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Update grid line width and fading
1 parent 44adfe4 commit 4c7b2a8

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2 files changed

+14
-13
lines changed

2 files changed

+14
-13
lines changed

Resources/Editor/Shaders/Grid.ovfx

Lines changed: 9 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -49,21 +49,20 @@ in VS_OUT
4949

5050
uniform vec3 u_Color;
5151

52-
float MAG(float p_lp)
52+
float MAG(float lineWidth, float p_lp)
5353
{
54-
const float lineWidth = 1.0f;
5554
const vec2 coord = fs_in.TexCoords / p_lp;
5655
const vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
5756
const float line = min(grid.x, grid.y);
5857
const float lineResult = lineWidth - min(line, lineWidth);
5958
return lineResult;
6059
}
6160

62-
float Grid(float height, float a, float b, float c)
61+
float Grid(float lineWidth, float height, float a, float b, float c)
6362
{
64-
const float cl = MAG(a);
65-
const float ml = MAG(b);
66-
const float fl = MAG(c);
63+
const float cl = MAG(lineWidth, a);
64+
const float ml = MAG(lineWidth, b);
65+
const float fl = MAG(lineWidth, c);
6766
const float cmit = 10.0f;
6867
const float cmet = 40.0f;
6968
const float mfit = 80.0f;
@@ -78,9 +77,9 @@ float Grid(float height, float a, float b, float c)
7877
void main()
7978
{
8079
const float height = distance(ubo_ViewPos.y, fs_in.FragPos.y);
81-
const float gridA = Grid(height, 1.0f, 4.0f, 8.0f);
82-
const float gridB = Grid(height, 4.0f, 16.0f, 32.0f);
83-
const float grid = gridA * 0.25f + gridB * 0.5f;
80+
const float gridA = Grid(0.5f, height, 1.0f, 4.0f, 8.0f);
81+
const float gridB = Grid(0.7f, height, 4.0f, 16.0f, 32.0f);
82+
const float grid = gridA * 0.7f + gridB * 0.7f;
8483

8584
// Calculate view direction vector (from camera to fragment)
8685
const vec3 viewDir = normalize(fs_in.FragPos - ubo_ViewPos);
@@ -90,7 +89,7 @@ void main()
9089
const float horizonFactor = abs(viewDir.y);
9190

9291
// Define how much we want to fade when looking at horizon
93-
const float horizonMinFade = 0.01f; // Minimum fade at horizon
92+
const float horizonMinFade = 0.02f; // Minimum fade at horizon
9493
const float horizonFadeStart = 0.0f; // Start fading at this angle
9594
const float horizonFadeEnd = 1.0f; // Full grid strength at this angle
9695

Sources/Overload/OvEditor/src/OvEditor/Rendering/GridRenderPass.cpp

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -50,7 +50,9 @@ void OvEditor::Rendering::GridRenderPass::Draw(OvRendering::Data::PipelineState
5050
m_renderer.GetFeature<DebugModelRenderFeature>()
5151
.DrawModelWithSingleMaterial(pso, *EDITOR_CONTEXT(editorResources)->GetModel("Plane"), m_gridMaterial, model);
5252

53-
debugShapeRenderer.DrawLine(pso, OvMaths::FVector3(-gridSize + gridDescriptor.viewPosition.x, 0.0f, 0.0f), OvMaths::FVector3(gridSize + gridDescriptor.viewPosition.x, 0.0f, 0.0f), OvMaths::FVector3(1.0f, 0.0f, 0.0f), 1.0f);
54-
debugShapeRenderer.DrawLine(pso, OvMaths::FVector3(0.0f, -gridSize + gridDescriptor.viewPosition.y, 0.0f), OvMaths::FVector3(0.0f, gridSize + gridDescriptor.viewPosition.y, 0.0f), OvMaths::FVector3(0.0f, 1.0f, 0.0f), 1.0f);
55-
debugShapeRenderer.DrawLine(pso, OvMaths::FVector3(0.0f, 0.0f, -gridSize + gridDescriptor.viewPosition.z), OvMaths::FVector3(0.0f, 0.0f, gridSize + gridDescriptor.viewPosition.z), OvMaths::FVector3(0.0f, 0.0f, 1.0f), 1.0f);
53+
constexpr float kLineWidth = 1.0f;
54+
55+
debugShapeRenderer.DrawLine(pso, OvMaths::FVector3(-gridSize + gridDescriptor.viewPosition.x, 0.0f, 0.0f), OvMaths::FVector3(gridSize + gridDescriptor.viewPosition.x, 0.0f, 0.0f), OvMaths::FVector3::Right, kLineWidth);
56+
debugShapeRenderer.DrawLine(pso, OvMaths::FVector3(0.0f, -gridSize + gridDescriptor.viewPosition.y, 0.0f), OvMaths::FVector3(0.0f, gridSize + gridDescriptor.viewPosition.y, 0.0f), OvMaths::FVector3::Up, kLineWidth);
57+
debugShapeRenderer.DrawLine(pso, OvMaths::FVector3(0.0f, 0.0f, -gridSize + gridDescriptor.viewPosition.z), OvMaths::FVector3(0.0f, 0.0f, gridSize + gridDescriptor.viewPosition.z), OvMaths::FVector3::Forward, kLineWidth);
5658
}

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