Anim: Per bone wire width for custom shapes #120176

Merged
Christoph Lendenfeld merged 48 commits from ChrisLend/blender:bone_wire_width into main 2024-05-30 15:51:42 +02:00
15 changed files with 328 additions and 16 deletions

View File

@ -413,6 +413,7 @@ class BONE_PT_display_custom_shape(BoneButtonsPanel, Panel):
sub.separator()
sub.prop(bone, "show_wire", text="Wireframe")
sub.prop(pchan, "custom_shape_wire_width")
class BONE_PT_inverse_kinematics(BoneButtonsPanel, Panel):

View File

@ -29,7 +29,7 @@ extern "C" {
/* Blender file format version. */
#define BLENDER_FILE_VERSION BLENDER_VERSION
#define BLENDER_FILE_SUBVERSION 47
#define BLENDER_FILE_SUBVERSION 48
/* Minimum Blender version that supports reading file written with the current
* version. Older Blender versions will test this and cancel loading the file, showing a warning to

View File

@ -818,6 +818,7 @@ bPoseChannel *BKE_pose_channel_ensure(bPose *pose, const char *name)
copy_v3_fl(chan->custom_scale_xyz, 1.0f);
zero_v3(chan->custom_translation);
zero_v3(chan->custom_rotation_euler);
chan->custom_shape_wire_width = 1.0f;
/* init vars to prevent math errors */
unit_qt(chan->quat);

View File

@ -3675,6 +3675,17 @@ void blo_do_versions_400(FileData *fd, Library * /*lib*/, Main *bmain)
}
}
if (!MAIN_VERSION_FILE_ATLEAST(bmain, 402, 48)) {
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
if (!ob->pose) {
continue;
}
LISTBASE_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
pchan->custom_shape_wire_width = 1.0;
}
}
}
/**
* Always bump subversion in BKE_blender_version.h when adding versioning
* code here, and wrap it inside a MAIN_VERSION_FILE_ATLEAST check.

View File

@ -752,6 +752,9 @@ set(GLSL_SRC
engines/overlay/shaders/overlay_armature_shape_solid_frag.glsl
engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl
engines/overlay/shaders/overlay_armature_shape_wire_vert_no_geom.glsl
engines/overlay/shaders/overlay_armature_shape_wire_frag.glsl
engines/overlay/shaders/overlay_armature_shape_wire_geom.glsl
engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl
engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl

View File

@ -432,11 +432,16 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata)
else {
cb->transp.point_outline = cb->solid.point_outline;
}
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
GPUTexture **depth_tex = &dtxl->depth;
const bool do_smooth_wire = U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE;
sh = OVERLAY_shader_armature_shape(true);
cb->solid.custom_outline = grp = DRW_shgroup_create(sh, armature_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f);
DRW_shgroup_uniform_bool_copy(grp, "do_smooth_wire", do_smooth_wire);
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
cb->solid.box_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_box_wire_get());
cb->solid.octa_outline = BUF_INSTANCE(grp, format, DRW_cache_bone_octahedral_wire_get());
@ -458,10 +463,12 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata)
cb->solid.custom_wire = grp = DRW_shgroup_create(sh, armature_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "alpha", 1.0f);
DRW_shgroup_uniform_bool_copy(grp, "do_smooth_wire", do_smooth_wire);
DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tex);
Jeroen-Bakker marked this conversation as resolved Outdated

Not sure what compression means or does by reading the name.

Currently the line width doesn't take into account the user preference resolution scale. When this will be added this 'constant' might become a variable. In this case using a uniform is good. If it is still a constant this uniform should be replaced with a define in overlay_armature_info.hh

Not sure what compression means or does by reading the name. Currently the line width doesn't take into account the user preference resolution scale. When this will be added this 'constant' might become a variable. In this case using a uniform is good. If it is still a constant this uniform should be replaced with a define in `overlay_armature_info.hh`

Because the value is passed in packed next to the color it has to be in a range of 0-2 (Though I am only using 0-1 here)
See overlay_armature.cc/892.
To achieve this range I am dividing by the max wire width allowed by RNA and then multiplying by that same number in the shader, essentially packing and unpacking. The precision loss doesn't matter in this case.

