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 | 87 |
1 files changed, 87 insertions, 0 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 new file mode 100644 index 00000000000..4d6f3e94693 --- /dev/null +++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl @@ -0,0 +1,87 @@ + +layout(lines_adjacency) in; +layout(triangle_strip, max_vertices = 6) out; + +in vec4 pPos[]; +in vec3 vPos[]; +in vec2 ssPos[]; +in vec2 ssNor[]; +in vec4 vColSize[]; + +flat out vec4 finalColor; +uniform mat4 ProjectionMatrix; +uniform vec2 viewportSize; +uniform float lineThickness = 2.0; + +vec2 compute_dir(vec2 v0, vec2 v1) +{ + vec2 dir = normalize(v1 - v0); + dir = vec2(-dir.y, dir.x); + return dir; +} + +void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp) +{ + float fac = dot(-hidden_dir, edge_dir); + + 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 ? abs(vPos[2].z) : 1.0); + gl_Position = pPos[2]; + EmitVertex(); + gl_Position.xy += t * edge_dir * sign(fac); + EmitVertex(); +} + +void emit_corner(const int e, vec2 thick, bool is_persp) +{ + vec2 corner_dir = ssNor[e]; + vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0); + + gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0); + EmitVertex(); +} + +void main(void) +{ + finalColor = vec4(vColSize[0].rgb, 1.0); + + bool is_persp = (ProjectionMatrix[3][3] == 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]; + + vec3 n0 = cross(v12, v10); + vec3 n3 = cross(v13, v12); + + float fac0 = dot(view_vec, n0); + float fac3 = dot(view_vec, n3); + + /* If both adjacent verts are facing the camera the same way, + * then it isn't an outline edge. */ + if (sign(fac0) == sign(fac3)) + return; + + /* Don't outline if concave edge. */ + if (dot(n0, v13) > 0.0001) + return; + + vec2 thick = vColSize[0].w * (lineThickness / viewportSize); + vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]); + + /* 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(); +} |