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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.glsl87
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();
+}