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authorClément Foucault <foucault.clem@gmail.com>2018-06-11 19:03:50 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-11 19:04:00 +0300
commit1f1ca7447637e8a5216358346698ad8f5f5ba328 (patch)
tree2292cb78fa8ec9590974edf89dd5a9c2a9255922 /source
parent638590078c716c65ed0e9c4a0cbcff60c46a98e2 (diff)
Outlines: Make Xray outlines 2px thick instead of 3px
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/modes/object_mode.c13
-rw-r--r--source/blender/draw/modes/shaders/object_outline_detect_frag.glsl6
2 files changed, 18 insertions, 1 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 0c8c4664f70..76712783cb1 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -256,6 +256,7 @@ static struct {
GPUShader *outline_resolve_sh;
GPUShader *outline_resolve_aa_sh;
GPUShader *outline_detect_sh;
+ GPUShader *outline_detect_wire_sh;
GPUShader *outline_fade_sh;
/* regular shaders */
@@ -364,6 +365,14 @@ static void OBJECT_engine_init(void *vedata)
datatoc_common_globals_lib_glsl,
"#extension GL_ARB_texture_gather : enable\n");
+ e_data.outline_detect_wire_sh = DRW_shader_create_with_lib(
+ datatoc_common_fullscreen_vert_glsl, NULL,
+ datatoc_object_outline_detect_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define WIRE\n"
+ "#extension GL_ARB_texture_gather : enable\n");
+
+
e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
/* Empty images */
@@ -592,6 +601,7 @@ static void OBJECT_engine_free(void)
DRW_SHADER_FREE_SAFE(e_data.outline_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.outline_resolve_aa_sh);
DRW_SHADER_FREE_SAFE(e_data.outline_detect_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_detect_wire_sh);
DRW_SHADER_FREE_SAFE(e_data.outline_fade_sh);
DRW_SHADER_FREE_SAFE(e_data.object_empty_image_sh);
DRW_SHADER_FREE_SAFE(e_data.object_empty_image_wire_sh);
@@ -926,7 +936,8 @@ static void OBJECT_cache_init(void *vedata)
psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
- DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_detect_sh, psl->outlines_search);
+ GPUShader *sh = (xray_enabled) ? e_data.outline_detect_wire_sh : e_data.outline_detect_sh;
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->outlines_search);
DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx);
DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx);
DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth);
diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
index 45bbdb18340..9a7856ecb13 100644
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -51,6 +51,12 @@ void main()
id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
#endif
+#ifdef WIRE
+ /* We want only 2px outlines. */
+ /* TODO optimize, don't sample if we don't need to. */
+ id.xy = uvec2(ref_id);
+#endif
+
bool outline = any(notEqual(id, uvec4(ref_id)));
ivec2 depth_texel = texel;