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Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c108
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl2
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl41
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl61
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl52
5 files changed, 112 insertions, 152 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 0af90ad6f4b..d0b7e6484e3 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -104,7 +104,6 @@ typedef struct EDIT_MESH_Shaders {
GPUShader *overlay_vert;
GPUShader *overlay_edge;
GPUShader *overlay_edge_flat;
- GPUShader *overlay_edge_deco;
GPUShader *overlay_face;
GPUShader *overlay_facedot;
@@ -137,7 +136,6 @@ typedef struct EDIT_MESH_PrivateData {
DRWShadingGroup *vert_shgrp;
DRWShadingGroup *edge_shgrp;
- DRWShadingGroup *edge_deco_shgrp;
DRWShadingGroup *face_shgrp;
DRWShadingGroup *face_cage_shgrp;
DRWShadingGroup *facedot_shgrp;
@@ -150,7 +148,6 @@ typedef struct EDIT_MESH_PrivateData {
bool do_zbufclip;
bool do_faces;
bool do_edges;
- float edge_width_scale;
} EDIT_MESH_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -192,7 +189,12 @@ static void EDIT_MESH_engine_init(void *vedata)
});
char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
- const bool use_geom_shader = GPU_max_line_width() <= 2.0f;
+ /* Use geometry shader to draw edge wireframe. This ensure us
+ * the same result accross platforms and more flexibility. But
+ * we pay the cost of running a geometry shader.
+ * In the future we might consider using only the vertex shader
+ * and loading data manually with buffer textures. */
+ const bool use_geom_shader = true;
const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
if (!use_geom_shader) {
geom_sh_code[0] = NULL;
@@ -211,16 +213,10 @@ static void EDIT_MESH_engine_init(void *vedata)
});
sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
+ .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
.geom = (use_geom_shader) ? geom_sh_code : NULL,
});
- sh_data->overlay_edge_deco = GPU_shader_create_from_arrays({
- .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
- .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
- .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL},
- .geom = (use_geom_shader) ? geom_sh_code : NULL,
- });
sh_data->overlay_vert = GPU_shader_create_from_arrays({
.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
@@ -268,10 +264,10 @@ static void EDIT_MESH_engine_init(void *vedata)
}
static DRWPass *edit_mesh_create_overlay_pass(
- float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool UNUSED(xray),
+ float *face_alpha, int *data_mask, bool do_edges, bool UNUSED(xray),
DRWState statemod,
DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp,
- DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_edge_deco_shgrp, DRWShadingGroup **r_vert_shgrp)
+ DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
RegionView3D *rv3d = draw_ctx->rv3d;
@@ -280,6 +276,7 @@ static DRWPass *edit_mesh_create_overlay_pass(
EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0;
const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0;
+ const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0;
float winmat[4][4];
float viewdist = rv3d->dist;
DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
@@ -295,17 +292,15 @@ static DRWPass *edit_mesh_create_overlay_pass(
DRWShadingGroup *grp;
- /* TEST */
GPUShader *vert_sh = sh_data->overlay_vert;
GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat;
GPUShader *face_sh = sh_data->overlay_face;
GPUShader *facedot_sh = sh_data->overlay_facedot;
- GPUShader *edge_deco_sh = sh_data->overlay_edge_deco;
+
/* Faces */
if (select_face) {
grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
if (rv3d->rflag & RV3D_CLIPPING) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
@@ -315,7 +310,6 @@ static DRWPass *edit_mesh_create_overlay_pass(
grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1);
- DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f);
@@ -332,7 +326,6 @@ static DRWPass *edit_mesh_create_overlay_pass(
grp = *r_vert_shgrp = DRW_shgroup_create(vert_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs * 1.5f);
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH);
DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
@@ -342,32 +335,19 @@ static DRWPass *edit_mesh_create_overlay_pass(
}
/* Edges */
- grp = *r_edge_deco_shgrp = DRW_shgroup_create(edge_deco_sh, pass);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
- DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
- DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
- DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
- DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
- DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
- DRW_shgroup_state_enable(grp, DRW_STATE_BLEND);
- DRW_shgroup_state_enable(grp, DRW_STATE_WIRE_WIDE);
- /* To match blender loop structure. */
- DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
- if (rv3d->rflag & RV3D_CLIPPING) {
- DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d);
- }
-
grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
- DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
- DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
+ DRW_shgroup_uniform_float_copy(grp, "edgeScale", select_edge ? 1.75f : 1.0f);
DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE);
