diff options
author | Luca Rood <dev@lucarood.com> | 2017-06-06 10:56:27 +0300 |
---|---|---|
committer | Luca Rood <dev@lucarood.com> | 2017-06-06 10:57:18 +0300 |
commit | 4e1257f2d86d71cd883803ea15a1bcb44aa661c7 (patch) | |
tree | f7201276dfa51452483040c7ac2bf01846c623fb /source/blender/draw | |
parent | 443904f1f4f9f0b45e4ef10ec4b5c9392559ada0 (diff) |
Make particle size follow world space instead of screen space
Diffstat (limited to 'source/blender/draw')
3 files changed, 20 insertions, 23 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index 45e035acc73..7ca8006f36c 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -1461,7 +1461,8 @@ static void OBJECT_cache_populate_particles(Object *ob, shgrp = DRW_shgroup_create(e_data.part_dot_sh, psl->particle); DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1); DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1); - DRW_shgroup_uniform_short_to_int(shgrp, "size", &part->draw_size, 1); + DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1); + DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1); DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp); DRW_shgroup_call_add(shgrp, geom, mat); break; @@ -1487,8 +1488,7 @@ static void OBJECT_cache_populate_particles(Object *ob, if (shgrp) { if (draw_as != PART_DRAW_DOT) { - DRW_shgroup_uniform_short_to_int(shgrp, "draw_size", &part->draw_size, 1); - DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1); + DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1); DRW_shgroup_instance_batch(shgrp, geom); } } diff --git a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl index 7b163dbdc31..6dfc212a776 100644 --- a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl +++ b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl @@ -1,6 +1,8 @@ -uniform mat4 ModelViewProjectionMatrix; -uniform int size; +uniform mat4 ModelViewMatrix; +uniform mat4 ProjectionMatrix; +uniform float pixel_size; +uniform float size; in vec3 pos; in float val; @@ -9,11 +11,14 @@ out vec4 radii; flat out float finalVal; void main() { - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); - gl_PointSize = size; + gl_Position = ModelViewMatrix * vec4(pos, 1.0); + + float psize = (ProjectionMatrix[3][3] == 0.0) ? (size / (-gl_Position.z * pixel_size)) : (size / pixel_size); + + gl_PointSize = psize; // calculate concentric radii in pixels - float radius = 0.5 * size; + float radius = 0.5 * psize; // start at the outside and progress toward the center radii[0] = radius; @@ -22,7 +27,9 @@ void main() { radii[3] = radius - 2.0; // convert to PointCoord units - radii /= size; + radii /= psize; + + gl_Position = ProjectionMatrix * gl_Position; finalVal = val; } diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl index 55b183b6933..a950a9b86ba 100644 --- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl +++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl @@ -4,8 +4,7 @@ uniform mat4 ViewProjectionMatrix; uniform mat4 ModelViewMatrix; uniform mat4 ProjectionMatrix; uniform int screen_space; -uniform float pixel_size; -uniform int draw_size; +uniform float draw_size; uniform vec3 color; uniform sampler1D ramp; @@ -23,29 +22,20 @@ vec3 rotate(vec3 vec, vec4 quat) return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec); } -float mul_project_m4_v3_zfac(in vec3 co) -{ - return (ViewProjectionMatrix[0][3] * co.x) + - (ViewProjectionMatrix[1][3] * co.y) + - (ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3]; -} - void main() { - float pix_size = mul_project_m4_v3_zfac(pos) * pixel_size; - if (screen_space == 1) { - gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * pix_size * draw_size, 0.0); + gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * draw_size, 0.0); gl_Position = ProjectionMatrix * gl_Position; } else { - int size = draw_size; + float size = draw_size; if (axis > -1) { size *= 2; } - gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * pix_size * size, rot), 1.0); + gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * size, rot), 1.0); } #ifdef USE_AXIS |