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authorClément Foucault <foucault.clem@gmail.com>2018-04-30 23:35:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-02 21:49:38 +0300
commita76d27f6942ce4497e95462fd57ca67ab5c9cc6d (patch)
tree3e5b68d5bd55296993160df72717c9e5fe91c538
parent01cec3e0c52184f288a9af28b67d09965ebb0b03 (diff)
Armature: Add envelope outline shader.
-rw-r--r--source/blender/draw/intern/draw_cache.c93
-rw-r--r--source/blender/draw/intern/draw_cache.h2
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl165
3 files changed, 206 insertions, 54 deletions
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index 1b41ff311a8..db0f891c730 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -86,8 +86,7 @@ static struct DRWShapeCache {
Gwn_Batch *drw_bone_wire_wire;
Gwn_Batch *drw_bone_envelope;
Gwn_Batch *drw_bone_envelope_distance;
- Gwn_Batch *drw_bone_envelope_wire;
- Gwn_Batch *drw_bone_envelope_head_wire;
+ Gwn_Batch *drw_bone_envelope_outline;
Gwn_Batch *drw_bone_point;
Gwn_Batch *drw_bone_point_wire;
Gwn_Batch *drw_bone_arrows;
@@ -1959,71 +1958,59 @@ Gwn_Batch *DRW_cache_bone_envelope_solid_get(void)
return SHC.drw_bone_envelope;
}
-/* Bone body. */
-Gwn_Batch *DRW_cache_bone_envelope_wire_outline_get(void)
+Gwn_Batch *DRW_cache_bone_envelope_outline_get(void)
{
- if (!SHC.drw_bone_envelope_wire) {
- unsigned int v_idx = 0;
-
- static Gwn_VertFormat format = { 0 };
- static unsigned int pos_id;
- if (format.attrib_ct == 0) {
- pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
- }
-
- /* Vertices */
- Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
- GWN_vertbuf_data_alloc(vbo, 4);
-
- /* Two lines between head and tail circles. */
- /* Encoded lines, vertex shader gives them final correct value. */
- /* { X, Y, head/tail, inner/outer border } */
- GWN_vertbuf_attr_set(vbo, pos_id, v_idx++, (const float[4]){ 1.0f, 0.0f, 0.0f, 0.0f});
- GWN_vertbuf_attr_set(vbo, pos_id, v_idx++, (const float[4]){ 1.0f, 0.0f, 1.0f, 0.0f});
- GWN_vertbuf_attr_set(vbo, pos_id, v_idx++, (const float[4]){-1.0f, 0.0f, 0.0f, 0.0f});
- GWN_vertbuf_attr_set(vbo, pos_id, v_idx++, (const float[4]){-1.0f, 0.0f, 1.0f, 0.0f});
-
- SHC.drw_bone_envelope_wire = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
- }
- return SHC.drw_bone_envelope_wire;
-}
-
-
-/* Bone head and tail. */
-Gwn_Batch *DRW_cache_bone_envelope_head_wire_outline_get(void)
-{
-#define CIRCLE_RESOL 32 /* Must be multiple of 2 */
- if (!SHC.drw_bone_envelope_head_wire) {
- unsigned int v_idx = 0;
+ if (!SHC.drw_bone_envelope_outline) {
+# define CIRCLE_RESOL 64
+ float v0[2], v1[2], v2[2];
+ const float radius = 1.0f;
+ /* Position Only 2D format */
static Gwn_VertFormat format = { 0 };
- static unsigned int pos_id;
+ static struct { uint pos0, pos1, pos2; } attr_id;
if (format.attrib_ct == 0) {
- pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ attr_id.pos0 = GWN_vertformat_attr_add(&format, "pos0", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.pos1 = GWN_vertformat_attr_add(&format, "pos1", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.pos2 = GWN_vertformat_attr_add(&format, "pos2", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
}
- /* Vertices */
Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
- GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL);
+ GWN_vertbuf_data_alloc(vbo, (CIRCLE_RESOL + 1) * 2);
- /* Encoded lines, vertex shader gives them final correct value. */
- /* Only head circle (tail is drawn in disp_tail_mat space as a head one by draw_armature.c's draw_point()). */
- for (int i = 0; i < CIRCLE_RESOL; i++) {
- const float alpha = 2.0f * M_PI * i / CIRCLE_RESOL;
- const float x = cosf(alpha);
- const float y = -sinf(alpha);
+ v0[0] = radius * sinf((2.0f * M_PI * -2) / ((float)CIRCLE_RESOL));
+ v0[1] = radius * cosf((2.0f * M_PI * -2) / ((float)CIRCLE_RESOL));
+ v1[0] = radius * sinf((2.0f * M_PI * -1) / ((float)CIRCLE_RESOL));
+ v1[1] = radius * cosf((2.0f * M_PI * -1) / ((float)CIRCLE_RESOL));
- /* { X, Y, head/tail, inner/outer border } */
