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authorTon Roosendaal <ton@blender.org>2013-01-22 15:18:41 +0400
committerTon Roosendaal <ton@blender.org>2013-01-22 15:18:41 +0400
commite11d22a6b751c750c40226cb027e7805adb7d4e4 (patch)
treec7a7afd211db440cbcbd154f76379e7685cb03fe /source/blender/gpu/shaders
parent1e3a2931ac0cfc9af790717bf19577e22ebda4f5 (diff)
Matcap support in 3D Viewport.
Full log is here: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport Implementation notes: - Matcaps are an extension of Solid draw mode, and don't show in other drawmodes. (It's mostly intended to aid modeling/sculpt) - By design, Matcaps are a UI feature, and only stored locally for the UI itself, and won't affect rendering or materials. - Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. It doesn't take memory or cpu time, until you use it. - Brush Icons and Matcaps use same code now, and only get generated/allocated on actually using it (instead of on startup). - The current set might get new or different images still, based on user feedback. - Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get freed immediately. The Matcap icon previews (128x128 pixels) stay in memory. - Loading own matcap image files will be added later. That needs design and code work to get it stable and memory-friendly. - The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing Material previews, which has its limits... especially for textured previews the normal-mapped matcap won't look good.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl15
1 files changed, 15 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index e89be91c89a..45e7831d20d 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2256,3 +2256,18 @@ void node_output_material(vec4 surface, vec4 volume, float displacement, out vec
result = surface;
}
+/* ********************** matcap style render ******************** */
+
+void material_preview_matcap(vec4 color, sampler2D ima, vec3 N, out vec4 result)
+{
+ vec2 tex;
+
+ if (N.z < 0.0) {
+ N.z = 0.0;
+ N = normalize(N);
+ }
+
+ tex.x = 0.5 + 0.49 * N.x;
+ tex.y = 0.5 + 0.49 * N.y;
+ result = texture2D(ima, tex);
+}