diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-01 18:06:25 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-01 18:15:35 +0300 |
commit | e4a727626e34eef20e2b41cc3e26b41db4f360a0 (patch) | |
tree | 25af9312b02b0defae25f2c08c2a9863d2e795e1 /source/blender/draw/engines | |
parent | 56dc2bf0c528524b9a31c9cd27f9b1a261827bf0 (diff) |
X-Ray: Added a slider for the alpha
- will not render when set to 0.0 for speed reasons. so when user sets
transparency to hide everything the bigger passes will be skipped.
Diffstat (limited to 'source/blender/draw/engines')
4 files changed, 18 insertions, 11 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl index 12d6296655d..f335e1a15bd 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl @@ -21,18 +21,20 @@ void main() float transparent_revealage = texelFetch(transparentRevealage, texel, 0).r; #endif vec4 color; + vec4 bg_color; #ifdef V3D_SHADING_OBJECT_OUTLINE float outline = calculate_object_outline(objectId, texel, object_id); #else /* V3D_SHADING_OBJECT_OUTLINE */ float outline = 1.0; #endif /* V3D_SHADING_OBJECT_OUTLINE */ - + bg_color = vec4(background_color(world_data, uv_viewport.y), 0.0); if (object_id == NO_OBJECT_ID) { - color = vec4(background_color(world_data, uv_viewport.y), 0.0); + color = bg_color; } else { #ifdef WORKBENCH_REVEALAGE_ENABLED color = vec4((transparent_accum.xyz / max(transparent_accum.a, EPSILON)) * (1.0 - transparent_revealage), 1.0); + color = mix(bg_color, color, clamp(1.0 - transparent_revealage, 0.0, 1.0)); #else color = vec4(transparent_accum.xyz / max(transparent_accum.a, EPSILON), 1.0); #endif diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl index 88b32cb9b20..3f271ec439b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl @@ -2,6 +2,7 @@ uniform sampler2D image; #endif uniform mat3 normalWorldMatrix; +uniform float alpha = 0.5; #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; @@ -53,7 +54,6 @@ void main() #endif /* V3D_LIGHTING_STUDIO */ - float alpha = 0.5 ; vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha); transparentAccum = calculate_transparent_accum(premultiplied); } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl index da87fe8f542..c591425b950 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl @@ -1,7 +1,7 @@ layout(location=0) out float transparentRevealage; - +uniform float alpha = 0.5; void main() { - transparentRevealage = 0.5; + transparentRevealage = alpha; } diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 279e6a745ee..50cf5676239 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -178,6 +178,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data( drawtype == OB_SOLID ? wpd->transparent_accum_sh : wpd->transparent_accum_texture_sh, psl->transparent_accum_pass); DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); + DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1); workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix); material->object_id = engine_object_data->object_id; copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color); @@ -343,6 +344,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata) int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE; psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state); grp = DRW_shgroup_create(e_data.transparent_revealage_sh, psl->transparent_revealage_pass); + DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1); wpd->transparent_revealage_shgrp = grp; } #endif @@ -546,14 +548,17 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata) /* Write Depth + Object ID */ GPU_framebuffer_bind(fbl->object_outline_fb); DRW_draw_pass(psl->object_outline_pass); - - /* Shade */ - GPU_framebuffer_bind(fbl->transparent_accum_fb); - DRW_draw_pass(psl->transparent_accum_pass); + + if (wpd->shading.xray_alpha > 0.0) { + /* Shade */ + GPU_framebuffer_bind(fbl->transparent_accum_fb); + DRW_draw_pass(psl->transparent_accum_pass); #ifdef WORKBENCH_REVEALAGE_ENABLED - GPU_framebuffer_bind(fbl->transparent_revealage_fb); - DRW_draw_pass(psl->transparent_revealage_pass); + GPU_framebuffer_bind(fbl->transparent_revealage_fb); + DRW_draw_pass(psl->transparent_revealage_pass); #endif + } + /* Composite */ GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->composite_pass); |