- GWN_vertbuf_attr_set(vbo, pos_id, v_idx++, (const float[4]){ x, y, 0.0f, 0.0f});
+ /* Output 4 verts for each position. See shader for explanation. */
+ unsigned int v = 0;
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v2[0] = radius * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v2[1] = radius * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v , v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v , v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos2, v++, v2);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v , v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v , v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos2, v++, v2);
+ copy_v2_v2(v0, v1);
+ copy_v2_v2(v1, v2);
}
+ v2[0] = 0.0f;
+ v2[1] = radius;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v , v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v , v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos2, v++, v2);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v , v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v , v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos2, v++, v2);
- SHC.drw_bone_envelope_head_wire = GWN_batch_create_ex(GWN_PRIM_LINE_LOOP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ SHC.drw_bone_envelope_outline = GWN_batch_create_ex(GWN_PRIM_TRI_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+# undef CIRCLE_RESOL
}
- return SHC.drw_bone_envelope_head_wire;
-#undef CIRCLE_RESOL
+ return SHC.drw_bone_envelope_outline;
}
-
Gwn_Batch *DRW_cache_bone_point_get(void)
{
if (!SHC.drw_bone_point) {
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h
index b2270ba57c7..22a5588599f 100644
--- a/source/blender/draw/intern/draw_cache.h
+++ b/source/blender/draw/intern/draw_cache.h
@@ -101,7 +101,7 @@ struct Gwn_Batch *DRW_cache_bone_box_get(void);
struct Gwn_Batch *DRW_cache_bone_box_wire_outline_get(void);
struct Gwn_Batch *DRW_cache_bone_wire_wire_outline_get(void);
struct Gwn_Batch *DRW_cache_bone_envelope_solid_get(void);
-struct Gwn_Batch *DRW_cache_bone_envelope_wire_outline_get(void);
+struct Gwn_Batch *DRW_cache_bone_envelope_outline_get(void);
struct Gwn_Batch *DRW_cache_bone_envelope_head_wire_outline_get(void);
struct Gwn_Batch *DRW_cache_bone_point_get(void);
struct Gwn_Batch *DRW_cache_bone_point_wire_outline_get(void);
diff --git a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
new file mode 100644
index 00000000000..2c38ffebca4
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
@@ -0,0 +1,165 @@
+
+uniform mat4 ViewMatrix;
+uniform mat4 ViewMatrixInverse;
+uniform mat4 ViewProjectionMatrix;
+uniform mat4 ProjectionMatrix;
+
+uniform vec2 viewportSize;
+uniform float lineThickness = 3.0;
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos0;
+in vec2 pos1;
+in vec2 pos2;
+
+/* ---- Per instance Attribs ---- */
+/* Assumed to be in world coordinate already. */
+in vec4 headSphere;
+in vec4 tailSphere;
+in vec4 color;
+in vec3 xAxis;
+
+flat out vec4 finalColor;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2)
+{
+ vec2 dir = normalize(v2 - v0);
+ dir = vec2(dir.y, -dir.x);
+ return dir;
+}
+
+mat3 compute_mat(vec4 sphere, vec3 bone_vec, out float z_ofs)
+{
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ vec3 cam_ray = (is_persp) ? sphere.xyz - ViewMatrixInverse[3].xyz
+ : -ViewMatrixInverse[2].xyz;
+
+ /* Sphere center distance from the camera (persp) in world space. */
+ float cam_dist = length(cam_ray);
+
+ /* Compute view aligned orthonormal space. */
+ vec3 z_axis = cam_ray / cam_dist;
+ vec3 x_axis = normalize(cross(bone_vec, z_axis));
+ vec3 y_axis = cross(z_axis, x_axis);
+ z_ofs = 0.0;
+
+ if (is_persp) {
+ /* For perspective, the projected sphere radius
+ * can be bigger than the center disc. Compute the
+ * max angular size and compensate by sliding the disc
+ * towards the camera and scale it accordingly. */
+ const float half_pi = 3.1415926 * 0.5;
+ float rad = sphere.w;
+ /* Let be :
+ * V the view vector origin.
+ * O the sphere origin.
+ * T the point on the target circle.