Given that this is heavily linked to the RNA range, @dr.sybren suggested using a constexpr which can be found in DNA_action_types.h/274

Insofar it could be a define, if I can use WIRE_WIDTH_COMPRESSION converted to a string passed into the shader.

There is already a comment in the shader when the value is unpacked, I've added one for the no_geom version as well

Because the value is passed in packed next to the color it has to be in a range of 0-2 (Though I am only using 0-1 here) See `overlay_armature.cc/892`. To achieve this range I am dividing by the max wire width allowed by RNA and then multiplying by that same number in the shader, essentially packing and unpacking. The precision loss doesn't matter in this case. Given that this is heavily linked to the RNA range, @dr.sybren suggested using a `constexpr` which can be found in `DNA_action_types.h/274` Insofar it could be a define, if I can use `WIRE_WIDTH_COMPRESSION` converted to a string passed into the shader. There is already a comment in the shader when the value is unpacked, I've added one for the no_geom version as well
DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
if (use_wire_alpha) {
cb->transp.custom_wire = grp = DRW_shgroup_create(sh, armature_ps);
DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "alpha", wire_alpha);
}
@ -847,6 +854,7 @@ static void drw_shgroup_bone_custom_solid_mesh(const ArmatureDrawContext *ctx,
const float bone_color[4],
const float hint_color[4],
const float outline_color[4],
const float wire_width,
Object &custom)
{
using namespace blender::draw;
@ -880,7 +888,8 @@ static void drw_shgroup_bone_custom_solid_mesh(const ArmatureDrawContext *ctx,
if (loose_edges) {
buf = custom_bone_instance_shgroup(ctx, ctx->custom_wire, loose_edges);
OVERLAY_bone_instance_data_set_color_hint(&inst_data, outline_color);
OVERLAY_bone_instance_data_set_color(&inst_data, outline_color);
inst_data.color_a = encode_2f_to_float(outline_color[0], outline_color[1]);
inst_data.color_b = encode_2f_to_float(outline_color[2], wire_width / WIRE_WIDTH_COMPRESSION);

eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeuw. Not your code, but just that this is necessary. Please do add what the floats are clamped to (I'm guessing 1.0, but better to have this explicit).

eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeuw. Not your code, but just that this is necessary. Please do add what the floats are clamped to (I'm guessing 1.0, but better to have this explicit).

I am not sure what to do here. It is clamping to 2, but I am only using the 0-1 range.
Adding a comment here means it can go out of sync with the code easily.

I am not sure what to do here. It is clamping to 2, but I am only using the 0-1 range. Adding a comment here means it can go out of sync with the code easily.
DRW_buffer_add_entry_struct(buf, inst_data.mat);

Define this maximum as a constexpr in a header somewhere, then use it in the various places, instead of having 16.0 that needs to be synced up.

Define this maximum as a `constexpr` in a header somewhere, then use it in the various places, instead of having `16.0` that needs to be synced up.

