DwM: Armature: Cleanup envelope bone code a bit.

Mainly adding 'wire' suffix to wire/distance drawing func and shader.

Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
This commit is contained in:
Bastien Montagne 2017-05-18 12:10:10 +02:00
parent 23f256b24b
commit 5dd9e17266
Notes: blender-bot 2023-02-14 10:11:49 +01:00
Referenced by issue #51363, Armature: Bone Draw Type: Envelope
10 changed files with 31 additions and 39 deletions

View File

@ -159,7 +159,7 @@ static void DRW_shgroup_bone_envelope_distance(
if (g_data.bone_envelope_distance == NULL) {
struct Batch *geom = DRW_cache_bone_envelope_distance_outline_get();
/* Note: bone_wire draw pass is not really working, think we need another one here? */
g_data.bone_envelope_distance = shgroup_instance_bone_envelope(g_data.pass_bone_envelope, geom, g_data.ob->obmat);
g_data.bone_envelope_distance = shgroup_instance_bone_envelope_wire(g_data.pass_bone_envelope, geom, g_data.ob->obmat);
}
DRW_shgroup_call_dynamic_add(g_data.bone_envelope_distance, bone_mat, color, radius_head, radius_tail, distance);
@ -171,7 +171,7 @@ static void DRW_shgroup_bone_envelope_solid(
const float *radius_head, const float *radius_tail)
{
if (g_data.bone_envelope_solid == NULL) {
struct Batch *geom = DRW_cache_bone_envelope_get();
struct Batch *geom = DRW_cache_bone_envelope_solid_get();
g_data.bone_envelope_solid = shgroup_instance_bone_envelope_solid(g_data.pass_bone_solid, geom, g_data.ob->obmat);
}
@ -184,7 +184,7 @@ static void DRW_shgroup_bone_envelope_wire(
{
if (g_data.bone_envelope_wire == NULL) {
struct Batch *geom = DRW_cache_bone_envelope_wire_outline_get();
g_data.bone_envelope_wire = shgroup_instance_bone_envelope(g_data.pass_bone_wire, geom, g_data.ob->obmat);
g_data.bone_envelope_wire = shgroup_instance_bone_envelope_wire(g_data.pass_bone_wire, geom, g_data.ob->obmat);
}
DRW_shgroup_call_dynamic_add(g_data.bone_envelope_wire, bone_mat, color, radius_head, radius_tail, distance);
@ -196,7 +196,7 @@ static void DRW_shgroup_bone_envelope_head_wire(
{
if (g_data.bone_envelope_head_wire == NULL) {
struct Batch *geom = DRW_cache_bone_envelope_head_wire_outline_get();
g_data.bone_envelope_head_wire = shgroup_instance_bone_envelope(g_data.pass_bone_wire, geom, g_data.ob->obmat);
g_data.bone_envelope_head_wire = shgroup_instance_bone_envelope_wire(g_data.pass_bone_wire, geom, g_data.ob->obmat);
}
DRW_shgroup_call_dynamic_add(g_data.bone_envelope_head_wire, bone_mat, color, radius_head, radius_tail, distance);
@ -974,7 +974,7 @@ static void draw_points(
DRW_shgroup_bone_envelope_solid(eBone->disp_mat, col_solid_root,
&eBone->rad_head, &envelope_ignore);
DRW_shgroup_bone_envelope_head_wire(eBone->disp_mat, col_wire_root,
&eBone->rad_head, &eBone->rad_tail, &eBone->dist);
&eBone->rad_head, &envelope_ignore, &envelope_ignore);
}
else {
DRW_shgroup_bone_point_solid(eBone->disp_mat, col_solid_root);
@ -989,7 +989,7 @@ static void draw_points(
DRW_shgroup_bone_envelope_solid(pchan->disp_mat, col_solid_root,
&bone->rad_head, &envelope_ignore);
DRW_shgroup_bone_envelope_head_wire(pchan->disp_mat, col_wire_root,
&bone->rad_head, &bone->rad_tail, &bone->dist);
&bone->rad_head, &envelope_ignore, &envelope_ignore);
}
else {
DRW_shgroup_bone_point_solid(pchan->disp_mat, col_solid_root);
@ -1005,19 +1005,11 @@ static void draw_points(
}
if (is_envelope_draw) {
const float *rad_tail, *dist;
if (eBone) {
rad_tail = &eBone->rad_tail;
dist = &eBone->dist;
}
else {
rad_tail = &pchan->bone->rad_tail;
dist = &pchan->bone->dist;
}
const float *rad_tail = eBone ? &eBone->rad_tail : &pchan->bone->rad_tail;
DRW_shgroup_bone_envelope_solid(
BONE_VAR(eBone, pchan, disp_mat), col_solid_tail, &envelope_ignore, rad_tail);
DRW_shgroup_bone_envelope_head_wire(
BONE_VAR(eBone, pchan, disp_tail_mat), col_wire_tail, rad_tail, rad_tail, dist);
BONE_VAR(eBone, pchan, disp_mat), col_wire_tail, &envelope_ignore, rad_tail, &envelope_ignore);
}
else {
DRW_shgroup_bone_point_solid(BONE_VAR(eBone, pchan, disp_tail_mat), col_solid_tail);

