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authorClément Foucault <foucault.clem@gmail.com>2020-05-25 20:35:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-05-25 20:35:07 +0300
commit39aa122a0e6d8ff744bec9a245b23d8e9eb2387d (patch)
tree11eb06f20a87c0b8a5637cc1d1fe437ba84d65a8 /source/blender/draw/engines/overlay
parent4a9a8611f2bb67ff8ddf51999852e9ebc85ee708 (diff)
DRW: Selection: Extend small object selection workaround to all overlays
Fix T77015 box select doesnt select cameras when zoomed out, lasso and circle select do work.
Diffstat (limited to 'source/blender/draw/engines/overlay')
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_vert.glsl5
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl5
2 files changed, 10 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
index 035fab1040e..1662e6519c7 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
@@ -221,6 +221,11 @@ void main()
/* Convert to screen position [0..sizeVp]. */
edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
+ /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
+ * wire to at least create one fragment that will pass the occlusion query. */
+ /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
+ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
+
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
index 474f3254389..9598f8b2814 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
@@ -17,6 +17,11 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
+ /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
+ * wire to at least create one fragment that will pass the occlusion query. */
+ /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
+ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
+
stipple_coord = stipple_start = screen_position(gl_Position);
#ifdef OBJECT_WIRE