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authorClément Foucault <foucault.clem@gmail.com>2018-05-06 17:09:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-06 19:36:47 +0300
commitc472936074a0744d69cf8453455ffff11a6597d0 (patch)
tree887fab5a25700202e86e817b253e91164baa1352 /source/blender/draw
parent1a81ac7d9ac7dce0657e57fb291bf3559e3a5178 (diff)
Armature: Fix/Change bone axes display.
Now the axes are displayed correctly at the tip of the bone and with the axes names. I've made some modifications though: - Axes are colored. (should not be in object mode but that's TODO) - Axes ends are not flat arrows anymore. Replaced with a small diamond. - Axes names are now scale by their respective axes instead of being affected by other axes. - Changed axes names "font" to be a bit more sexy.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/CMakeLists.txt1
-rw-r--r--source/blender/draw/intern/draw_armature.c3
-rw-r--r--source/blender/draw/intern/draw_cache.c156
-rw-r--r--source/blender/draw/intern/draw_common.c24
-rw-r--r--source/blender/draw/intern/draw_common.h1
-rw-r--r--source/blender/draw/modes/shaders/armature_axes_vert.glsl30
6 files changed, 211 insertions, 4 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 1550f48fec5..53d46575a62 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -224,6 +224,7 @@ data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_fxaa_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_fullscreen_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_axes_vert.glsl SRC)
data_to_c_simple(modes/shaders/armature_sphere_solid_vert.glsl SRC)
data_to_c_simple(modes/shaders/armature_sphere_solid_frag.glsl SRC)
data_to_c_simple(modes/shaders/armature_sphere_outline_vert.glsl SRC)
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
index d2a36f2794c..e4b9ddc7631 100644
--- a/source/blender/draw/intern/draw_armature.c
+++ b/source/blender/draw/intern/draw_armature.c
@@ -315,8 +315,7 @@ static void drw_shgroup_bone_point(
static void drw_shgroup_bone_axes(const float (*bone_mat)[4], const float color[4])
{
if (g_data.bone_axes == NULL) {
- struct Gwn_Batch *geom = DRW_cache_bone_arrows_get();
- g_data.bone_axes = shgroup_instance_wire(g_data.pass_bone_wire, geom);
+ g_data.bone_axes = shgroup_instance_bone_axes(g_data.pass_bone_wire);
}
float final_bonemat[4][4];
mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index 909e577bd4f..ebcad9cb7d5 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -2104,10 +2104,164 @@ Gwn_Batch *DRW_cache_bone_point_wire_outline_get(void)
return SHC.drw_bone_point_wire;
}
+static void set_bone_axis_vert(
+ Gwn_VertBuf *vbo, uint axis, uint pos, uint col,
+ unsigned int *v, const float *a, const float *p, const float *c)
+{
+ GWN_vertbuf_attr_set(vbo, axis, *v, a);
+ GWN_vertbuf_attr_set(vbo, pos, *v, p);
+ GWN_vertbuf_attr_set(vbo, col, *v, c);
+ *v += 1;
+}
+
+#define S_X 0.0215f
+#define S_Y 0.025f
+static float x_axis_name[4][2] = {
+ { 0.9f * S_X, 1.0f * S_Y}, {-1.0f * S_X, -1.0f * S_Y},
+ {-0.9f * S_X, 1.0f * S_Y}, { 1.0f * S_X, -1.0f * S_Y}
+};
+#define X_LEN (sizeof(x_axis_name) / (sizeof(float) * 2))
+#undef S_X
+#undef S_Y
+
+#define S_X 0.0175f
+#define S_Y 0.025f
+static float y_axis_name[6][2] = {
+ {-1.0f * S_X, 1.0f * S_Y}, { 0.0f * S_X, -0.1f * S_Y},
+ { 1.0f * S_X, 1.0f * S_Y}, { 0.0f * S_X, -0.1f * S_Y},
+ { 0.0f * S_X, -0.1f * S_Y}, { 0.0f * S_X, -1.0f * S_Y}
+};
+#define Y_LEN (sizeof(y_axis_name) / (sizeof(float) * 2))
+#undef S_X