+ /* TODO remove this when we draw only one line per edge. */
+ DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH);
+ DRW_shgroup_state_disable(grp, DRW_STATE_DEPTH_LESS_EQUAL);
+ DRW_shgroup_state_enable(grp, DRW_STATE_DEPTH_LESS);
/* To match blender loop structure. */
DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION);
if (rv3d->rflag & RV3D_CLIPPING) {
@@ -406,9 +386,6 @@ static void EDIT_MESH_cache_init(void *vedata)
stl->g_data->do_zbufclip = ((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0;
- /* Applies on top of the theme edge width, so edge-mode can have thick edges. */
- stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f;
-
stl->g_data->data_mask[0] = 0xFF; /* Face Flag */
stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */
stl->g_data->data_mask[2] = 0xFF; /* Crease */
@@ -518,25 +495,23 @@ static void EDIT_MESH_cache_init(void *vedata)
if (!stl->g_data->do_zbufclip) {
psl->edit_face_overlay = edit_mesh_create_overlay_pass(
- &face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, false,
+ &face_mod, stl->g_data->data_mask, stl->g_data->do_edges, false,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND,
&stl->g_data->face_shgrp,
&stl->g_data->face_cage_shgrp,
&stl->g_data->facedot_shgrp,
&stl->g_data->edge_shgrp,
- &stl->g_data->edge_deco_shgrp,
&stl->g_data->vert_shgrp);
}
else {
/* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
psl->edit_face_occluded = edit_mesh_create_overlay_pass(
- &zero, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, true,
+ &zero, stl->g_data->data_mask, stl->g_data->do_edges, true,
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
&stl->g_data->face_shgrp,
&stl->g_data->face_cage_shgrp,
&stl->g_data->facedot_shgrp,
&stl->g_data->edge_shgrp,
- &stl->g_data->edge_deco_shgrp,
&stl->g_data->vert_shgrp);
/* however we loose the front faces value (because we need the depth of occluded wires and
@@ -586,14 +561,12 @@ static void edit_mesh_add_ob_to_pass(
DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp;
DRWShadingGroup *vert_shgrp = g_data->vert_shgrp;
DRWShadingGroup *edge_shgrp = g_data->edge_shgrp;
- DRWShadingGroup *edge_deco_shgrp = g_data->edge_deco_shgrp;
face_shgrp = (facefill_shgrp != NULL) ? facefill_shgrp : face_shgrp;
geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data);
geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data);
DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat);
- DRW_shgroup_call_add(edge_deco_shgrp, geom_edges, ob->obmat);
DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat);
if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
@@ -733,27 +706,34 @@ static void EDIT_MESH_draw_scene(void *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
- if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0) {
- if (stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1) {
- /* In the case of single ghost object edit (common case for retopology):
- * we duplicate the depht+stencil buffer and clear all depth to 1.0f where
- * the stencil buffer is no 0x00. */
- const float *viewport_size = DRW_viewport_size_get();
- const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
- struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
- GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
- GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
- GPU_ATTACHMENT_TEXTURE(dtxl->color),
- });
-
- GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
- GPU_framebuffer_bind(fbl->ghost_wire_fb);
-
- DRW_draw_pass(psl->ghost_clear_depth);
- }
+ if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0 &&
+ stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1)
+ {
+ /* In the case of single ghost object edit (common case for retopology):
+ * we duplicate the depht+stencil buffer and clear all depth to 1.0f where
+ * the stencil buffer is no 0x00. */
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+ struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
+ GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
+ GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
+ GPU_ATTACHMENT_TEXTURE(dtxl->color),
+ });
+
+ GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT);
+ GPU_framebuffer_bind(fbl->ghost_wire_fb);
+
+ DRW_draw_pass(psl->ghost_clear_depth);
+
+ DRW_draw_pass(psl->edit_face_overlay);
}
+ else {
+ // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
+
+ DRW_draw_pass(psl->edit_face_overlay);
- DRW_draw_pass(psl->edit_face_overlay);
+ // MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
+ }
}
DRW_state_clip_planes_reset();
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
index 682e77c347f..51b6e628deb 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
@@ -11,7 +11,7 @@ vec4 EDIT_MESH_edge_color_outer(int edge_flag, int face_flag, float crease, floa
color = ((edge_flag & EDGE_SEAM) != 0) ? colorEdgeSeam : color;
if ((face_flag & FACE_ACTIVE) != 0) {
- color = colorEditMeshActive;
+ color = vec4(colorEditMeshActive.rgb, 1.0);
}
return color;
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index bf41a0a43ae..d48c5158872 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -1,23 +1,36 @@
-#ifdef FLAT
-flat in vec4 finalColor;
-#else
-in vec4 finalColor;
-# ifdef EDGE
-flat in int selectOveride;
-# endif
-#endif
+#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
+
+/**
+ * We want to know how much a pixel is covered by a line.