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@ -1560,7 +1560,7 @@ static void benv_add_tri(VertexBuffer *vbo, uint pos_id, uint *v_idx, float *co1
}
}
Batch *DRW_cache_bone_envelope_get(void)
Batch *DRW_cache_bone_envelope_solid_get(void)
{
#define CIRCLE_RESOL 32 /* Must be multiple of 4 */
if (!SHC.drw_bone_envelope) {

View File

@ -82,7 +82,7 @@ struct Batch *DRW_cache_bone_octahedral_wire_outline_get(void);
struct Batch *DRW_cache_bone_box_get(void);
struct Batch *DRW_cache_bone_box_wire_outline_get(void);
struct Batch *DRW_cache_bone_wire_wire_outline_get(void);
struct Batch *DRW_cache_bone_envelope_get(void);
struct Batch *DRW_cache_bone_envelope_solid_get(void);
struct Batch *DRW_cache_bone_envelope_distance_outline_get(void);
struct Batch *DRW_cache_bone_envelope_wire_outline_get(void);
struct Batch *DRW_cache_bone_envelope_head_wire_outline_get(void);

View File

@ -293,9 +293,9 @@ DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct Batch *geom)
return grp;
}
DRWShadingGroup *shgroup_instance_bone_envelope(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
DRWShadingGroup *shgroup_instance_bone_envelope_wire(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);

View File

@ -101,7 +101,7 @@ struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct Batch *geo
struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct Batch *geom);
struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct Batch *geom);
struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct Batch *geom);
struct DRWShadingGroup *shgroup_instance_bone_envelope(struct DRWPass *pass, struct Batch *geom, float (*obmat)[4]);
struct DRWShadingGroup *shgroup_instance_bone_envelope_wire(struct DRWPass *pass, struct Batch *geom, float (*obmat)[4]);
struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, struct Batch *geom, float (*obmat)[4]);
int DRW_object_wire_theme_get(struct Object *ob, struct SceneLayer *sl, float **r_color);

View File

@ -171,8 +171,8 @@ data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)

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@ -168,8 +168,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE,
GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID,
GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE,
GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;

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@ -92,8 +92,8 @@ extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_bone_envelope_vert_glsl[];
extern char datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl[];
extern char datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
@ -789,10 +789,10 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_gpu_shader_instance_edges_variying_color_geom_glsl},
[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE] = { datatoc_gpu_shader_instance_bone_envelope_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID] = { datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl,
datatoc_gpu_shader_simple_lighting_frag_glsl },
datatoc_gpu_shader_simple_lighting_frag_glsl },
[GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE] = { datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
};
if (builtin_shaders[shader] == NULL) {

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@ -1,9 +1,9 @@
/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view and bone,
* and scales head/tail/distance according to per-instance attributes
* (and 'role' of current vertex, encoded in zw input, head or tail, and inner or outer for distance outline).
* It is used for both the distance outline drawing, and the wire version of envelope bone. */
/* This shader essentially operates in Object space, where it aligns given geometry with bone, scales it accordingly
* to given radii, and then does usual basic solid operations.
* Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
* (used to draw head/tail spheres). */
uniform mat4 ViewMatrix;
@ -28,11 +28,6 @@ flat out vec4 finalColor;
void main()
{
// gl_Position = ViewProjectionMatrix * ObjectModelMatrix * InstanceModelMatrix * vec4(pos.xyz, 1.0f);
// normal = pos.xyz;
// finalColor = color;
// return;
/* We get head/tail in object space. */
vec4 head = InstanceModelMatrix * vec4(0.0f, 0.0f, 0.0f, 1.0f);
vec4 tail = InstanceModelMatrix * vec4(0.0f, 1.0f, 0.0f, 1.0f);

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@ -3,7 +3,9 @@
/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view and bone,
* and scales head/tail/distance according to per-instance attributes
* (and 'role' of current vertex, encoded in zw input, head or tail, and inner or outer for distance outline).
* It is used for both the distance outline drawing, and the wire version of envelope bone. */
* It is used for both the distance outline drawing, and the wire version of envelope bone.
* Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
* (used to draw head/tail spheres). */
uniform mat4 ViewMatrix;
@ -58,8 +60,11 @@ void main()
head.xyz *= size;
tail.xyz *= size;
float head_fac = pos.z; // == 0: head; == 1: tail; in-between: along bone.
bool do_distance_offset = (pos.w != 0.0f);
bool head_only = (radius_tail < 0.0f);
bool tail_only = (radius_head < 0.0f);
/* == 0: head; == 1: tail; in-between: along bone. */
float head_fac = head_only ? 0.0f : (tail_only ? 1.0f : pos.z);
bool do_distance_offset = (pos.w != 0.0f) && (distance >= 0.0f);
vec2 xy_pos = pos.xy;
vec4 ob_pos;