+#undef S_Y
+
+#define S_X 0.02f
+#define S_Y 0.025f
+static float z_axis_name[10][2] = {
+ {-0.95f * S_X, 1.00f * S_Y}, { 0.95f * S_X, 1.00f * S_Y},
+ { 0.95f * S_X, 1.00f * S_Y}, { 0.95f * S_X, 0.90f * S_Y},
+ { 0.95f * S_X, 0.90f * S_Y}, {-1.00f * S_X, -0.90f * S_Y},
+ {-1.00f * S_X, -0.90f * S_Y}, {-1.00f * S_X, -1.00f * S_Y},
+ {-1.00f * S_X, -1.00f * S_Y}, { 1.00f * S_X, -1.00f * S_Y}
+};
+#define Z_LEN (sizeof(z_axis_name) / (sizeof(float) * 2))
+#undef S_X
+#undef S_Y
+
+#define S_X 0.007f
+#define S_Y 0.007f
+static float axis_marker[8][2] = {
+#if 0 /* square */
+ {-1.0f * S_X, 1.0f * S_Y}, { 1.0f * S_X, 1.0f * S_Y},
+ { 1.0f * S_X, 1.0f * S_Y}, { 1.0f * S_X, -1.0f * S_Y},
+ { 1.0f * S_X, -1.0f * S_Y}, {-1.0f * S_X, -1.0f * S_Y},
+ {-1.0f * S_X, -1.0f * S_Y}, {-1.0f * S_X, 1.0f * S_Y}
+#else /* diamond */
+ {-S_X, 0.f}, { 0.f, S_Y},
+ { 0.f, S_Y}, { S_X, 0.f},
+ { S_X, 0.f}, { 0.f, -S_Y},
+ { 0.f, -S_Y}, {-S_X, 0.f}
+#endif
+};
+#define MARKER_LEN (sizeof(axis_marker) / (sizeof(float) * 2))
+#define MARKER_FILL_LAYER 6
+#undef S_X
+#undef S_Y
+
+#define S_X 0.0007f
+#define S_Y 0.0007f
+#define O_X 0.001f
+#define O_Y -0.001f
+static float axis_name_shadow[8][2] = {
+ {-S_X + O_X, S_Y + O_Y}, { S_X + O_X, S_Y + O_Y},
+ { S_X + O_X, S_Y + O_Y}, { S_X + O_X, -S_Y + O_Y},
+ { S_X + O_X, -S_Y + O_Y}, {-S_X + O_X, -S_Y + O_Y},
+ {-S_X + O_X, -S_Y + O_Y}, {-S_X + O_X, S_Y + O_Y}
+};
+// #define SHADOW_RES (sizeof(axis_name_shadow) / (sizeof(float) * 2))
+#define SHADOW_RES 0
+#undef O_X
+#undef O_Y
+#undef S_X
+#undef S_Y
+
Gwn_Batch *DRW_cache_bone_arrows_get(void)
{
if (!SHC.drw_bone_arrows) {
- Gwn_VertBuf *vbo = fill_arrows_vbo(0.25f);
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint axis, pos, col; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.axis = GWN_vertformat_attr_add(&format, "axis", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ attr_id.pos = GWN_vertformat_attr_add(&format, "screenPos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.col = GWN_vertformat_attr_add(&format, "colorAxis", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Line */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, (2 + MARKER_LEN * MARKER_FILL_LAYER) * 3 +
+ (X_LEN + Y_LEN + Z_LEN) * (1 + SHADOW_RES));
+
+ unsigned int v = 0;
+
+ for (int axis = 0; axis < 3; axis++) {
+ float pos[2] = {0.0f, 0.0f};
+ float c[3] = {0.0f, 0.0f, 0.0f};
+ float a = 0.0f;
+ /* center to axis line */
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, pos, c);
+ c[axis] = 0.5f;
+ a = axis + 0.25f;
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, pos, c);
+
+ /* Axis end marker */
+ for (int j = 1; j < MARKER_FILL_LAYER + 1; ++j) {
+ for (int i = 0; i < MARKER_LEN; ++i) {
+ float tmp[2];
+ mul_v2_v2fl(tmp, axis_marker[i], j / (float)MARKER_FILL_LAYER);
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col,
+ &v, &a, tmp, c);
+ }
+ }
+
+ a = axis + 0.31f;
+ /* Axis name */
+ int axis_v_ct;
+ float (*axis_verts)[2];
+ if (axis == 0) {
+ axis_verts = x_axis_name;
+ axis_v_ct = X_LEN;
+ }
+ else if (axis == 1) {
+ axis_verts = y_axis_name;
+ axis_v_ct = Y_LEN;
+ }
+ else {
+ axis_verts = z_axis_name;
+ axis_v_ct = Z_LEN;
+ }
+
+ /* Axis name shadows */
+ copy_v3_fl(c, 0.0f);
+ c[axis] = 0.3f;
+ for (int j = 0; j < SHADOW_RES; ++j) {
+ for (int i = 0; i < axis_v_ct; ++i) {
+ float tmp[2];
+ add_v2_v2v2(tmp, axis_verts[i], axis_name_shadow[j]);
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col,
+ &v, &a, tmp, c);
+ }
+ }
