Fix T62260 edges display bug on big geometries when looked up close

This commit is contained in:
Clément Foucault 2019-03-25 22:46:47 +01:00
parent 33a759a39c
commit 3aeb44cd79
Notes: blender-bot 2023-06-07 10:31:13 +02:00
Referenced by issue #62260, edges display bug on big geometries when looked up close
1 changed files with 29 additions and 9 deletions

View File

@ -14,13 +14,13 @@ flat out vec4 finalColorOuter_f;
out vec4 finalColor_f;
out float edgeCoord_f;
void do_vertex(const int i, float coord, vec2 offset)
void do_vertex(const int i, vec4 pos, float coord, vec2 offset)
{
finalColor_f = (selectOveride[0] == 0) ? finalColor[i] : finalColor[0];
edgeCoord_f = coord;
gl_Position = gl_in[i].gl_Position;
gl_Position = pos;
/* Multiply offset by 2 because gl_Position range is [-1..1]. */
gl_Position.xy += offset * 2.0 * gl_Position.w;
gl_Position.xy += offset * 2.0 * pos.w;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
#endif
@ -30,8 +30,28 @@ void do_vertex(const int i, float coord, vec2 offset)
void main()
{
vec2 ss_pos[2];
ss_pos[0] = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
/* Clip line against near plane to avoid deformed lines. */
vec4 pos0 = gl_in[0].gl_Position;
vec4 pos1 = gl_in[1].gl_Position;
vec2 pz_ndc = vec2(pos0.z / pos0.w, pos1.z / pos1.w);
bvec2 clipped = lessThan(pz_ndc, vec2(-1.0));
if (all(clipped)) {
/* Totally clipped. */
return;
}
vec4 pos01 = pos0 - pos1;
float ofs = abs((pz_ndc.y + 1.0) / (pz_ndc.x - pz_ndc.y));
if (clipped.y) {
pos1 += pos01 * ofs;
}
else if (clipped.x) {
pos0 -= pos01 * (1.0 - ofs);
}
ss_pos[0] = pos0.xy / pos0.w;
ss_pos[1] = pos1.xy / pos1.w;
vec2 line = ss_pos[0] - ss_pos[1];
line = abs(line) * viewportSize;
@ -51,10 +71,10 @@ void main()
bool horizontal = line.x > line.y;
edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
do_vertex(0, half_size, edge_ofs.xy);
do_vertex(0, -half_size, -edge_ofs.xy);
do_vertex(1, half_size, edge_ofs.xy);
do_vertex(1, -half_size, -edge_ofs.xy);
do_vertex(0, pos0, half_size, edge_ofs.xy);
do_vertex(0, pos0, -half_size, -edge_ofs.xy);
do_vertex(1, pos1, half_size, edge_ofs.xy);
do_vertex(1, pos1, -half_size, -edge_ofs.xy);
EndPrimitive();
}