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Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/edit_armature_mode.c25
-rw-r--r--source/blender/draw/modes/pose_mode.c12
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl4
5 files changed, 29 insertions, 20 deletions
diff --git a/source/blender/draw/modes/edit_armature_mode.c b/source/blender/draw/modes/edit_armature_mode.c
index 285e703afbf..1e8293b5dbb 100644
--- a/source/blender/draw/modes/edit_armature_mode.c
+++ b/source/blender/draw/modes/edit_armature_mode.c
@@ -60,7 +60,7 @@ typedef struct EDIT_ARMATURE_Data {
/* *********** STATIC *********** */
typedef struct EDIT_ARMATURE_PrivateData {
- char pad; /* UNUSED */
+ bool transparent_bones;
} EDIT_ARMATURE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
@@ -69,15 +69,18 @@ static void EDIT_ARMATURE_cache_init(void *vedata)
{
EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
if (!stl->g_data) {
/* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
+ stl->g_data->transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
{
/* Solid bones */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ state |= (stl->g_data->transparent_bones) ? DRW_STATE_BLEND : DRW_STATE_WRITE_DEPTH;
psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
}
@@ -116,10 +119,12 @@ static void EDIT_ARMATURE_cache_init(void *vedata)
static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
{
bArmature *arm = ob->data;
- EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
if (ob->type == OB_ARMATURE) {
if (arm->edbo) {
+ EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
+ EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
+
DRWArmaturePasses passes = {
.bone_solid = psl->bone_solid,
.bone_outline = psl->bone_outline,
@@ -128,7 +133,7 @@ static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
.bone_axes = psl->bone_axes,
.relationship_lines = psl->relationship,
};
- DRW_shgroup_armature_edit(ob, passes);
+ DRW_shgroup_armature_edit(ob, passes, stl->g_data->transparent_bones);
}
}
}
@@ -136,22 +141,20 @@ static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
static void EDIT_ARMATURE_draw_scene(void *vedata)
{
EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
+ EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
DRW_draw_pass(psl->bone_envelope);
- if (transparent_bones) {
- DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND);
- DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH);
+ if (stl->g_data->transparent_bones) {
+ /* For performance reason, avoid blending on MS target. */
DRW_draw_pass(psl->bone_solid);
}
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
- if (!transparent_bones) {
+ if (!stl->g_data->transparent_bones) {
DRW_draw_pass(psl->bone_solid);
}
diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c
index 040195b889b..7a4abcac179 100644
--- a/source/blender/draw/modes/pose_mode.c
+++ b/source/blender/draw/modes/pose_mode.c
@@ -75,6 +75,7 @@ typedef struct POSE_PrivateData {
DRWShadingGroup *bone_selection_invert_shgrp;
float blend_color[4];
float blend_color_invert[4];
+ bool transparent_bones;
} POSE_PrivateData; /* Transient data */
static struct {
@@ -112,9 +113,10 @@ static void POSE_cache_init(void *vedata)
if (!stl->g_data) {
/* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
POSE_PrivateData *ppd = stl->g_data;
+ ppd->transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
{
/* Solid bones */
@@ -195,7 +197,7 @@ static bool POSE_is_driven_by_active_armature(Object *ob)
static void POSE_cache_populate(void *vedata, Object *ob)
{
POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
- POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
+ POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* In the future this will allow us to implement face gizmos,
@@ -214,7 +216,7 @@ static void POSE_cache_populate(void *vedata, Object *ob)
.bone_axes = psl->bone_axes,
.relationship_lines = psl->relationship,
};
- DRW_shgroup_armature_pose(ob, passes);
+ DRW_shgroup_armature_pose(ob, passes, ppd->transparent_bones);
}
}
else if (ob->type == OB_MESH &&
@@ -224,10 +226,10 @@ static void POSE_cache_populate(void *vedata, Object *ob)
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
if (POSE_is_driven_by_active_armature(ob)) {
- DRW_shgroup_call_object_add(stl->g_data->bone_selection_shgrp, geom, ob);
+ DRW_shgroup_call_object_add(ppd->bone_selection_shgrp, geom, ob);
}
else {
- DRW_shgroup_call_object_add(stl->g_data->bone_selection_invert_shgrp, geom, ob);
+ DRW_shgroup_call_object_add(ppd->bone_selection_invert_shgrp, geom, ob);
}
}
}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
index b20656ff326..78b29296601 100644
--- a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
@@ -1,4 +1,6 @@
+uniform float alpha = 0.6;
+
flat in vec3 finalStateColor;
flat in vec3 finalBoneColor;
in vec3 normalView;
@@ -12,5 +14,5 @@ void main()
float n = normalize(normalView).z;
float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
- fragColor.a = 0.6; /* Hardcoded transparency factor. */
+ fragColor.a = alpha;
}
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
index 89f4d97f29b..45748bf5644 100644
--- a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
@@ -1,9 +1,11 @@
+uniform float alpha = 0.6;
+
in vec4 finalColor;
out vec4 fragColor;
void main()
{
- fragColor = vec4(finalColor.rgb, 0.6); /* Hardcoded transparency factor. */
+ fragColor = vec4(finalColor.rgb, alpha);
}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
index 3c80f629d79..a0fdd55931f 100644
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
@@ -3,6 +3,7 @@
uniform mat4 ViewMatrixInverse;
uniform mat4 ProjectionMatrix;
+uniform float alpha = 0.4;
flat in vec3 finalStateColor;
flat in vec3 finalBoneColor;
@@ -73,8 +74,7 @@ void main()
float dither = (0.5 + dot(vec2(ivec2(gl_FragCoord.xy) & ivec2(1)), vec2(1.0, 2.0))) * 0.25;
dither *= (1.0 / 255.0); /* Assume 8bit per color buffer. */
- /* Hardcoded transparency factor. Less than shape to be less distractive. */
- fragColor = vec4(fragColor.rgb + dither, 0.4);
+ fragColor = vec4(fragColor.rgb + dither, alpha);
t /= ray_len;
gl_FragDepth = get_depth_from_view_z(ray_dir_view.z * t + ray_ori_view.z);