[Bf-blender-cvs] [4ca4e64d25f] blender2.8: Grid: Do not go over objects in front/side ortho views.
Clément Foucault
noreply at git.blender.org
Sun May 27 11:17:17 CEST 2018
Commit: 4ca4e64d25f69eb4cbb96084fb688b69484e1507
Author: Clément Foucault
Date: Sun May 27 11:25:29 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB4ca4e64d25f69eb4cbb96084fb688b69484e1507
Grid: Do not go over objects in front/side ortho views.
Fixes T55190 Grid displayed on top of objects in orthographic view
===================================================================
M source/blender/draw/modes/object_mode.c
M source/blender/draw/modes/shaders/object_grid_frag.glsl
===================================================================
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index fcc0e0f20a5..52749a5429f 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -289,6 +289,7 @@ enum {
PLANE_YZ = (1 << 6),
CLIP_ZPOS = (1 << 7),
CLIP_ZNEG = (1 << 8),
+ GRID_BACK = (1 << 9),
};
/* *********** FUNCTIONS *********** */
@@ -447,18 +448,21 @@ static void OBJECT_engine_init(void *vedata)
e_data.grid_flag |= SHOW_AXIS_Y;
e_data.grid_flag |= SHOW_AXIS_Z;
e_data.grid_flag |= SHOW_GRID;
+ e_data.grid_flag |= GRID_BACK;
}
else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
e_data.grid_flag = PLANE_XY;
e_data.grid_flag |= SHOW_AXIS_X;
e_data.grid_flag |= SHOW_AXIS_Y;
e_data.grid_flag |= SHOW_GRID;
+ e_data.grid_flag |= GRID_BACK;
}
else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
e_data.grid_flag = PLANE_XZ;
e_data.grid_flag |= SHOW_AXIS_X;
e_data.grid_flag |= SHOW_AXIS_Z;
e_data.grid_flag |= SHOW_GRID;
+ e_data.grid_flag |= GRID_BACK;
}
else { /* RV3D_VIEW_USER */
e_data.grid_flag = PLANE_XY;
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index 2d0d637fc45..2b04bb0d855 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -29,6 +29,7 @@ uniform int gridFlag;
#define PLANE_XY (1 << 4)
#define PLANE_XZ (1 << 5)
#define PLANE_YZ (1 << 6)
+#define GRID_BACK (1 << 9) /* grid is behind objects */
#define GRID_LINE_SMOOTH 1.15
@@ -137,18 +138,6 @@ void main()
}
}
- /* Manual, non hard, depth test:
- * Progressively fade the grid below occluders
- * (avoids poping visuals due to depth buffer precision) */
- float scene_depth = texture(depthBuffer, sPos).r;
- /* Add a small bias so the grid will always
- * be on top of a mesh with the same depth. */
- float grid_depth = gl_FragCoord.z - 1e-8;
- /* Harder settings tend to flicker more,
- * but have less "see through" appearance. */
- const float test_hardness = 1e4;
- fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
-
if ((gridFlag & GRID) > 0) {
float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
@@ -217,5 +206,22 @@ void main()
}
}
+ float scene_depth = texture(depthBuffer, sPos).r;
+ if ((gridFlag & GRID_BACK) > 0) {
+ fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
+ }
+ else {
+ /* Manual, non hard, depth test:
+ * Progressively fade the grid below occluders
+ * (avoids poping visuals due to depth buffer precision) */
+ /* Add a small bias so the grid will always
+ * be on top of a mesh with the same depth. */
+ float grid_depth = gl_FragCoord.z - 1e-8;
+ /* Harder settings tend to flicker more,
+ * but have less "see through" appearance. */
+ const float test_hardness = 1e4;
+ fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
+ }
+
FragColor.a *= fade;
}
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