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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl60
1 files changed, 60 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
new file mode 100644
index 00000000000..e7632fcad15
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
@@ -0,0 +1,60 @@
+
+// Draw "fancy" wireframe, displaying front-facing, back-facing and
+// silhouette lines differently.
+// Mike Erwin, April 2015
+
+// After working with this shader a while, convinced we should make
+// separate shaders for perpective & ortho. (Oct 2016)
+
+// Due to perspective, the line segment's endpoints might disagree on
+// whether the adjacent faces are front facing. This geometry shader
+// decides which edge type to use if endpoints disagree.
+
+uniform mat4 ProjectionMatrix;
+
+uniform bool drawFront = true;
+uniform bool drawBack = true;
+uniform bool drawSilhouette = true;
+
+uniform vec4 frontColor;
+uniform vec4 backColor;
+uniform vec4 silhouetteColor;
+
+layout(lines) in;
+layout(line_strip, max_vertices = 2) out;
+
+in vec4 MV_pos[];
+in float edgeClass[];
+
+flat out vec4 finalColor;
+
+void emitLine(vec4 color)
+{
+ gl_Position = ProjectionMatrix * MV_pos[0];
+ EmitVertex();
+ gl_Position = ProjectionMatrix * MV_pos[1];
+ finalColor = color;
+ EmitVertex();
+ EndPrimitive();
+}
+
+void main()
+{
+ float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
+
+ if (finalEdgeClass > 0.0f) {
+ // front-facing edge
+ if (drawFront)
+ emitLine(frontColor);
+ }
+ else if (finalEdgeClass < 0.0f) {
+ // back-facing edge
+ if (drawBack)
+ emitLine(backColor);
+ }
+ else {
+ // exactly one face is front-facing, silhouette edge
+ if (drawSilhouette)
+ emitLine(silhouetteColor);
+ }
+}