diff options
Diffstat (limited to 'source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl | 74 |
1 files changed, 33 insertions, 41 deletions
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl index dc7ed5e202a..11924b19cf8 100644 --- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl +++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl @@ -1,11 +1,9 @@ -/* TODO: See perf with multiple invocations. */ -layout(triangles_adjacency) in; -layout(triangle_strip, max_vertices = 16) out; +layout(lines_adjacency) in; +layout(triangle_strip, max_vertices = 6) out; in vec4 pPos[]; -in float vZ[]; -in float vFacing[]; +in vec3 vPos[]; in vec2 ssPos[]; in vec2 ssNor[]; in vec4 vColSize[]; @@ -22,21 +20,18 @@ vec2 compute_dir(vec2 v0, vec2 v1) return dir; } -void emit_edge(const ivec3 edges, vec2 thick, bool is_persp) +void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp) { - vec2 edge_dir = compute_dir(ssPos[edges.x], ssPos[edges.y]); - vec2 hidden_dir = normalize(ssPos[edges.z] - ssPos[edges.x]); - float fac = dot(-hidden_dir, edge_dir); - vec2 t = thick * (is_persp ? vZ[edges.x] : 1.0); - gl_Position = pPos[edges.x]; + vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0); + gl_Position = pPos[1]; EmitVertex(); gl_Position.xy += t * edge_dir * sign(fac); EmitVertex(); - t = thick * (is_persp ? vZ[edges.y] : 1.0); - gl_Position = pPos[edges.y]; + t = thick * (is_persp ? abs(vPos[2].z) : 1.0); + gl_Position = pPos[2]; EmitVertex(); gl_Position.xy += t * edge_dir * sign(fac); EmitVertex(); @@ -45,7 +40,7 @@ void emit_edge(const ivec3 edges, vec2 thick, bool is_persp) void emit_corner(const int e, vec2 thick, bool is_persp) { vec2 corner_dir = ssNor[e]; - vec2 t = thick * (is_persp ? vZ[e] : 1.0); + vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0); gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0); EmitVertex(); @@ -55,41 +50,38 @@ void main(void) { finalColor = vec4(vColSize[0].rgb, 1.0); - vec2 thick = vColSize[0].w * (lineThickness / viewportSize); bool is_persp = (ProjectionMatrix[3][3] == 0.0); - const ivec3 edges = ivec3(0, 2, 4); - vec4 facing = vec4(vFacing[1], vFacing[3], vFacing[5], vFacing[0]); - bvec4 do_edge = greaterThanEqual(facing, vec4(0.0)); + vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0); + vec3 v10 = vPos[0] - vPos[1]; + vec3 v12 = vPos[2] - vPos[1]; + vec3 v13 = vPos[3] - vPos[1]; - /* Only generate outlines from backfaces. */ - if (do_edge.w) - return; + vec3 n0 = cross(v12, v10); + vec3 n3 = cross(v13, v12); - if (do_edge.x) { - emit_corner(edges.x, thick, is_persp); - emit_edge(edges.xyz, thick, is_persp); - } + float fac0 = dot(view_vec, n0); + float fac3 = dot(view_vec, n3); - if (any(do_edge.xy)) { - emit_corner(edges.y, thick, is_persp); - } + /* If both adjacent verts are facing the camera the same way, + * then it isn't an outline edge. */ + if (sign(fac0) == sign(fac3)) + return; - if (do_edge.y) { - emit_edge(edges.yzx, thick, is_persp); - } - else { - EndPrimitive(); - } + /* Don't outline if concave edge. */ + if (dot(n0, v13) > 0.0) + return; - if (any(do_edge.yz)) { - emit_corner(edges.z, thick, is_persp); - } + vec2 thick = vColSize[0].w * (lineThickness / viewportSize); + vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]); - if (do_edge.z) { - emit_edge(edges.zxy, thick, is_persp); - emit_corner(edges.x, thick, is_persp); - } + /* Take the farthest point to compute edge direction + * (avoid problems with point behind near plane). */ + vec2 hidden_point = (vPos[0].z < vPos[3].z) ? ssPos[0] : ssPos[3]; + vec2 hidden_dir = normalize(hidden_point - ssPos[1]); + emit_corner(1, thick, is_persp); + emit_edge(edge_dir, hidden_dir, thick, is_persp); + emit_corner(2, thick, is_persp); EndPrimitive(); } |