Fix T80825: UV Editor UV Grid

Regression introduced by D8234.
This commit is contained in:
Jeroen Bakker
2020-09-16 08:53:47 +02:00
parent 7e8cba98b6
commit cee6518b5e
4 changed files with 39 additions and 15 deletions

View File

@@ -29,6 +29,8 @@
#include "ED_image.h"
#include "ED_view3d.h"
#include "UI_resources.h"
#include "overlay_private.h"
enum {
@@ -61,7 +63,8 @@ void OVERLAY_grid_init(OVERLAY_Data *vedata)
SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
shd->grid_flag = ED_space_image_has_buffer(sima) ? 0 : PLANE_IMAGE | SHOW_GRID;
shd->grid_distance = 1.0f;
shd->grid_mesh_size = 1.0f;
copy_v3_fl3(
shd->grid_size, (float)sima->tile_grid_shape[0], (float)sima->tile_grid_shape[1], 1.0f);
for (int step = 0; step < 8; step++) {
shd->grid_steps[step] = powf(4, step) * (1.0f / 16.0f);
}
@@ -169,11 +172,11 @@ void OVERLAY_grid_init(OVERLAY_Data *vedata)
}
if (winmat[3][3] == 0.0f) {
shd->grid_mesh_size = dist;
copy_v3_fl(shd->grid_size, dist);
}
else {
float viewdist = 1.0f / min_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
shd->grid_mesh_size = viewdist * dist;
copy_v3_fl(shd->grid_size, viewdist * dist);
}
shd->grid_distance = dist / 2.0f;
@@ -203,18 +206,19 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
struct GPUBatch *geom = DRW_cache_grid_get();
if (pd->is_image_editor) {
float mat[4][4];
/* add quad background */
sh = OVERLAY_shader_grid_image();
grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_call(grp, DRW_cache_quad_get(), NULL);
float color_back[4];
interp_v4_v4v4(color_back, G_draw.block.colorBackground, G_draw.block.colorGrid, 0.5);
DRW_shgroup_uniform_vec4_copy(grp, "color", color_back);
/* add wire border */
grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_call(grp, DRW_cache_quad_wires_get(), NULL);
DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.colorGrid);
unit_m4(mat);
mat[0][0] = shd->grid_size[0];
mat[1][1] = shd->grid_size[1];
mat[2][2] = shd->grid_size[2];
DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat);
}
sh = OVERLAY_shader_grid();
@@ -225,7 +229,7 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_vec3(grp, "planeAxes", shd->zplane_axes, 1);
DRW_shgroup_uniform_float(grp, "gridDistance", &shd->grid_distance, 1);
DRW_shgroup_uniform_float_copy(grp, "lineKernel", shd->grid_line_size);
DRW_shgroup_uniform_float_copy(grp, "meshSize", shd->grid_mesh_size);
DRW_shgroup_uniform_vec3(grp, "gridSize", shd->grid_size, 1);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
if (shd->zneg_flag) {
@@ -250,6 +254,26 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *vedata)
if (shd->zpos_flag) {
DRW_shgroup_call(grp, geom, NULL);
}
if (pd->is_image_editor) {
float theme_color[4];
UI_GetThemeColorShade4fv(TH_BACK, 60, theme_color);
srgb_to_linearrgb_v4(theme_color, theme_color);
float mat[4][4];
/* add wire border */
sh = OVERLAY_shader_grid_image();
grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color);
unit_m4(mat);
for (int x = 0; x < shd->grid_size[0]; x++) {
mat[3][0] = x;
for (int y = 0; y < shd->grid_size[1]; y++) {
mat[3][1] = y;
DRW_shgroup_call_obmat(grp, DRW_cache_quad_wires_get(), mat);
}
}
}
}
void OVERLAY_grid_draw(OVERLAY_Data *vedata)

View File

@@ -127,7 +127,7 @@ typedef struct OVERLAY_PassList {
typedef struct OVERLAY_ShadingData {
/** Grid */
float grid_axes[3], grid_distance;
float zplane_axes[3], grid_mesh_size;
float zplane_axes[3], grid_size[3];
float grid_steps[8];
float inv_viewport_size[2];
float grid_line_size;

View File

@@ -10,7 +10,7 @@ out vec4 FragColor;
uniform vec3 planeAxes;
uniform float gridDistance;
uniform float meshSize;
uniform vec3 gridSize;
uniform float lineKernel = 0.0;
uniform sampler2D depthBuffer;
@@ -73,7 +73,7 @@ vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
void main()
{
vec3 wPos = local_pos * meshSize;
vec3 wPos = local_pos * gridSize;
vec3 dFdxPos = dFdx(wPos);
vec3 dFdyPos = dFdy(wPos);
vec3 fwidthPos = abs(dFdxPos) + abs(dFdyPos);

View File

@@ -3,7 +3,7 @@
* Clément Foucault */
uniform vec3 planeAxes;
uniform float meshSize;
uniform vec3 gridSize;
uniform int gridFlag;
@@ -37,7 +37,7 @@ void main()
local_pos = vert_pos;
vec3 real_pos = cameraPos * planeAxes + vert_pos * meshSize;
vec3 real_pos = cameraPos * planeAxes + vert_pos * gridSize;
/* Used for additional Z axis */
if ((gridFlag & CLIP_Z_POS) != 0) {