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Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/object_mode.c42
-rw-r--r--source/blender/draw/modes/shaders/common_globals_lib.glsl5
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl75
-rw-r--r--source/blender/draw/modes/shaders/object_grid_vert.glsl6
4 files changed, 66 insertions, 62 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 87fc74f1f72..06e5b521514 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -332,7 +332,7 @@ static struct {
OBJECT_Shaders sh_data[GPU_SHADER_CFG_LEN];
- float grid_settings[5];
+ float grid_distance;
float grid_mesh_size;
int grid_flag;
float grid_axes[3];
@@ -340,6 +340,7 @@ static struct {
int zneg_flag;
float zplane_axes[3];
float inv_viewport_size[2];
+ float grid_steps[8];
bool draw_grid;
/* Temp buffer textures */
struct GPUTexture *outlines_depth_tx;
@@ -559,8 +560,6 @@ static void OBJECT_engine_init(void *vedata)
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
RegionView3D *rv3d = draw_ctx->rv3d;
- float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
- float grid_res;
const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
@@ -576,21 +575,6 @@ static void OBJECT_engine_init(void *vedata)
/* if perps */
if (winmat[3][3] == 0.0f) {
- float fov;
- float viewvecs[2][4] = {
- {1.0f, -1.0f, -1.0f, 1.0f},
- {-1.0f, 1.0f, -1.0f, 1.0f},
- };
-
- /* convert the view vectors to view space */
- for (int i = 0; i < 2; i++) {
- mul_m4_v4(wininv, viewvecs[i]);
- mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */
- }
-
- fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
- grid_res = fabsf(tanf(fov)) / grid_scale;
-
e_data.grid_flag = (1 << 4); /* XY plane */
if (show_axis_x) {
e_data.grid_flag |= SHOW_AXIS_X;
@@ -603,14 +587,6 @@ static void OBJECT_engine_init(void *vedata)
}
}
else {
- if (rv3d->view != RV3D_VIEW_USER) {
- /* Allow 3 more subdivisions. */
- grid_scale /= powf(v3d->gridsubdiv, 3);
- }
-
- float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
- grid_res = viewdist / grid_scale;
-
if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
e_data.draw_grid = show_ortho_grid;
e_data.grid_flag = PLANE_YZ | SHOW_AXIS_Y | SHOW_AXIS_Z | SHOW_GRID | GRID_BACK;
@@ -688,12 +664,7 @@ static void OBJECT_engine_init(void *vedata)
dist = v3d->clip_end;
}
- e_data.grid_settings[0] = dist / 2.0f; /* gridDistance */
- e_data.grid_settings[1] = grid_res; /* gridResolution */
- e_data.grid_settings[2] = grid_scale; /* gridScale */
- e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
- e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) :
- 0.0f; /* 1/log(gridSubdiv) */
+ e_data.grid_distance = dist / 2.0f; /* gridDistance */
if (winmat[3][3] == 0.0f) {
e_data.grid_mesh_size = dist;
@@ -702,6 +673,8 @@ static void OBJECT_engine_init(void *vedata)
float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
e_data.grid_mesh_size = viewdist * dist;
}
+
+ ED_view3d_grid_steps(scene, v3d, rv3d, e_data.grid_steps);
}
copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get());
@@ -1512,10 +1485,10 @@ static void OBJECT_cache_init(void *vedata)
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->grid, psl->grid);
DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1);
DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
- DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1);
+ DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
+ DRW_shgroup_uniform_float(grp, "gridDistance", &e_data.grid_distance, 1);
DRW_shgroup_uniform_float_copy(grp, "lineKernel", grid_line_size);
DRW_shgroup_uniform_float_copy(grp, "meshSize", e_data.grid_mesh_size);
- DRW_shgroup_uniform_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_call(grp, geom, NULL);
@@ -1525,6 +1498,7 @@ static void OBJECT_cache_init(void *vedata)
DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_float(grp, "gridSteps", e_data.grid_steps, ARRAY_SIZE(e_data.grid_steps));
DRW_shgroup_call(grp, geom, NULL);
grp = DRW_shgroup_create(sh_data->grid, psl->grid);
diff --git a/source/blender/draw/modes/shaders/common_globals_lib.glsl b/source/blender/draw/modes/shaders/common_globals_lib.glsl
index f75ef06b6d9..e559224eb9e 100644
--- a/source/blender/draw/modes/shaders/common_globals_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_globals_lib.glsl
@@ -75,11 +75,6 @@ layout(std140) uniform globalsBlock
float sizeEdgeFix;
float sizeFaceDot;
- float gridDistance;
- float gridResolution;
- float gridSubdivisions;