moved it to DNA_action_types.h just above where bPoseChannel is defined

moved it to `DNA_action_types.h` just above where `bPoseChannel` is defined
}
@ -892,6 +901,7 @@ static void drw_shgroup_bone_custom_mesh_wire(const ArmatureDrawContext *ctx,
Mesh &mesh,
const float (*bone_mat)[4],
const float color[4],
const float wire_width,
Object &custom)
{
using namespace blender::draw;
@ -905,7 +915,8 @@ static void drw_shgroup_bone_custom_mesh_wire(const ArmatureDrawContext *ctx,
BoneInstanceData inst_data;
mul_m4_m4m4(inst_data.mat, ctx->ob->object_to_world().ptr(), bone_mat);
OVERLAY_bone_instance_data_set_color_hint(&inst_data, color);
OVERLAY_bone_instance_data_set_color(&inst_data, color);
inst_data.color_a = encode_2f_to_float(color[0], color[1]);
inst_data.color_b = encode_2f_to_float(color[2], wire_width / WIRE_WIDTH_COMPRESSION);
DRW_buffer_add_entry_struct(buf, inst_data.mat);
}
@ -953,6 +964,7 @@ static void drw_shgroup_bone_custom_solid(const ArmatureDrawContext *ctx,
const float bone_color[4],
const float hint_color[4],
const float outline_color[4],
const float wire_width,
Object *custom)
{
/* The custom object is not an evaluated object, so its object->data field hasn't been replaced
@ -962,7 +974,7 @@ static void drw_shgroup_bone_custom_solid(const ArmatureDrawContext *ctx,
Mesh *mesh = BKE_object_get_evaluated_mesh_no_subsurf(custom);
if (mesh != nullptr) {
drw_shgroup_bone_custom_solid_mesh(
ctx, *mesh, bone_mat, bone_color, hint_color, outline_color, *custom);
ctx, *mesh, bone_mat, bone_color, hint_color, outline_color, wire_width, *custom);
return;
}
@ -975,12 +987,13 @@ static void drw_shgroup_bone_custom_solid(const ArmatureDrawContext *ctx,
static void drw_shgroup_bone_custom_wire(const ArmatureDrawContext *ctx,
const float (*bone_mat)[4],
const float color[4],
const float wire_width,
Object *custom)
{
/* See comments in #drw_shgroup_bone_custom_solid. */
Mesh *mesh = BKE_object_get_evaluated_mesh_no_subsurf(custom);
if (mesh != nullptr) {
drw_shgroup_bone_custom_mesh_wire(ctx, *mesh, bone_mat, color, *custom);
drw_shgroup_bone_custom_mesh_wire(ctx, *mesh, bone_mat, color, wire_width, *custom);
return;
}
@ -2122,10 +2135,17 @@ class ArmatureBoneDrawStrategyCustomShape : public ArmatureBoneDrawStrategy {
}
}
if ((boneflag & BONE_DRAWWIRE) == 0 && (boneflag & BONE_DRAW_LOCKED_WEIGHT) == 0) {
drw_shgroup_bone_custom_solid(ctx, disp_mat, col_solid, col_hint, col_wire, pchan->custom);
drw_shgroup_bone_custom_solid(ctx,
disp_mat,
col_solid,
col_hint,
col_wire,
pchan->custom_shape_wire_width,
pchan->custom);
}
else {
drw_shgroup_bone_custom_wire(ctx, disp_mat, col_wire, pchan->custom);
drw_shgroup_bone_custom_wire(
ctx, disp_mat, col_wire, pchan->custom_shape_wire_width, pchan->custom);
}
if (select_id != -1) {

View File

@ -51,6 +51,9 @@ ENUM_OPERATORS(OVERLAY_GridBits, CUSTOM_GRID)
/* Match: #SI_GRID_STEPS_LEN */
#define OVERLAY_GRID_STEPS_LEN 8
/* Due to the encoding clamping the passed in floats, the wire width needs to be scaled down. */
#define WIRE_WIDTH_COMPRESSION 16
struct OVERLAY_GridData {
float4 steps[OVERLAY_GRID_STEPS_LEN]; /* float arrays are padded to float4 in std130. */
float4 size; /* float3 padded to float4. */

