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blender-archive/source/blender/draw/modes/shaders/object_grid_frag.glsl

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GLSL

/* Infinite grid
* Author: Clément Foucault */
/* We use the normalized local position to avoid precision
* loss during interpolation. */
in vec3 local_pos;
out vec4 FragColor;
uniform mat4 ProjectionMatrix;
uniform vec3 cameraPos;
uniform vec3 planeAxes;
uniform vec3 eye;
uniform vec4 gridSettings;
uniform float meshSize;
uniform float lineKernel = 0.0;
uniform float gridOneOverLogSubdiv;
uniform sampler2D depthBuffer;
#define gridDistance gridSettings.x
#define gridResolution gridSettings.y
#define gridScale gridSettings.z
#define gridSubdiv gridSettings.w
uniform int gridFlag;
#define AXIS_X (1 << 0)
#define AXIS_Y (1 << 1)
#define AXIS_Z (1 << 2)
#define GRID (1 << 3)
#define PLANE_XY (1 << 4)
#define PLANE_XZ (1 << 5)
#define PLANE_YZ (1 << 6)
#define GRID_BACK (1 << 9) /* grid is behind objects */
#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)
float get_grid(vec2 co, vec2 fwidthCos, float grid_size)
{
float half_size = grid_size / 2.0;
/* triangular wave pattern, amplitude is [0, half_size] */
vec2 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
/* modulate by the absolute rate of change of the coordinates
* (make lines have the same width under perspective) */
grid_domain /= fwidthCos;
/* collapse waves */
float line_dist = min(grid_domain.x, grid_domain.y);
return 1.0 - smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, line_dist - lineKernel);
}
vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
{
vec3 axes_domain = abs(co);
/* modulate by the absolute rate of change of the coordinates
* (make line have the same width under perspective) */
axes_domain /= fwidthCos;
return 1.0 - smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, axes_domain - (line_size + lineKernel));
}
void main()
{
vec3 wPos = local_pos * meshSize;
vec3 fwidthPos = fwidth(wPos);
wPos += cameraPos * planeAxes;
float dist, fade;
/* if persp */
if (ProjectionMatrix[3][3] == 0.0) {
vec3 viewvec = cameraPos - wPos;
dist = length(viewvec);
viewvec /= dist;
float angle;
if ((gridFlag & PLANE_XZ) != 0) {
angle = viewvec.y;
}
else if ((gridFlag & PLANE_YZ) != 0) {
angle = viewvec.x;
}
else {
angle = viewvec.z;
}
angle = 1.0 - abs(angle);
angle *= angle;
fade = 1.0 - angle * angle;
fade *= 1.0 - smoothstep(0.0, gridDistance, dist - gridDistance);
}
else {
dist = abs(gl_FragCoord.z * 2.0 - 1.0);
fade = 1.0 - smoothstep(0.0, 0.5, dist - 0.5);
dist = 1.0; /* avoid branch after */
if ((gridFlag & PLANE_XY) != 0) {
float angle = 1.0 - abs(eye.z);
dist = 1.0 + angle * 2.0;
angle *= angle;
fade *= 1.0 - angle * angle;
}
}
if ((gridFlag & GRID) != 0) {
float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
float blend = fract(-max(grid_res, 0.0));
float lvl = floor(grid_res);
/* from biggest to smallest */
float scaleA = gridScale * pow(gridSubdiv, max(lvl - 1.0, 0.0));
float scaleB = gridScale * pow(gridSubdiv, max(lvl + 0.0, 0.0));
float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
vec2 grid_pos, grid_fwidth;
if ((gridFlag & PLANE_XZ) != 0) {
grid_pos = wPos.xz;
grid_fwidth = fwidthPos.xz;
}
else if ((gridFlag & PLANE_YZ) != 0) {
grid_pos = wPos.yz;
grid_fwidth = fwidthPos.yz;
}
else {
grid_pos = wPos.xy;
grid_fwidth = fwidthPos.xy;
}
float gridA = get_grid(grid_pos, grid_fwidth, scaleA);
float gridB = get_grid(grid_pos, grid_fwidth, scaleB);
float gridC = get_grid(grid_pos, grid_fwidth, scaleC);
FragColor = colorGrid;
FragColor.a *= gridA * blend;
FragColor = mix(FragColor, mix(colorGrid, colorGridEmphasise, blend), gridB);
FragColor = mix(FragColor, colorGridEmphasise, gridC);
}
else {
FragColor = vec4(colorGrid.rgb, 0.0);
}
if ((gridFlag & (AXIS_X | AXIS_Y | AXIS_Z)) != 0) {
/* Setup axes 'domains' */
vec3 axes_dist, axes_fwidth;
if ((gridFlag & AXIS_X) != 0) {
axes_dist.x = dot(wPos.yz, planeAxes.yz);
axes_fwidth.x = dot(fwidthPos.yz, planeAxes.yz);
}
if ((gridFlag & AXIS_Y) != 0) {
axes_dist.y = dot(wPos.xz, planeAxes.xz);
axes_fwidth.y = dot(fwidthPos.xz, planeAxes.xz);
}
if ((gridFlag & AXIS_Z) != 0) {
axes_dist.z = dot(wPos.xy, planeAxes.xy);
axes_fwidth.z = dot(fwidthPos.xy, planeAxes.xy);
}
/* Computing all axes at once using vec3 */
vec3 axes = get_axes(axes_dist, axes_fwidth, 0.1);
if ((gridFlag & AXIS_X) != 0) {
FragColor.a = max(FragColor.a, axes.x);
FragColor.rgb = (axes.x < 1e-8) ? FragColor.rgb : colorGridAxisX.rgb;
}
if ((gridFlag & AXIS_Y) != 0) {
FragColor.a = max(FragColor.a, axes.y);
FragColor.rgb = (axes.y < 1e-8) ? FragColor.rgb : colorGridAxisY.rgb;
}
if ((gridFlag & AXIS_Z) != 0) {
FragColor.a = max(FragColor.a, axes.z);
FragColor.rgb = (axes.z < 1e-8) ? FragColor.rgb : colorGridAxisZ.rgb;
}
}
/* Add a small bias so the grid will always
* be on top of a mesh with the same depth. */
float grid_depth = gl_FragCoord.z - 6e-8 - fwidth(gl_FragCoord.z);
float scene_depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
if ((gridFlag & GRID_BACK) != 0) {
fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
}
else {
/* Manual, non hard, depth test:
* Progressively fade the grid below occluders
* (avoids popping visuals due to depth buffer precision) */
/* Harder settings tend to flicker more,
* but have less "see through" appearance. */
const float test_hardness = 1e7;
fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
}
FragColor.a *= fade;
}