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authorClément Foucault <foucault.clem@gmail.com>2020-06-25 19:01:35 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-25 19:01:47 +0300
commit230b9eac69c4ba42f8a6934e4032d09ba10b5715 (patch)
tree4bd06ff83449af150d2dd1d99f7dbe311843d102 /source/blender
parent47ff54b0080b5015244cd64a4f69f3baca2c5ab0 (diff)
Fix T70193 Overlay: Grid floor disappears for orthographic camera
The fix is to disable the fading for in the +Z direction in this case.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/overlay/overlay_grid.c4
-rw-r--r--source/blender/draw/engines/overlay/shaders/grid_frag.glsl7
2 files changed, 9 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_grid.c b/source/blender/draw/engines/overlay/overlay_grid.c
index 5ed32de6d93..e3079870d8f 100644
--- a/source/blender/draw/engines/overlay/overlay_grid.c
+++ b/source/blender/draw/engines/overlay/overlay_grid.c
@@ -41,6 +41,7 @@ enum {
CLIP_ZPOS = (1 << 7),
CLIP_ZNEG = (1 << 8),
GRID_BACK = (1 << 9),
+ GRID_CAMERA = (1 << 10),
};
void OVERLAY_grid_init(OVERLAY_Data *vedata)
@@ -145,6 +146,9 @@ void OVERLAY_grid_init(OVERLAY_Data *vedata)
if (rv3d->persp == RV3D_CAMOB && v3d->camera && v3d->camera->type == OB_CAMERA) {
Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
dist = ((Camera *)(camera_object->data))->clip_end;
+ shd->grid_flag |= GRID_CAMERA;
+ shd->zneg_flag |= GRID_CAMERA;
+ shd->zpos_flag |= GRID_CAMERA;
}
else {
dist = v3d->clip_end;
diff --git a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
index 9743f918ce3..317e9fe0447 100644
--- a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
@@ -28,7 +28,8 @@ uniform float gridSteps[STEPS_LEN] = float[](0.001, 0.01, 0.1, 1.0, 10.0, 100.0,
#define PLANE_XY (1 << 4)
#define PLANE_XZ (1 << 5)
#define PLANE_YZ (1 << 6)
-#define GRID_BACK (1 << 9) /* grid is behind objects */
+#define GRID_BACK (1 << 9) /* grid is behind objects */
+#define GRID_CAMERA (1 << 10) /* In camera view */
#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
@@ -104,7 +105,9 @@ void main()
fade *= 1.0 - smoothstep(0.0, gridDistance, dist - gridDistance);
}
else {
- dist = abs(gl_FragCoord.z * 2.0 - 1.0);
+ dist = gl_FragCoord.z * 2.0 - 1.0;
+ /* Avoid fading in +Z direction in camera view (see T70193). */
+ dist = ((gridFlag & GRID_CAMERA) != 0) ? clamp(dist, 0.0, 1.0) : abs(dist);
fade = 1.0 - smoothstep(0.0, 0.5, dist - 0.5);
dist = 1.0; /* avoid branch after */