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