[Bf-blender-cvs] [c01a2aa] master: Alleviate grid creating shadows in Ambient Occlusion effect.
Antony Riakiotakis
noreply at git.blender.org
Fri Feb 13 11:56:58 CET 2015
Commit: c01a2aa4bbfe77feb5b2cc94fa0442aea5f34ad4
Author: Antony Riakiotakis
Date: Fri Feb 13 11:52:27 2015 +0100
Branches: master
https://developer.blender.org/rBc01a2aa4bbfe77feb5b2cc94fa0442aea5f34ad4
Alleviate grid creating shadows in Ambient Occlusion effect.
Draw the grid last with depth masking disabled. That should have no ill
effects otherwise as far as I can tell except from some exceptional
cases (axis lines over grid) but this is hardly annoying.
Generally to properly solve such issues we need to have a better render
pipeline with wire objects/materials being drawn after compositing. This
is not impossible but for now doing it the simple way.
===================================================================
M source/blender/editors/space_view3d/view3d_draw.c
===================================================================
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 94d0ffc..28ba87f 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -295,7 +295,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
dx = fabs(x - (wx) * fx / fw);
if (dx == 0) dx = fabs(y - (wy) * fy / fw);
- glDepthMask(0); /* disable write in zbuffer */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer */
/* check zoom out */
UI_ThemeColor(TH_GRID);
@@ -434,7 +434,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
fdrawline(x, 0.0, x, (float)ar->winy);
- glDepthMask(1); /* enable write in zbuffer */
+ glDepthMask(GL_TRUE); /* enable write in zbuffer */
}
#undef GRID_MIN_PX
@@ -476,8 +476,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
grid = gridlines * grid_scale;
- if (v3d->zbuf && scene->obedit)
- glDepthMask(0); /* for zbuffer-select */
+ glDepthMask(GL_FALSE);
UI_GetThemeColor3ubv(TH_GRID, col_grid);
@@ -546,7 +545,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
}
}
- if (v3d->zbuf && scene->obedit) glDepthMask(1);
+ glDepthMask(GL_TRUE);
}
@@ -2668,6 +2667,8 @@ static void view3d_draw_objects(
RegionView3D *rv3d = ar->regiondata;
Base *base;
const bool do_camera_frame = !draw_offscreen;
+ const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
+ const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
if (!draw_offscreen) {
ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
@@ -2698,26 +2699,21 @@ static void view3d_draw_objects(
glEnable(GL_DEPTH_TEST);
}
- if (!draw_offscreen) {
+ /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
+ * objects if done last */
+ if (draw_grids) {
/* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */
rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit);
- if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- drawfloor(scene, v3d, grid_unit);
- }
- }
- else {
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- ED_region_pixelspace(ar);
- *grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
- drawgrid(&scene->unit, ar, v3d, grid_unit);
- /* XXX make function? replaces persp(1) */
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(rv3d->winmat);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(rv3d->viewmat);
- }
+ if (!draw_floor) {
+ ED_region_pixelspace(ar);
+ *grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
+ drawgrid(&scene->unit, ar, v3d, grid_unit);
+ /* XXX make function? replaces persp(1) */
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(rv3d->viewmat);
}
}
@@ -2806,6 +2802,11 @@ static void view3d_draw_objects(
if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, true);
if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, true);
+ /* perspective floor goes last to use scene depth and avoid writing to depth buffer */
+ if (draw_grids && draw_floor) {
+ drawfloor(scene, v3d, grid_unit);
+ }
+
if (!draw_offscreen) {
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
}
@@ -3546,7 +3547,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
if (do_compositing) {
GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
}
-
+
/* Disable back anti-aliasing */
if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {
glDisable(GL_MULTISAMPLE_ARB);
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