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authorClément Foucault <foucault.clem@gmail.com>2018-05-31 20:01:22 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-31 20:09:20 +0300
commitbf4ce5755f3699105a1e97793db63f9fc8f7ad9a (patch)
treee9c6855b3305e26dd4def29cea78253e7b7fa507 /source/blender/draw/modes/shaders
parent712885c30ef2a8dbde91b7d8b4ffb9784a70fca5 (diff)
Overlay: Add Wireframe overlay.
This overlay is showing mesh topology. It is usable with transparency even if the mesh order can mess up with the expected result (some object more prominent than others). Edge thickness and alpha values are hardcoded for now but can easily be added to theme or object settings.
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl36
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl106
2 files changed, 142 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
new file mode 100644
index 00000000000..86e3bb959e9
--- /dev/null
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
@@ -0,0 +1,36 @@
+uniform vec3 wireColor;
+uniform vec3 rimColor;
+
+flat in vec3 ssVec0;
+flat in vec3 ssVec1;
+flat in vec3 ssVec2;
+in float facing;
+
+out vec4 fragColor;
+
+float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
+
+/* In pixels */
+const float wire_size = 0.0; /* Expands the core of the wire (part that is 100% wire color) */
+const float wire_smooth = 1.4; /* Smoothing distance after the 100% core. */
+
+/* Alpha constants could be exposed in the future. */
+const float front_alpha = 0.55;
+const float rim_alpha = 0.75;
+
+void main()
+{
+ vec3 ss_pos = vec3(gl_FragCoord.xy, 1.0);
+ vec3 dist_to_edge = vec3(
+ dot(ss_pos, ssVec0),
+ dot(ss_pos, ssVec1),
+ dot(ss_pos, ssVec2)
+ );
+
+ float fac = smoothstep(wire_size, wire_size + wire_smooth, min_v3(abs(dist_to_edge)));
+ float facing_clamped = clamp((gl_FrontFacing) ? facing : -facing, 0.0, 1.0);
+
+ vec3 final_front_col = rimColor * 0.5 + wireColor * 0.5;
+ fragColor = mix(vec4(rimColor, rim_alpha), vec4(final_front_col, front_alpha), facing_clamped);
+ fragColor.a *= (1.0 - fac);
+}
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
new file mode 100644
index 00000000000..67f4a5c7668
--- /dev/null
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
@@ -0,0 +1,106 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+uniform vec2 viewportSize;
+uniform float nearDist;
+
+uniform samplerBuffer vertData;
+uniform isamplerBuffer faceIds;
+
+flat out vec3 ssVec0;
+flat out vec3 ssVec1;
+flat out vec3 ssVec2;
+out float facing;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+vec3 compute_vec(vec2 v0, vec2 v1)
+{
+ vec2 v = normalize(v1 - v0);
+ v = vec2(-v.y, v.x);
+ return vec3(v, -dot(v, v0));
+}
+
+float short_to_unit_float(uint s)
+{
+ int value = int(s) & 0x7FFF;
+ if ((s & 0x8000u) != 0u) {
+ value |= ~0x7FFF;
+ }
+ return float(value) / float(0x7FFF);
+}
+
+vec3 get_vertex_nor(int v_id)
+{
+ v_id *= 5; /* See vertex format for explanation. */
+ /* Fetch compressed normal as float and unpack them. */
+ vec2 data;
+ data.x = texelFetch(vertData, v_id + 3).r;
+ data.y = texelFetch(vertData, v_id + 4).r;
+
+ uvec2 udata = floatBitsToUint(data);
+
+ vec3 nor;
+ nor.x = short_to_unit_float(udata.x & 0xFFFFu);
+ nor.y = short_to_unit_float(udata.x >> 16u);
+ nor.z = short_to_unit_float(udata.y & 0xFFFFu);
+ return nor;
+}
+
+vec3 get_vertex_pos(int v_id)
+{
+ v_id *= 5; /* See vertex format for explanation. */
+ vec3 pos;
+ pos.x = texelFetch(vertData, v_id).r;
+ pos.y = texelFetch(vertData, v_id + 1).r;
+ pos.z = texelFetch(vertData, v_id + 2).r;
+ return pos;
+}
+
+#define NO_EDGE vec3(10000.0);
+
+void main()
+{
+
+ int v_0 = (gl_VertexID / 3) * 3;
+ int v_n = gl_VertexID % 3;
+ /* Getting the same positions for each of the 3 verts. */
+ ivec3 v_id;
+ v_id.x = texelFetch(faceIds, v_0).r;
+ v_id.y = texelFetch(faceIds, v_0 + 1).r;
+ v_id.z = texelFetch(faceIds, v_0 + 2).r;
+
+ bvec3 do_edge = lessThan(v_id, ivec3(0));
+ v_id = abs(v_id) - 1;
+
+ vec3 pos[3];
+ pos[0] = get_vertex_pos(v_id.x);
+ pos[1] = get_vertex_pos(v_id.y);
+ pos[2] = get_vertex_pos(v_id.z);
+
+ vec4 p_pos[3];
+ p_pos[0] = ModelViewProjectionMatrix * vec4(pos[0], 1.0);
+ p_pos[1] = ModelViewProjectionMatrix * vec4(pos[1], 1.0);
+ p_pos[2] = ModelViewProjectionMatrix * vec4(pos[2], 1.0);
+
+ vec2 ss_pos[3];
+ ss_pos[0] = proj(p_pos[0]);
+ ss_pos[1] = proj(p_pos[1]);
+ ss_pos[2] = proj(p_pos[2]);
+
+ /* Compute the edges screen vectors */
+ ssVec0 = do_edge.x ? compute_vec(ss_pos[0], ss_pos[1]) : NO_EDGE;
+ ssVec1 = do_edge.y ? compute_vec(ss_pos[1], ss_pos[2]) : NO_EDGE;
+ ssVec2 = do_edge.z ? compute_vec(ss_pos[2], ss_pos[0]) : NO_EDGE;
+
+ gl_Position = p_pos[v_n];
+
+ vec3 nor = get_vertex_nor(v_id[v_n]);
+ facing = (NormalMatrix * nor).z;
+}