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[Merged by Bors] - Standard Material Blend Modes #6644

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7141282
Use a more efficient representation for alpha modes in material flags
coreh Nov 16, 2022
bbb3420
Add `Premultiplied`, `Add` and `Multiply` blend modes
coreh Nov 16, 2022
e2a0c46
Add blend modes example
coreh Nov 16, 2022
e1b54dd
Add documentation for new blend modes
coreh Nov 16, 2022
63b7844
Fix clippy issue
coreh Nov 16, 2022
4efa604
Update examples/README.md
coreh Nov 16, 2022
0562f46
Fix clippy issues
coreh Nov 16, 2022
92ca5bd
Hide `premultiply_alpha()` behind a shader def
coreh Nov 17, 2022
b34341f
Separate multiply in its own shader def and document `premultiply_alp…
coreh Nov 17, 2022
fc33691
Add blend mode labels to example
coreh Nov 17, 2022
295d8d2
Add HDR toggle to blend modes example
coreh Nov 17, 2022
4187b15
Fix clippy issue
coreh Nov 17, 2022
c8f914c
Improve blend mode example
coreh Nov 17, 2022
95aad7e
Clarify meaning of alpha mode standard material flags
coreh Nov 17, 2022
2c9e22a
Clarify meaning of blend state bits in `MeshPipelineKey`
coreh Nov 17, 2022
7d9989e
Rename `x_BITS` to `x_RESERVED_BITS` for consistency/clarity
coreh Nov 17, 2022
a3810fd
Fix clippy issue
coreh Nov 17, 2022
d538109
Make sure HDR works for Blend Modes example in WASM
coreh Nov 21, 2022
fe052e7
Merge branch 'main' into blend-modes
coreh Nov 24, 2022
b2196b1
Merge branch 'main' into blend-modes
coreh Jan 15, 2023
e035576
Make wording of comment less confusing
coreh Jan 15, 2023
071a4c6
Add missing else statement
coreh Jan 15, 2023
1ee663a
Merge branch 'main' into blend-modes
coreh Jan 21, 2023
54591c8
Account for new blend modes when queueing meshes for prepass
coreh Jan 21, 2023
28bfb45
Move blend modes to upper bits, keeping “normal” flags sequential
coreh Jan 21, 2023
5a14a7e
Fix typo
coreh Jan 21, 2023
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10 changes: 10 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -297,6 +297,16 @@ description = "A scene showcasing the built-in 3D shapes"
category = "3D Rendering"
wasm = true

[[example]]
name = "blend_modes"
path = "examples/3d/blend_modes.rs"

[package.metadata.example.blend_modes]
name = "Blend Modes"
description = "Showcases different blend modes"
category = "3D Rendering"
wasm = true

[[example]]
name = "lighting"
path = "examples/3d/lighting.rs"
Expand Down
24 changes: 24 additions & 0 deletions crates/bevy_pbr/src/alpha.rs
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,30 @@ pub enum AlphaMode {
/// Standard alpha-blending is used to blend the fragment's color
/// with the color behind it.
Blend,
/// Similar to [`AlphaMode::Blend`], however assumes RGB channel values are
/// [premultiplied](https://en.wikipedia.org/wiki/Alpha_compositing#Straight_versus_premultiplied).
///
/// For otherwise constant RGB values, behaves more like [`AlphaMode::Blend`] for
/// alpha values closer to 1.0, and more like [`AlphaMode::Add`] for
/// alpha values closer to 0.0.
///
/// Can be used to avoid “border” or “outline” artifacts that can occur
/// when using plain alpha-blended textures.
Premultiplied,
/// Combines the color of the fragments with the colors behind them in an
/// additive process, (i.e. like light) producing lighter results.
///
/// Black produces no effect. Alpha values can be used to modulate the result.
///
/// Useful for effects like holograms, ghosts, lasers and other energy beams.
Add,
/// Combines the color of the fragments with the colors behind them in a
/// multiplicative process, (i.e. like pigments) producing darker results.
///
/// White produces no effect. Alpha values can be used to modulate the result.
///
/// Useful for effects like stained glass, window tint film and some colored liquids.
Multiply,
}

