[Bf-blender-cvs] [8abc315a23] blender2.8: Object Mode Engine: New grid drawing.
Clément Foucault
noreply at git.blender.org
Wed Mar 22 21:32:01 CET 2017
Commit: 8abc315a23750cd26c0de36d0e85dde71c93ed78
Author: Clément Foucault
Date: Wed Mar 22 21:28:59 2017 +0100
Branches: blender2.8
https://developer.blender.org/rB8abc315a23750cd26c0de36d0e85dde71c93ed78
Object Mode Engine: New grid drawing.
Move the grid drawing to the Object mode engine and implement a new infinite grid.
Everything is done but it needs better parameters to be intuitive.
===================================================================
M source/blender/draw/CMakeLists.txt
M source/blender/draw/intern/DRW_render.h
M source/blender/draw/intern/draw_common.c
M source/blender/draw/intern/draw_common.h
M source/blender/draw/intern/draw_manager.c
M source/blender/draw/modes/object_mode.c
A source/blender/draw/modes/shaders/object_grid_frag.glsl
A source/blender/draw/modes/shaders/object_grid_vert.glsl
===================================================================
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 0f635a3578..1c44064b38 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -119,6 +119,8 @@ data_to_c_simple(modes/shaders/edit_normals_geom.glsl SRC)
data_to_c_simple(modes/shaders/object_outline_resolve_frag.glsl SRC)
data_to_c_simple(modes/shaders/object_outline_expand_frag.glsl SRC)
data_to_c_simple(modes/shaders/object_outline_detect_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_grid_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_grid_vert.glsl SRC)
list(APPEND INC
)
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index a9987dc251..3aabb92be7 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -230,7 +230,8 @@ DRWPass *DRW_pass_create(const char *name, DRWState state);
/* Viewport */
typedef enum {
DRW_MAT_PERS,
- DRW_MAT_WIEW,
+ DRW_MAT_VIEW,
+ DRW_MAT_VIEWINV,
DRW_MAT_WIN,
} DRWViewportMatrixType;
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index d56c1569c4..bbdbf39256 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -65,6 +65,19 @@ void DRW_globals_update(void)
UI_GetThemeColor4fv(TH_VNORMAL, ts.colorVNormal);
UI_GetThemeColor4fv(TH_LNORMAL, ts.colorLNormal);
UI_GetThemeColor4fv(TH_FACE_DOT, ts.colorFaceDot);
+ UI_GetThemeColor4fv(TH_BACK, ts.colorBackground);
+
+ /* Grid */
+ UI_GetThemeColorShade4fv(TH_GRID, 10, ts.colorGrid);
+ /* emphasise division lines lighter instead of darker, if background is darker than grid */
+ UI_GetThemeColorShade4fv(TH_GRID,
+ (ts.colorGrid[0] + ts.colorGrid[1] + ts.colorGrid[2] + 0.12 >
+ ts.colorBackground[0] + ts.colorBackground[1] + ts.colorBackground[2])
+ ? 20 : -10, ts.colorGridEmphasise);
+ /* Grid Axis */
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, ts.colorGridAxisX);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, ts.colorGridAxisY);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, ts.colorGridAxisZ);
UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, ts.colorDeselect);
UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, ts.colorOutline);
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 09d176c2b8..e8e7cf4043 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -68,9 +68,18 @@ typedef struct GlobalsUboStorage {
float colorOutline[4];
float colorLampNoAlpha[4];
+ float colorBackground[4];
+
+ float colorGrid[4];
+ float colorGridEmphasise[4];
+ float colorGridAxisX[4];
+ float colorGridAxisY[4];
+ float colorGridAxisZ[4];
+
/* Pack individual float at the end of the buffer to avoid alignement errors */
float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow;
float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
+ float gridDistance, gridResolution, gridSubdivisions, gridScale;
} GlobalsUboStorage;
/* Keep in sync with globalsBlock in shaders */
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index fa9090eddc..2146e53df6 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1330,8 +1330,10 @@ void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
if (type == DRW_MAT_PERS)
copy_m4_m4(mat, rv3d->persmat);
- else if (type == DRW_MAT_WIEW)
+ else if (type == DRW_MAT_VIEW)
copy_m4_m4(mat, rv3d->viewmat);
+ else if (type == DRW_MAT_VIEWINV)
+ copy_m4_m4(mat, rv3d->viewinv);
else if (type == DRW_MAT_WIN)
copy_m4_m4(mat, rv3d->winmat);
}
@@ -1546,7 +1548,7 @@ void DRW_draw_view(const bContext *C)
DRW_engines_draw_background();
DRW_draw_callbacks_pre_scene();
- DRW_draw_grid();
+ // DRW_draw_grid();
DRW_engines_draw_scene();
DRW_draw_callbacks_post_scene();
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 1ef3737aab..40fabe0404 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -35,6 +35,8 @@
#include "BKE_camera.h"
#include "BKE_global.h"
+#include "ED_view3d.h"
+
#include "GPU_shader.h"
#include "UI_resources.h"
@@ -42,11 +44,15 @@
#include "draw_mode_engines.h"
#include "draw_common.h"
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern GlobalsUboStorage ts;
extern char datatoc_object_outline_resolve_frag_glsl[];
