Anim: Per bone wire width for custom shapes #120176
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@ -750,6 +750,8 @@ set(GLSL_SRC
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engines/overlay/shaders/overlay_armature_shape_solid_frag.glsl
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engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
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engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl
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engines/overlay/shaders/overlay_armature_shape_wire_frag.glsl
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engines/overlay/shaders/overlay_armature_shape_wire_geom.glsl
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engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
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engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl
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engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl
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@ -757,7 +759,6 @@ set(GLSL_SRC
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engines/overlay/shaders/overlay_armature_stick_vert.glsl
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engines/overlay/shaders/overlay_armature_wire_frag.glsl
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engines/overlay/shaders/overlay_armature_wire_vert.glsl
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engines/overlay/shaders/overlay_armature_wire_geom.glsl
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engines/overlay/shaders/overlay_background_frag.glsl
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engines/overlay/shaders/overlay_clipbound_vert.glsl
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engines/overlay/shaders/overlay_common_lib.glsl
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@ -17,14 +17,6 @@ GPU_SHADER_CREATE_INFO(overlay_armature_common)
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.push_constant(Type::FLOAT, "alpha")
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.additional_info("draw_view");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_geom_iface, "geometry_out")
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.flat(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_geom_flat_iface, "geometry_flat_out")
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.flat(Type::VEC4, "finalColorOuter");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_geom_noperspective_iface,
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"geometry_noperspective_out")
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.no_perspective(Type::FLOAT, "edgeCoord");
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/* -------------------------------------------------------------------- */
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/** \name Armature Sphere
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* \{ */
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@ -144,21 +136,36 @@ GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid_clipped)
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.do_static_compilation(true)
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.additional_info("overlay_armature_shape_solid", "drw_clipped");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_iface, "geometry_in")
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.smooth(Type::VEC4, "finalColor")
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.smooth(Type::VEC4, "finalColorOuter_")
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.smooth(Type::UINT, "selectOverride_");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_geom_iface, "geometry_out")
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.smooth(Type::VEC4, "finalColor");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_geom_flat_iface, "geometry_flat_out")
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.flat(Type::VEC4, "finalColorOuter");
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GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_geom_noperspective_iface,
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"geometry_noperspective_out")
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.no_perspective(Type::FLOAT, "edgeCoord");
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GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire)
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.do_static_compilation(true)
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.push_constant(Type::BOOL, "do_smooth_wire")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC3, "nor")
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/* Per instance. */
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.vertex_in(2, Type::MAT4, "inst_obmat")
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.vertex_out(overlay_armature_wire_iface)
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.push_constant(Type::BOOL, "do_smooth_wire")
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.geometry_out(overlay_armature_wire_geom_iface)
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.geometry_out(overlay_armature_wire_geom_flat_iface)
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.geometry_out(overlay_armature_wire_geom_noperspective_iface)
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.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
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.vertex_out(overlay_armature_shape_wire_iface)
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.vertex_source("overlay_armature_shape_wire_vert.glsl")
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.geometry_source("overlay_armature_wire_geom.glsl")
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.fragment_source("overlay_armature_wire_frag.glsl")
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.geometry_out(overlay_armature_shape_wire_geom_iface)
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.geometry_out(overlay_armature_shape_wire_geom_flat_iface)
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.geometry_out(overlay_armature_shape_wire_geom_noperspective_iface)
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.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
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.geometry_source("overlay_armature_shape_wire_geom.glsl")
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.fragment_source("overlay_armature_shape_wire_frag.glsl")
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.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire_clipped)
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@ -0,0 +1,13 @@
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/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#pragma BLENDER_REQUIRE(select_lib.glsl)
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void main()
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{
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lineOutput = vec4(0.0);
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fragColor = vec4(geometry_out.finalColor.rgb, geometry_out.finalColor.a * alpha);
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select_id_output(select_id);
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}
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@ -0,0 +1,80 @@
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/* SPDX-FileCopyrightText: 2019-2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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void do_vertex(vec4 color, vec4 pos, float coord, vec2 offset)
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{
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geometry_out.finalColor = color;
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geometry_noperspective_out.edgeCoord = coord;
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gl_Position = pos;
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/* Multiply offset by 2 because gl_Position range is [-1..1]. */
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Sybren A. Stüvel
commented
The comment seems a bit incomplete. It's nice that that range is The comment seems a bit incomplete. It's nice that that range is `[-1…1]`, but without knowing what the range of `offset` is, this doesn't help much.
About this and the comment below. I copied that comment from the _geom.glsl file I used as a reference to construct this. About this and the comment below. I copied that comment from the _geom.glsl file I used as a reference to construct this.
I see how that isn't clear from the PR but I am still uncertain how I should handle that.
Change the comment only in this file or make a refactor that changes it in all
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gl_Position.xy += offset * 2.0 * pos.w;
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/* Correct but fails due to an AMD compiler bug, see: #62792.