impl Eq for AlphaMode {}
15 changes: 12 additions & 3 deletions crates/bevy_pbr/src/material.rs
Original file line number Diff line number Diff line change
Expand Up @@ -415,8 +415,14 @@ pub fn queue_material_meshes<M: Material>(
MeshPipelineKey::from_primitive_topology(mesh.primitive_topology)
| view_key;
let alpha_mode = material.properties.alpha_mode;
if let AlphaMode::Blend = alpha_mode {
mesh_key |= MeshPipelineKey::TRANSPARENT_MAIN_PASS;
if let AlphaMode::Blend | AlphaMode::Premultiplied | AlphaMode::Add =
alpha_mode
Comment on lines +418 to +419
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This syntax is... interesting. I guess we are e certain it works? As in, this will match if alpha mode is one of blend, premultiplied, or add.

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Yeah, just double checked it, and it does work as expected

Playground example

I didn't think much of it as I was making this change, since I just reused the existing if let statement, but looking back it does look kinda cleaner than if alpha_mode == AlphaMode::Blend || alpha_mode == AlphaMode::Premultiplied || alpha_mode == AlphaMode::Add 😄

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I agree it’s more concise. I think the mental hiccup for me is because the flags can be combined using the | or operator. But I don’t mind either way. This is fine.

{
// Blend, Premultiplied and Add all share the same pipeline key
// They're made distinct in the PBR shader, via `premultiply_alpha()`
mesh_key |= MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA;
} else if let AlphaMode::Multiply = alpha_mode {
mesh_key |= MeshPipelineKey::BLEND_MULTIPLY;
}

let pipeline_id = pipelines.specialize(
Expand Down Expand Up @@ -455,7 +461,10 @@ pub fn queue_material_meshes<M: Material>(
distance,
});
}
AlphaMode::Blend => {
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => {
transparent_phase.add(Transparent3d {
entity: *visible_entity,
draw_function: draw_transparent_pbr,
Expand Down
22 changes: 17 additions & 5 deletions crates/bevy_pbr/src/pbr_material.rs
Original file line number Diff line number Diff line change
Expand Up @@ -298,16 +298,25 @@ bitflags::bitflags! {
const OCCLUSION_TEXTURE = (1 << 3);
const DOUBLE_SIDED = (1 << 4);
const UNLIT = (1 << 5);
const ALPHA_MODE_OPAQUE = (1 << 6);
const ALPHA_MODE_MASK = (1 << 7);
const ALPHA_MODE_BLEND = (1 << 8);
const TWO_COMPONENT_NORMAL_MAP = (1 << 9);
const FLIP_NORMAL_MAP_Y = (1 << 10);
const TWO_COMPONENT_NORMAL_MAP = (1 << 6);
const FLIP_NORMAL_MAP_Y = (1 << 7);
const ALPHA_MODE_RESERVED_BITS = (Self::ALPHA_MODE_MASK_BITS << Self::ALPHA_MODE_SHIFT_BITS); // ← Bitmask reserving bits for the `AlphaMode`
const ALPHA_MODE_OPAQUE = (0 << Self::ALPHA_MODE_SHIFT_BITS); // ← Values are just sequential values bitshifted into
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0 << n won’t work.

const ALPHA_MODE_MASK = (1 << Self::ALPHA_MODE_SHIFT_BITS); // the bitmask, and can range from 0 to 7.
const ALPHA_MODE_BLEND = (2 << Self::ALPHA_MODE_SHIFT_BITS); //
const ALPHA_MODE_PREMULTIPLIED = (3 << Self::ALPHA_MODE_SHIFT_BITS); //
const ALPHA_MODE_ADD = (4 << Self::ALPHA_MODE_SHIFT_BITS); // Right now only values 0–5 are used, which still gives
const ALPHA_MODE_MULTIPLY = (5 << Self::ALPHA_MODE_SHIFT_BITS); // ← us "room" for two more modes without adding more bits
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}

impl StandardMaterialFlags {
const ALPHA_MODE_MASK_BITS: u32 = 0b111;
const ALPHA_MODE_SHIFT_BITS: u32 = 32 - Self::ALPHA_MODE_MASK_BITS.count_ones();
}

