T55456 EditMeshMode

- see the face selection color when face is active
- test different masks for active face, finally chosen for no mask at
all.
This commit is contained in:
Jeroen Bakker 2018-06-14 08:51:42 +02:00
parent 158930228d
commit 277d901274
5 changed files with 22 additions and 63 deletions

View File

@ -156,29 +156,29 @@ static char *EDIT_MESH_sh_defines(ToolSettings *tsettings, RegionView3D *rv3d, b
if (selectmode & SCE_SELECT_VERTEX)
{
BLI_dynstr_appendf(ds, "#define VERTEX_SELECTION\n");
BLI_dynstr_append(ds, "#define VERTEX_SELECTION\n");
}
if (selectmode & SCE_SELECT_EDGE)
{
BLI_dynstr_appendf(ds, "#define EDGE_SELECTION\n");
BLI_dynstr_append(ds, "#define EDGE_SELECTION\n");
}
if (selectmode & SCE_SELECT_FACE)
{
BLI_dynstr_appendf(ds, "#define FACE_SELECTION\n");
BLI_dynstr_append(ds, "#define FACE_SELECTION\n");
}
if (!fast_mode)
{
BLI_dynstr_appendf(ds, "#define EDGE_FIX\n");
BLI_dynstr_append(ds, "#define EDGE_FIX\n");
}
if (anti_alias)
{
BLI_dynstr_appendf(ds, "#define ANTI_ALIASING\n");
BLI_dynstr_append(ds, "#define ANTI_ALIASING\n");
}
BLI_dynstr_appendf(ds, "#define VERTEX_FACING\n");
BLI_dynstr_append(ds, "#define VERTEX_FACING\n");
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@ -213,7 +213,6 @@ static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D
datatoc_edit_mesh_overlay_frag_glsl,
datatoc_common_globals_lib_glsl,
defines);
MEM_freeN(defines);
}
return e_data.overlay_tri_sh_cache[index];

View File

@ -1,29 +1,7 @@
/* Solid Wirefram implementation
* Mike Erwin, Clément Foucault */
/* This shader follows the principles of
* http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
flat in vec4 faceColor;
flat in int faceActive;
out vec4 FragColor;
const vec4 stipple_matrix[4] = vec4[4](
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0)
);
void main()
{
FragColor = faceColor;
if (faceActive == 1) {
int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
FragColor *= stipple_matrix[x][y];
}
}

View File

@ -5,25 +5,11 @@ in vec3 pos;
in ivec4 data;
flat out vec4 faceColor;
flat out int faceActive;
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
if ((data.x & FACE_ACTIVE) != 0) {
faceColor = colorEditMeshActive;
faceActive = 1;
}
else if ((data.x & FACE_SELECTED) != 0) {
faceColor = colorFaceSelect;
faceActive = 0;
}
else {
faceColor = colorFace;
faceActive = 0;
}
faceColor = ((data.x & FACE_SELECTED) != 0)? colorFaceSelect: colorFace;
}

View File

@ -54,6 +54,10 @@ out vec4 FragColor;
#define VERTEX_SELECTED (1 << (1 + 8))
#define FACE_ACTIVE (1 << (2 + 8))
#define LARGE_EDGE_SIZE 3.0
#define LARGE_EDGE_SIZE_ACTIVE_FACE 5.0
/* Style Parameters in pixel */
/* Array to retrieve vert/edge indices */
@ -75,13 +79,6 @@ const ivec3 clipPointIdx[6] = ivec3[6](
ivec3(2, 1, 0)
);
const vec4 stipple_matrix[4] = vec4[4](
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0)
);
void colorDist(vec4 color, float dist)
{
FragColor = (dist < 0) ? color : FragColor;
@ -145,21 +142,13 @@ void main()
/* First */
FragColor = faceColor;
if ((flag[0] & FACE_ACTIVE) != 0) {
int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
FragColor *= stipple_matrix[x][y];
}
else {
FragColor.a *= faceAlphaMod;
}
FragColor.a *= faceAlphaMod;
/* Edges */
for (int v = 0; v < 3; ++v) {
if ((flag[v] & EDGE_EXISTS) != 0) {
/* Outer large edge */
float largeEdge = e[v] - sizeEdge * 3.0;
float largeEdge = e[v] - sizeEdge * LARGE_EDGE_SIZE;
vec4 large_edge_color = vec4(0.0);
large_edge_color = ((flag[v] & EDGE_SHARP) != 0) ? colorEdgeSharp : large_edge_color;
@ -167,6 +156,12 @@ void main()
large_edge_color = (edgesBweight[v] > 0.0) ? vec4(colorEdgeBWeight.rgb, edgesBweight[v]) : large_edge_color;
large_edge_color = ((flag[v] & EDGE_SEAM) != 0) ? colorEdgeSeam : large_edge_color;
if ((flag[0] & FACE_ACTIVE) != 0)
{
large_edge_color = colorEditMeshActive;
largeEdge = e[v] - sizeEdge * LARGE_EDGE_SIZE_ACTIVE_FACE;
}
if (large_edge_color.a != 0.0) {
colorDistEdge(large_edge_color, largeEdge);
}
@ -183,7 +178,8 @@ void main()
# ifdef EDGE_SELECTION
vec4 inner_edge_color = colorWireEdit;
inner_edge_color = ((flag[v] & EDGE_SELECTED) != 0) ? colorEdgeSelect : inner_edge_color;
inner_edge_color = ((flag[v] & EDGE_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : inner_edge_color;
inner_edge_color = ((flag[v] & EDGE_ACTIVE) != 0) ? vec4(colorEditMeshActive.rgb, 1.0) : inner_edge_color;
# else
vec4 inner_edge_color = colorWireInactive;
# endif

View File

@ -167,7 +167,7 @@ void main()
/* Face */
if ((vData[0].x & FACE_ACTIVE) != 0)
faceColor = colorEditMeshActive;
faceColor = colorFaceSelect;
else if ((vData[0].x & FACE_SELECTED) != 0)
faceColor = colorFaceSelect;
else