Grid: Do not go over objects in front/side ortho views.
Fixes T55190 Grid displayed on top of objects in orthographic view
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Notes:
blender-bot
2023-02-14 08:35:51 +01:00
Referenced by issue #55190, Grid displayed on top of objects in orthographic view
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@ -289,6 +289,7 @@ enum {
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PLANE_YZ = (1 << 6),
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CLIP_ZPOS = (1 << 7),
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CLIP_ZNEG = (1 << 8),
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GRID_BACK = (1 << 9),
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};
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/* *********** FUNCTIONS *********** */
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@ -447,18 +448,21 @@ static void OBJECT_engine_init(void *vedata)
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e_data.grid_flag |= SHOW_AXIS_Y;
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e_data.grid_flag |= SHOW_AXIS_Z;
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e_data.grid_flag |= SHOW_GRID;
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e_data.grid_flag |= GRID_BACK;
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}
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else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
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e_data.grid_flag = PLANE_XY;
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e_data.grid_flag |= SHOW_AXIS_X;
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e_data.grid_flag |= SHOW_AXIS_Y;
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e_data.grid_flag |= SHOW_GRID;
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e_data.grid_flag |= GRID_BACK;
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}
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else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
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e_data.grid_flag = PLANE_XZ;
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e_data.grid_flag |= SHOW_AXIS_X;
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e_data.grid_flag |= SHOW_AXIS_Z;
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e_data.grid_flag |= SHOW_GRID;
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e_data.grid_flag |= GRID_BACK;
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}
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else { /* RV3D_VIEW_USER */
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e_data.grid_flag = PLANE_XY;
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@ -29,6 +29,7 @@ uniform int gridFlag;
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#define PLANE_XY (1 << 4)
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#define PLANE_XZ (1 << 5)
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#define PLANE_YZ (1 << 6)
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#define GRID_BACK (1 << 9) /* grid is behind objects */
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#define GRID_LINE_SMOOTH 1.15
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@ -137,18 +138,6 @@ void main()
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}
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}
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/* Manual, non hard, depth test:
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* Progressively fade the grid below occluders
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* (avoids poping visuals due to depth buffer precision) */
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float scene_depth = texture(depthBuffer, sPos).r;
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/* Add a small bias so the grid will always
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* be on top of a mesh with the same depth. */
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float grid_depth = gl_FragCoord.z - 1e-8;
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/* Harder settings tend to flicker more,
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* but have less "see through" appearance. */
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const float test_hardness = 1e4;
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fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
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if ((gridFlag & GRID) > 0) {
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float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
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@ -217,5 +206,22 @@ void main()
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}
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}
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float scene_depth = texture(depthBuffer, sPos).r;
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if ((gridFlag & GRID_BACK) > 0) {
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fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
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}
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else {
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/* Manual, non hard, depth test:
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* Progressively fade the grid below occluders
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* (avoids poping visuals due to depth buffer precision) */
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/* Add a small bias so the grid will always
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* be on top of a mesh with the same depth. */
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float grid_depth = gl_FragCoord.z - 1e-8;
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/* Harder settings tend to flicker more,
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* but have less "see through" appearance. */
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const float test_hardness = 1e4;
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fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
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}
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FragColor.a *= fade;
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}
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