This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
Clément Foucault de76a809f9 Edit Mesh: Do not use barycentric coord in EDGE_FIX shader and ...
... display vertex even when occluded.

Add back the vertex display because occluded vertex are not visible when
the triangle is almost parallel to the view.

The problem with the barycentric coord is that they are hard to work with
and their derivatives not enough precise to compute the vertex positions.

So we need to pass the vertices scree positions down to the fragment shader.
2018-10-13 23:48:19 +02:00

150 lines
3.4 KiB
GLSL

/* Solid Wirefram implementation
* Mike Erwin, Clément Foucault */
uniform float faceAlphaMod;
uniform float edgeScale;
flat in vec3 edgesCrease;
flat in vec3 edgesBweight;
flat in vec4 faceColor;
flat in ivec3 flag;
#ifdef VERTEX_SELECTION
in vec3 vertexColor;
#endif
#ifdef EDGE_FIX
flat in vec2 ssPos[3];
#else
in vec3 barycentric;
#endif
#ifdef VERTEX_FACING
in float facing;
#endif
out vec4 FragColor;
/* Vertex flag is shifted and combined with the edge flag */
#define FACE_ACTIVE_ (FACE_ACTIVE << 8)
#define LARGE_EDGE_SIZE 3.0
/* Style Parameters in pixel */
void distToEdgesAndPoints(out vec3 edges, out vec3 points)
{
#ifdef EDGE_FIX
vec2 e0 = normalize(ssPos[1] - ssPos[0] + 1e-8);
vec2 e1 = normalize(ssPos[2] - ssPos[1] + 1e-8);
vec2 e2 = normalize(ssPos[0] - ssPos[2] + 1e-8);
e0 = vec2(-e0.y, e0.x);
e1 = vec2(-e1.y, e1.x);
e2 = vec2(-e2.y, e2.x);
vec2 p0 = gl_FragCoord.xy - ssPos[0];
vec2 p1 = gl_FragCoord.xy - ssPos[1];
vec2 p2 = gl_FragCoord.xy - ssPos[2];
edges.z = abs(dot(e0, p0));
edges.x = abs(dot(e1, p1));
edges.y = abs(dot(e2, p2));
#else
vec3 dx = dFdx(barycentric);
vec3 dy = dFdy(barycentric);
/* per component derivative */
vec2 d0 = vec2(dx.x, dy.x);
vec2 d1 = vec2(dx.y, dy.y);
vec2 d2 = vec2(dx.z, dy.z);
vec3 d = vec3(length(d0), length(d1), length(d2));
edges = abs(vec3(barycentric / d));
#endif
#if defined(VERTEX_SELECTION) && defined(EDGE_FIX)
points.x = dot(p0, p0);
points.y = dot(p1, p1);
points.z = dot(p2, p2);
points = sqrt(points);
#else
points = vec3(1e10);
#endif
}
void colorDist(vec4 color, float dist)
{
FragColor = (dist < 0) ? color : FragColor;
}
#ifdef ANTI_ALIASING
void colorDistEdge(vec4 color, float dist)
{
FragColor.rgb *= FragColor.a;
FragColor = mix(color, FragColor, clamp(dist, 0.0, 1.0));
FragColor.rgb /= max(1e-8, FragColor.a);
}
#else
#define colorDistEdge colorDist
#endif
void main()
{
vec3 e, p;
distToEdgesAndPoints(e, p);
/* Face */
FragColor = faceColor;
FragColor.a *= faceAlphaMod;
/* Edges */
float sizeEdgeFinal = sizeEdge * edgeScale;
for (int v = 0; v < 3; ++v) {
if ((flag[v] & EDGE_EXISTS) != 0) {
/* Outer large edge */
float largeEdge = e[v] - sizeEdgeFinal * LARGE_EDGE_SIZE;
vec4 large_edge_color = EDIT_MESH_edge_color_outer(flag[v], (flag[0] & FACE_ACTIVE_) != 0, edgesCrease[v], edgesBweight[v]);
if (large_edge_color.a != 0.0) {
colorDistEdge(large_edge_color, largeEdge);
}
/* Inner thin edge */
float innerEdge = e[v] - sizeEdgeFinal;
#ifdef ANTI_ALIASING
innerEdge += 0.4;
#endif
#ifdef VERTEX_SELECTION
colorDistEdge(vec4(vertexColor, 1.0), innerEdge);
#else
vec4 inner_edge_color = EDIT_MESH_edge_color_inner(flag[v], (flag[0] & FACE_ACTIVE_) != 0);
colorDistEdge(inner_edge_color, innerEdge);
#endif
}
}
#if defined(VERTEX_SELECTION) && defined(EDGE_FIX)
/* Points */
for (int v = 0; v < 3; ++v) {
if ((flag[v] & EDGE_VERTEX_EXISTS) == 0) {
/* Leave as-is, no vertex. */
}
else {
float size = p[v] - sizeVertex;
vec4 point_color = colorVertex;
point_color = ((flag[v] & EDGE_VERTEX_SELECTED) != 0) ? colorVertexSelect : point_color;
point_color = ((flag[v] & EDGE_VERTEX_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : point_color;
colorDist(point_color, size);
}
}
#endif
#ifdef VERTEX_FACING
FragColor.a *= 1.0 - abs(facing) * 0.4;
#endif
/* don't write depth if not opaque */
if (FragColor.a == 0.0) discard;
}