+
+ /* Axis name */
+ copy_v3_fl(c, 0.1f);
+ c[axis] = 1.0f;
+ for (int i = 0; i < axis_v_ct; ++i) {
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col,
+ &v, &a, axis_verts[i], c);
+ }
+ }
+
SHC.drw_bone_arrows = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
}
return SHC.drw_bone_arrows;
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index ac5d6b87f4b..b2b25410ce4 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -153,6 +153,7 @@ void DRW_globals_update(void)
/* ********************************* SHGROUP ************************************* */
+extern char datatoc_armature_axes_vert_glsl[];
extern char datatoc_armature_sphere_solid_vert_glsl[];
extern char datatoc_armature_sphere_solid_frag_glsl[];
extern char datatoc_armature_sphere_outline_vert_glsl[];
@@ -171,6 +172,7 @@ extern char datatoc_object_mball_handles_vert_glsl[];
static struct {
struct GPUShader *shape_outline;
struct GPUShader *shape_solid;
+ struct GPUShader *bone_axes;
struct GPUShader *bone_envelope;
struct GPUShader *bone_envelope_distance;
struct GPUShader *bone_envelope_outline;
@@ -435,6 +437,27 @@ DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct Gwn_Batch *geom)
return grp;
}
+DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass)
+{
+ if (g_shaders.bone_axes == NULL) {
+ g_shaders.bone_axes = DRW_shader_create(
+ datatoc_armature_axes_vert_glsl, NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_color, {
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ {"color" , DRW_ATTRIB_FLOAT, 4}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(g_shaders.bone_axes,
+ pass, DRW_cache_bone_arrows_get(),
+ g_formats.instance_bone_outline);
+ DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
+
+ return grp;
+}
+
DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass)
{
if (g_shaders.bone_envelope_outline == NULL) {
@@ -610,7 +633,6 @@ DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass)
}
-
/* ******************************************** COLOR UTILS *********************************************** */
/* TODO FINISH */
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 0acd68dcd5d..a81daa9949d 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -116,6 +116,7 @@ struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct Gwn
struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct Gwn_Batch *geom);
struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct Gwn_Batch *geom);
struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass);
diff --git a/source/blender/draw/modes/shaders/armature_axes_vert.glsl b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
new file mode 100644
index 00000000000..3a70c5d8515
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
@@ -0,0 +1,30 @@
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec3 screenVecs[3];
+
+/* ---- Instanciated Attribs ---- */
+in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
+in vec2 screenPos;
+in vec3 colorAxis;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec3 color;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
+ vec3 y_axis = InstanceModelMatrix[1].xyz;
+ vec3 bone_loc = InstanceModelMatrix[3].xyz;
+ vec3 wpos = bone_loc + y_axis + chosen_axis * fract(axis);
+ vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
+ /* Scale uniformly by axis length */
+ spos *= length(chosen_axis);
+
+ gl_Position = ViewProjectionMatrix * vec4(wpos + spos, 1.0);
+
+ finalColor.rgb = mix(color, colorAxis, 0.9);
+ finalColor.a = 1.0;
+}