diff options
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/blenkernel/intern/dynamicpaint.c | 7 | ||||
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl | 12 |
2 files changed, 13 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c index f3cc17f46f6..dae8a59fe43 100644 --- a/source/blender/blenkernel/intern/dynamicpaint.c +++ b/source/blender/blenkernel/intern/dynamicpaint.c @@ -2704,15 +2704,16 @@ static void dynamic_paint_find_island_border(const DynamicPaintCreateUVSurfaceDa } } + const int final_tri_index = tempPoints[final_index].tri_index; /* If found pixel still lies on wrong face ( mesh has smaller than pixel sized faces) */ - if (tempPoints[final_index].tri_index != target_tri) { + if (final_tri_index != target_tri && final_tri_index != -1) { /* Check if it's close enough to likely touch the intended triangle. Any triangle * becomes thinner than a pixel at its vertices, so robustness requires some margin. */ const float final_pt[2] = {((final_index % w) + 0.5f) / w, ((final_index / w) + 0.5f) / h}; const float threshold = square_f(0.7f) / (w * h); - if (dist_squared_to_looptri_uv_edges( - mlooptri, mloopuv, tempPoints[final_index].tri_index, final_pt) > threshold) { + if (dist_squared_to_looptri_uv_edges(mlooptri, mloopuv, final_tri_index, final_pt) > + threshold) { continue; } } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl index fb5073b3dc7..1e75f6dd5bb 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl @@ -317,7 +317,7 @@ vec2 safe_normalize_len(vec2 v, out float len) } } -float stroke_thickness_modulate(float thickness) +float stroke_thickness_modulate(float thickness, out float opacity) { /* Modify stroke thickness by object and layer factors.-*/ thickness *= thicknessScale; @@ -333,6 +333,11 @@ float stroke_thickness_modulate(float thickness) /* World space point size. */ thickness *= thicknessWorldScale * ProjectionMatrix[1][1] * sizeViewport.y; } + /* To avoid aliasing artifact, we clamp the line thickness and reduce its opacity. */ + float min_thickness = gl_Position.w * 1.3; + opacity = smoothstep(0.0, gl_Position.w * 1.0, thickness); + thickness = max(min_thickness, thickness); + return thickness; } @@ -414,8 +419,9 @@ void stroke_vertex() vec2 line = safe_normalize_len(ss2 - ss1, line_len); vec2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2)); + float small_line_opacity; float thickness = abs((use_curr) ? thickness1 : thickness2); - thickness = stroke_thickness_modulate(thickness); + thickness = stroke_thickness_modulate(thickness, small_line_opacity); finalUvs = vec2(x, y) * 0.5 + 0.5; strokeHardeness = decode_hardness(use_curr ? hardness1 : hardness2); @@ -505,7 +511,7 @@ void stroke_vertex() vec4 stroke_col = MATERIAL(m).stroke_color; float mix_tex = MATERIAL(m).stroke_texture_mix; - color_output(stroke_col, vert_col, vert_strength, mix_tex); + color_output(stroke_col, vert_col, vert_strength * small_line_opacity, mix_tex); matFlag = MATERIAL(m).flag & ~GP_FILL_FLAGS; # endif |