DRW: support clipping for relationship lines

This commit is contained in:
Campbell Barton 2019-03-16 17:37:08 +11:00
parent dbfbd6b904
commit 6aebb5a4d5
Notes: blender-bot 2023-02-14 09:48:23 +01:00
Referenced by commit cabb53effa, Correct error in 6aebb5a4d5
Referenced by issue #60779, 3D Viewport clipping support
7 changed files with 48 additions and 26 deletions

View File

@ -427,11 +427,11 @@ static void drw_shgroup_bone_axes(const float (*bone_mat)[4], const float color[
}
/* Relationship lines */
static void drw_shgroup_bone_relationship_lines(const float start[3], const float end[3])
static void drw_shgroup_bone_relationship_lines(const float start[3], const float end[3], const eGPUShaderConfig sh_cfg)
{
if (g_data.lines_relationship == NULL) {
g_data.lines_relationship = shgroup_dynlines_dashed_uniform_color(
g_data.passes.relationship_lines, g_theme.wire_color);
g_data.passes.relationship_lines, g_theme.wire_color, sh_cfg);
}
/* reverse order to have less stipple overlap */
float v[3];
@ -441,11 +441,11 @@ static void drw_shgroup_bone_relationship_lines(const float start[3], const floa
DRW_shgroup_call_dynamic_add(g_data.lines_relationship, v);
}
static void drw_shgroup_bone_ik_lines(const float start[3], const float end[3])
static void drw_shgroup_bone_ik_lines(const float start[3], const float end[3], const eGPUShaderConfig sh_cfg)
{
if (g_data.lines_ik == NULL) {
static float fcolor[4] = {0.8f, 0.5f, 0.0f, 1.0f}; /* add theme! */
g_data.lines_ik = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor);
g_data.lines_ik = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor, sh_cfg);
}
/* reverse order to have less stipple overlap */
float v[3];
@ -455,11 +455,11 @@ static void drw_shgroup_bone_ik_lines(const float start[3], const float end[3])
DRW_shgroup_call_dynamic_add(g_data.lines_ik, v);
}
static void drw_shgroup_bone_ik_no_target_lines(const float start[3], const float end[3])
static void drw_shgroup_bone_ik_no_target_lines(const float start[3], const float end[3], const eGPUShaderConfig sh_cfg)
{
if (g_data.lines_ik_no_target == NULL) {
static float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */
g_data.lines_ik_no_target = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor);
g_data.lines_ik_no_target = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor, sh_cfg);
}
/* reverse order to have less stipple overlap */
float v[3];
@ -469,11 +469,11 @@ static void drw_shgroup_bone_ik_no_target_lines(const float start[3], const floa
DRW_shgroup_call_dynamic_add(g_data.lines_ik_no_target, v);
}
static void drw_shgroup_bone_ik_spline_lines(const float start[3], const float end[3])
static void drw_shgroup_bone_ik_spline_lines(const float start[3], const float end[3], const eGPUShaderConfig sh_cfg)
{
if (g_data.lines_ik_spline == NULL) {
static float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */
g_data.lines_ik_spline = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor);
g_data.lines_ik_spline = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor, sh_cfg);
}
/* reverse order to have less stipple overlap */
float v[3];
@ -1585,7 +1585,9 @@ static void draw_bone_dofs(bPoseChannel *pchan)
/** \name Draw Relationships
* \{ */
static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const int constflag)
static void pchan_draw_ik_lines(
bPoseChannel *pchan, const bool only_temp, const int constflag,
const eGPUShaderConfig sh_cfg)
{
bConstraint *con;
bPoseChannel *parchan;
@ -1624,10 +1626,10 @@ static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const
line_end = parchan->pose_head;
if (constflag & PCHAN_HAS_TARGET) {
drw_shgroup_bone_ik_lines(line_start, line_end);
drw_shgroup_bone_ik_lines(line_start, line_end, sh_cfg);
}
else {
drw_shgroup_bone_ik_no_target_lines(line_start, line_end);
drw_shgroup_bone_ik_no_target_lines(line_start, line_end, sh_cfg);
}
}
break;
@ -1655,7 +1657,7 @@ static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const
/* Only draw line in case our chain is more than one bone long! */
if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */
line_end = parchan->pose_head;
drw_shgroup_bone_ik_spline_lines(line_start, line_end);
drw_shgroup_bone_ik_spline_lines(line_start, line_end, sh_cfg);
}
break;
}
@ -1665,7 +1667,8 @@ static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const
static void draw_bone_relations(
EditBone *ebone, bPoseChannel *pchan, bArmature *arm,
const int boneflag, const short constflag, const bool do_relations)
const int boneflag, const short constflag, const bool do_relations,
const eGPUShaderConfig sh_cfg)
{
if (g_data.passes.relationship_lines) {
if (ebone && ebone->parent) {
@ -1674,7 +1677,7 @@ static void draw_bone_relations(
* since riggers will want to know about the links between bones
*/
if ((boneflag & BONE_CONNECTED) == 0) {
drw_shgroup_bone_relationship_lines(ebone->head, ebone->parent->tail);
drw_shgroup_bone_relationship_lines(ebone->head, ebone->parent->tail, sh_cfg);
}
}
}
@ -1685,7 +1688,7 @@ static void draw_bone_relations(
(pchan->parent->bone && (pchan->parent->bone->flag & BONE_SELECTED)))
{
if ((boneflag & BONE_CONNECTED) == 0) {
drw_shgroup_bone_relationship_lines(pchan->pose_head, pchan->parent->pose_tail);
drw_shgroup_bone_relationship_lines(pchan->pose_head, pchan->parent->pose_tail, sh_cfg);
}
}
}
@ -1694,7 +1697,7 @@ static void draw_bone_relations(
if (arm->flag & ARM_POSEMODE) {
if (constflag & (PCHAN_HAS_IK | PCHAN_HAS_SPLINEIK)) {
if (boneflag & BONE_SELECTED) {
pchan_draw_ik_lines(pchan, !do_relations, constflag);
pchan_draw_ik_lines(pchan, !do_relations, constflag, sh_cfg);
}
}
}
@ -1739,7 +1742,7 @@ static void draw_armature_edit(Object *ob)
boneflag |= BONE_DRAW_ACTIVE;
}
draw_bone_relations(eBone, NULL, arm, boneflag, constflag, show_relations);
draw_bone_relations(eBone, NULL, arm, boneflag, constflag, show_relations, draw_ctx->sh_cfg);
if (arm->drawtype == ARM_ENVELOPE) {
draw_bone_update_disp_matrix_default(eBone, NULL);
@ -1850,7 +1853,7 @@ static void draw_armature_pose(Object *ob, const float const_color[4])
boneflag |= BONE_DRAW_ACTIVE;
}
draw_bone_relations(NULL, pchan, arm, boneflag, constflag, show_relations);
draw_bone_relations(NULL, pchan, arm, boneflag, constflag, show_relations, draw_ctx->sh_cfg);
if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
draw_bone_update_disp_matrix_custom(pchan);