View File

@ -136,21 +136,55 @@ GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid_clipped)
.do_static_compilation(true)
.additional_info("overlay_armature_shape_solid", "drw_clipped");
GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_iface, "geometry_in")
.smooth(Type::VEC4, "finalColor")
.flat(Type::FLOAT, "wire_width");
GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_geom_iface, "geometry_out")
.flat(Type::VEC4, "finalColor")
.flat(Type::FLOAT, "wire_width");
GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_geom_noperspective_iface,
"geometry_noperspective_out")
.no_perspective(Type::FLOAT, "edgeCoord");
GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire)
.do_static_compilation(true)
.push_constant(Type::BOOL, "do_smooth_wire")
.sampler(0, ImageType::DEPTH_2D, "depthTex")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "nor")
/* Per instance. */
.vertex_in(2, Type::MAT4, "inst_obmat")
.vertex_out(overlay_armature_wire_iface)
.vertex_out(overlay_armature_shape_wire_iface)
.vertex_source("overlay_armature_shape_wire_vert.glsl")
.fragment_source("overlay_armature_wire_frag.glsl")
.geometry_out(overlay_armature_shape_wire_geom_iface)
.geometry_out(overlay_armature_shape_wire_geom_noperspective_iface)
.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4)
.geometry_source("overlay_armature_shape_wire_geom.glsl")
.fragment_source("overlay_armature_shape_wire_frag.glsl")
.typedef_source("overlay_shader_shared.h")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire_clipped)
.do_static_compilation(true)
.additional_info("overlay_armature_shape_wire", "drw_clipped");
#ifdef WITH_METAL_BACKEND
GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire_no_geom)
.metal_backend_only(true)
.do_static_compilation(true)
.push_constant(Type::BOOL, "do_smooth_wire")
.sampler(0, ImageType::DEPTH_2D, "depthTex")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(2, Type::MAT4, "inst_obmat")
.vertex_out(overlay_armature_shape_wire_geom_iface)
.vertex_out(overlay_armature_shape_wire_geom_noperspective_iface)
.vertex_source("overlay_armature_shape_wire_vert_no_geom.glsl")
.fragment_source("overlay_armature_shape_wire_frag.glsl")
.typedef_source("overlay_shader_shared.h")
.additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
#endif
/** \} */
/* -------------------------------------------------------------------- */

View File

@ -0,0 +1,54 @@
/* SPDX-FileCopyrightText: 2024 Blender Authors

if i may, i think 2023should be replaced by 2024

if i may, i think `2023`should be replaced by `2024`

Good catch. I think the currently preferred approach is to just use the year at which the file was first created, so 2019-20232024.

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`.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(select_lib.glsl)
/**
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with a circle of the same area and try to find the intersection
* area. The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complex. Instead,
* we approximate it by using the smooth-step function and a 1.05 factor to the disc radius.
*/
#define M_1_SQRTPI 0.5641895835477563 /* `1/sqrt(pi)`. */
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
bool test_occlusion()
{
return gl_FragCoord.z > texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r;
}
float edge_step(float dist)
{
if (do_smooth_wire) {
return smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
}
else {
return step(0.5, dist);
}
}
void main()
{
float wire_width = geometry_out.wire_width;
if (do_smooth_wire) {
wire_width -= 0.5;
}
float half_size = wire_width / 2.0;
float dist = abs(geometry_noperspective_out.edgeCoord) - half_size;
const float mix_w = clamp(edge_step(dist), 0.0, 1.0);
fragColor = mix(vec4(geometry_out.finalColor.rgb, alpha), vec4(0), mix_w);
fragColor.a *= 1.0 - mix_w;
fragColor.a *= test_occlusion() ? alpha : 1.0;
select_id_output(select_id);
lineOutput = vec4(0);
}

View File

@ -0,0 +1,75 @@
/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void do_vertex(vec4 color, vec4 pos, float coord, vec2 offset)
{
geometry_out.finalColor = color;
geometry_noperspective_out.edgeCoord = coord;
gl_Position = pos;
/* Multiply offset by 2 because gl_Position range is [-1..1]. */

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.

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.
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

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
gl_Position.xy += offset * 2.0 * pos.w;
/* Correct but fails due to an AMD compiler bug, see: #62792.

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.

