Bone Display: fix flickering issue with BBones in ortho view

This commit is contained in:
Clément Foucault 2018-08-20 15:47:11 +02:00
parent 939a5cb6ee
commit 47d43c5a00
2 changed files with 14 additions and 5 deletions

View File

@ -23,17 +23,18 @@ vec2 compute_dir(vec2 v0, vec2 v1)
void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp)
{
float fac = dot(-hidden_dir, edge_dir);
edge_dir *= (fac < 0.0) ? -1.0 : 1.0;
vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0);
gl_Position = pPos[1];
EmitVertex();
gl_Position.xy += t * edge_dir * sign(fac);
gl_Position.xy += t * edge_dir;
EmitVertex();
t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
gl_Position = pPos[2];
EmitVertex();
gl_Position.xy += t * edge_dir * sign(fac);
gl_Position.xy += t * edge_dir;
EmitVertex();
}
@ -75,9 +76,18 @@ void main(void)
vec2 thick = vColSize[0].w * (lineThickness / viewportSize);
vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]);
vec2 hidden_point;
/* Take the farthest point to compute edge direction
* (avoid problems with point behind near plane). */
vec2 hidden_point = (vPos[0].z < vPos[3].z) ? ssPos[0] : ssPos[3];
* (avoid problems with point behind near plane).
* If the chosen point is parallel to the edge in screen space,
* choose the other point anyway.
* This fixes some issue with cubes in orthographic views.*/
if (vPos[0].z < vPos[3].z) {
hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3];
}
else {
hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0];
}
vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
emit_corner(1, thick, is_persp);

View File

@ -7,7 +7,6 @@ uniform vec2 viewportSize;
/* ---- Instanciated Attribs ---- */
in vec3 pos;
in vec3 nor;
in vec3 snor;
/* ---- Per instance Attribs ---- */