diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl new file mode 100644 index 00000000000..b485b0a7807 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl @@ -0,0 +1,76 @@ + +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) + +void main(void) +{ + finalColor = vec4(geom_in[0].vColSize.rgb, 1.0); + + bool is_persp = (drw_view.winmat[3][3] == 0.0); + + vec3 view_vec = (is_persp) ? normalize(geom_in[1].vPos) : vec3(0.0, 0.0, -1.0); + vec3 v10 = geom_in[0].vPos - geom_in[1].vPos; + vec3 v12 = geom_in[2].vPos - geom_in[1].vPos; + vec3 v13 = geom_in[3].vPos - geom_in[1].vPos; + + vec3 n0 = cross(v12, v10); + vec3 n3 = cross(v13, v12); + + float fac0 = dot(view_vec, n0); + float fac3 = dot(view_vec, n3); + + /* If one of the face is perpendicular to the view, + * consider it and outline edge. */ + if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) { + /* If both adjacent verts are facing the camera the same way, + * then it isn't an outline edge. */ + if (sign(fac0) == sign(fac3)) { + return; + } + } + + n0 = (geom_in[0].inverted == 1) ? -n0 : n0; + /* Don't outline if concave edge. */ + if (dot(n0, v13) > 0.0001) { + return; + } + + vec2 perp = normalize(geom_in[2].ssPos - geom_in[1].ssPos); + vec2 edge_dir = vec2(-perp.y, perp.x); + + vec2 hidden_point; + /* Take the farthest point to compute edge direction + * (avoid problems with point behind near plane). + * If the chosen point is parallel to the edge in screen space, + * choose the other point anyway. + * This fixes some issue with cubes in orthographic views. */ + if (geom_in[0].vPos.z < geom_in[3].vPos.z) { + hidden_point = (abs(fac0) > 1e-5) ? geom_in[0].ssPos : geom_in[3].ssPos; + } + else { + hidden_point = (abs(fac3) > 1e-5) ? geom_in[3].ssPos : geom_in[0].ssPos; + } + vec2 hidden_dir = normalize(hidden_point - geom_in[1].ssPos); + + float fac = dot(-hidden_dir, edge_dir); + edge_dir *= (fac < 0.0) ? -1.0 : 1.0; + + gl_Position = geom_in[1].pPos; + /* Offset away from the center to avoid overlap with solid shape. */ + gl_Position.xy += (edge_dir - perp) * drw_view.viewport_size_inverse * gl_Position.w; + /* Improve AA bleeding inside bone silhouette. */ + gl_Position.z -= (is_persp) ? 1e-4 : 1e-6; + edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport; + view_clipping_distances_set(gl_in[1]); + EmitVertex(); + + gl_Position = geom_in[2].pPos; + /* Offset away from the center to avoid overlap with solid shape. */ + gl_Position.xy += (edge_dir + perp) * drw_view.viewport_size_inverse * gl_Position.w; + /* Improve AA bleeding inside bone silhouette. */ + gl_Position.z -= (is_persp) ? 1e-4 : 1e-6; + edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; + view_clipping_distances_set(gl_in[2]); + EmitVertex(); + + EndPrimitive(); +} |