View File

@ -321,9 +321,9 @@ DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass, eGPUShaderConfig sh_
return grp;
}
DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const float color[4])
DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, sh_cfg);
static float dash_width = 6.0f;
static float dash_factor = 0.5f;
@ -333,7 +333,9 @@ DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const floa
DRW_shgroup_uniform_float(grp, "dash_width", &dash_width, 1);
DRW_shgroup_uniform_float(grp, "dash_factor", &dash_factor, 1);
DRW_shgroup_uniform_int_copy(grp, "colors_len", 0); /* "simple" mode */
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}

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@ -125,7 +125,7 @@ void DRW_globals_free(void);
void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, const RegionView3D *rv3d);
struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);

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@ -1359,8 +1359,8 @@ static void OBJECT_cache_init(void *vedata)
/* -------- STIPPLES ------- */
/* Relationship Lines */
sgl->relationship_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorWire);
sgl->constraint_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorGridAxisZ);
sgl->relationship_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorWire, draw_ctx->sh_cfg);
sgl->constraint_lines = shgroup_dynlines_dashed_uniform_color(sgl->non_meshes, gb->colorGridAxisZ, draw_ctx->sh_cfg);
/* Force Field Curve Guide End (here because of stipple) */
/* TODO port to shader stipple */

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@ -1242,7 +1242,8 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(
GPU_SHADER_3D_FLAT_SELECT_ID,
GPU_SHADER_3D_UNIFORM_SELECT_ID) ||
ELEM(shader,
GPU_SHADER_3D_FLAT_COLOR));
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));
const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
/* In rare cases geometry shaders calculate clipping themselves. */

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@ -30,6 +30,10 @@ void main()
gl_Position = v1;
color_geom = color_vert[0];
distance_along_line = 0.0f;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
EmitVertex();
gl_Position = v2;
@ -47,6 +51,10 @@ void main()
distance_along_line = distance(p1, p2);
}
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
EmitVertex();
EndPrimitive();

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@ -8,6 +8,10 @@
uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
uniform vec4 color;
in vec3 pos;
@ -16,6 +20,10 @@ out vec4 color_vert;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
vec4 pos_4d = vec4(pos, 1.0);
gl_Position = ModelViewProjectionMatrix * pos_4d;
color_vert = color;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}