forked from bartvdbraak/blender
Alleviate grid creating shadows in Ambient Occlusion effect.
Draw the grid last with depth masking disabled. That should have no ill effects otherwise as far as I can tell except from some exceptional cases (axis lines over grid) but this is hardly annoying. Generally to properly solve such issues we need to have a better render pipeline with wire objects/materials being drawn after compositing. This is not impossible but for now doing it the simple way.
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@ -295,7 +295,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
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dx = fabs(x - (wx) * fx / fw);
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if (dx == 0) dx = fabs(y - (wy) * fy / fw);
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glDepthMask(0); /* disable write in zbuffer */
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glDepthMask(GL_FALSE); /* disable write in zbuffer */
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/* check zoom out */
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UI_ThemeColor(TH_GRID);
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@ -434,7 +434,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
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fdrawline(x, 0.0, x, (float)ar->winy);
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glDepthMask(1); /* enable write in zbuffer */
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glDepthMask(GL_TRUE); /* enable write in zbuffer */
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}
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#undef GRID_MIN_PX
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@ -476,8 +476,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
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grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
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grid = gridlines * grid_scale;
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if (v3d->zbuf && scene->obedit)
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glDepthMask(0); /* for zbuffer-select */
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glDepthMask(GL_FALSE);
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UI_GetThemeColor3ubv(TH_GRID, col_grid);
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@ -546,7 +545,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
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}
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}
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if (v3d->zbuf && scene->obedit) glDepthMask(1);
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glDepthMask(GL_TRUE);
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}
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@ -2668,6 +2667,8 @@ static void view3d_draw_objects(
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RegionView3D *rv3d = ar->regiondata;
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Base *base;
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const bool do_camera_frame = !draw_offscreen;
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const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
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const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
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if (!draw_offscreen) {
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ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
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@ -2698,26 +2699,21 @@ static void view3d_draw_objects(
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glEnable(GL_DEPTH_TEST);
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}
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if (!draw_offscreen) {
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/* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
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* objects if done last */
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if (draw_grids) {
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/* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */
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rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit);
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if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
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if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
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drawfloor(scene, v3d, grid_unit);
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}
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}
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else {
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if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
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ED_region_pixelspace(ar);
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*grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
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drawgrid(&scene->unit, ar, v3d, grid_unit);
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/* XXX make function? replaces persp(1) */
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(rv3d->winmat);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(rv3d->viewmat);
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}
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if (!draw_floor) {
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ED_region_pixelspace(ar);
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*grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
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drawgrid(&scene->unit, ar, v3d, grid_unit);
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/* XXX make function? replaces persp(1) */
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(rv3d->winmat);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(rv3d->viewmat);
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}
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}
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@ -2806,6 +2802,11 @@ static void view3d_draw_objects(
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if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, true);
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if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, true);
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/* perspective floor goes last to use scene depth and avoid writing to depth buffer */
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if (draw_grids && draw_floor) {
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drawfloor(scene, v3d, grid_unit);
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}
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if (!draw_offscreen) {
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ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
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}
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@ -3546,7 +3547,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
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if (do_compositing) {
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GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
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}
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/* Disable back anti-aliasing */
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if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {
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glDisable(GL_MULTISAMPLE_ARB);
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