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Sybren A. Stüvel
commented
Move the comment underneath the Also issue #62792 has been closed as 'resolved' years ago, so not sure why this is referenced here. Move the comment underneath the `#if 0` so that it's clearer that it's scoped to that.
Also issue #62792 has been closed as 'resolved' years ago, so not sure why this is referenced here.
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* Do inline instead. */
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#if 0
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view_clipping_distances_set(gl_in[i]);
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#endif
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gpu_EmitVertex();
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}
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void main()
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{
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vec2 ss_pos[2];
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/* Clip line against near plane to avoid deformed lines. */
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vec4 pos0 = gl_in[0].gl_Position;
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vec4 pos1 = gl_in[1].gl_Position;
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vec2 pz_ndc = vec2(pos0.z / pos0.w, pos1.z / pos1.w);
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bvec2 clipped = lessThan(pz_ndc, vec2(-1.0));
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if (all(clipped)) {
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/* Totally clipped. */
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return;
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}
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vec4 pos01 = pos0 - pos1;
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float ofs = abs((pz_ndc.y + 1.0) / (pz_ndc.x - pz_ndc.y));
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if (clipped.y) {
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pos1 += pos01 * ofs;
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}
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else if (clipped.x) {
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pos0 -= pos01 * (1.0 - ofs);
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}
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ss_pos[0] = pos0.xy / pos0.w;
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ss_pos[1] = pos1.xy / pos1.w;
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vec2 line = ss_pos[0] - ss_pos[1];
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line = abs(line) * sizeViewport.xy;
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geometry_flat_out.finalColorOuter = geometry_in[0].finalColorOuter_;
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float half_size = sizeEdge;
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/* Enlarge edge for flag display. */
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half_size += (geometry_flat_out.finalColorOuter.a > 0.0) ? max(sizeEdge, 1.0) : 0.0;
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if (do_smooth_wire) {
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/* Add 1px for AA */
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half_size += 0.5;
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}
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vec3 edge_ofs = vec3(half_size * sizeViewportInv, 0.0);
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bool horizontal = line.x > line.y;
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edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
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/* Due to an AMD glitch, this line was moved out of the `do_vertex`
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* function (see #62792). */
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view_clipping_distances_set(gl_in[0]);
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do_vertex(geometry_in[0].finalColor, pos0, half_size, edge_ofs.xy);
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do_vertex(geometry_in[0].finalColor, pos0, -half_size, -edge_ofs.xy);
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view_clipping_distances_set(gl_in[1]);
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vec4 final_color = (geometry_in[0].selectOverride_ == 0u) ? geometry_in[1].finalColor :
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geometry_in[0].finalColor;
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do_vertex(final_color, pos1, half_size, edge_ofs.xy);
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do_vertex(final_color, pos1, -half_size, -edge_ofs.xy);
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EndPrimitive();
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}
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@ -13,10 +13,10 @@ void main()
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vec3 world_pos = (model_mat * vec4(pos, 1.0)).xyz;
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gl_Position = point_world_to_ndc(world_pos);
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finalColor.rgb = mix(state_color.rgb, bone_color.rgb, 0.5);
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finalColor.a = 1.0;
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geometry_in.finalColor.rgb = mix(state_color.rgb, bone_color.rgb, 0.5);
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geometry_in.finalColor.a = 1.0;
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edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
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// edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
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Sybren A. Stüvel
commented
AFAIK it should be possible to AFAIK it should be possible to `#include` a file in both GLSL and C++, so that this constant can be shared from a single definition. If that's not possible, at least mention `WIRE_WIDTH_COMPRESSION` here so that it's clear where this value comes from.