+ * We replace the square pixel with acircle of the same area and try to find the intersection area.
+ * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
+ * The formula for the area uses inverse trig function and is quite complexe.
+ * Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
+ **/
+#define DISC_RADIUS (M_1_SQRTPI * 1.05)
+#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
+#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
+
+uniform float edgeScale;
+
+flat in vec4 finalColorOuter_f;
+in vec4 finalColor_f;
+in float edgeCoord_f;
out vec4 FragColor;
void main()
{
-#if defined(EDGE) && !defined(FLAT)
- vec4 prim_col = mix(colorEditMeshMiddle, colorEdgeSelect, finalColor.a);
- prim_col = (selectOveride != 0) ? prim_col : finalColor;
- prim_col.a = 1.0;
+ float dist = abs(edgeCoord_f) - max(sizeEdge * edgeScale - 0.5, 0.0);
+ float dist_outer = dist - max(sizeEdge * edgeScale, 1.0);
+#if 1
+ float mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
+ float mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer);
#else
-# define prim_col finalColor
+ float mix_w = step(0.5, dist);
+ float mix_w_outer = step(0.5, dist_outer);
#endif
- FragColor = prim_col;
+ FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a);
+ FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w);
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
index 1063f5dd59d..fcedbd759aa 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
@@ -4,33 +4,23 @@ layout(triangle_strip, max_vertices = 4) out;
uniform vec2 viewportSize;
uniform vec2 viewportSizeInv;
+uniform float edgeScale;
-in VertexData {
- vec4 finalColor;
-#if defined(EDGE) && !defined(FLAT)
- int selectOveride;
-#endif
-} v[];
+in vec4 finalColor[2];
+in vec4 finalColorOuter[2];
+in int selectOveride[2];
-#ifdef FLAT
-# define interp_col flat
-#else
-# define interp_col
-#endif
+flat out vec4 finalColorOuter_f;
+out vec4 finalColor_f;
+out float edgeCoord_f;
-interp_col out vec4 finalColor;
-#if defined(EDGE) && !defined(FLAT)
-flat out int selectOveride;
-#endif
-
-void do_vertex(const int i, vec2 offset)
+void do_vertex(const int i, float coord, vec2 offset)
{
- finalColor = v[i].finalColor;
-#if defined(EDGE) && !defined(FLAT)
- selectOveride = v[0].selectOveride;
-#endif
+ finalColor_f = (selectOveride[0] == 0) ? finalColor[i] : finalColor[0];
+ edgeCoord_f = coord;
gl_Position = gl_in[i].gl_Position;
- gl_Position.xy += offset * gl_Position.w;
+ /* Multiply offset by 2 because gl_Position range is [-1..1]. */
+ gl_Position.xy += offset * 2.0 * gl_Position.w;
EmitVertex();
}
@@ -41,25 +31,24 @@ void main()
ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
vec2 line = ss_pos[0] - ss_pos[1];
- line *= viewportSize;
-
- vec3 edge_ofs = sizeEdge * 2.0 * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
+ line = abs(line) * viewportSize;
-#ifdef EDGE_DECORATION
- edge_ofs *= 3.0;
+ finalColorOuter_f = finalColorOuter[0];
+ float half_size = sizeEdge * edgeScale;
+ /* Enlarge edge for flag display. */
+ half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge * edgeScale, 1.0) : 0.0;
+ /* Add 1 px for AA */
