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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.glsl76
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();
+}