diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-15 16:36:04 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-15 16:37:13 +0300 |
commit | e5522474891459c8a2a08a735666850f5756b96f (patch) | |
tree | be29cae38c4bfc4b0a23984f02858c2cf679a06d /source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl | |
parent | 86a2f4a34a7d87c016416708117b6b36c6655666 (diff) |
MeshEditMode: refactor
- added a lib for shaded functions
- decreased active face inner size
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl new file mode 100644 index 00000000000..7caf3deaebe --- /dev/null +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl @@ -0,0 +1,55 @@ +#define EDGE_EXISTS (1 << 0) +#define EDGE_ACTIVE (1 << 1) +#define EDGE_SELECTED (1 << 2) +#define EDGE_SEAM (1 << 3) +#define EDGE_SHARP (1 << 4) +#define EDGE_VERTEX_ACTIVE (1 << (0 + 8)) +#define EDGE_VERTEX_SELECTED (1 << (1 + 8)) + +#define VERTEX_ACTIVE (1 << 0) +#define VERTEX_SELECTED (1 << 1) + + +vec4 EDIT_MESH_edge_color_outer(int edge_flag, bool face_active, float crease, float bweight) +{ + vec4 color = vec4(0.0); + color = ((edge_flag & EDGE_SHARP) != 0) ? colorEdgeSharp : color; + color = (crease > 0.0) ? vec4(colorEdgeCrease.rgb, crease) : color; + color = (bweight > 0.0) ? vec4(colorEdgeBWeight.rgb, bweight) : color; + color = ((edge_flag & EDGE_SEAM) != 0) ? colorEdgeSeam : color; + + if (face_active) + { + color = colorEditMeshActive; + } + return color; +} + +vec4 EDIT_MESH_edge_color_inner(int edge_flag, bool face_active) +{ +#ifdef EDGE_SELECTION + vec4 color = colorWireEdit; + color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color; + color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color; + +#else + vec4 color = colorWireInactive; + color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color; +#endif + return color; +} + +vec4 EDIT_MESH_vertex_color(int vertex_flag) +{ + if ((vertex_flag & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0) + { + return colorEdgeSelect; + } + else { +#ifdef EDGE_SELECTION + return colorWireEdit; +#else + return colorWireInactive; +#endif + } +}
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