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authorAntony Riakiotakis <kalast@gmail.com>2014-03-29 13:40:26 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-04-01 20:27:13 +0400
commit3ed49a810d469174d2c0233dcb03d249adc60056 (patch)
tree6e80355cf213b928c9d292ebf894095aad687d8e /source/blender/gpu/intern/gpu_codegen.c
parentad7980a51a7e1c2492691e403ffdf84a29081c35 (diff)
Make matcaps suck less
This commit does various changes for matcaps: One is taking advantage of drawing with pbvh (which would only happen with dyntopo previously) and drawing with partial redraw during sculpting. The second one is support for masks. To make this work in the special case of multires, which uses flat shading, I use the only available flat shaded builtins in OpenGL 2.0 which are color and secondary color. Abusing colors in that way is also essential for flat shading to work if we are to use pbvh draw in multires, since it is the color that is being interpolated flatly, not the normal (which can only interpolated smoothly). The pbvh drawing code for multires used last triangle element's normal to compute the shading which would only produce smooth results. This could change if we did the shading in the vertex shader for flat shaded primitives, but this is more complex and makes it harder to have one shader to rule the mole. Also increased the brightness of the default diffuse color for sculpting. This should be useful since artists like to tweak the lighting settings and it will give them the full dynamic range of the lights, but also it helps with correct brightness of sculpted matcaps. Reviewers: brecht Differential Revision: https://developer.blender.org/D435
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c16
1 files changed, 16 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 20e65028495..18b512309bd 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -365,6 +365,10 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unfobcolor";
else if (builtin == GPU_AUTO_BUMPSCALE)
return "unfobautobumpscale";
+ else if (builtin == GPU_MATCAP_NORMAL)
+ return "gl_SecondaryColor";
+ else if (builtin == GPU_COLOR)
+ return "gl_Color";
else
return "";
}
@@ -665,6 +669,18 @@ static char *code_generate_vertex(ListBase *nodes)
else
BLI_dynstr_appendf(ds, "\tvar%d = att%d;\n", input->attribid, input->attribid);
}
+ /* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
+ else if (input->source == GPU_SOURCE_BUILTIN) {
+ if (input->builtin == GPU_MATCAP_NORMAL) {
+ /* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
+ * between shader stages and we want the full range of the normal */
+ BLI_dynstr_appendf(ds, "\tvec3 matcapcol = vec3(0.5, 0.5, 0.5) * varnormal + vec3(0.5, 0.5, 0.5);\n");
+ BLI_dynstr_appendf(ds, "\tgl_FrontSecondaryColor = vec4(matcapcol, 1.0);\n");
+ }
+ else if (input->builtin == GPU_COLOR) {
+ BLI_dynstr_appendf(ds, "\tgl_FrontColor = gl_Color;\n");
+ }
+ }
BLI_dynstr_append(ds, "}\n\n");