Armature: Fix bone always transparent when enabling MSAA
This commit is contained in:
parent
5a05683da1
commit
6c6ecdd230
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@ -95,6 +95,8 @@ static struct {
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DRWShadingGroup *lines_ik_spline;
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DRWArmaturePasses passes;
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bool transparent;
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} g_data = {NULL};
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@ -139,7 +141,8 @@ static void drw_shgroup_bone_octahedral(
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}
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if (g_data.bone_octahedral_solid == NULL) {
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struct GPUBatch *geom = DRW_cache_bone_octahedral_get();
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g_data.bone_octahedral_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, geom);
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g_data.bone_octahedral_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, geom,
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g_data.transparent);
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}
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float final_bonemat[4][4];
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mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
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@ -160,7 +163,7 @@ static void drw_shgroup_bone_box(
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}
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if (g_data.bone_box_solid == NULL) {
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struct GPUBatch *geom = DRW_cache_bone_box_get();
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g_data.bone_box_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, geom);
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g_data.bone_box_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, geom, g_data.transparent);
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}
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float final_bonemat[4][4];
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mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
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@ -234,13 +237,13 @@ static void drw_shgroup_bone_envelope(
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g_data.bone_point_wire = shgroup_instance_bone_sphere_outline(g_data.passes.bone_wire);
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}
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if (g_data.bone_point_solid == NULL) {
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g_data.bone_point_solid = shgroup_instance_bone_sphere_solid(g_data.passes.bone_solid);
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g_data.bone_point_solid = shgroup_instance_bone_sphere_solid(g_data.passes.bone_solid, g_data.transparent);
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}
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if (g_data.bone_envelope_wire == NULL) {
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g_data.bone_envelope_wire = shgroup_instance_bone_envelope_outline(g_data.passes.bone_wire);
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}
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if (g_data.bone_envelope_solid == NULL) {
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g_data.bone_envelope_solid = shgroup_instance_bone_envelope_solid(g_data.passes.bone_solid);
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g_data.bone_envelope_solid = shgroup_instance_bone_envelope_solid(g_data.passes.bone_solid, g_data.transparent);
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/* We can have a lot of overdraw if we don't do this. Also envelope are not subject to
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* inverted matrix. */
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DRW_shgroup_state_enable(g_data.bone_envelope_solid, DRW_STATE_CULL_BACK);
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@ -329,7 +332,8 @@ static void drw_shgroup_bone_custom_solid(
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}
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if (surf) {
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DRWShadingGroup *shgrp_geom_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, surf);
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DRWShadingGroup *shgrp_geom_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, surf,
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g_data.transparent);
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DRW_shgroup_call_dynamic_add(shgrp_geom_solid, final_bonemat, bone_color, hint_color);
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}
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@ -372,7 +376,7 @@ static void drw_shgroup_bone_point(
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g_data.bone_point_wire = shgroup_instance_bone_sphere_outline(g_data.passes.bone_wire);
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}
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if (g_data.bone_point_solid == NULL) {
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g_data.bone_point_solid = shgroup_instance_bone_sphere_solid(g_data.passes.bone_solid);
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g_data.bone_point_solid = shgroup_instance_bone_sphere_solid(g_data.passes.bone_solid, g_data.transparent);
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}
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float final_bonemat[4][4];
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mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
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@ -1732,11 +1736,12 @@ static void draw_armature_pose(Object *ob, const float const_color[4])
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/**
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* This function set the object space to use for all subsequent `DRW_shgroup_bone_*` calls.
