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authorClément Foucault <foucault.clem@gmail.com>2017-09-22 03:42:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-22 03:44:40 +0300
commit1a4a1447b728082939e7b0f033602f27c0269937 (patch)
tree9060d9ff3762a5bd9709dca267c458c8fd8222d9
parent406427bd4eac038491e69156a1b344d21a5289fd (diff)
Edit Mesh Mode: Add a facing falloff effect
This let the user keep track of the shape by fading the center of the object. An Opacity parameter is yet to be added.
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c25
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl7
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl17
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl7
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl10
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl10
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl16
7 files changed, 84 insertions, 8 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index c06a2976ac7..c723d6e2d2d 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -152,14 +152,17 @@ static void EDIT_MESH_engine_init(void *vedata)
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
- datatoc_common_globals_lib_glsl, "#define EDGE_FIX\n");
+ datatoc_common_globals_lib_glsl,
+ "#define EDGE_FIX\n"
+ "#define VERTEX_FACING");
}
if (!e_data.overlay_tri_fast_sh) {
e_data.overlay_tri_fast_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
- datatoc_common_globals_lib_glsl, NULL);
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_FACING");
}
if (!e_data.overlay_tri_vcol_sh) {
e_data.overlay_tri_vcol_sh = DRW_shader_create_with_lib(
@@ -168,7 +171,8 @@ static void EDIT_MESH_engine_init(void *vedata)
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
"#define EDGE_FIX\n"
- "#define VERTEX_SELECTION\n");
+ "#define VERTEX_SELECTION\n"
+ "#define VERTEX_FACING");
}
if (!e_data.overlay_tri_vcol_fast_sh) {
e_data.overlay_tri_vcol_fast_sh = DRW_shader_create_with_lib(
@@ -176,14 +180,16 @@ static void EDIT_MESH_engine_init(void *vedata)
datatoc_edit_mesh_overlay_geom_tri_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
- "#define VERTEX_SELECTION\n");
+ "#define VERTEX_SELECTION\n"
+ "#define VERTEX_FACING");
}
if (!e_data.overlay_edge_sh) {
e_data.overlay_edge_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_vert_glsl,
datatoc_edit_mesh_overlay_geom_edge_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
- datatoc_common_globals_lib_glsl, NULL);
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_FACING");
}
if (!e_data.overlay_edge_vcol_sh) {
e_data.overlay_edge_vcol_sh = DRW_shader_create_with_lib(
@@ -191,20 +197,23 @@ static void EDIT_MESH_engine_init(void *vedata)
datatoc_edit_mesh_overlay_geom_edge_glsl,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
- "#define VERTEX_SELECTION\n");
+ "#define VERTEX_SELECTION\n"
+ "#define VERTEX_FACING");
}
if (!e_data.overlay_vert_sh) {
e_data.overlay_vert_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
- "#define VERTEX_SELECTION\n");
+ "#define VERTEX_SELECTION\n"
+ "#define VERTEX_FACING");
}
if (!e_data.overlay_facedot_sh) {
e_data.overlay_facedot_sh = DRW_shader_create_with_lib(
datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL,
datatoc_edit_mesh_overlay_facedot_frag_glsl,
- datatoc_common_globals_lib_glsl, NULL);
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_FACING");
}
if (!e_data.overlay_mix_sh) {
e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
index 9b3fe6286e8..6dcbc097468 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
@@ -1,5 +1,8 @@
flat in int isSelected;
+#ifdef VERTEX_FACING
+in float facing;
+#endif
out vec4 FragColor;
