[Bf-blender-cvs] [1d230240143] blender2.8: Object Mode: Make point clouds a bit less like uniform blobs

Clément Foucault noreply at git.blender.org
Mon Dec 10 23:18:08 CET 2018


Commit: 1d230240143a465a197df32754d7c56fab44073a
Author: Clément Foucault
Date:   Mon Dec 10 23:16:03 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB1d230240143a465a197df32754d7c56fab44073a

Object Mode: Make point clouds a bit less like uniform blobs

Also this display is optimized. It does not use blending and pixel discard.
Working with scanned data should be more pleasant with this.

A better option would be to use gl_FragDepth to have a better sense of
volume but this discards early depth test.

===================================================================

M	source/blender/draw/CMakeLists.txt
M	source/blender/draw/modes/object_mode.c
A	source/blender/draw/modes/shaders/object_loose_points_frag.glsl

===================================================================

diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 9c1ca46175e..286cf9753e7 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -306,6 +306,7 @@ data_to_c_simple(modes/shaders/object_mball_handles_vert.glsl SRC)
 data_to_c_simple(modes/shaders/object_particle_prim_vert.glsl SRC)
 data_to_c_simple(modes/shaders/object_particle_dot_vert.glsl SRC)
 data_to_c_simple(modes/shaders/object_particle_dot_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_loose_points_frag.glsl SRC)
 data_to_c_simple(modes/shaders/paint_texture_frag.glsl SRC)
 data_to_c_simple(modes/shaders/paint_texture_vert.glsl SRC)
 data_to_c_simple(modes/shaders/paint_vertex_frag.glsl SRC)
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 90d499aebd6..31314a35232 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -93,6 +93,7 @@ extern char datatoc_object_grid_vert_glsl[];
 extern char datatoc_object_empty_image_frag_glsl[];
 extern char datatoc_object_empty_image_vert_glsl[];
 extern char datatoc_object_lightprobe_grid_vert_glsl[];
+extern char datatoc_object_loose_points_frag_glsl[];
 extern char datatoc_object_particle_prim_vert_glsl[];
 extern char datatoc_object_particle_dot_vert_glsl[];
 extern char datatoc_object_particle_dot_frag_glsl[];
@@ -306,6 +307,7 @@ static struct {
 	GPUShader *part_prim_sh;
 	GPUShader *part_axis_sh;
 	GPUShader *lightprobe_grid_sh;
+	GPUShader *loose_points_sh;
 	float camera_pos[3];
 	float screenvecs[3][4];
 	float grid_settings[5];
@@ -457,6 +459,9 @@ static void OBJECT_engine_init(void *vedata)
 		/* Lightprobes */
 		e_data.lightprobe_grid_sh = DRW_shader_create(
 		        datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, NULL);
+
+		/* Loose Points */
+		e_data.loose_points_sh = DRW_shader_create_3D(datatoc_object_loose_points_frag_glsl, NULL);
 	}
 
 	{
@@ -686,6 +691,7 @@ static void OBJECT_engine_free(void)
 	DRW_SHADER_FREE_SAFE(e_data.part_axis_sh);
 	DRW_SHADER_FREE_SAFE(e_data.part_dot_sh);
 	DRW_SHADER_FREE_SAFE(e_data.lightprobe_grid_sh);
+	DRW_SHADER_FREE_SAFE(e_data.loose_points_sh);
 }
 
 static DRWShadingGroup *shgroup_outline(DRWPass *pass, const int *ofs, GPUShader *sh)
@@ -710,6 +716,7 @@ static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUSha
 {
 	DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
 	DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+	DRW_shgroup_uniform_vec4(grp, "innerColor", ts.colorEditMeshMiddle, 1);
 
 	return grp;
 }
@@ -1192,11 +1199,15 @@ static void OBJECT_cache_init(void *vedata)
 		sgl->wire_active = shgroup_wire(sgl->non_meshes, ts.colorActive, sh);
 
 		/* Points (loose points) */
-		sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+		sh = e_data.loose_points_sh;
 		sgl->points = shgroup_points(sgl->non_meshes, ts.colorWire, sh);
 		sgl->points_select = shgroup_points(sgl->non_meshes, ts.colorSelect, sh);
 		sgl->points_transform = shgroup_points(sgl->non_meshes, ts.colorTransform, sh);
 		sgl->points_active = shgroup_points(sgl->non_meshes, ts.colorActive, sh);
+		DRW_shgroup_state_disable(sgl->points, DRW_STATE_BLEND);
+		DRW_shgroup_state_disable(sgl->points_select, DRW_STATE_BLEND);
+		DRW_shgroup_state_disable(sgl->points_transform, DRW_STATE_BLEND);
+		DRW_shgroup_state_disable(sgl->points_active, DRW_STATE_BLEND);
 
 		/* Metaballs Handles */
 		sgl->mball_handle = shgroup_instance_mball_handles(sgl->non_meshes);
diff --git a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
new file mode 100644
index 00000000000..66b3091a41c
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
@@ -0,0 +1,19 @@
+
+uniform vec4 color;
+uniform vec4 innerColor;
+
+out vec4 fragColor;
+
+void main()
+{
+	vec2 centered = abs(gl_PointCoord - vec2(0.5));
+	float dist = max(centered.x, centered.y);
+
+	float fac = dist * dist * 4.0;
+	fragColor = mix(innerColor, color, 0.45 + fac * 0.65);
+
+	/* Make the effect more like a fresnel by offsetting
+	 * the depth and creating mini-spheres.
+	 * Disabled as it has performance impact. */
+	// gl_FragDepth = gl_FragCoord.z + 1e-6 * fac;
+}



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