+ half_size += 0.5;
- if (finalColor.a == 0.0) {
- return;
- }
-#endif
+ vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
- bool horizontal = abs(line.x) > abs(line.y);
+ bool horizontal = line.x > line.y;
edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
- do_vertex(0, edge_ofs.xy);
- do_vertex(0, -edge_ofs.xy);
- do_vertex(1, edge_ofs.xy);
- do_vertex(1, -edge_ofs.xy);
+ do_vertex(0, half_size, edge_ofs.xy);
+ do_vertex(0, -half_size, -edge_ofs.xy);
+ do_vertex(1, half_size, edge_ofs.xy);
+ do_vertex(1, -half_size, -edge_ofs.xy);
EndPrimitive();
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index bc25ff17e74..378c5d2417a 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -17,32 +17,10 @@ in vec4 norAndFlag;
# define vnor norAndFlag.xyz
#endif
+out vec4 finalColor;
+out vec4 finalColorOuter;
#ifdef USE_GEOM_SHADER
-# define qual_col
-# define qual_sel
-#else
-# ifdef FLAT
-# define qual_col flat out
-# else
-# define qual_col out
-# endif
-# define qual_sel flat out
-#endif
-
-#ifdef USE_GEOM_SHADER
-out VertexData {
-#endif
-
-qual_col vec4 finalColor;
-#if defined(EDGE) && !defined(FLAT)
-qual_sel int selectOveride;
-#endif
-
-#ifdef USE_GEOM_SHADER
-} v;
-# define v(a) v.a
-#else
-# define v(a) a
+out int selectOveride;
#endif
void main()
@@ -60,7 +38,7 @@ void main()
ivec4 m_data = data & dataMask;
#if defined(VERT)
- v(finalColor) = EDIT_MESH_vertex_color(m_data.y);
+ finalColor = EDIT_MESH_vertex_color(m_data.y);
gl_PointSize = sizeVertex * 2.0;
gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
/* Make selected and active vertex always on top. */
@@ -73,23 +51,23 @@ void main()
#elif defined(EDGE)
# ifdef FLAT
- v(finalColor) = EDIT_MESH_edge_color_inner(m_data.y);
+ finalColor = EDIT_MESH_edge_color_inner(m_data.y);
+ selectOveride = 1;
# else
- v(finalColor) = EDIT_MESH_edge_vertex_color(m_data.y);
- v(selectOveride) = (m_data.y & EDGE_SELECTED);
+ finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
+ selectOveride = (m_data.y & EDGE_SELECTED);
# endif
-#elif defined(EDGE_DECORATION)
float crease = float(m_data.z) / 255.0;
float bweight = float(m_data.w) / 255.0;
- v(finalColor) = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
+ finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
#elif defined(FACE)
- v(finalColor) = EDIT_MESH_face_color(m_data.x);
- v(finalColor).a *= faceAlphaMod;
+ finalColor = EDIT_MESH_face_color(m_data.x);
+ finalColor.a *= faceAlphaMod;
#elif defined(FACEDOT)
- v(finalColor) = EDIT_MESH_facedot_color(norAndFlag.w);
+ finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
/* Bias Facedot Z position in clipspace. */
gl_Position.z -= 0.00035;
gl_PointSize = sizeFaceDot;
@@ -106,12 +84,12 @@ void main()
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.3;
- v(finalColor) = mix(colorEditMeshMiddle, v(finalColor), facing);
- v(finalColor).a = 1.0;
+ finalColor = mix(colorEditMeshMiddle, finalColor, facing);
+ finalColor.a = 1.0;
# if defined(EDGE) && !defined(FLAT)
/* Hack to blend color in pixel shader in case of overide. */
- v(finalColor).a = facing;
+ finalColor.a = facing;
# endif
#endif