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.
* Do inline instead. */
#if 0
view_clipping_distances_set(gl_in[i]);
#endif
gpu_EmitVertex();
}
void main()
{
/* Clip line against near plane to avoid deformed lines. */
vec4 pos0 = gl_in[0].gl_Position;
vec4 pos1 = gl_in[1].gl_Position;
const vec2 pz_ndc = vec2(pos0.z / pos0.w, pos1.z / pos1.w);
const bvec2 clipped = lessThan(pz_ndc, vec2(-1.0));
if (all(clipped)) {
/* Totally clipped. */
return;
}
const vec4 pos01 = pos0 - pos1;
const float ofs = abs((pz_ndc.y + 1.0) / (pz_ndc.x - pz_ndc.y));
if (clipped.y) {
pos1 += pos01 * ofs;
}
else if (clipped.x) {
pos0 -= pos01 * (1.0 - ofs);
}
vec2 screen_space_pos[2];
screen_space_pos[0] = pos0.xy / pos0.w;
screen_space_pos[1] = pos1.xy / pos1.w;
/* `sizeEdge` is defined as the distance from the center to the outer edge. As such to get the
total width it needs to be doubled. */
const float wire_width = geometry_in[0].wire_width * (sizeEdge * 2);
geometry_out.wire_width = wire_width;
float half_size = max(wire_width / 2.0, 0.5);
if (do_smooth_wire) {
/* Add 1px for AA */
half_size += 0.5;
}
const vec2 line = (screen_space_pos[0] - screen_space_pos[1]) * sizeViewport.xy;
const vec2 line_norm = normalize(vec2(line[1], -line[0]));
vec2 edge_ofs = (half_size * line_norm) * sizeViewportInv;
/* Due to an AMD glitch, this line was moved out of the `do_vertex`
* function (see #62792). */
view_clipping_distances_set(gl_in[0]);
const vec4 final_color = geometry_in[0].finalColor;
do_vertex(final_color, pos0, half_size, edge_ofs);
do_vertex(final_color, pos0, -half_size, -edge_ofs);
view_clipping_distances_set(gl_in[1]);
do_vertex(final_color, pos1, half_size, edge_ofs);
do_vertex(final_color, pos1, -half_size, -edge_ofs);
EndPrimitive();
}

View File

@ -13,10 +13,10 @@ void main()
vec3 world_pos = (model_mat * vec4(pos, 1.0)).xyz;
gl_Position = point_world_to_ndc(world_pos);
finalColor.rgb = mix(state_color.rgb, bone_color.rgb, 0.5);
finalColor.a = 1.0;
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
geometry_in.finalColor.rgb = mix(state_color.rgb, bone_color.rgb, 0.5);
geometry_in.finalColor.a = 1.0;
/* Because the packing clamps the value, the wire width is passed in compressed. */
geometry_in.wire_width = bone_color.a * WIRE_WIDTH_COMPRESSION;

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.

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.
view_clipping_distances(world_pos);
}

View File

@ -0,0 +1,98 @@
/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6)
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
vec4 vertex_main(mat4 model_mat, vec3 in_pos)
{
vec3 world_pos = (model_mat * vec4(in_pos, 1.0)).xyz;
view_clipping_distances(world_pos);
return point_world_to_ndc(world_pos);
}
void do_vertex(vec4 pos, vec2 ofs, float coord, float flip)
{
geometry_noperspective_out.edgeCoord = coord;

Same as above, should be using the constant, or as a fallback reference it.

