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authorJeroen Bakker <jeroen@blender.org>2021-08-04 11:52:51 +0300
committerJeroen Bakker <jeroen@blender.org>2021-08-04 11:55:05 +0300
commitcb67bfdba2e22d0ee967e50afe0912ac80d73e9b (patch)
tree73062214d0be9135b3b56a863a68d1732523daa5 /source/blender/draw
parent218df9941097bf973485ac343c070bdc6641a539 (diff)
Viewport normal drawing with constant length
Patch for: T37878 {F10169694} Reviewed By: fclem Differential Revision: https://developer.blender.org/D11487
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_mesh.c5
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl20
2 files changed, 23 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_edit_mesh.c b/source/blender/draw/engines/overlay/overlay_edit_mesh.c
index a7ed6c777e8..3a2871249a2 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_mesh.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_mesh.c
@@ -132,6 +132,11 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_float_copy(grp, "normalSize", v3d->overlay.normals_length);
DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity);
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
+ DRW_shgroup_uniform_bool_copy(grp,
+ "isConstantScreenSizeNormals",
+ (flag & V3D_OVERLAY_EDIT_CONSTANT_SCREEN_SIZE_NORMALS) != 0);
+ DRW_shgroup_uniform_float_copy(
+ grp, "normalScreenSize", v3d->overlay.normals_constant_screen_size);
}
{
/* Mesh Analysis Pass */
diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl
index 007495f84e0..f649a5cb3ed 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl
@@ -1,5 +1,7 @@
uniform float normalSize;
+uniform float normalScreenSize;
+uniform bool isConstantScreenSizeNormals;
uniform sampler2D depthTex;
uniform float alpha = 1.0;
@@ -49,11 +51,25 @@ void main()
}
vec3 n = normalize(normal_object_to_world(nor));
-
vec3 world_pos = point_object_to_world(pos);
if (gl_VertexID == 0) {
- world_pos += n * normalSize;
+ if (isConstantScreenSizeNormals) {
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ if (is_persp)
+ {
+ float dist_fac = length(cameraPos - world_pos);
+ float cos_fac = dot(cameraForward, cameraVec(world_pos));
+ world_pos += n * normalScreenSize * dist_fac * cos_fac * pixelFac * sizePixel;
+ }
+ else {
+ float frustrum_fac = mul_project_m4_v3_zfac(n) * sizePixel;
+ world_pos += n * normalScreenSize * frustrum_fac;
+ }
+ }
+ else {
+ world_pos += n * normalSize;
+ }
}
gl_Position = point_world_to_ndc(world_pos);