diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl new file mode 100644 index 00000000000..31369e0c3df --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl @@ -0,0 +1,74 @@ + +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + +/* project to screen space */ +vec2 proj(vec4 pos) +{ + return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy; +} + +void main() +{ + vec4 bone_color, state_color; + mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); + + mat4 model_view_matrix = ViewMatrix * model_mat; + mat4 sphereMatrix = inverse(model_view_matrix); + + bool is_persp = (ProjectionMatrix[3][3] == 0.0); + + /* This is the local space camera ray (not normalize). + * In perspective mode it's also the viewspace position + * of the sphere center. */ + vec3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : vec3(0.0, 0.0, -1.0); + cam_ray = mat3(sphereMatrix) * cam_ray; + + /* Sphere center distance from the camera (persp) in local space. */ + float cam_dist = length(cam_ray); + + /* Compute view aligned orthonormal space. */ + vec3 z_axis = cam_ray / cam_dist; + vec3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis)); + vec3 y_axis = cross(z_axis, x_axis); + float 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; + const float rad = 0.05; + /* Let be (in local space): + * 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; + } + + /* Camera oriented position (but still in local space) */ + vec3 cam_pos0 = x_axis * pos.x + y_axis * pos.y + z_axis * z_ofs; + + vec4 V = model_view_matrix * vec4(cam_pos0, 1.0); + gl_Position = ProjectionMatrix * V; + vec4 center = ProjectionMatrix * vec4(model_view_matrix[3].xyz, 1.0); + + /* Offset away from the center to avoid overlap with solid shape. */ + vec2 ofs_dir = normalize(proj(gl_Position) - proj(center)); + gl_Position.xy += ofs_dir * drw_view.viewport_size_inverse * gl_Position.w; + + edgeStart = edgePos = proj(gl_Position); + + finalColor = vec4(bone_color.rgb, 1.0); + + vec4 world_pos = model_mat * vec4(cam_pos0, 1.0); + view_clipping_distances(world_pos.xyz); +} |