diff options
author | Antonioya <blendergit@gmail.com> | 2018-12-10 22:04:17 +0300 |
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committer | Antonioya <blendergit@gmail.com> | 2018-12-10 22:18:45 +0300 |
commit | bfb9680e9e59c6fcbdce935323eceeee2b5349d3 (patch) | |
tree | 2974cfc0bea8293d71a7cc3d3941a2dfd75b383c /source/blender | |
parent | 33785baafee18cb1cfc2b8ec7b65736c44774769 (diff) |
GP: Fix problems with stroke Caps
Now the start cap is done and during drawing the end cap is not set because needs to have a UV calculated and this is not done while drawing.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl | 20 |
1 files changed, 18 insertions, 2 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl index f9054b44996..3b99018cedd 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl @@ -45,6 +45,22 @@ float getZdepth(vec4 point) /* in front by default */ return 0.000001; } + +/* check equality but with a small tolerance */ +bool is_equal(vec4 p1, vec4 p2) +{ + float limit = 0.0001; + float x = abs(p1.x - p2.x); + float y = abs(p1.y - p2.y); + float z = abs(p1.z - p2.z); + + if ((x < limit) && (y < limit) && (z < limit)) { + return true; + } + + return false; +} + void main(void) { float MiterLimit = 0.75; @@ -143,7 +159,7 @@ void main(void) } /* generate the start endcap (alpha < 0 used as endcap flag)*/ - if ((P0 == P2) && (color_type == GPENCIL_COLOR_SOLID)){ + if (is_equal(P0,P2) && (color_type == GPENCIL_COLOR_SOLID)){ mTexCoord = vec2(2, 1); mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ; vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0; @@ -183,7 +199,7 @@ void main(void) EmitVertex(); /* generate the end endcap (alpha < 0 used as endcap flag)*/ - if ((P1 == P3) && (color_type == GPENCIL_COLOR_SOLID)){ + if (is_equal(P1,P3) && (color_type == GPENCIL_COLOR_SOLID) && (finaluvdata[2].x > 0)){ mTexCoord = vec2(finaluvdata[2].x, 2); mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ; uvfac = finaluvdata[2].x; |