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.
This commit is contained in:
Clément Foucault 2018-12-10 23:16:03 +01:00
parent bfb9680e9e
commit 1d23024014
3 changed files with 32 additions and 1 deletions

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@ -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)

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@ -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);

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@ -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;
}