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*/
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static void drw_shgroup_armature(Object *ob, DRWArmaturePasses passes)
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static void drw_shgroup_armature(Object *ob, DRWArmaturePasses passes, bool transp)
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{
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memset(&g_data, 0x0, sizeof(g_data));
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g_data.ob = ob;
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g_data.passes = passes;
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g_data.transparent = transp;
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memset(&g_color, 0x0, sizeof(g_color));
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}
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@ -1745,19 +1750,19 @@ void DRW_shgroup_armature_object(Object *ob, ViewLayer *view_layer, DRWArmatureP
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float *color;
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DRW_object_wire_theme_get(ob, view_layer, &color);
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passes.bone_envelope = NULL; /* Don't do envelope distance in object mode. */
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drw_shgroup_armature(ob, passes);
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drw_shgroup_armature(ob, passes, false);
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draw_armature_pose(ob, color);
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}
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void DRW_shgroup_armature_pose(Object *ob, DRWArmaturePasses passes)
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void DRW_shgroup_armature_pose(Object *ob, DRWArmaturePasses passes, bool transp)
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{
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drw_shgroup_armature(ob, passes);
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drw_shgroup_armature(ob, passes, transp);
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draw_armature_pose(ob, NULL);
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}
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void DRW_shgroup_armature_edit(Object *ob, DRWArmaturePasses passes)
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void DRW_shgroup_armature_edit(Object *ob, DRWArmaturePasses passes, bool transp)
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{
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drw_shgroup_armature(ob, passes);
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drw_shgroup_armature(ob, passes, transp);
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draw_armature_edit(ob);
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}
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@ -552,7 +552,7 @@ DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass)
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return grp;
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}
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DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass)
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DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp)
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{
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if (g_shaders.bone_envelope == NULL) {
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g_shaders.bone_envelope = DRW_shader_create(
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@ -572,6 +572,7 @@ DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass)
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g_shaders.bone_envelope,
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pass, DRW_cache_bone_envelope_solid_get(),
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g_formats.instance_bone_envelope);
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DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
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return grp;
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}
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@ -623,7 +624,7 @@ DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass, struct GPUBa
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return grp;
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}
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DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatch *geom)
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DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatch *geom, bool transp)
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{
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if (g_shaders.shape_solid == NULL) {
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g_shaders.shape_solid = DRW_shader_create(
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@ -641,11 +642,12 @@ DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatc
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g_shaders.shape_solid,
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pass, geom, g_formats.instance_bone);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
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return grp;
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}
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DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass)
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DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp)
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{
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if (g_shaders.bone_sphere == NULL) {
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g_shaders.bone_sphere = DRW_shader_create(
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@ -662,6 +664,8 @@ DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass)
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DRWShadingGroup *grp = DRW_shgroup_instance_create(
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g_shaders.bone_sphere,
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pass, DRW_cache_bone_point_get(), g_formats.instance_bone);
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/* More transparent than the shape to be less distractive. */
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DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.4f : 1.0f);
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return grp;
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}
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@ -128,11 +128,11 @@ struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp);
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struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom);
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struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp);
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struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass);
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struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, bool transp);
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struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass);
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struct GPUShader *mpath_line_shader_get(void);
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@ -155,8 +155,8 @@ typedef struct DRWArmaturePasses {
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} DRWArmaturePasses;
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void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes);
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void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes);
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void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes);
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void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
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void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
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/* draw_hair.c */
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@ -60,7 +60,7 @@ typedef struct EDIT_ARMATURE_Data {
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/* *********** STATIC *********** */
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typedef struct EDIT_ARMATURE_PrivateData {
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char pad; /* UNUSED */
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bool transparent_bones;
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} EDIT_ARMATURE_PrivateData; /* Transient data */
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/* *********** FUNCTIONS *********** */
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@ -69,15 +69,18 @@ static void EDIT_ARMATURE_cache_init(void *vedata)
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{
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EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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stl->g_data->transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
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{
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/* Solid bones */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
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state |= (stl->g_data->transparent_bones) ? DRW_STATE_BLEND : DRW_STATE_WRITE_DEPTH;
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psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
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}