+ * We compute the angle between (OV) and (OT). */
+ float a = half_pi - asin(rad / cam_dist);
+ float cos_b = cos(a);
+ float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
+
+ x_axis *= sin_b;
+ y_axis *= sin_b;
+ z_ofs = -rad * cos_b;
+ }
+
+ return mat3(x_axis, y_axis, z_axis);
+}
+
+struct Bone { vec3 p1, vec; float vec_rsq, h_bias, h_scale; };
+
+bool bone_blend_starts(vec3 p, Bone b)
+{
+ /* Simple capsule sdf with a minor touch and optimisations. */
+ vec3 pa = p - b.p1;
+ float h = dot(pa, b.vec) * b.vec_rsq;
+ h = h * b.h_scale + b.h_bias; /* comment this line for sharp transition. */
+ return h > 0.0; /* we just want to know when the head sphere starts interpolating. */
+ // h = clamp(h, 0.0, 1.0);
+ // return length(pa - b.vec * h) - (b.r1 + b.rdif * h);
+}
+
+vec3 get_outline_point(
+ vec2 pos, vec4 sph_near, vec4 sph_far,
+ mat3 mat_near, mat3 mat_far, float z_ofs_near, float z_ofs_far, Bone b)
+{
+ /* Compute outline position on the nearest sphere and check
+ * if it penetrates the capsule body. If it does, put this
+ * vertex on the farthest sphere. */
+ vec3 wpos = sph_near.xyz + mat_near * vec3(pos * sph_near.w, z_ofs_near);
+ if (bone_blend_starts(wpos, b)) {
+ wpos = sph_far.xyz + mat_far * vec3(pos * sph_far.w, z_ofs_far);
+ }
+ return wpos;
+}
+
+void main()
+{
+ float dst_head = distance(headSphere.xyz, ViewMatrixInverse[3].xyz);
+ float dst_tail = distance(tailSphere.xyz, ViewMatrixInverse[3].xyz);
+ // float dst_head = -dot(headSphere.xyz, ViewMatrix[2].xyz);
+ // float dst_tail = -dot(tailSphere.xyz, ViewMatrix[2].xyz);
+
+ vec4 sph_near, sph_far;
+ if ((dst_head > dst_tail) && (ProjectionMatrix[3][3] == 0.0)) {
+ sph_near = tailSphere;
+ sph_far = headSphere;
+ }
+ else {
+ sph_near = headSphere;
+ sph_far = tailSphere;
+ }
+
+ Bone b;
+ /* Precompute everything we can to speedup iterations. */
+ b.p1 = sph_near.xyz;
+ b.vec = sph_far.xyz - sph_near.xyz;
+ float vec_lsq = max(1e-8, dot(b.vec, b.vec));
+ b.vec_rsq = 1.0 / vec_lsq;
+ float sinb = (sph_far.w - sph_near.w) * b.vec_rsq;
+ float ofs1 = sinb * sph_near.w;
+ float ofs2 = sinb * sph_far.w;
+ b.h_scale = 1.0 - ofs1 + ofs2;
+ b.h_bias = ofs1 * b.h_scale;
+
+ vec3 bone_vec = (sph_far.xyz - sph_near.xyz) + 1e-8;
+
+ float z_ofs_near, z_ofs_far;
+ mat3 mat_near = compute_mat(sph_near, bone_vec, z_ofs_near);
+ mat3 mat_far = compute_mat(sph_far, bone_vec, z_ofs_far);
+
+ vec3 wpos0 = get_outline_point(pos0, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
+ vec3 wpos1 = get_outline_point(pos1, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
+ vec3 wpos2 = get_outline_point(pos2, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
+
+ vec4 V = ViewMatrix * vec4(wpos1, 1.0);
+ float pres_fac = (ProjectionMatrix[3][3] == 0.0) ? abs(V.z) : 1.0;
+
+ vec4 p0 = ViewProjectionMatrix * vec4(wpos0, 1.0);
+ vec4 p1 = ProjectionMatrix * V;
+ vec4 p2 = ViewProjectionMatrix * vec4(wpos2, 1.0);
+
+ /* compute position from 3 vertex because the change in direction
+ * can happen very quicky and lead to very thin edges. */
+ vec2 ss0 = proj(p0);
+ vec2 ss1 = proj(p1);
+ vec2 ss2 = proj(p2);
+ vec2 edge_dir = compute_dir(ss0, ss1, ss2);
+
+ bool outer = ((gl_VertexID & 1) == 1);
+ vec2 t = lineThickness / viewportSize;
+ t *= pres_fac;
+ t = (outer) ? t : vec2(0.0);
+
+ gl_Position = p1;
+ gl_Position.xy += t * edge_dir;
+
+ finalColor = color;
+}