feat: re-implement grid overlay

This commit is contained in:
Nick Fisher
2024-12-17 14:00:41 +08:00
parent 852cb58ba9
commit 1b979252db
9 changed files with 2403 additions and 2165 deletions

View File

@@ -1,57 +1,118 @@
material {
name : Grid,
parameters : [
{
type : float,
name : maxDistance
type: float,
name: distance
},
{
type : float3,
name : color
type: float,
name: lineSize
}
],
depthWrite : false,
depthWrite : true,
depthCulling : true,
doubleSided: false,
shadingModel : unlit,
blending: opaque,
variantFilter : [ skinning, shadowReceiver, vsm ],
culling: none,
instanced: false,
vertexDomain: object
blending : transparent,
variantFilter : [ dynamicLighting, directionalLighting, shadowReceiver, skinning, ssr, stereo ],
culling : none,
instanced : false,
vertexDomain : object
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
vec4 modelSpace = getPosition();
vec4 worldSpace = getWorldFromModelMatrix() * modelSpace;
vec4 clipSpace = getClipFromWorldMatrix() * worldSpace;
clipSpace.z = 0.02f;
material.worldPosition = getWorldFromClipMatrix() * clipSpace;
vec3 position = getPosition().xyz;
position.xz *= materialParams.distance;
material.worldPosition.xz = position.xz;
}
}
fragment {
#include "shared.h"
/* the below has been adapted from Blender's overlay_grid_frag.glsl */
#define _1_DIV_SQRTPI 0.5641895835477563
#define RADIUS (_1_DIV_SQRTPI * 1.05)
#define GRID_START (0.5 + RADIUS)
#define GRID_END (0.5 - RADIUS)
#define GRID_STEP(dist) smoothstep(GRID_START, GRID_END, dist)
float getGrid(vec2 point, vec2 fwidthCos, vec2 gridScale, float lineSize) {
vec2 halfSize = gridScale / 2.0;
vec2 gridDomain = abs(mod(point + halfSize, gridScale) - halfSize);
gridDomain /= fwidthCos;
float lineDist = min(gridDomain.x, gridDomain.y);
return GRID_STEP(lineDist - lineSize);
}
vec3 getAxes(vec3 point, vec3 fwidthCos, float line_size)
{
vec3 axes_domain = abs(point);
axes_domain /= fwidthCos;
return GRID_STEP(axes_domain - (line_size + materialParams.lineSize));
}
void material(inout MaterialInputs material) {
prepareMaterial(material);
vec3 P = getWorldPosition().xyz;
vec3 dFdxPos = dFdx(P);
vec3 dFdyPos = dFdy(P);
vec3 fwidthPos = abs(dFdxPos) + abs(dFdyPos);
P += mulMat4x4Float3(getUserWorldFromWorldMatrix(), getWorldCameraPosition()).xyz;
vec3 V = getWorldPosition().xyz;
float dist = length(V);
V /= dist;
// Convert world position to view space
float4 viewPos = getViewFromWorldMatrix() * float4(getWorldPosition(), 1.0);
float angle = V.y;
angle = 1.0 - abs(angle);
angle *= angle;
float fade = 1.0 - angle;
fade *= 0.5 - smoothstep(0.0, materialParams.distance, dist - materialParams.distance);
float gridA = getGrid(P.xz, fwidthPos.xz, vec2(1.0, 1.0), materialParams.lineSize);
vec3 planeAxes = vec3(1.0f, 0.0f, 1.0f);
vec3 distanceToAxes = vec3(
dot(P.yz, planeAxes.yz),
0.0f,
dot(P.xy, planeAxes.xy)
);
vec3 dAxes = vec3(
dot(fwidthPos.yz, planeAxes.yz),
0.0f,
dot(fwidthPos.xy, planeAxes.xy)
);
vec3 axes = getAxes(distanceToAxes, dAxes, 0.1);
vec4 color = vec4(
0.1f,
0.1f,
0.1f,
gridA
);
color.a = max(color.a, axes.x);
color.rgb = (axes.x < 1e-8) ? color.rgb : AXIS_COLOR_X;
color.a = max(color.a, axes.z);
color.rgb = (axes.z < 1e-8) ? color.rgb : AXIS_COLOR_Z;
color.a *= fade;
material.baseColor = color;
// Calculate distance in view space (camera is at 0,0,0 in view space)
float distance = length(viewPos.xz);
// Discard fragment if it's too far from the camera
if (distance > materialParams.maxDistance) {
material.baseColor = float4(0.0);
} else {
material.baseColor = float4(materialParams.color, 1.0);
// Optional: fade out as we approach maxDistance
float fadeStart = materialParams.maxDistance * 0.8;
if (distance > fadeStart) {
float fade = 1.0 - (distance - fadeStart) / (materialParams.maxDistance - fadeStart);
material.baseColor.a = fade;
}
}
}
}

4
materials/shared.h Normal file
View File

@@ -0,0 +1,4 @@
#define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0))
#define AXIS_COLOR_X vec3(1.0f, 0.0f, 0.0f)
#define AXIS_COLOR_Y vec3(0.0f, 1.0f, 0.0f)
#define AXIS_COLOR_Z vec3(0.0f, 0.0f, 1.0f)