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authorCampbell Barton <ideasman42@gmail.com>2017-04-15 09:46:17 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-04-19 17:38:44 +0300
commitcdba73c8faf7ec28de66b380ed2952d42a2aac38 (patch)
treea8c07ccfcbf3fe513ba1c83cfc392a0d5a903841 /source/blender/draw/modes/shaders
parentce6b01f203caae98a648bb3024479dba2e033c2a (diff)
Draw Manager: curve support
Draws the curve centerline and editmode verts/handles. Handle theme colors, and normal display still need adding.
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl26
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl39
2 files changed, 65 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
new file mode 100644
index 00000000000..57e96143c75
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
@@ -0,0 +1,26 @@
+
+flat in int vertFlag;
+
+#define VERTEX_SELECTED (1 << 0)
+#define VERTEX_ACTIVE (1 << 1)
+
+#if __VERSION__ == 120
+ #define FragColor gl_FragColor
+#else
+ out vec4 FragColor;
+#endif
+
+void main()
+{
+ /* TODO: vertex size */
+
+ if ((vertFlag & VERTEX_SELECTED) != 0) {
+ FragColor = colorVertexSelect;
+ }
+ else if ((vertFlag & VERTEX_ACTIVE) != 0) {
+ FragColor = colorEditMeshActive;
+ }
+ else {
+ FragColor = colorVertex;
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
new file mode 100644
index 00000000000..1af529e5482
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
@@ -0,0 +1,39 @@
+
+/* Draw Curve Vertices */
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 viewportSize;
+
+in vec3 pos;
+in int data;
+
+/* these are the same for all vertices
+ * and does not need interpolation */
+flat out int vertFlag;
+flat out int clipCase;
+
+/* See fragment shader */
+noperspective out vec4 eData1;
+flat out vec4 eData2;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+void main()
+{
+ clipCase = 0;
+
+ vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ /* only verterx position 0 is used */
+ eData1 = eData2 = vec4(1e10);
+ eData2.zw = proj(pPos);
+
+ vertFlag = data;
+
+ gl_PointSize = sizeEdgeFix;
+ gl_Position = pPos;
+}