Points are drawn as half octahedron (aligned to the camera). Getting the appropriate matrix for facing the camera would fail in in orthographic view, points were not facing the camera (revealing their missing other half octahedron) Maniphest Tasks: T87150 Differential Revision: https://developer.blender.org/D10923
40 lines
1.1 KiB
GLSL
40 lines
1.1 KiB
GLSL
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/* NOTE: To be used with UNIFORM_RESOURCE_ID and INSTANCED_ATTR as define. */
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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in vec4 pos; /* Position and radius. */
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/* ---- Instanced attribs ---- */
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in vec3 pos_inst;
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in vec3 nor;
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mat3 pointcloud_get_facing_matrix(vec3 p)
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{
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mat3 facing_mat;
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facing_mat[2] = cameraVec(p);
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facing_mat[1] = normalize(cross(ViewMatrixInverse[0].xyz, facing_mat[2]));
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facing_mat[0] = cross(facing_mat[1], facing_mat[2]);
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return facing_mat;
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}
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/* Return world position and normal. */
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void pointcloud_get_pos_and_nor(out vec3 outpos, out vec3 outnor)
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{
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vec3 p = point_object_to_world(pos.xyz);
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mat3 facing_mat = pointcloud_get_facing_matrix(p);
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float radius = dot(abs(mat3(ModelMatrix) * pos.www), vec3(1.0 / 3.0));
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/* TODO(fclem): remove multiplication here. Here only for keeping the size correct for now. */
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radius *= 0.01;
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outpos = p + (facing_mat * pos_inst) * radius;
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outnor = facing_mat * nor;
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}
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vec3 pointcloud_get_pos(void)
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{
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vec3 outpos, outnor;
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pointcloud_get_pos_and_nor(outpos, outnor);
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return outpos;
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}
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