diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl new file mode 100644 index 00000000000..d189ab1b72c --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl @@ -0,0 +1,144 @@ +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + +float get_edge_sharpness(float wd) +{ + return ((wd == 0.0) ? -1.5 : wd) + wireStepParam; +} + +void wire_color_get(out vec3 rim_col, out vec3 wire_col) +{ + int flag = int(abs(ObjectInfo.w)); + bool is_selected = (flag & DRW_BASE_SELECTED) != 0; + bool is_from_set = (flag & DRW_BASE_FROM_SET) != 0; + bool is_active = (flag & DRW_BASE_ACTIVE) != 0; + + if (is_from_set) { + rim_col = colorWire.rgb; + wire_col = colorWire.rgb; + } + else if (is_selected && useColoring) { + if (isTransform) { + rim_col = colorTransform.rgb; + } + else if (is_active) { + rim_col = colorActive.rgb; + } + else { + rim_col = colorSelect.rgb; + } + wire_col = colorWire.rgb; + } + else { + rim_col = colorWire.rgb; + wire_col = colorBackground.rgb; + } +} + +vec3 hsv_to_rgb(vec3 hsv) +{ + vec3 nrgb = abs(hsv.x * 6.0 - vec3(3.0, 2.0, 4.0)) * vec3(1, -1, -1) + vec3(-1, 2, 2); + nrgb = clamp(nrgb, 0.0, 1.0); + return ((nrgb - 1.0) * hsv.y + 1.0) * hsv.z; +} + +void wire_object_color_get(out vec3 rim_col, out vec3 wire_col) +{ + int flag = int(abs(ObjectInfo.w)); + bool is_selected = (flag & DRW_BASE_SELECTED) != 0; + + if (isObjectColor) { + rim_col = wire_col = ObjectColor.rgb * 0.5; + } + else { + float hue = ObjectInfo.z; + vec3 hsv = vec3(hue, 0.75, 0.8); + rim_col = wire_col = hsv_to_rgb(hsv); + } + + if (is_selected && useColoring) { + /* "Normalize" color. */ + wire_col += 1e-4; /* Avoid division by 0. */ + float brightness = max(wire_col.x, max(wire_col.y, wire_col.z)); + wire_col *= 0.5 / brightness; + rim_col += 0.75; + } + else { + rim_col *= 0.5; + wire_col += 0.5; + } +} + +void main() +{ + bool no_attr = all(equal(nor, vec3(0))); + vec3 wnor = no_attr ? drw_view.viewinv[2].xyz : normalize(normal_object_to_world(nor)); + vec3 wpos = point_object_to_world(pos); + + if (isHair) { + mat4 obmat = hairDupliMatrix; + wpos = (obmat * vec4(pos, 1.0)).xyz; + wnor = -normalize(mat3(obmat) * nor); + } + + bool is_persp = (drw_view.winmat[3][3] == 0.0); + vec3 V = (is_persp) ? normalize(drw_view.viewinv[3].xyz - wpos) : drw_view.viewinv[2].xyz; + + float facing = dot(wnor, V); + + gl_Position = point_world_to_ndc(wpos); + +#ifndef CUSTOM_DEPTH_BIAS + float facing_ratio = clamp(1.0 - facing * facing, 0.0, 1.0); + float flip = sign(facing); /* Flip when not facing the normal (i.e.: backfacing). */ + float curvature = (1.0 - wd * 0.75); /* Avoid making things worse for curvy areas. */ + vec3 wofs = wnor * (facing_ratio * curvature * flip); + wofs = normal_world_to_view(wofs); + + /* Push vertex half a pixel (maximum) in normal direction. */ + gl_Position.xy += wofs.xy * drw_view.viewport_size_inverse * gl_Position.w; + + /* Push the vertex towards the camera. Helps a bit. */ + gl_Position.z -= facing_ratio * curvature * 1.0e-6 * gl_Position.w; +#endif + + /* Convert to screen position [0..sizeVp]. */ + edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; + +#ifndef SELECT_EDGES + edgePos = edgeStart; + + vec3 rim_col, wire_col; + if (isObjectColor || isRandomColor) { + wire_object_color_get(rim_col, wire_col); + } + else { + wire_color_get(rim_col, wire_col); + } + + facing = clamp(abs(facing), 0.0, 1.0); + + /* Do interpolation in a non-linear space to have a better visual result. */ + rim_col = pow(rim_col, vec3(1.0 / 2.2)); + wire_col = pow(wire_col, vec3(1.0 / 2.2)); + vec3 final_front_col = mix(rim_col, wire_col, 0.35); + finalColor.rgb = mix(rim_col, final_front_col, facing); + finalColor.rgb = pow(finalColor.rgb, vec3(2.2)); + finalColor.a = wireOpacity; + finalColor.rgb *= wireOpacity; +#endif + + /* Cull flat edges below threshold. */ + if (!no_attr && (get_edge_sharpness(wd) < 0.0)) { + edgeStart = vec2(-1.0); + } + +#ifdef SELECT_EDGES + /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the + * wire to at least create one fragment that will pass the occlusion query. */ + gl_Position.xy += drw_view.viewport_size_inverse * gl_Position.w * + ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); +#endif + + view_clipping_distances(wpos); +} |