diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl new file mode 100644 index 00000000000..e7917a46312 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl @@ -0,0 +1,74 @@ + +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + +/* TODO(@fclem): Share definition with C code. */ +#define COL_WIRE 1u /* (1 << 0) */ +#define COL_HEAD 2u /* (1 << 1) */ +#define COL_TAIL 4u /* (1 << 2) */ +#define COL_BONE 8u /* (1 << 3) */ + +#define POS_HEAD 16u /* (1 << 4) */ +#define POS_TAIL 32u /* (1 << 5) */ /* UNUSED */ +#define POS_BONE 64u /* (1 << 6) */ + +#define is_head bool(flag & POS_HEAD) +#define is_bone bool(flag & POS_BONE) + +/* project to screen space */ +vec2 proj(vec4 pos) +{ + return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy; +} + +void main() +{ + finalInnerColor = ((flag & COL_HEAD) != 0u) ? headColor : tailColor; + finalInnerColor = ((flag & COL_BONE) != 0u) ? boneColor : finalInnerColor; + finalWireColor = (do_wire) ? wireColor : finalInnerColor; + /* Make the color */ + colorFac = ((flag & COL_WIRE) == 0u) ? ((flag & COL_BONE) != 0u) ? 1.0 : 2.0 : 0.0; + + vec4 boneStart_4d = vec4(boneStart, 1.0); + vec4 boneEnd_4d = vec4(boneEnd, 1.0); + vec4 v0 = drw_view.viewmat * boneStart_4d; + vec4 v1 = drw_view.viewmat * boneEnd_4d; + + /* Clip the bone to the camera origin plane (not the clip plane) + * to avoid glitches if one end is behind the camera origin (in persp). */ + float clip_dist = (drw_view.winmat[3][3] == 0.0) ? + -1e-7 : + 1e20; /* hardcoded, -1e-8 is giving gliches. */ + vec3 bvec = v1.xyz - v0.xyz; + vec3 clip_pt = v0.xyz + bvec * ((v0.z - clip_dist) / -bvec.z); + if (v0.z > clip_dist) { + v0.xyz = clip_pt; + } + else if (v1.z > clip_dist) { + v1.xyz = clip_pt; + } + + vec4 p0 = drw_view.winmat * v0; + vec4 p1 = drw_view.winmat * v1; + + float h = (is_head) ? p0.w : p1.w; + + vec2 x_screen_vec = normalize(proj(p1) - proj(p0) + 1e-8); + vec2 y_screen_vec = vec2(x_screen_vec.y, -x_screen_vec.x); + + /* 2D screen aligned pos at the point */ + vec2 vpos = pos.x * x_screen_vec + pos.y * y_screen_vec; + vpos *= (drw_view.winmat[3][3] == 0.0) ? h : 1.0; + vpos *= (do_wire) ? 1.0 : 0.5; + + if (finalInnerColor.a > 0.0) { + float stick_size = sizePixel * 5.0; + gl_Position = (is_head) ? p0 : p1; + gl_Position.xy += stick_size * (vpos * drw_view.viewport_size_inverse); + gl_Position.z += (is_bone) ? 0.0 : 1e-6; /* Avoid Z fighting of head/tails. */ + view_clipping_distances((is_head ? boneStart_4d : boneEnd_4d).xyz); + } + else { + gl_Position = vec4(0.0); + } +} |