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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl114
1 files changed, 114 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl b/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl
new file mode 100644
index 00000000000..b6576ba7a21
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_curve_handle_geom.glsl
@@ -0,0 +1,114 @@
+
+/* Keep the same value of `ACTIVE_NURB` in `draw_cache_imp_curve.c` */
+#define ACTIVE_NURB 1 << 2
+#define EVEN_U_BIT 1 << 3
+
+layout(lines) in;
+layout(triangle_strip, max_vertices = 10) out;
+
+uniform bool showCurveHandles;
+
+flat in int vertFlag[];
+
+out vec4 finalColor;
+
+void output_line(vec2 offset, vec4 color)
+{
+ finalColor = color;
+
+ gl_Position = gl_in[0].gl_Position;
+ gl_Position.xy += offset * gl_in[0].gl_Position.w;
+#ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
+#endif
+ EmitVertex();
+
+ gl_Position = gl_in[1].gl_Position;
+ gl_Position.xy += offset * gl_in[1].gl_Position.w;
+#ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
+#endif
+ EmitVertex();
+}
+
+void main()
+{
+ vec4 v1 = gl_in[0].gl_Position;
+ vec4 v2 = gl_in[1].gl_Position;
+
+ int is_active_nurb = (vertFlag[1] & ACTIVE_NURB);
+ int color_id = (vertFlag[1] >> 4);
+
+ /* Don't output any edges if we don't show handles */
+ if (!showCurveHandles && (color_id < 5)) {
+ return;
+ }
+
+ bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0);
+
+ vec4 inner_color;
+ if (color_id == 0) {
+ inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
+ }
+ else if (color_id == 1) {
+ inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
+ }
+ else if (color_id == 2) {
+ inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
+ }
+ else if (color_id == 3) {
+ inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
+ }
+ else if (color_id == 4) {
+ inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
+ }
+ else {
+ bool is_selected = (((vertFlag[1] & vertFlag[0]) & VERT_SELECTED) != 0);
+ bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0);
+ if (is_u_segment) {
+ inner_color = (is_selected) ? colorNurbSelUline : colorNurbUline;
+ }
+ else {
+ inner_color = (is_selected) ? colorNurbSelVline : colorNurbVline;
+ }
+ }
+
+ vec4 outer_color = (is_active_nurb != 0) ?
+ mix(colorActiveSpline,
+ inner_color,
+ 0.25) /* Minimize active color bleeding on inner_color. */
+ :
+ vec4(inner_color.rgb, 0.0);
+
+ vec2 v1_2 = (v2.xy / v2.w - v1.xy / v1.w);
+ vec2 offset = sizeEdge * 4.0 * sizeViewportInv.xy; /* 4.0 is eyeballed */
+
+ if (abs(v1_2.x * sizeViewport.x) < abs(v1_2.y * sizeViewport.y)) {
+ offset.y = 0.0;
+ }
+ else {
+ offset.x = 0.0;
+ }
+
+ /* draw the transparent border (AA). */
+ if (is_active_nurb != 0) {
+ offset *= 0.75; /* Don't make the active "halo" appear very thick. */
+ output_line(offset * 2.0, vec4(colorActiveSpline.rgb, 0.0));
+ }
+
+ /* draw the outline. */
+ output_line(offset, outer_color);
+
+ /* draw the core of the line. */
+ output_line(vec2(0.0), inner_color);
+
+ /* draw the outline. */
+ output_line(-offset, outer_color);
+
+ /* draw the transparent border (AA). */
+ if (is_active_nurb != 0) {
+ output_line(offset * -2.0, vec4(colorActiveSpline.rgb, 0.0));
+ }
+
+ EndPrimitive();
+}