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authorAntonioya <blendergit@gmail.com>2018-07-31 11:22:19 +0300
committerAntonioya <blendergit@gmail.com>2018-07-31 11:50:43 +0300
commit66da2f537ae80ce2b31d1eaf34ad8c03d858938d (patch)
tree4776b9d2e43e4280d01d6f0b7088e6d4f417db0f /source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
parent27496cc46bbfd76e98ad3b1ccb8fea534763ffb5 (diff)
New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl70
1 files changed, 70 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
new file mode 100644
index 00000000000..f3026c32fc8
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
@@ -0,0 +1,70 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform vec2 Viewport;
+uniform vec4 loc;
+uniform float energy;
+uniform float ambient;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+out vec4 FragColor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+
+#define height loc.w
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ /* need to calculate ndc because this is not done by vertex shader */
+ vec3 ndc = vec3(vertex).xyz / vertex.w;
+
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+
+ return sc;
+}
+
+void main()
+{
+ float stroke_depth;
+ vec4 objcolor;
+
+ vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+ vec2 light2d = toScreenSpace(light_loc);
+
+ /* calc pixel scale */
+ float pxscale = (ProjectionMatrix[3][3] == 0.0) ? (10.0 / (light_loc.z * defaultpixsize)) : (10.0 / defaultpixsize);
+ pxscale = max(pxscale, 0.000001);
+
+ /* the height over plane is received in the w component of the loc
+ * and needs a factor to adapt to pixels
+ */
+ float peak = height * 10.0 * pxscale;
+ vec3 light3d = vec3(light2d.x, light2d.y, peak);
+
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec3 frag_loc = vec3(uv.x, uv.y, 0);
+ vec3 norm = vec3(0, 0, 1.0); /* always z-up */
+
+ ivec2 iuv = ivec2(uv.x, uv.y);
+ stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
+ objcolor = texelFetch(strokeColor, iuv, 0);
+
+ /* diffuse light */
+ vec3 lightdir = normalize(light3d - frag_loc);
+ float diff = max(dot(norm, lightdir), 0.0);
+ float dist = length(light3d - frag_loc) / pxscale;
+ float factor = diff * ((energy * 100.0) / (dist * dist));
+
+ vec3 result = factor * max(ambient, 0.1) * vec3(objcolor);
+
+ gl_FragDepth = stroke_depth;
+ FragColor = vec4(result.r, result.g, result.b, objcolor.a);
+}