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authorClément Foucault <foucault.clem@gmail.com>2020-02-24 03:19:08 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-24 15:48:38 +0300
commited21506f2634a863c4ebfddf75754c9adb66ca3b (patch)
tree2cb9c8d7f16303e00990b69a7034a09c1f4f463b /source/blender/draw/engines/overlay/overlay_private.h
parentfc81eb74e7f9bdce239d745bfbc0cbf581eb075d (diff)
Overlay: Remove Xray dithering noise
We now use a better smoother technique that uses correct alpha blending. This is possible now that we render overlays in a separate buffer.
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_private.h')
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 4cd3877f21f..185df723301 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -35,6 +35,7 @@ typedef struct OVERLAY_FramebufferList {
struct GPUFrameBuffer *overlay_color_only_fb;
struct GPUFrameBuffer *overlay_in_front_fb;
struct GPUFrameBuffer *overlay_line_in_front_fb;
+ struct GPUFrameBuffer *overlay_xray_depth_copy_fb;
struct GPUFrameBuffer *outlines_prepass_fb;
struct GPUFrameBuffer *outlines_resolve_fb;
} OVERLAY_FramebufferList;
@@ -94,6 +95,7 @@ typedef struct OVERLAY_PassList {
DRWPass *sculpt_mask_ps;
DRWPass *wireframe_ps;
DRWPass *wireframe_xray_ps;
+ DRWPass *xray_fade_ps;
} OVERLAY_PassList;
/* Data used by GLSL shader. To be used as UBO. */
@@ -272,6 +274,7 @@ typedef struct OVERLAY_PrivateData {
bool hide_overlays;
bool xray_enabled;
bool xray_enabled_and_not_wire;
+ float xray_opacity;
short v3d_flag; /* TODO move to View3DOverlay */
short v3d_gridflag; /* TODO move to View3DOverlay */
DRWState clipping_state;
@@ -391,6 +394,8 @@ void OVERLAY_antialiasing_cache_init(OVERLAY_Data *vedata);
void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata);
void OVERLAY_antialiasing_start(OVERLAY_Data *vedata);
void OVERLAY_antialiasing_end(OVERLAY_Data *vedata);
+void OVERLAY_xray_fade_draw(OVERLAY_Data *vedata);
+void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata);
bool OVERLAY_armature_is_pose_mode(Object *ob, const struct DRWContextState *draw_ctx);
void OVERLAY_armature_cache_init(OVERLAY_Data *vedata);
@@ -579,6 +584,7 @@ GPUShader *OVERLAY_shader_sculpt_mask(void);
GPUShader *OVERLAY_shader_volume_velocity(bool use_needle);
GPUShader *OVERLAY_shader_wireframe(void);
GPUShader *OVERLAY_shader_wireframe_select(void);
+GPUShader *OVERLAY_shader_xray_fade(void);
OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void);