diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-08-20 16:47:11 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-08-20 16:47:22 +0300 |
commit | 47d43c5a00aed963cc59eee35e263e4d3eb9f66d (patch) | |
tree | e10969e3916f492d1b9f71e660915d29e8901a99 /source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl | |
parent | 939a5cb6eecc45d925a147b8b6f6a1225679bc45 (diff) |
Bone Display: fix flickering issue with BBones in ortho view
Diffstat (limited to 'source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl | 18 |
1 files changed, 14 insertions, 4 deletions
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl index 4d6f3e94693..91468bf920a 100644 --- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl +++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl @@ -23,17 +23,18 @@ vec2 compute_dir(vec2 v0, vec2 v1) void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp) { float fac = dot(-hidden_dir, edge_dir); + edge_dir *= (fac < 0.0) ? -1.0 : 1.0; vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0); gl_Position = pPos[1]; EmitVertex(); - gl_Position.xy += t * edge_dir * sign(fac); + gl_Position.xy += t * edge_dir; EmitVertex(); t = thick * (is_persp ? abs(vPos[2].z) : 1.0); gl_Position = pPos[2]; EmitVertex(); - gl_Position.xy += t * edge_dir * sign(fac); + gl_Position.xy += t * edge_dir; EmitVertex(); } @@ -75,9 +76,18 @@ void main(void) vec2 thick = vColSize[0].w * (lineThickness / viewportSize); vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]); + vec2 hidden_point; /* Take the farthest point to compute edge direction - * (avoid problems with point behind near plane). */ - vec2 hidden_point = (vPos[0].z < vPos[3].z) ? ssPos[0] : ssPos[3]; + * (avoid problems with point behind near plane). + * If the chosen point is parallel to the edge in screen space, + * choose the other point anyway. + * This fixes some issue with cubes in orthographic views.*/ + if (vPos[0].z < vPos[3].z) { + hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3]; + } + else { + hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0]; + } vec2 hidden_dir = normalize(hidden_point - ssPos[1]); emit_corner(1, thick, is_persp); |