X-Ray: Added a slider for the alpha
- will not render when set to 0.0 for speed reasons. so when user sets transparency to hide everything the bigger passes will be skipped.
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@@ -3538,6 +3538,9 @@ class VIEW3D_PT_shading(Panel):
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row = col.row()
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row.prop(shading, "show_xray")
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sub = row.row()
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sub.active = shading.show_xray
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sub.prop(shading, "xray_alpha", text="")
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row = col.row()
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row.active = not shading.show_xray
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@@ -1522,5 +1522,18 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
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}
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}
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}
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if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "xray_alpha")) {
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for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) {
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for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
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for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
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if (sl->spacetype == SPACE_VIEW3D) {
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View3D *v3d = (View3D *)sl;
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v3d->shading.xray_alpha = 0.5f;
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}
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}
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}
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}
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}
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}
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}
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@@ -21,18 +21,20 @@ void main()
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float transparent_revealage = texelFetch(transparentRevealage, texel, 0).r;
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#endif
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vec4 color;
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vec4 bg_color;
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#ifdef V3D_SHADING_OBJECT_OUTLINE
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float outline = calculate_object_outline(objectId, texel, object_id);
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#else /* V3D_SHADING_OBJECT_OUTLINE */
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float outline = 1.0;
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#endif /* V3D_SHADING_OBJECT_OUTLINE */
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bg_color = vec4(background_color(world_data, uv_viewport.y), 0.0);
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if (object_id == NO_OBJECT_ID) {
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color = vec4(background_color(world_data, uv_viewport.y), 0.0);
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color = bg_color;
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} else {
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#ifdef WORKBENCH_REVEALAGE_ENABLED
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color = vec4((transparent_accum.xyz / max(transparent_accum.a, EPSILON)) * (1.0 - transparent_revealage), 1.0);
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color = mix(bg_color, color, clamp(1.0 - transparent_revealage, 0.0, 1.0));
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#else
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color = vec4(transparent_accum.xyz / max(transparent_accum.a, EPSILON), 1.0);
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#endif
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@@ -2,6 +2,7 @@
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uniform sampler2D image;
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#endif
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uniform mat3 normalWorldMatrix;
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uniform float alpha = 0.5;
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#ifdef NORMAL_VIEWPORT_PASS_ENABLED
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in vec3 normal_viewport;
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@@ -53,7 +54,6 @@ void main()
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#endif /* V3D_LIGHTING_STUDIO */
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float alpha = 0.5 ;
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vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
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transparentAccum = calculate_transparent_accum(premultiplied);
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}
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@@ -1,7 +1,7 @@
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layout(location=0) out float transparentRevealage;
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uniform float alpha = 0.5;
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void main()
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{
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transparentRevealage = 0.5;
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transparentRevealage = alpha;
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}
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@@ -178,6 +178,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
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drawtype == OB_SOLID ? wpd->transparent_accum_sh : wpd->transparent_accum_texture_sh,
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psl->transparent_accum_pass);
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DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
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DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
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workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
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material->object_id = engine_object_data->object_id;
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copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
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@@ -343,6 +344,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE;
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psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state);
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grp = DRW_shgroup_create(e_data.transparent_revealage_sh, psl->transparent_revealage_pass);
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DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
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wpd->transparent_revealage_shgrp = grp;
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}
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#endif
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@@ -546,14 +548,17 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
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/* Write Depth + Object ID */
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GPU_framebuffer_bind(fbl->object_outline_fb);
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DRW_draw_pass(psl->object_outline_pass);
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/* Shade */
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GPU_framebuffer_bind(fbl->transparent_accum_fb);
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DRW_draw_pass(psl->transparent_accum_pass);
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if (wpd->shading.xray_alpha > 0.0) {
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/* Shade */
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GPU_framebuffer_bind(fbl->transparent_accum_fb);
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DRW_draw_pass(psl->transparent_accum_pass);
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#ifdef WORKBENCH_REVEALAGE_ENABLED
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GPU_framebuffer_bind(fbl->transparent_revealage_fb);
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DRW_draw_pass(psl->transparent_revealage_pass);
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GPU_framebuffer_bind(fbl->transparent_revealage_fb);
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DRW_draw_pass(psl->transparent_revealage_pass);
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#endif
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}
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/* Composite */
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GPU_framebuffer_bind(fbl->composite_fb);
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DRW_draw_pass(psl->composite_pass);
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@@ -325,7 +325,8 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
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v3d->drawtype = OB_SOLID;
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v3d->shading.flag = V3D_SHADING_SPECULAR_HIGHLIGHT;
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v3d->shading.light = V3D_LIGHTING_STUDIO;
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v3d->shading.shadow_intensity = 0.5;
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v3d->shading.shadow_intensity = 0.5f;
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v3d->shading.xray_alpha = 0.5f;
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copy_v3_fl(v3d->shading.single_color, 0.8f);
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v3d->overlay.flag = V3D_OVERLAY_LOOK_DEV;
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@@ -148,7 +148,7 @@ typedef struct View3DShading {
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float studiolight_background;
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float object_outline_color[3];
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float pad2;
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float xray_alpha;
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} View3DShading;
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/* 3D Viewport Overlay setings */
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@@ -2342,6 +2342,15 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "X-Ray", "Show whole scene transparent");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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prop = RNA_def_property(srna, "xray_alpha", PROP_FLOAT, PROP_FACTOR);
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RNA_def_property_float_sdna(prop, NULL, "shading.xray_alpha");
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RNA_def_property_float_default(prop, 0.5);
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RNA_def_property_ui_text(prop, "X-Ray Alpha", "Amount of alpha to use");
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RNA_def_property_range(prop, 0.0f, 1.0f);
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RNA_def_property_ui_range(prop, 0.04f, 1.0f, 1, 1);
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RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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prop = RNA_def_property(srna, "use_scene_light", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SCENE_LIGHT);
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RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
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