diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-04-18 14:53:22 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-04-18 14:53:22 +0300 |
commit | 8a71c139d8b651bf30547236ffc0a2067d45c4d5 (patch) | |
tree | d4be5703d26d7d8117d4d3266b3d4cdba345a10f /source/blender/draw | |
parent | a091da7ffad137c114139dd59db79b2d7fbd8006 (diff) | |
parent | 9b338e802805bb7dbf981512923d6a1f343fbaa8 (diff) |
Merge branch 'blender2.8' into blender2.8-workbench
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_private.h | 11 | ||||
-rw-r--r-- | source/blender/draw/modes/object_mode.c | 17 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/object_outline_detect_frag.glsl | 35 |
3 files changed, 39 insertions, 24 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index cec0c2f4bf9..2b328ccbda2 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -41,17 +41,10 @@ typedef struct WORKBENCH_PassList { struct DRWPass *solid_pass; } WORKBENCH_PassList; -typedef struct WORKBENCH_FrameBufferList { -} WORKBENCH_FrameBufferList; - -typedef struct WORKBENCH_TextureList { -} WORKBENCH_TextureList; - - typedef struct WORKBENCH_Data { void *engine_type; - WORKBENCH_FrameBufferList *fbl; - WORKBENCH_TextureList *txl; + DRWViewportEmptyList *fbl; + DRWViewportEmptyList *txl; WORKBENCH_PassList *psl; WORKBENCH_StorageList *stl; } WORKBENCH_Data; diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index 720a547f8f8..7868e8a8232 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -886,6 +886,8 @@ static void OBJECT_cache_init(void *vedata) OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); OBJECT_PrivateData *g_data; + /* TODO : use dpi setting for enabling the second pass */ + const bool do_outline_expand = false; if (!stl->g_data) { /* Alloc transient pointers */ @@ -968,15 +970,17 @@ static void OBJECT_cache_init(void *vedata) grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_expand); DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx); - DRW_shgroup_uniform_bool(grp, "doExpand", &bTrue, 1); + DRW_shgroup_uniform_bool(grp, "doExpand", (do_outline_expand) ? &bTrue : &bFalse, 1); DRW_shgroup_call_add(grp, quad, NULL); psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state); - grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_bleed); - DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx); - DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1); - DRW_shgroup_call_add(grp, quad, NULL); + if (do_outline_expand) { + grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_bleed); + DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx); + DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1); + DRW_shgroup_call_add(grp, quad, NULL); + } } { @@ -984,9 +988,10 @@ static void OBJECT_cache_init(void *vedata) psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state); struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get(); + GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx : &e_data.outlines_color_tx; DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_resolve_aa_sh, psl->outlines_resolve); - DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", &e_data.outlines_blur_tx); + DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx); DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1); DRW_shgroup_call_add(grp, quad, NULL); } diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl index dc457100d1c..771b6bcdc2e 100644 --- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl +++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl @@ -40,8 +40,8 @@ void main() #ifdef GL_ARB_texture_gather vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy); - vec2 uv1 = floor(gl_FragCoord.xy) * texel_size - texel_size; - vec2 uv2 = floor(gl_FragCoord.xy) * texel_size; + vec2 uv1 = ceil(gl_FragCoord.xy) * texel_size - texel_size; + vec2 uv2 = ceil(gl_FragCoord.xy) * texel_size; /* Samples order is CW starting from top left. */ uvec4 tmp1 = textureGather(outlineId, uv1); @@ -52,19 +52,36 @@ void main() #else uvec4 id; uint ref_id = texelFetch(outlineId, texel, 0).r; - id.x = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r; - id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r; - id.z = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r; - id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r; + id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r; + id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r; + id.z = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r; + id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r; #endif - float ref_depth = texelFetch(outlineDepth, texel, 0).r; - float scene_depth = texelFetch(sceneDepth, texel, 0).r; + bool outline = any(notEqual(id, uvec4(ref_id))); + + ivec2 depth_texel = texel; + /* If texel is an outline but has no valid id ... + * replace id and depth texel by a valid one. + * This keeps the outline thickness consistent everywhere. */ + if (ref_id == 0u && outline) { + depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel; + depth_texel = (id.y != 0u) ? texel + ivec2( 0, -1) : depth_texel; + depth_texel = (id.z != 0u) ? texel + ivec2( 0, 1) : depth_texel; + depth_texel = (id.w != 0u) ? texel + ivec2( 1, 0) : depth_texel; + + ref_id = (id.x != 0u) ? id.x : ref_id; + ref_id = (id.y != 0u) ? id.y : ref_id; + ref_id = (id.z != 0u) ? id.z : ref_id; + ref_id = (id.w != 0u) ? id.w : ref_id; + } + + float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r; + float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r; /* Avoid bad cases of zfighting for occlusion only. */ const float epsilon = 3.0 / 8388608.0; bool occluded = (ref_depth > scene_depth + epsilon); - bool outline = any(notEqual(id, uvec4(ref_id))); FragColor = convert_id_to_color(int(ref_id)); FragColor.a *= (occluded) ? alphaOcclu : 1.0; |