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@ -116,10 +119,12 @@ static void EDIT_ARMATURE_cache_init(void *vedata)
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static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
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{
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bArmature *arm = ob->data;
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EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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if (ob->type == OB_ARMATURE) {
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if (arm->edbo) {
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EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
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DRWArmaturePasses passes = {
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.bone_solid = psl->bone_solid,
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.bone_outline = psl->bone_outline,
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@ -128,7 +133,7 @@ static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
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.bone_axes = psl->bone_axes,
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.relationship_lines = psl->relationship,
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};
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DRW_shgroup_armature_edit(ob, passes);
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DRW_shgroup_armature_edit(ob, passes, stl->g_data->transparent_bones);
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}
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}
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}
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@ -136,22 +141,20 @@ static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
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static void EDIT_ARMATURE_draw_scene(void *vedata)
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{
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EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
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EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
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DRW_draw_pass(psl->bone_envelope);
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if (transparent_bones) {
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DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND);
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DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH);
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if (stl->g_data->transparent_bones) {
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/* For performance reason, avoid blending on MS target. */
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DRW_draw_pass(psl->bone_solid);
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}
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MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
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if (!transparent_bones) {
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if (!stl->g_data->transparent_bones) {
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DRW_draw_pass(psl->bone_solid);
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}
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@ -75,6 +75,7 @@ typedef struct POSE_PrivateData {
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DRWShadingGroup *bone_selection_invert_shgrp;
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float blend_color[4];
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float blend_color_invert[4];
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bool transparent_bones;
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} POSE_PrivateData; /* Transient data */
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static struct {
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@ -112,9 +113,10 @@ static void POSE_cache_init(void *vedata)
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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POSE_PrivateData *ppd = stl->g_data;
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ppd->transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
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{
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/* Solid bones */
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@ -195,7 +197,7 @@ static bool POSE_is_driven_by_active_armature(Object *ob)
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static void POSE_cache_populate(void *vedata, Object *ob)
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{
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POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
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POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
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POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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/* In the future this will allow us to implement face gizmos,
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.bone_axes = psl->bone_axes,
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.relationship_lines = psl->relationship,
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};
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DRW_shgroup_armature_pose(ob, passes);
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DRW_shgroup_armature_pose(ob, passes, ppd->transparent_bones);
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}
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}
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else if (ob->type == OB_MESH &&
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@ -224,10 +226,10 @@ static void POSE_cache_populate(void *vedata, Object *ob)
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struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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if (POSE_is_driven_by_active_armature(ob)) {
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DRW_shgroup_call_object_add(stl->g_data->bone_selection_shgrp, geom, ob);
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DRW_shgroup_call_object_add(ppd->bone_selection_shgrp, geom, ob);
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}
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else {
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DRW_shgroup_call_object_add(stl->g_data->bone_selection_invert_shgrp, geom, ob);
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DRW_shgroup_call_object_add(ppd->bone_selection_invert_shgrp, geom, ob);
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}
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}
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}
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@ -1,4 +1,6 @@
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uniform float alpha = 0.6;
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flat in vec3 finalStateColor;
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flat in vec3 finalBoneColor;
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in vec3 normalView;
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@ -12,5 +14,5 @@ void main()
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float n = normalize(normalView).z;
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float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
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fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
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fragColor.a = 0.6; /* Hardcoded transparency factor. */
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fragColor.a = alpha;
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}
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@ -1,9 +1,11 @@
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uniform float alpha = 0.6;
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in vec4 finalColor;
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out vec4 fragColor;
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void main()
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{
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fragColor = vec4(finalColor.rgb, 0.6); /* Hardcoded transparency factor. */
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fragColor = vec4(finalColor.rgb, alpha);
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}
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@ -3,6 +3,7 @@
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uniform mat4 ViewMatrixInverse;
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uniform mat4 ProjectionMatrix;
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uniform float alpha = 0.4;
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flat in vec3 finalStateColor;
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flat in vec3 finalBoneColor;
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@ -73,8 +74,7 @@ void main()
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float dither = (0.5 + dot(vec2(ivec2(gl_FragCoord.xy) & ivec2(1)), vec2(1.0, 2.0))) * 0.25;
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dither *= (1.0 / 255.0); /* Assume 8bit per color buffer. */
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/* Hardcoded transparency factor. Less than shape to be less distractive. */
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fragColor = vec4(fragColor.rgb + dither, 0.4);
|
||||
fragColor = vec4(fragColor.rgb + dither, alpha);
|
||||
|
||||
t /= ray_len;
|
||||
gl_FragDepth = get_depth_from_view_z(ray_dir_view.z * t + ray_ori_view.z);
|
||||
|
|
Loading…
Reference in New Issue