->calls.first;
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	const DRWCall *call_b = (DRWCall *)((const DRWShadingGroup *)b)->calls.first;
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	const DRWShadingGroup *shgrp_a = (const DRWShadingGroup *)a;
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	const DRWShadingGroup *shgrp_b = (const DRWShadingGroup *)b;
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	const DRWCall *call_a = (DRWCall *)(shgrp_a)->calls.first;
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	const DRWCall *call_b = (DRWCall *)(shgrp_b)->calls.first;
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	const ZSortData *zsortdata = (ZSortData *)thunk;
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	float tmp[3];
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@@ -1282,12 +1284,21 @@ static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
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	if      (a_sq < b_sq) return  1;
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	else if (a_sq > b_sq) return -1;
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	else                  return  0;
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	else {
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		/* If there is a depth prepass put it before */
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		if ((shgrp_a->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
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			return -1;
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		}
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		else if ((shgrp_b->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
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			return  1;
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		}
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		else return  0;
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	}
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}
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/**
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 * Sort Shading groups by decreasing Z between
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 * the first call object center and a given world space point.
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 * Sort Shading groups by decreasing Z of their first draw call.
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 * This is usefull for order dependant effect such as transparency.
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 **/
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void DRW_pass_sort_shgroup_z(DRWPass *pass)
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{
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@@ -213,7 +213,9 @@ typedef struct Material {
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	/* Transparency */
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	float alpha_threshold;
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	char blend_method, pad6[3];
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	char blend_method;
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	char blend_flag;
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	char pad6[2];
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	/* image to use for image/uv space, also bake target
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	 * (not to be used shading/rendering pipeline, this is editor featyure only!). */
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@@ -505,5 +507,10 @@ enum {
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	MA_BM_BLEND,
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};
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/* blend_flag */
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enum {
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	MA_BL_HIDE_BACKSIDE =       (1 << 0),
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};
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#endif
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@@ -1849,6 +1849,12 @@ void RNA_def_material(BlenderRNA *brna)
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	RNA_def_property_ui_text(prop, "Clip Threshold", "A pixel is rendered only if its alpha value is above this threshold");
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	RNA_def_property_update(prop, 0, "rna_Material_update");
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	prop = RNA_def_property(srna, "blend_hide_backside", PROP_BOOLEAN, PROP_NONE);
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	RNA_def_property_boolean_sdna(prop, NULL, "blend_flag", MA_BL_HIDE_BACKSIDE);
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	RNA_def_property_ui_text(prop, "Hide Backside" , "Limit transparency to a single layer "
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	                                                 "(avoids transparency sorting problems)");
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	RNA_def_property_update(prop, 0, "rna_Material_update");
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	/* For Preview Render */
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	prop = RNA_def_property(srna, "preview_render_type", PROP_ENUM, PROP_NONE);
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	RNA_def_property_enum_sdna(prop, NULL, "pr_type");
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