@@ -9,4 +12,8 @@ void main()
FragColor = colorFaceDot;
else
FragColor = colorWireEdit;
+
+#ifdef VERTEX_FACING
+ FragColor.a *= 1.0 - abs(facing) * 0.4;
+#endif
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
index 3e6f0ead04c..b27a4bba4ca 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
@@ -6,6 +6,16 @@ in vec4 norAndFlag;
flat out int isSelected;
+#ifdef VERTEX_FACING
+uniform mat4 ProjectionMatrix;
+uniform mat4 ModelViewMatrix;
+uniform mat3 NormalMatrix;
+uniform vec3 eye;
+
+in vec3 vnor;
+out float facing;
+#endif
+
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
@@ -13,4 +23,11 @@ void main()
gl_Position.z -= 0.0002;
gl_PointSize = sizeFaceDot;
isSelected = int(norAndFlag.w);
+#ifdef VERTEX_FACING
+ vec3 view_normal = normalize(NormalMatrix * norAndFlag.xyz);
+ vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
+ ? normalize((ModelViewMatrix * vec4(pos, 1.0)).xyz)
+ : vec3(0.0, 0.0, 1.0);
+ facing = dot(view_vec, view_normal);
+#endif
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index 8ae7a9e3ab5..d7f96695d0e 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -15,6 +15,9 @@ flat in int clipCase;
#ifdef VERTEX_SELECTION
in vec3 vertexColor;
#endif
+#ifdef VERTEX_FACING
+in float facing;
+#endif
/* We use a vec4[2] interface to pass edge data
* (without fragmenting memory accesses)
@@ -198,6 +201,10 @@ void main()
}
#endif
+#ifdef VERTEX_FACING
+ FragColor.a *= 1.0 - abs(facing) * 0.4;
+#endif
+
/* don't write depth if not opaque */
if (FragColor.a == 0.0) discard;
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
index 5e3ecd59cb4..7d71e1540d5 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
@@ -14,6 +14,9 @@ uniform vec2 viewportSize;
in vec4 vPos[];
in vec4 pPos[];
in ivec4 vData[];
+#ifdef VERTEX_FACING
+in float vFacing[];
+#endif
/* these are the same for all vertices
* and does not need interpolation */
@@ -25,6 +28,9 @@ flat out int clipCase;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
+#ifdef VERTEX_FACING
+out float facing;
+#endif
/* See fragment shader */
noperspective out vec4 eData1;
@@ -79,6 +85,10 @@ void doVertex(int v, vec4 pos)
vertexColor = getVertexColor(v);
#endif
+#ifdef VERTEX_FACING
+ facing = vFacing[v];
+#endif
+
gl_Position = pos;
EmitVertex();
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
index afd1e5a74a8..f83402e3869 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -29,6 +29,9 @@ uniform vec2 viewportSize;
in vec4 vPos[];
in vec4 pPos[];
in ivec4 vData[];
+#ifdef VERTEX_FACING
+in float vFacing[];
+#endif
/* these are the same for all vertices
* and does not need interpolation */
@@ -40,6 +43,9 @@ flat out int clipCase;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
+#ifdef VERTEX_FACING
+out float facing;
+#endif
/* See fragment shader */
noperspective out vec4 eData1;
@@ -103,6 +109,10 @@ void doVertex(int v, vec4 pos)
vertexColor = getVertexColor(v);
#endif
+#ifdef VERTEX_FACING
+ facing = vFacing[v];
+#endif
+
gl_Position = pos;
EmitVertex();
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index 5bc9a8bef85..6da9b0a0e86 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -15,9 +15,25 @@ out vec4 vPos;
out vec4 pPos;
out ivec4 vData;
+#ifdef VERTEX_FACING
+uniform mat4 ProjectionMatrix;
+uniform mat3 NormalMatrix;
+uniform vec3 eye;
+
+in vec3 vnor;
+out float vFacing;
+#endif
+
void main()
{
vPos = ModelViewMatrix * vec4(pos, 1.0);
pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
vData = data;
+#ifdef VERTEX_FACING
+ vec3 view_normal = normalize(NormalMatrix * vnor);
+ vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
+ ? normalize(vPos.xyz)
+ : vec3(0.0, 0.0, 1.0);
+ vFacing = dot(view_vec, view_normal);
+#endif
}