diff options
author | Philipp Oeser <info@graphics-engineer.com> | 2020-05-26 15:24:50 +0300 |
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committer | Philipp Oeser <info@graphics-engineer.com> | 2020-05-26 15:24:50 +0300 |
commit | e790f1a8dc18cdc2906d2cf415271b1d91baca14 (patch) | |
tree | 0c70fe0cacddbf49f196fd54cfefec7d76178289 /source/blender/draw/engines/overlay | |
parent | 23520cbd13798b1d9db738f76012e91b3ce85c85 (diff) | |
parent | 2a692e05c872e603bd7089b021c2e49edec6290a (diff) |
Merge branch 'blender-v2.83-release'
Diffstat (limited to 'source/blender/draw/engines/overlay')
3 files changed, 18 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c index e875f2c8291..586b99c14da 100644 --- a/source/blender/draw/engines/overlay/overlay_engine.c +++ b/source/blender/draw/engines/overlay/overlay_engine.c @@ -46,6 +46,8 @@ static void OVERLAY_engine_init(void *vedata) const DRWContextState *draw_ctx = DRW_context_state_get(); const RegionView3D *rv3d = draw_ctx->rv3d; const View3D *v3d = draw_ctx->v3d; + const Scene *scene = draw_ctx->scene; + const ToolSettings *ts = scene->toolsettings; if (!stl->pd) { /* Alloc transient pointers */ @@ -76,6 +78,12 @@ static void OVERLAY_engine_init(void *vedata) if (v3d->shading.type == OB_WIRE) { pd->overlay.flag |= V3D_OVERLAY_WIREFRAMES; } + if (ts->sculpt->flags & SCULPT_HIDE_FACE_SETS) { + pd->overlay.sculpt_mode_face_sets_opacity = 0.0f; + } + if (ts->sculpt->flags & SCULPT_HIDE_MASK) { + pd->overlay.sculpt_mode_mask_opacity = 0.0f; + } pd->use_in_front = (v3d->shading.type <= OB_SOLID) || BKE_scene_uses_blender_workbench(draw_ctx->scene); 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 |