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blender-archive/source/blender/draw/engines/overlay/shaders/edit_mesh_frag.glsl
Clément Foucault 9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00

47 lines
1.5 KiB
GLSL

#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
/**
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with acircle of the same area and try to find the intersection area.
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complexe. Instead,
* we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
*/
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
uniform sampler2D depthTex;
uniform float alpha = 1.0;
flat in vec4 finalColorOuter_f;
in vec4 finalColor_f;
noperspective in float edgeCoord_f;
out vec4 FragColor;
bool test_occlusion()
{
return gl_FragCoord.z > texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r;
}
void main()
{
float dist = abs(edgeCoord_f) - max(sizeEdge - 0.5, 0.0);
float dist_outer = dist - max(sizeEdge, 1.0);
#ifdef USE_SMOOTH_WIRE
float mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
float mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer);
#else
float mix_w = step(0.5, dist);
float mix_w_outer = step(0.5, dist_outer);
#endif
/* Line color & alpha. */
FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a);
/* Line edges shape. */
FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w);
FragColor.a *= test_occlusion() ? alpha : 1.0;
}