Same as above, should be using the constant, or as a fallback reference it.
gl_Position = pos;
/* Multiply offset by 2 because gl_Position range is [-1..1]. */
gl_Position.xy += flip * ofs * 2.0 * pos.w;
}
void main()
{
/* Fetch per-instance data (matrix) and extract data from it. */
mat4 in_inst_obmat = vertex_fetch_attribute(gl_VertexID, inst_obmat, mat4);
vec4 bone_color, state_color;
mat4 model_mat = extract_matrix_packed_data(in_inst_obmat, state_color, bone_color);
geometry_out.finalColor.rgb = mix(state_color.rgb, bone_color.rgb, 0.5);
geometry_out.finalColor.a = 1.0;
/* Because the packing clamps the value, the wire width is passed in compressed.
`sizeEdge` is defined as the distance from the center to the outer edge. As such to get the total
width it needs to be doubled. */
float wire_width = bone_color.a * WIRE_WIDTH_COMPRESSION * (sizeEdge * 2);
geometry_out.wire_width = wire_width;
/* Fetch vertex positions and transform to clip space ("vertex shader"). */
int quad_id = gl_VertexID / 6;
int quad_vertex_id = gl_VertexID % 6;
uint src_index_a = quad_id * 2;
uint src_index_b = quad_id * 2 + 1;
vec3 in_pos[2];
in_pos[0] = vertex_fetch_attribute(src_index_a, pos, vec3);
in_pos[1] = vertex_fetch_attribute(src_index_b, pos, vec3);
vec4 out_pos[2];
out_pos[0] = vertex_main(model_mat, in_pos[0]);
out_pos[1] = vertex_main(model_mat, in_pos[1]);
/* Clip line against near plane to avoid deformed lines. */
vec4 pos0 = out_pos[0];
vec4 pos1 = out_pos[1];
const vec2 pz_ndc = vec2(pos0.z / pos0.w, pos1.z / pos1.w);
const bvec2 clipped = lessThan(pz_ndc, vec2(-1.0));
if (all(clipped)) {
/* Totally clipped. */
gl_Position = vec4(0.0);
return;
}
const vec4 pos01 = pos0 - pos1;
const float ofs = abs((pz_ndc.y + 1.0) / (pz_ndc.x - pz_ndc.y));
if (clipped.y) {
pos1 += pos01 * ofs;
}
else if (clipped.x) {
pos0 -= pos01 * (1.0 - ofs);
}
vec2 screen_space_pos[2];
screen_space_pos[0] = pos0.xy / pos0.w;
screen_space_pos[1] = pos1.xy / pos1.w;
float half_size = max(wire_width / 2.0, 0.5);
if (do_smooth_wire) {
/* Add 1px for AA */
half_size += 0.5;
}
const vec2 line = (screen_space_pos[0] - screen_space_pos[1]) * sizeViewport.xy;
const vec2 line_norm = normalize(vec2(line[1], -line[0]));
vec2 edge_ofs = (half_size * line_norm) * sizeViewportInv;
if (quad_vertex_id == 0) {
do_vertex(pos0, edge_ofs, half_size, 1.0);
}
else if (quad_vertex_id == 1 || quad_vertex_id == 3) {
do_vertex(pos0, edge_ofs, -half_size, -1.0);
}
else if (quad_vertex_id == 2 || quad_vertex_id == 5) {
do_vertex(pos1, edge_ofs, half_size, 1.0);
}
else if (quad_vertex_id == 4) {
do_vertex(pos1, edge_ofs, -half_size, -1.0);
}
}

View File

@ -499,6 +499,7 @@ void gpu_shader_create_info_init()
/* Overlay Armature Shape outline. */
overlay_armature_shape_outline = overlay_armature_shape_outline_no_geom;
overlay_armature_shape_outline_clipped = overlay_armature_shape_outline_clipped_no_geom;
overlay_armature_shape_wire = overlay_armature_shape_wire_no_geom;
/* Overlay Motion Path Line. */
overlay_motion_path_line = overlay_motion_path_line_no_geom;

View File

@ -335,6 +335,7 @@ typedef struct bPoseChannel {
float custom_scale_xyz[3];
float custom_translation[3];
float custom_rotation_euler[3];
float custom_shape_wire_width;
/** Transforms - written in by actions or transform. */
float loc[3];
@ -352,7 +353,7 @@ typedef struct bPoseChannel {
float rotAxis[3], rotAngle;
/** #eRotationModes - rotation representation to use. */
short rotmode;
char _pad[2];
char _pad[6];
/**
* Matrix result of location/rotation/scale components, and evaluation of

View File

@ -1162,6 +1162,16 @@ static void rna_def_pose_channel(BlenderRNA *brna)
prop, nullptr, "rna_PoseChannel_custom_shape_transform_set", nullptr, nullptr);
RNA_def_property_update(prop, NC_OBJECT | ND_POSE, "rna_Pose_update");
prop = RNA_def_property(srna, "custom_shape_wire_width", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, nullptr, "custom_shape_wire_width");
RNA_def_property_ui_text(
prop, "Custom Shape Wire Width", "Adjust the line thickness of custom shapes");
/* When changing the upper limit of the range, also adjust the WIRE_WIDTH_COMPRESSION in
* overlay_shader_shared.h */

This comment is now outdated.

This comment is now outdated.
RNA_def_property_range(prop, 1.0f, 16.0f);
RNA_def_property_ui_range(prop, 1.0f, 10.0f, 1, 1);
RNA_def_property_update(prop, NC_OBJECT | ND_POSE, "rna_Pose_update");
prop = RNA_def_property(srna, "color", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "BoneColor");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);