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authorClément Foucault <foucault.clem@gmail.com>2018-12-11 01:16:03 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-11 01:17:20 +0300
commit1d230240143a465a197df32754d7c56fab44073a (patch)
tree79e9b50797de6764e7dc03251c192c5406424fdf /source/blender/draw
parentbfb9680e9e59c6fcbdce935323eceeee2b5349d3 (diff)
Object Mode: Make point clouds a bit less like uniform blobs
Also this display is optimized. It does not use blending and pixel discard. Working with scanned data should be more pleasant with this. A better option would be to use gl_FragDepth to have a better sense of volume but this discards early depth test.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/CMakeLists.txt1
-rw-r--r--source/blender/draw/modes/object_mode.c13
-rw-r--r--source/blender/draw/modes/shaders/object_loose_points_frag.glsl19
3 files changed, 32 insertions, 1 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 9c1ca46175e..286cf9753e7 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -306,6 +306,7 @@ data_to_c_simple(modes/shaders/object_mball_handles_vert.glsl SRC)
data_to_c_simple(modes/shaders/object_particle_prim_vert.glsl SRC)
data_to_c_simple(modes/shaders/object_particle_dot_vert.glsl SRC)
data_to_c_simple(modes/shaders/object_particle_dot_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_loose_points_frag.glsl SRC)
data_to_c_simple(modes/shaders/paint_texture_frag.glsl SRC)
data_to_c_simple(modes/shaders/paint_texture_vert.glsl SRC)
data_to_c_simple(modes/shaders/paint_vertex_frag.glsl SRC)
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 90d499aebd6..31314a35232 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -93,6 +93,7 @@ extern char datatoc_object_grid_vert_glsl[];
extern char datatoc_object_empty_image_frag_glsl[];
extern char datatoc_object_empty_image_vert_glsl[];
extern char datatoc_object_lightprobe_grid_vert_glsl[];
+extern char datatoc_object_loose_points_frag_glsl[];
extern char datatoc_object_particle_prim_vert_glsl[];
extern char datatoc_object_particle_dot_vert_glsl[];
extern char datatoc_object_particle_dot_frag_glsl[];
@@ -306,6 +307,7 @@ static struct {
GPUShader *part_prim_sh;
GPUShader *part_axis_sh;
GPUShader *lightprobe_grid_sh;
+ GPUShader *loose_points_sh;
float camera_pos[3];
float screenvecs[3][4];
float grid_settings[5];
@@ -457,6 +459,9 @@ static void OBJECT_engine_init(void *vedata)
/* Lightprobes */
e_data.lightprobe_grid_sh = DRW_shader_create(
datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, NULL);
+
+ /* Loose Points */
+ e_data.loose_points_sh = DRW_shader_create_3D(datatoc_object_loose_points_frag_glsl, NULL);
}
{
@@ -686,6 +691,7 @@ static void OBJECT_engine_free(void)
DRW_SHADER_FREE_SAFE(e_data.part_axis_sh);
DRW_SHADER_FREE_SAFE(e_data.part_dot_sh);
DRW_SHADER_FREE_SAFE(e_data.lightprobe_grid_sh);
+ DRW_SHADER_FREE_SAFE(e_data.loose_points_sh);
}
static DRWShadingGroup *shgroup_outline(DRWPass *pass, const int *ofs, GPUShader *sh)
@@ -710,6 +716,7 @@ static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUSha
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+ DRW_shgroup_uniform_vec4(grp, "innerColor", ts.colorEditMeshMiddle, 1);
return grp;
}
@@ -1192,11 +1199,15 @@ static void OBJECT_cache_init(void *vedata)
sgl->wire_active = shgroup_wire(sgl->non_meshes, ts.colorActive, sh);
/* Points (loose points) */
- sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+ sh = e_data.loose_points_sh;
sgl->points = shgroup_points(sgl->non_meshes, ts.colorWire, sh);
sgl->points_select = shgroup_points(sgl->non_meshes, ts.colorSelect, sh);
sgl->points_transform = shgroup_points(sgl->non_meshes, ts.colorTransform, sh);
sgl->points_active = shgroup_points(sgl->non_meshes, ts.colorActive, sh);
+ DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND);
+ DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND);
/* Metaballs Handles */
sgl->mball_handle = shgroup_instance_mball_handles(sgl->non_meshes);
diff --git a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
new file mode 100644
index 00000000000..66b3091a41c
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
@@ -0,0 +1,19 @@
+
+uniform vec4 color;
+uniform vec4 innerColor;
+
+out vec4 fragColor;
+
+void main()
+{
+ vec2 centered = abs(gl_PointCoord - vec2(0.5));
+ float dist = max(centered.x, centered.y);
+
+ float fac = dist * dist * 4.0;
+ fragColor = mix(innerColor, color, 0.45 + fac * 0.65);
+
+ /* Make the effect more like a fresnel by offsetting
+ * the depth and creating mini-spheres.
+ * Disabled as it has performance impact. */
+ // gl_FragDepth = gl_FragCoord.z + 1e-6 * fac;
+}