[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. */
More information about the Bf-blender-cvs
mailing list