[Bf-blender-cvs] [1bba4d0c78c] temp-T95933-object-mode-curve-selection: Screen space curvce outline.

Jeroen Bakker noreply at git.blender.org
Fri Jul 8 10:01:56 CEST 2022


Commit: 1bba4d0c78cf11a62f0daba7314f5ee4b7525883
Author: Jeroen Bakker
Date:   Fri Jul 8 09:59:23 2022 +0200
Branches: temp-T95933-object-mode-curve-selection
https://developer.blender.org/rB1bba4d0c78cf11a62f0daba7314f5ee4b7525883

Screen space curvce outline.

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

M	source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl

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

diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl
index f2124895b32..56c2328bc5a 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl
@@ -45,29 +45,23 @@ void main()
                                  thickness,
                                  thick_time);
 
-  vec4 pos_ndc;
-
   if (hairThicknessRes > 1) {
-    if (thick_time == 0.0) {
-      float thick_time = ((gl_VertexID % hairThicknessRes) == 0 ? -1.0 : 1.0) * 0.00001;
-      world_pos = center_world_pos + binor * thick_time;
-    }
-    pos_ndc = point_world_to_ndc(world_pos);
-    vec4 orig_pos_ndc = point_world_to_ndc(center_world_pos);
-    vec4 d = pos_ndc - orig_pos_ndc;
-    float distance = (length(d.xy) + (drw_view.viewport_size_inverse.x * drw_view.wininv[0][0] +
-                                      drw_view.viewport_size_inverse.y * drw_view.wininv[1][1]) /
-                                         2.0);
-    pos_ndc = orig_pos_ndc + distance * normalize(d);
-  }
-  else {
-    pos_ndc = point_world_to_ndc(world_pos);
+    /* Recalculate the thickness, thicktime, worldpos taken into account the outline. */
+    float outline_width = point_world_to_ndc(center_world_pos).w * 1.25 *
+                          drw_view.viewport_size_inverse.y * drw_view.wininv[1][1];
+    thickness += outline_width;
+    thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
+    thick_time = thickness * (thick_time * 2.0 - 1.0);
+    /* Take object scale into account.
+     * NOTE: This only works fine with uniform scaling. */
+    float scale = 1.0 / length(mat3(ModelMatrixInverse) * binor);
+    world_pos = center_world_pos + binor * thick_time * scale;
   }
 
-  gl_Position = pos_ndc;
+  gl_Position = point_world_to_ndc(world_pos);
 
 #ifdef USE_GEOM
-  vert.pos = point_world_to_view(world_pos);  // TODO: use pos_view...
+  vert.pos = point_world_to_view(world_pos);
 #endif
 
   /* Small bias to always be on top of the geom. */



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