#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); } }