This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
167 lines
3.5 KiB
GLSL
167 lines
3.5 KiB
GLSL
uniform vec4 color;
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uniform vec4 color2;
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uniform int fill_type;
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uniform float mix_factor;
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uniform float g_angle;
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uniform float g_radius;
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uniform float g_boxsize;
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uniform vec2 g_scale;
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uniform vec2 g_shift;
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uniform float t_angle;
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uniform vec2 t_scale;
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uniform vec2 t_offset;
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uniform int t_mix;
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uniform int t_flip;
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uniform float t_opacity;
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uniform sampler2D myTexture;
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/* keep this list synchronized with list in DNA_brush_types.h */
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#define SOLID 0
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#define GRADIENT 1
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#define RADIAL 2
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#define CHESS 3
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#define TEXTURE 4
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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void set_color(in vec4 color, in vec4 color2, in vec4 tcolor, in float mixv, in float factor,
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in int tmix, in int flip, out vec4 ocolor)
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{
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/* full color A */
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if (mixv == 1.0) {
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if (tmix == 1) {
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if (flip == 0) {
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ocolor = color;
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}
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else {
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ocolor = tcolor;
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}
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}
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else {
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if (flip == 0) {
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ocolor = color;
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}
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else {
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ocolor = color2;
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}
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}
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}
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/* full color B */
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else if (mixv == 0.0) {
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if (tmix == 1) {
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if (flip == 0) {
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ocolor = tcolor;
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}
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else {
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ocolor = color;
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}
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}
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else {
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if (flip == 0) {
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ocolor = color2;
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}
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else {
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ocolor = color;
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}
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}
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}
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/* mix of colors */
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else {
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if (tmix == 1) {
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if (flip == 0) {
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ocolor = mix(color, tcolor, factor);
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}
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else {
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ocolor = mix(tcolor, color, factor);
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}
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}
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else {
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if (flip == 0) {
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ocolor = mix(color, color2, factor);
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}
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else {
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ocolor = mix(color2, color, factor);
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}
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}
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}
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}
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void main()
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{
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vec2 t_center = vec2(0.5, 0.5);
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mat2 matrot_tex = mat2(cos(t_angle), -sin(t_angle), sin(t_angle), cos(t_angle));
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vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + t_offset;
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vec4 tmp_color = texture2D(myTexture, rot_tex * t_scale);
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vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * t_opacity);
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vec4 chesscolor;
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/* solid fill */
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if (fill_type == SOLID) {
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if (t_mix == 1) {
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fragColor = mix(color, text_color, mix_factor);
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}
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else {
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fragColor = color;
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}
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}
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else {
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vec2 center = vec2(0.5, 0.5) + g_shift;
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mat2 matrot = mat2(cos(g_angle), -sin(g_angle), sin(g_angle), cos(g_angle));
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vec2 rot = (((matrot * (texCoord_interp - center)) + center) * g_scale) + g_shift;
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/* gradient */
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if (fill_type == GRADIENT) {
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set_color(color, color2, text_color, mix_factor, rot.x - mix_factor + 0.5, t_mix, t_flip, fragColor);
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}
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/* radial gradient */
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if (fill_type == RADIAL) {
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float in_rad = g_radius * mix_factor;
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float ex_rad = g_radius - in_rad;
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float intensity = 0;
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float distance = length((center - texCoord_interp) * g_scale);
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if (distance > g_radius) {
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discard;
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}
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if (distance > in_rad) {
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intensity = clamp(((distance - in_rad) / ex_rad), 0.0, 1.0);
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}
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set_color(color, color2, text_color, mix_factor, intensity, t_mix, t_flip, fragColor);
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}
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/* chessboard */
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if (fill_type == CHESS) {
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vec2 pos = rot / g_boxsize;
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if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) || (fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
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if (t_flip == 0) {
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chesscolor = color;
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}
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else {
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chesscolor = color2;
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}
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}
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else {
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if (t_flip == 0) {
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chesscolor = color2;
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}
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else {
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chesscolor = color;
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}
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}
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/* mix with texture */
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if (t_mix == 1) {
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fragColor = mix(chesscolor, text_color, mix_factor);
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}
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else {
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fragColor = chesscolor;
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}
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}
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/* texture */
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if (fill_type == TEXTURE) {
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fragColor = text_color;
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}
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}
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}
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