/// The GPU representation of the uniform data of a [`StandardMaterial`].
#[derive(Clone, Default, ShaderType)]
pub struct StandardMaterialUniform {
Expand Down Expand Up @@ -380,6 +389,9 @@ impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
flags |= StandardMaterialFlags::ALPHA_MODE_MASK;
}
AlphaMode::Blend => flags |= StandardMaterialFlags::ALPHA_MODE_BLEND,
AlphaMode::Premultiplied => flags |= StandardMaterialFlags::ALPHA_MODE_PREMULTIPLIED,
AlphaMode::Add => flags |= StandardMaterialFlags::ALPHA_MODE_ADD,
AlphaMode::Multiply => flags |= StandardMaterialFlags::ALPHA_MODE_MULTIPLY,
};

StandardMaterialUniform {
Expand Down
10 changes: 8 additions & 2 deletions crates/bevy_pbr/src/prepass/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -527,7 +527,10 @@ pub fn queue_prepass_material_meshes<M: Material>(
match alpha_mode {
AlphaMode::Opaque => {}
AlphaMode::Mask(_) => mesh_key |= MeshPipelineKey::ALPHA_MASK,
AlphaMode::Blend => continue,
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => continue,
}

let pipeline_id = pipelines.specialize(
Expand Down Expand Up @@ -566,7 +569,10 @@ pub fn queue_prepass_material_meshes<M: Material>(
distance,
});
}
AlphaMode::Blend => {}
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => {}
}
}
}
Expand Down
47 changes: 36 additions & 11 deletions crates/bevy_pbr/src/render/mesh.rs
Original file line number Diff line number Diff line change
Expand Up @@ -557,13 +557,16 @@ bitflags::bitflags! {
/// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
pub struct MeshPipelineKey: u32 {
const NONE = 0;
const TRANSPARENT_MAIN_PASS = (1 << 0);
const HDR = (1 << 1);
const TONEMAP_IN_SHADER = (1 << 2);
const DEBAND_DITHER = (1 << 3);
const DEPTH_PREPASS = (1 << 4);
const NORMAL_PREPASS = (1 << 5);
const ALPHA_MASK = (1 << 6);
const HDR = (1 << 0);
const TONEMAP_IN_SHADER = (1 << 1);
const DEBAND_DITHER = (1 << 2);
const DEPTH_PREPASS = (1 << 3);
const NORMAL_PREPASS = (1 << 4);
const ALPHA_MASK = (1 << 5);
const BLEND_RESERVED_BITS = Self::BLEND_MASK_BITS << Self::BLEND_SHIFT_BITS; // ← Bitmask reserving bits for the blend state
const BLEND_OPAQUE = (0 << Self::BLEND_SHIFT_BITS); // ← Values are just sequential within the mask, and can range from 0 to 3
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Same here

const BLEND_PREMULTIPLIED_ALPHA = (1 << Self::BLEND_SHIFT_BITS); //
const BLEND_MULTIPLY = (2 << Self::BLEND_SHIFT_BITS); // ← We still have room for one more value without adding more bits
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
}
Expand All @@ -573,7 +576,11 @@ impl MeshPipelineKey {
const MSAA_MASK_BITS: u32 = 0b111;
const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3;
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 =
Self::MSAA_SHIFT_BITS - Self::PRIMITIVE_TOPOLOGY_MASK_BITS.count_ones();
const BLEND_MASK_BITS: u32 = 0b11;
const BLEND_SHIFT_BITS: u32 =
Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS - Self::BLEND_MASK_BITS.count_ones();

pub fn from_msaa_samples(msaa_samples: u32) -> Self {
let msaa_bits =
Expand Down Expand Up @@ -677,12 +684,30 @@ impl SpecializedMeshPipeline for MeshPipeline {
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;

let (label, blend, depth_write_enabled);
if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) {
label = "transparent_mesh_pipeline".into();
blend = Some(BlendState::ALPHA_BLENDING);
let pass = key.intersection(MeshPipelineKey::BLEND_RESERVED_BITS);
if pass == MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA {
label = "premultiplied_alpha_mesh_pipeline".into();
blend = Some(BlendState::PREMULTIPLIED_ALPHA_BLENDING);
shader_defs.push("PREMULTIPLY_ALPHA".into());
shader_defs.push("BLEND_PREMULTIPLIED_ALPHA".into());
// For the transparent pass, fragments that are closer will be alpha blended
// but their depth is not written to the depth buffer
depth_write_enabled = false;
} else if pass == MeshPipelineKey::BLEND_MULTIPLY {
label = "multiply_mesh_pipeline".into();
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Suggested change
label = "multiply_mesh_pipeline".into();
label = "multiply_alpha_mesh_pipeline".into();

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I can change this, but it will be slightly inconsistent with the other two, that do match 1:1 with the key name, e.g.

