diff options
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl | 51 |
1 files changed, 8 insertions, 43 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl index d020bcc6951..ccdf81bff7d 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl @@ -2,30 +2,14 @@ /* Solid Wirefram implementation * Mike Erwin, Clément Foucault */ -/* This shader follows the principles of - * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */ - layout(triangles) in; -/* This is not perfect. Only a subset of intel gpus are affected. - * This fix have some performance impact. - * TODO Refine the range to only affect GPUs. */ - -#ifdef EDGE_FIX /* To fix the edge artifacts, we render * an outline strip around the screenspace * triangle. Order is important. * TODO diagram */ - -#ifdef VERTEX_SELECTION -layout(triangle_strip, max_vertices=23) out; -#else -layout(triangle_strip, max_vertices=17) out; -#endif -#else -layout(triangle_strip, max_vertices=3) out; -#endif +layout(triangle_strip, max_vertices=15) out; uniform mat4 ProjectionMatrix; uniform vec2 viewportSize; @@ -43,7 +27,8 @@ flat out vec3 edgesCrease; flat out vec3 edgesBweight; flat out vec4 faceColor; flat out ivec3 flag; -flat out int clipCase; + +out vec3 barycentric; #ifdef VERTEX_SELECTION out vec3 vertexColor; #endif @@ -51,13 +36,6 @@ out vec3 vertexColor; out float facing; #endif -/* See fragment shader */ -flat out vec2 ssPos[3]; - -#define FACE_ACTIVE (1 << 3) -#define FACE_SELECTED (1 << 4) -#define FACE_FREESTYLE (1 << 5) - /* project to screen space */ vec2 proj(vec4 pos) { @@ -73,8 +51,9 @@ void doVertex(int v) #ifdef VERTEX_FACING facing = vFacing[v]; #endif - gl_Position = pPos[v]; + barycentric = vec3(0.0); + barycentric[v % 3] = 1.0; EmitVertex(); } @@ -84,6 +63,7 @@ void doLoopStrip(int v, vec3 offset) doVertex(v); gl_Position.xyz += offset; + barycentric = vec3(1.0); EmitVertex(); } @@ -115,6 +95,7 @@ void main() faceColor = colorFace; /* Vertex */ + vec2 ssPos[3]; ssPos[0] = proj(pPos[0]); ssPos[1] = proj(pPos[1]); ssPos[2] = proj(pPos[2]); @@ -123,10 +104,8 @@ void main() doVertex(1); doVertex(2); -#ifdef EDGE_FIX vec2 fixvec[6]; vec2 fixvecaf[6]; - vec2 cornervec[3]; /* This fix the case when 2 vertices are perfectly aligned * and corner vectors have nowhere to go. @@ -150,8 +129,6 @@ void main() vec2 dir = normalize(v2 - v1); vec2 dir2 = normalize(v3 - v1); - cornervec[i] = -normalize(dir + dir2); - /* perpendicular to dir */ vec2 perp = vec2(-dir.y, dir.x); @@ -162,7 +139,6 @@ void main() /* Make it view independent */ perp *= sizeEdgeFix / viewportSize; - cornervec[i] *= sizeEdgeFix / viewportSize; fixvec[i] = fixvecaf[i] = perp; /* Perspective */ @@ -171,7 +147,6 @@ void main() * our fixvec to be flipped */ fixvec[i] *= -vPos[i].z; fixvecaf[i] *= -vPos[i1].z; - cornervec[i] *= -vPos[i].z; } } @@ -195,16 +170,6 @@ void main() flag[v] &= ~EDGE_EXISTS; doLoopStrip(vaf, vec3(fixvecaf[v], Z_OFFSET)); - /* corner vertices should not draw edges but draw point only */ - flag[vbe] &= ~EDGE_EXISTS; -#ifdef VERTEX_SELECTION - doLoopStrip(vaf, vec3(cornervec[vaf], Z_OFFSET)); -#endif + EndPrimitive(); } - - /* finish the loop strip */ - doLoopStrip(2, vec3(fixvec[2], Z_OFFSET)); -#endif - - EndPrimitive(); } |