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view_clipping_distances(world_pos);
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}
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@ -1,129 +0,0 @@
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/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#pragma BLENDER_REQUIRE(overlay_common_lib.glsl)
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#define DISCARD_VERTEX \
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gl_Position = vec4(0.0); \
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return;
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void do_vertex(
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vec4 pos, float selection_fac, vec2 stipple_start, vec2 stipple_pos, float coord, vec2 offset)
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{
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geom_out.selectionFac = selection_fac;
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geom_noperspective_out.edgeCoord = coord;
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geom_flat_out.stippleStart = stipple_start;
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geom_noperspective_out.stipplePos = stipple_pos;
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gl_Position = pos;
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/* Multiply offset by 2 because gl_Position range is [-1..1]. */
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gl_Position.xy += offset * 2.0;
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}
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void main()
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{
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/* Determine output geometry parameters. */
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int quad_id = gl_VertexID / 6;
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int quad_vertex_id = gl_VertexID % 6;
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int base_vertex_id = 0;
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if (vertex_fetch_get_input_prim_type() == GPU_PRIM_LINES) {
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base_vertex_id = quad_id * 2;
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}
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else if (vertex_fetch_get_input_prim_type() == GPU_PRIM_LINE_STRIP) {
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base_vertex_id = quad_id;
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}
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else {
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DISCARD_VERTEX
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}
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/* Read vertex attributes for line prims. */
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vec2 root_au0 = vertex_fetch_attribute(base_vertex_id, au, vec2);
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vec2 root_au1 = vertex_fetch_attribute(base_vertex_id + 1, au, vec2);
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int root_flag0 = vertex_fetch_attribute(base_vertex_id, flag, int);
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int root_flag1 = vertex_fetch_attribute(base_vertex_id + 1, flag, int);
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/* Vertex shader per input vertex. */
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vec3 world_pos0 = point_object_to_world(vec3(root_au0, 0.0));
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vec3 world_pos1 = point_object_to_world(vec3(root_au1, 0.0));
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vec4 ndc_pos0 = point_world_to_ndc(world_pos0);
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vec4 ndc_pos1 = point_world_to_ndc(world_pos1);
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/* Snap vertices to the pixel grid to reduce artifacts. */
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vec2 half_viewport_res = sizeViewport * 0.5;
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vec2 half_pixel_offset = sizeViewportInv * 0.5;
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ndc_pos0.xy = floor(ndc_pos0.xy * half_viewport_res) / half_viewport_res + half_pixel_offset;
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ndc_pos1.xy = floor(ndc_pos1.xy * half_viewport_res) / half_viewport_res + half_pixel_offset;
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#ifdef USE_EDGE_SELECT
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bool is_select0 = (root_flag0 & EDGE_UV_SELECT) != 0;
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bool is_select1 = (root_flag1 & EDGE_UV_SELECT) != 0;
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#else
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bool is_select0 = (root_flag0 & VERT_UV_SELECT) != 0;
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bool is_select1 = (root_flag1 & VERT_UV_SELECT) != 0;
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#endif
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float selectionFac0 = is_select0 ? 1.0 : 0.0; // out float selectionFac;
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float selectionFac1 = is_select1 ? 1.0 : 0.0; // out float selectionFac;
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#ifdef USE_EDGE_SELECT
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/* No blending with edge selection. */
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selectionFac1 = selectionFac0;
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#endif
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/* Move selected edges to the top
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* Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
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* actual pixels are at 0.75, 1.0 is used for the background. */
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float depth0 = is_select0 ? 0.25 : 0.35;
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float depth1 = is_select1 ? 0.25 : 0.35;
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ndc_pos0.z = depth0;
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ndc_pos1.z = depth1;
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/* Avoid precision loss. */
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vec2 stipplePos0 = 500.0 + 500.0 * (ndc_pos0.xy / ndc_pos0.w);
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vec2 stipplePos1 = 500.0 + 500.0 * (ndc_pos1.xy / ndc_pos1.w);
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vec2 stippleStart0 = stipplePos0;
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vec2 stippleStart1 = stipplePos1;
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/* Geometry shader equivalent calculations. */
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vec2 ss_pos[2];
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ss_pos[0] = ndc_pos0.xy / ndc_pos0.w;
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ss_pos[1] = ndc_pos1.xy / ndc_pos1.w;
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float half_size = sizeEdge;
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/* Enlarge edge for outline drawing. */
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/* Factor of 3.0 out of nowhere! Seems to fix issues with float imprecision. */
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half_size += (lineStyle == OVERLAY_UV_LINE_STYLE_OUTLINE) ?
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max(sizeEdge * (doSmoothWire ? 1.0 : 3.0), 1.0) :
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0.0;
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/* Add 1px for AA */
|
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if (doSmoothWire) {
|
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half_size += 0.5;
|
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}
|
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|
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vec2 line = ss_pos[0] - ss_pos[1];
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vec2 line_dir = normalize(line);
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vec2 line_perp = vec2(-line_dir.y, line_dir.x);
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vec2 edge_ofs = line_perp * sizeViewportInv * ceil(half_size);
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switch (quad_vertex_id) {
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case 1: /* vertex A */
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case 3:
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do_vertex(ndc_pos1, selectionFac1, stippleStart1, stipplePos1, half_size, edge_ofs.xy);
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break;
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case 0: /* B */
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do_vertex(ndc_pos0, selectionFac0, stippleStart0, stipplePos0, half_size, edge_ofs.xy);
|
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break;
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case 2: /* C */
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case 4:
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do_vertex(ndc_pos0, selectionFac0, stippleStart0, stipplePos0, -half_size, -edge_ofs.xy);
|
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break;
|
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|
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case 5: /* D */
|
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do_vertex(ndc_pos1, selectionFac1, stippleStart1, stipplePos1, -half_size, -edge_ofs.xy);
|
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break;
|
||||
}
|
||||
}
|
if i may, i think
2023
should be replaced by2024
Good catch. I think the currently preferred approach is to just use the year at which the file was first created, so
2019-2023
→2024
.