From cb67bfdba2e22d0ee967e50afe0912ac80d73e9b Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Wed, 4 Aug 2021 10:52:51 +0200 Subject: Viewport normal drawing with constant length Patch for: T37878 {F10169694} Reviewed By: fclem Differential Revision: https://developer.blender.org/D11487 --- .../blender/draw/engines/overlay/overlay_edit_mesh.c | 5 +++++ .../overlay/shaders/edit_mesh_normal_vert.glsl | 20 ++++++++++++++++++-- 2 files changed, 23 insertions(+), 2 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/overlay/overlay_edit_mesh.c b/source/blender/draw/engines/overlay/overlay_edit_mesh.c index a7ed6c777e8..3a2871249a2 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_mesh.c +++ b/source/blender/draw/engines/overlay/overlay_edit_mesh.c @@ -132,6 +132,11 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata) DRW_shgroup_uniform_float_copy(grp, "normalSize", v3d->overlay.normals_length); DRW_shgroup_uniform_float_copy(grp, "alpha", backwire_opacity); DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex); + DRW_shgroup_uniform_bool_copy(grp, + "isConstantScreenSizeNormals", + (flag & V3D_OVERLAY_EDIT_CONSTANT_SCREEN_SIZE_NORMALS) != 0); + DRW_shgroup_uniform_float_copy( + grp, "normalScreenSize", v3d->overlay.normals_constant_screen_size); } { /* Mesh Analysis Pass */ diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl index 007495f84e0..f649a5cb3ed 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl @@ -1,5 +1,7 @@ uniform float normalSize; +uniform float normalScreenSize; +uniform bool isConstantScreenSizeNormals; uniform sampler2D depthTex; uniform float alpha = 1.0; @@ -49,11 +51,25 @@ void main() } vec3 n = normalize(normal_object_to_world(nor)); - vec3 world_pos = point_object_to_world(pos); if (gl_VertexID == 0) { - world_pos += n * normalSize; + if (isConstantScreenSizeNormals) { + bool is_persp = (ProjectionMatrix[3][3] == 0.0); + if (is_persp) + { + float dist_fac = length(cameraPos - world_pos); + float cos_fac = dot(cameraForward, cameraVec(world_pos)); + world_pos += n * normalScreenSize * dist_fac * cos_fac * pixelFac * sizePixel; + } + else { + float frustrum_fac = mul_project_m4_v3_zfac(n) * sizePixel; + world_pos += n * normalScreenSize * frustrum_fac; + } + } + else { + world_pos += n * normalSize; + } } gl_Position = point_world_to_ndc(world_pos); -- cgit v1.2.3