  • MeshPipelineKey::PREMULTIPLY_ALPHApremultiply_alpha_mesh_pipeline
  • MeshPipelineKey::OPAQUEopaque_mesh_pipeline

Let me know what you prefer

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Maybe POSTMULTIPLY_ALPHA and postmultiply_alpha_mesh_pipeline?

EDIT: No, that’s something else.

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Stick with multiply.

blend = Some(BlendState {
color: BlendComponent {
src_factor: BlendFactor::Dst,
dst_factor: BlendFactor::OneMinusSrcAlpha,
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operation: BlendOperation::Add,
},
alpha: BlendComponent::OVER,
});
shader_defs.push("PREMULTIPLY_ALPHA".into());
shader_defs.push("BLEND_MULTIPLY".into());
// For the multiply pass, fragments that are closer will be alpha blended
// but their depth is not written to the depth buffer
depth_write_enabled = false;
} else {
label = "opaque_mesh_pipeline".into();
blend = Some(BlendState::REPLACE);
Expand Down
3 changes: 3 additions & 0 deletions crates/bevy_pbr/src/render/pbr.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -106,6 +106,9 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
// SRGB; the GPU will assume our output is linear and will apply an SRGB conversion.
output_rgb = pow(output_rgb, vec3<f32>(2.2));
output_color = vec4(output_rgb, output_color.a);
#endif
#ifdef PREMULTIPLY_ALPHA
output_color = premultiply_alpha(material.flags, output_color);
#endif
return output_color;
}
68 changes: 66 additions & 2 deletions crates/bevy_pbr/src/render/pbr_functions.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -7,10 +7,11 @@

fn alpha_discard(material: StandardMaterial, output_color: vec4<f32>) -> vec4<f32> {
var color = output_color;
if (material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE) != 0u {
let alpha_mode = material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE {
// NOTE: If rendering as opaque, alpha should be ignored so set to 1.0
color.a = 1.0;
} else if (material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK) != 0u {
} else if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
if color.a >= material.alpha_cutoff {
// NOTE: If rendering as masked alpha and >= the cutoff, render as fully opaque
color.a = 1.0;
Expand Down Expand Up @@ -268,3 +269,66 @@ fn dither(color: vec4<f32>, pos: vec2<f32>) -> vec4<f32> {
}
#endif // DEBAND_DITHER

#ifdef PREMULTIPLY_ALPHA
fn premultiply_alpha(standard_material_flags: u32, color: vec4<f32>) -> vec4<f32> {
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// `Blend`, `Premultiplied` and `Alpha` all share the same `BlendState`. Depending
// on the alpha mode, we premultiply the color channels by the alpha channel value,
// (and also optionally replace the alpha value with 0.0) so that the result produces
// the desired blend mode when sent to the blending operation.
#ifdef BLEND_PREMULTIPLIED_ALPHA
// For `BlendState::PREMULTIPLIED_ALPHA_BLENDING` the blend function is:
//
// result = 1 * src_color + (1 - src_alpha) * dst_color
let alpha_mode = standard_material_flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
if (alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND) {
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// Here, we premultiply `src_color` by `src_alpha` (ahead of time, here in the shader)
//
// src_color *= src_alpha
//
// We end up with:
//
// result = 1 * (src_alpha * src_color) + (1 - src_alpha) * dst_color
// result = src_alpha * src_color + (1 - src_alpha) * dst_color
//
// Which is the blend operation for regular alpha blending `BlendState::ALPHA_BLENDING`
return vec4<f32>(color.rgb * color.a, color.a);
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do we risk losing precision here, compared to returning unmultiplied and using BlendState::ALPHA_BLENDING? i think probably not but i'm not 100% sure.