extern char datatoc_object_outline_detect_frag_glsl[];
extern char datatoc_object_outline_expand_frag_glsl[];
+extern char datatoc_object_grid_frag_glsl[];
+extern char datatoc_object_grid_vert_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
/* *********** LISTS *********** */
/* keep it under MAX_PASSES */
@@ -62,6 +68,7 @@ typedef struct OBJECT_PassList {
struct DRWPass *outlines_fade4;
struct DRWPass *outlines_fade5;
struct DRWPass *outlines_resolve;
+ struct DRWPass *grid;
struct DRWPass *bone_solid;
struct DRWPass *bone_wire;
} OBJECT_PassList;
@@ -153,6 +160,9 @@ static struct {
struct GPUShader *outline_resolve_sh;
struct GPUShader *outline_detect_sh;
struct GPUShader *outline_fade_sh;
+ struct GPUShader *grid_sh;
+ float camera_pos[3];
+ float grid_settings[4];
} e_data = {NULL}; /* Engine data */
/* *********** FUNCTIONS *********** */
@@ -187,6 +197,29 @@ static void OBJECT_engine_init(void)
if (!e_data.outline_fade_sh) {
e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
}
+
+ if (!e_data.grid_sh) {
+ e_data.grid_sh = DRW_shader_create_with_lib(datatoc_object_grid_vert_glsl, NULL,
+ datatoc_object_grid_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+ }
+
+ {
+ /* Setup camera pos */
+ float viewmat[4][4];
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEWINV);
+ copy_v3_v3(e_data.camera_pos, viewmat[3]);
+
+ /* grid settings */
+ const bContext *C = DRW_get_context();
+ View3D *v3d = CTX_wm_view3d(C);
+ Scene *scene = CTX_data_scene(C);
+
+ e_data.grid_settings[0] = 100.0f; /* gridDistance */
+ e_data.grid_settings[1] = 2.0f; /* gridResolution */
+ e_data.grid_settings[2] = ED_view3d_grid_scale(scene, v3d, NULL); /* gridScale */
+ e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
+ }
}
static void OBJECT_engine_free(void)
@@ -197,6 +230,8 @@ static void OBJECT_engine_free(void)
DRW_shader_free(e_data.outline_detect_sh);
if (e_data.outline_fade_sh)
DRW_shader_free(e_data.outline_fade_sh);
+ if (e_data.grid_sh)
+ DRW_shader_free(e_data.grid_sh);
}
static DRWShadingGroup *shgroup_outline(DRWPass *pass, const float col[4], struct GPUShader *sh)
@@ -323,6 +358,20 @@ static void OBJECT_cache_init(void)
}
{
+ /* Grid pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND;
+ psl->grid = DRW_pass_create("Infinite Grid Pass", state);
+
+ struct Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_vec3(grp, "cameraPos", e_data.camera_pos, 1);
+ DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo, 0);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
/* Solid bones */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
@@ -814,16 +863,17 @@ static void OBJECT_draw_scene(void)
/* reattach */
DRW_framebuffer_texture_attach(fbl->outlines, txl->outlines_depth_tx, 0);
-
- /* Combine with scene buffer */
DRW_framebuffer_bind(dfbl->default_fb);
- DRW_draw_pass(psl->outlines_resolve);
/* This needs to be drawn after the oultine */
DRW_draw_pass(psl->bone_wire);
DRW_draw_pass(psl->bone_solid);
DRW_draw_pass(psl->non_meshes);
DRW_draw_pass(psl->ob_center);
+ DRW_draw_pass(psl->grid);
+
+ /* Combine with scene buffer last */
+ DRW_draw_pass(psl->outlines_resolve);
}
void OBJECT_collection_settings_create(CollectionEngineSettings *ces)
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
new file mode 100644
index 0000000000..e4fba09c80
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -0,0 +1,87 @@
+
+/* Infinite grid
+ * Clément Foucault */
+
+in vec3 wPos;
+in float viewDist;
+
+out vec4 FragColor;
+
+uniform mat4 ProjectionMatrix;
+uniform vec3 cameraPos;
+uniform vec4 gridSettings;
+
+#define gridDistance gridSettings.x
+#define gridResolution gridSettings.y
+#define gridScale gridSettings.z
+#define gridSubdiv gridSettings.w
+
+#define GRID_LINE_SMOOTH 1.15
+
+float grid(vec2 uv, vec2 fwidthUvs, float grid_size)
+{
+ float half_size = grid_size / 2.0;
+ /* triangular wave pattern, amplitude is [0, grid_size] */
+ vec2 grid_domain = abs(mod(uv + half_size, grid_size) - half_size);
+ /* modulate by the absolute rate of change of the uvs
+ * (make lines have the same width under perspective) */
+ grid_domain /= fwidthUvs;
+
+ /* collapse waves and normalize */
+ grid_domain.x = min(grid_domain.x, grid_domain.y) / grid_size;
+
+ return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH / grid_size, grid_domain.x);
+}
+
+float axis(float u, float fwidthU, float line_size)
+{
+ float axis_domain = abs(u);
+ /* modulate by the absolute rate of change of the uvs
+ * (make line have the same width under perspective) */
+ axis_domain /= fwidthU;
+
+ return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH, axis_domain - line_size);
+}
+
+void main()
+{
+ vec2 fwidthUvs = fwidth(wPos.xy);
+
+ float blend, lvl, fade;
+
+ /* if persp */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float dist = distance(cameraPos, wPos);
+ float log2dist = -log2(dist / (2.0 * gridDistance));
+
+ blend = fract(log2dist / gridResolution);
@@ Diff output truncated at 10240 characters. @@
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