diff options
-rw-r--r-- | source/blender/draw/modes/edit_mesh_mode.c | 15 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl | 26 |
2 files changed, 6 insertions, 35 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c index c9a998df9a2..691c967f282 100644 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -49,14 +49,12 @@ typedef struct EDIT_MESH_PassList { /* keep it under MAX_BUFFERS */ typedef struct EDIT_MESH_FramebufferList { struct GPUFrameBuffer *occlude_wire_fb; - struct GPUFrameBuffer *occlude_face_fb; } EDIT_MESH_FramebufferList; /* keep it under MAX_TEXTURES */ typedef struct EDIT_MESH_TextureList { struct GPUTexture *occlude_wire_depth_tx; struct GPUTexture *occlude_wire_color_tx; - struct GPUTexture *occlude_face_color_tx; } EDIT_MESH_TextureList; static DRWShadingGroup *depth_shgrp_hidden_wire; @@ -110,11 +108,6 @@ void EDIT_MESH_init(void) (int)viewport_size[0], (int)viewport_size[1], tex, 2); - DRWFboTexture tex2 = {&txl->occlude_face_color_tx, DRW_BUF_RGBA_8}; - DRW_framebuffer_init(&fbl->occlude_face_fb, - (int)viewport_size[0], (int)viewport_size[1], - &tex2, 1); - if (!overlay_tri_sh) { overlay_tri_sh = DRW_shader_create(datatoc_edit_overlay_vert_glsl, datatoc_edit_overlay_geom_tri_glsl, @@ -244,7 +237,7 @@ void EDIT_MESH_cache_init(void) /* however we loose the front faces value (because we need the depth of occluded wires and * faces are alpha blended ) so we recover them in a new pass. */ - psl->facefill_occlude_pass = DRW_pass_create("Front Face Color", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS); + psl->facefill_occlude_pass = DRW_pass_create("Front Face Color", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND); facefill_occluded_shgrp = DRW_shgroup_create(overlay_facefill_sh, psl->facefill_occlude_pass); DRW_shgroup_uniform_block(facefill_occluded_shgrp, "globalsBlock", globals_ubo, 0); @@ -260,7 +253,6 @@ void EDIT_MESH_cache_init(void) DRW_shgroup_call_add(mix_shgrp, quad, mat); DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1); DRW_shgroup_uniform_buffer(mix_shgrp, "wireColor", &txl->occlude_wire_color_tx, 0); - DRW_shgroup_uniform_buffer(mix_shgrp, "faceColor", &txl->occlude_face_color_tx, 1); DRW_shgroup_uniform_buffer(mix_shgrp, "wireDepth", &txl->occlude_wire_depth_tx, 2); DRW_shgroup_uniform_buffer(mix_shgrp, "sceneDepth", &dtxl->depth, 3); } @@ -366,12 +358,7 @@ void EDIT_MESH_draw(void) if (psl->edit_face_occluded_pass) { float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* render facefill */ - DRW_framebuffer_texture_detach(dtxl->depth); - DRW_framebuffer_texture_attach(fbl->occlude_face_fb, dtxl->depth, 0); - DRW_framebuffer_bind(fbl->occlude_face_fb); - DRW_framebuffer_clear(true, false, clearcol); DRW_draw_pass(psl->facefill_occlude_pass); - DRW_framebuffer_texture_detach(dtxl->depth); /* Render wires on a separate framebuffer */ DRW_framebuffer_bind(fbl->occlude_wire_fb); diff --git a/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl index 67687c7fc2f..c63579ebc3f 100644 --- a/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl @@ -3,38 +3,22 @@ out vec4 FragColor; uniform sampler2D wireColor; uniform sampler2D wireDepth; -uniform sampler2D faceColor; uniform sampler2D sceneDepth; uniform float alpha; -vec4 linear(vec4 col) -{ - const float fac = 0.45454545; - return vec4(pow(col.r,fac), pow(col.g,fac), pow(col.b,fac), col.a); -} - -vec4 srgb(vec4 col) -{ - const float fac = 2.2; - return vec4(pow(col.r,fac), pow(col.g,fac), pow(col.b,fac), col.a); -} - void main() { ivec2 co = ivec2(gl_FragCoord.xy); float wire_depth = texelFetch(wireDepth, co, 0).r; float scene_depth = texelFetch(sceneDepth, co, 0).r; vec4 wire_color = texelFetch(wireColor, co, 0).rgba; - vec4 face_color = texelFetch(faceColor, co, 0).rgba; + + FragColor = wire_color; /* this works because not rendered depth is 1.0 and the * following test is always true even when no wires */ - if (wire_depth > scene_depth) { - wire_color.a *= alpha; - FragColor.rgb = mix(face_color.rgb, wire_color.rgb, wire_color.a); - FragColor.a = face_color.a + wire_color.a; - } - else { - FragColor = wire_color; + if ((wire_depth > scene_depth) && (wire_color.a > 0)) { + /* Note : Using wire_color.a * alpha produce unwanted result */ + FragColor.a = alpha; } } |