I don't really see a reason to change this path though, we could just not push PREMULTIPLY_ALPHA for AlphaMode::Blend and set the blend state as before. it would save a few registers and preserve precision. arguably it's conceptually simpler as well?

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the nvidia paper https://developer.nvidia.com/content/alpha-blending-pre-or-not-pre from comments above gives a good reason for the change: it behaves much better with mipmapping.

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It's been a while since I wrote this PR; Consolidating additive, premultiplied and regular alpha blending into a single pass was based off some early feedback. I don't recall the exact reasoning, but looking at the code, and if I understand it correctly, the benefits I see are:

  • We keep blend mode reserved bits to 2 in the mesh pipeline key, (instead of 3) so we get to keep more space for future needs there.
  • Blended, Premultiplied and Add meshes are all rendered in a single go (?) so we avoid changing the pipeline. I don't understand WGPU enough to know if this is a performance win or not, my hunch is that... it depends?

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the nvidia paper https://developer.nvidia.com/content/alpha-blending-pre-or-not-pre from comments above gives a good reason for the change: it behaves much better with mipmapping.

That was entirely coincidental, at least on my part! 😆 I'm trying to find who originally suggested consolidating, maybe they had that in mind as well?

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Being able to use the same pipeline for more things is good as it allows us to batch multiple draw commands into one.

} else if (alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD) {
// Here, we premultiply `src_color` by `src_alpha`, and replace `src_alpha` with 0.0:
//
// src_color *= src_alpha
// src_alpha = 0.0
//
// We end up with:
//
// result = 1 * (src_alpha * src_color) + (1 - 0) * dst_color
// result = src_alpha * src_color + 1 * dst_color
//
// Which is the blend operation for additive blending
return vec4<f32>(color.rgb * color.a, 0.0);
} else {
// Here, we don't do anything, so that we get premultiplied alpha blending. (As expected)
return color.rgba;
}
#endif
// `Multiply` uses its own `BlendState`, but we still need to premultiply here in the
// shader so that we get correct results as we tweak the alpha channel
#ifdef BLEND_MULTIPLY
// The blend function is:
//
// result = dst_color * src_color + (1 - src_alpha) * dst_color
//
// We premultiply `src_color` by `src_alpha`:
//
// src_color *= src_alpha
//
// We end up with:
//
// result = dst_color * (src_color * src_alpha) + (1 - src_alpha) * dst_color
// result = src_alpha * (src_color * dst_color) + (1 - src_alpha) * dst_color
//
// Which is the blend operation for multiplicative blending with arbitrary mixing
// controlled by the source alpha channel
return vec4<f32>(color.rgb * color.a, color.a);
#endif
}
#endif
16 changes: 11 additions & 5 deletions crates/bevy_pbr/src/render/pbr_types.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -17,11 +17,17 @@ let STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT: u32 = 4u;
let STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT: u32 = 8u;
let STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT: u32 = 16u;
let STANDARD_MATERIAL_FLAGS_UNLIT_BIT: u32 = 32u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE: u32 = 64u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 128u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND: u32 = 256u;
let STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP: u32 = 512u;
let STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y: u32 = 1024u;
let STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP: u32 = 64u;
let STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y: u32 = 128u;
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS: u32 = 3758096384u; // (0b111u32 << 29)
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE: u32 = 0u; // (0u32 << 29)
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0 means no flags are set, you’ll have to start from 1 << 29.

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Oh… I see. You mean that none of the 3 bits are set. Ok.

let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK: u32 = 536870912u; // (1u32 << 29)
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND: u32 = 1073741824u; // (2u32 << 29)
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_PREMULTIPLIED: u32 = 1610612736u; // (3u32 << 29)
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD: u32 = 2147483648u; // (4u32 << 29)
let STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MULTIPLY: u32 = 2684354560u; // (5u32 << 29)
// ↑ To calculate/verify the values above, use the following playground:
// https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=7792f8dd6fc6a8d4d0b6b1776898a7f4

// Creates a StandardMaterial with default values
fn standard_material_new() -> StandardMaterial {
Expand Down
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