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author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-10 20:35:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-10 21:06:26 +0300 |
commit | 542462d35c5c17742aa4d3d17c13bbbf312fe7a3 (patch) | |
tree | 0cfe5284da09612beaacc42765cb192586de1650 /source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl | |
parent | e321fc4a7c8f93d5ffee50d107430df04b612e23 (diff) |
Workbench: Xray: Add selected/active non-occluded outlines
This Fix the problem when multiple objects are selected and one of them
occlude the others. You cannot see clearly what is selected.
With this option, selection is more clear when Xray mode is enabled.
Diffstat (limited to 'source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl new file mode 100644 index 00000000000..c90195e11fd --- /dev/null +++ b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl @@ -0,0 +1,40 @@ + +layout(lines_adjacency) in; +layout(line_strip, max_vertices = 2) out; + +uniform mat4 ProjectionMatrix; + +in vec4 pPos[]; +in vec3 vPos[]; + +void main() +{ + bool is_persp = (ProjectionMatrix[3][3] == 0.0); + + vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0); + + vec3 v10 = vPos[0] - vPos[1]; + vec3 v12 = vPos[2] - vPos[1]; + vec3 v13 = vPos[3] - vPos[1]; + + vec3 n0 = cross(v12, v10); + vec3 n3 = cross(v13, v12); + + float fac0 = dot(view_vec, n0); + float fac3 = dot(view_vec, n3); + + /* If both adjacent verts are facing the camera the same way, + * then it isn't an outline edge. */ + if (sign(fac0) == sign(fac3)) + return; + + /* Don't outline if concave edge. */ + /* That would hide a lot of non usefull edge but it flickers badly. + * TODO revisit later... */ + // if (dot(n0, v13) > 0.01) + // return; + + gl_Position = pPos[1]; EmitVertex(); + gl_Position = pPos[2]; EmitVertex(); + EndPrimitive(); +} |