diff options
author | Falk David <falkdavid@gmx.de> | 2021-04-29 17:49:57 +0300 |
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committer | Falk David <falkdavid@gmx.de> | 2021-04-29 17:50:21 +0300 |
commit | 97923d9b9892b422cfd4c5a795258a34e44c09e8 (patch) | |
tree | 5694478f142062028f09a4f4b14018e870423f35 /source/blender | |
parent | 7134b9dacadb933f884ffdbb1e5f433839dc47f2 (diff) |
GPencil: glow fx, add threshold value color mode
This patch adds a threshold value to the glow effect in color mode.
Currently, the threshold is hardcoded to 5%.
You can select a color and specify a higher threshold to include
similar colors in the effect.
Note: depends on D10670
Reviewed By: #grease_pencil, pepeland
Differential Revision: https://developer.blender.org/D10672
Diffstat (limited to 'source/blender')
3 files changed, 12 insertions, 9 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c index 0b66141e51a..ab90831f4ac 100644 --- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c +++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c @@ -424,22 +424,26 @@ static void gpencil_vfx_glow(GlowShaderFxData *fx, Object *UNUSED(ob), gpIterVfx GPUShader *sh = GPENCIL_shader_fx_glow_get(); - float ref_col[3]; + float ref_col[4]; if (fx->mode == eShaderFxGlowMode_Luminance) { + /* Only pass in the first value for luminace. */ ref_col[0] = fx->threshold; ref_col[1] = -1.0f; ref_col[2] = -1.0f; + ref_col[3] = -1.0f; } else { + /* First three values are the RGB for the selected color, last value the threshold. */ copy_v3_v3(ref_col, fx->select_color); + ref_col[3] = fx->threshold; } DRWState state = DRW_STATE_WRITE_COLOR; grp = gpencil_vfx_pass_create("Fx Glow H", state, iter, sh); DRW_shgroup_uniform_vec2_copy(grp, "offset", (float[2]){fx->blur[0] * c, fx->blur[0] * s}); DRW_shgroup_uniform_int_copy(grp, "sampCount", max_ii(1, min_ii(fx->samples, fx->blur[0]))); - DRW_shgroup_uniform_vec3_copy(grp, "threshold", ref_col); + DRW_shgroup_uniform_vec4_copy(grp, "threshold", ref_col); DRW_shgroup_uniform_vec4_copy(grp, "glowColor", fx->glow_color); DRW_shgroup_uniform_bool_copy(grp, "glowUnder", use_glow_under); DRW_shgroup_uniform_bool_copy(grp, "firstPass", true); @@ -473,7 +477,7 @@ static void gpencil_vfx_glow(GlowShaderFxData *fx, Object *UNUSED(ob), gpIterVfx grp = gpencil_vfx_pass_create("Fx Glow V", state, iter, sh); DRW_shgroup_uniform_vec2_copy(grp, "offset", (float[2]){-fx->blur[1] * s, fx->blur[1] * c}); DRW_shgroup_uniform_int_copy(grp, "sampCount", max_ii(1, min_ii(fx->samples, fx->blur[0]))); - DRW_shgroup_uniform_vec3_copy(grp, "threshold", (float[3]){-1.0f, -1.0f, -1.0f}); + DRW_shgroup_uniform_vec4_copy(grp, "threshold", (float[4]){-1.0f, -1.0f, -1.0f, -1.0}); DRW_shgroup_uniform_vec4_copy(grp, "glowColor", (float[4]){1.0f, 1.0f, 1.0f, fx->glow_color[3]}); DRW_shgroup_uniform_bool_copy(grp, "firstPass", false); DRW_shgroup_uniform_int_copy(grp, "blendMode", fx->blend_mode); diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl index bb905f8694b..269ed49c4d0 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl @@ -145,7 +145,7 @@ void main() uniform vec4 glowColor; uniform vec2 offset; uniform int sampCount; -uniform vec3 threshold; +uniform vec4 threshold; uniform bool firstPass; uniform bool glowUnder; uniform int blendMode; @@ -168,7 +168,7 @@ void main() vec3 rev = texture(revealBuf, uv).rgb; if (threshold.x > -1.0) { if (threshold.y > -1.0) { - if (any(greaterThan(abs(col - threshold), vec3(0.05)))) { + if (any(greaterThan(abs(col - vec3(threshold)), vec3(threshold.w)))) { weight = 0.0; } } diff --git a/source/blender/shader_fx/intern/FX_shader_glow.c b/source/blender/shader_fx/intern/FX_shader_glow.c index 30eaa35a049..fc75771cd62 100644 --- a/source/blender/shader_fx/intern/FX_shader_glow.c +++ b/source/blender/shader_fx/intern/FX_shader_glow.c @@ -71,12 +71,11 @@ static void panel_draw(const bContext *UNUSED(C), Panel *panel) uiItemR(layout, ptr, "mode", 0, NULL, ICON_NONE); - if (mode == eShaderFxGlowMode_Luminance) { - uiItemR(layout, ptr, "threshold", 0, NULL, ICON_NONE); - } - else { + uiItemR(layout, ptr, "threshold", 0, NULL, ICON_NONE); + if (mode == eShaderFxGlowMode_Color) { uiItemR(layout, ptr, "select_color", 0, NULL, ICON_NONE); } + uiItemR(layout, ptr, "glow_color", 0, NULL, ICON_NONE); uiItemS(layout); |