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edit_mesh_overlay_geom_edge.glsl « shaders « modes « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* Solid Wirefram implementation
 * Mike Erwin, Clément Foucault */

layout(lines) in;
layout(triangle_strip, max_vertices=4) out;

uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;

in vec4 vPos[];
in vec4 pPos[];
in ivec4 vData[];
#ifdef VERTEX_FACING
in float vFacing[];
#endif

/* these are the same for all vertices
 * and does not need interpolation */
flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
flat out ivec3 flag;
out vec3 barycentric;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
#ifdef VERTEX_FACING
out float facing;
#endif

/* See fragment shader */
flat out vec2 ssPos[3];

/* project to screen space */
vec2 proj(vec4 pos)
{
	return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}

void doVertex(int v, vec4 pos)
{
#ifdef VERTEX_SELECTION
	vertexColor = EDIT_MESH_vertex_color(vData[v].x).rgb;
#endif

#ifdef VERTEX_FACING
	facing = vFacing[v];
#endif

	gl_Position = pos;

	EmitVertex();
}

void main()
{
	/* Face */
	faceColor = vec4(0.0);

	/* Proj Vertex */
	vec2 pos[2] = vec2[2](proj(pPos[0]), proj(pPos[1]));

	/* little optimization use a vec4 to vectorize
	 * following operations */
	vec4 dirs1, dirs2;

	/* Edge normalized vector */
	dirs1.xy = normalize(pos[1] - pos[0]);

	/* perpendicular to dir */
	dirs1.zw = vec2(-dirs1.y, dirs1.x);

	/* Make it view independent */
	dirs1 *= sizeEdgeFix / viewportSize.xyxy;

	dirs2 = dirs1;

	/* Perspective */
	if (ProjectionMatrix[3][3] == 0.0) {
		/* vPos[i].z is negative and we don't want
		 * our fixvec to be flipped */
		dirs1 *= -vPos[0].z;
		dirs2 *= -vPos[1].z;
	}

	/* Edge / Vert data */
	ssPos[0] = ssPos[2] = pos[0];
	ssPos[1] = pos[1];
	flag[0] = flag[2] = (vData[0].x << 8);
	flag[1] = (vData[1].x << 8);
	barycentric = vec3(1.0);
	doVertex(0, pPos[0] + vec4( dirs1.zw, 0.0, 0.0));

	barycentric[2] = -1.0;
	doVertex(0, pPos[0] + vec4(-dirs1.zw, 0.0, 0.0));

	flag[2] |= vData[0].y;
	edgesCrease[2] = vData[0].z / 255.0;
	edgesBweight[2] = vData[0].w / 255.0;

	barycentric = vec3(1.0);
	doVertex(1, pPos[1] + vec4( dirs2.zw, 0.0, 0.0));

	barycentric[2] = -1.0;
	doVertex(1, pPos[1] + vec4(-dirs2.zw, 0.0, 0.0));

	EndPrimitive();
}