- float gridScale;
-
float pad_globalsBlock;
};
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index a20f12efd93..751d839eb79 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -9,21 +9,19 @@ in vec3 local_pos;
out vec4 FragColor;
uniform vec3 planeAxes;
-uniform vec4 gridSettings;
+uniform vec3 screenVecs[2];
+uniform float gridDistance;
uniform float meshSize;
uniform float lineKernel = 0.0;
-uniform float gridOneOverLogSubdiv;
uniform sampler2D depthBuffer;
-#define gridDistance gridSettings.x
-#define gridResolution gridSettings.y
-#define gridScale gridSettings.z
-#define gridSubdiv gridSettings.w
-
#define cameraPos (ViewMatrixInverse[3].xyz)
uniform int gridFlag;
+#define STEPS_LEN 8
+uniform float gridSteps[STEPS_LEN] = float[](0.001, 0.01, 0.1, 1.0, 10.0, 100.0, 1000.0, 10000.0);
+
#define AXIS_X (1 << 0)
#define AXIS_Y (1 << 1)
#define AXIS_Z (1 << 2)
@@ -73,10 +71,14 @@ vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
axes_domain - (line_size + lineKernel));
}
+#define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0))
+
void main()
{
vec3 wPos = local_pos * meshSize;
- vec3 fwidthPos = fwidth(wPos);
+ vec3 dFdxPos = dFdx(wPos);
+ vec3 dFdyPos = dFdy(wPos);
+ vec3 fwidthPos = abs(dFdxPos) + abs(dFdyPos);
wPos += cameraPos * planeAxes;
float dist, fade;
@@ -116,15 +118,54 @@ void main()
}
if ((gridFlag & GRID) != 0) {
- float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
+ /* Using `max(dot(dFdxPos, screenVecs[0]), dot(dFdyPos, screenVecs[1]))`
+ * would be more accurate, but not really necessary. */
+ float grid_res = dot(dFdxPos, screenVecs[0]);
- float blend = fract(-max(grid_res, 0.0));
- float lvl = floor(grid_res);
+ /* The gride begins to appear when it comprises 4 pixels */
+ grid_res *= 4;
/* from biggest to smallest */
- float scaleA = gridScale * pow(gridSubdiv, max(lvl - 1.0, 0.0));
- float scaleB = gridScale * pow(gridSubdiv, max(lvl + 0.0, 0.0));
- float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
+ vec4 scale;
+#if 0
+ int step_id = 0;
+ scale[0] = 0.0;
+ scale[1] = gridSteps[0];
+ while (scale[1] < grid_res && step_id != STEPS_LEN - 1) {
+ scale[0] = scale[1];
+ scale[1] = gridSteps[++step_id];
+ }
+ scale[2] = gridSteps[min(step_id + 1, STEPS_LEN - 1)];
+ scale[3] = gridSteps[min(step_id + 2, STEPS_LEN - 1)];
+#else
+ /* For more efficiency, unroll the loop above. */
+ if (gridSteps[0] > grid_res) {
+ scale = vec4(0.0, gridSteps[0], gridSteps[1], gridSteps[2]);
+ }
+ else if (gridSteps[1] > grid_res) {
+ scale = vec4(gridSteps[0], gridSteps[1], gridSteps[2], gridSteps[3]);
+ }
+ else if (gridSteps[2] > grid_res) {
+ scale = vec4(gridSteps[1], gridSteps[2], gridSteps[3], gridSteps[4]);
+ }
+ else if (gridSteps[3] > grid_res) {
+ scale = vec4(gridSteps[2], gridSteps[3], gridSteps[4], gridSteps[5]);
+ }
+ else if (gridSteps[4] > grid_res) {
+ scale = vec4(gridSteps[3], gridSteps[4], gridSteps[5], gridSteps[6]);
+ }
+ else if (gridSteps[5] > grid_res) {
+ scale = vec4(gridSteps[4], gridSteps[5], gridSteps[6], gridSteps[7]);
+ }
+ else if (gridSteps[6] > grid_res) {
+ scale = vec4(gridSteps[5], gridSteps[6], gridSteps[7], gridSteps[7]);
+ }
+ else {
+ scale = vec4(gridSteps[6], gridSteps[7], gridSteps[7], gridSteps[7]);
+ }
+#endif
+ float blend = 1.0 - linearstep(scale[0], scale[1], grid_res);
+ blend = blend * blend * blend;
vec2 grid_pos, grid_fwidth;
if ((gridFlag & PLANE_XZ) != 0) {
@@ -140,9 +181,9 @@ void main()
grid_fwidth = fwidthPos.xy;
}
- float gridA = get_grid(grid_pos, grid_fwidth, scaleA);
- float gridB = get_grid(grid_pos, grid_fwidth, scaleB);
- float gridC = get_grid(grid_pos, grid_fwidth, scaleC);
+ float gridA = get_grid(grid_pos, grid_fwidth, scale[1]);
+ float gridB = get_grid(grid_pos, grid_fwidth, scale[2]);
+ float gridC = get_grid(grid_pos, grid_fwidth, scale[3]);
FragColor = colorGrid;
FragColor.a *= gridA * blend;
diff --git a/source/blender/draw/modes/shaders/object_grid_vert.glsl b/source/blender/draw/modes/shaders/object_grid_vert.glsl
index d247967b03a..496bb011c74 100644
--- a/source/blender/draw/modes/shaders/object_grid_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_vert.glsl
@@ -3,14 +3,8 @@
* Clément Foucault */
uniform vec3 planeAxes;
-uniform vec4 gridSettings;
uniform float meshSize;
-#define gridDistance gridSettings.x
-#define gridResolution gridSettings.y
-#define gridScale gridSettings.z
-#define gridSubdiv gridSettings.w
-
uniform int gridFlag;
#define cameraPos (ViewMatrixInverse[3].xyz)