DRW: support clipping for octahedral & box bones
This commit is contained in:
parent
6152f5cd67
commit
7325035e60
Notes:
blender-bot
2023-10-13 01:54:23 +02:00
Referenced by issue #60779, 3D Viewport clipping support
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@ -117,16 +117,18 @@ static struct {
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/* Octahedral */
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static void drw_shgroup_bone_octahedral(
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const float (*bone_mat)[4],
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const float bone_color[4], const float hint_color[4], const float outline_color[4])
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const float bone_color[4], const float hint_color[4], const float outline_color[4],
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const eGPUShaderConfig shader_cfg)
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{
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if (g_data.bone_octahedral_outline == NULL) {
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struct GPUBatch *geom = DRW_cache_bone_octahedral_wire_get();
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g_data.bone_octahedral_outline = shgroup_instance_bone_shape_outline(g_data.passes.bone_outline, geom);
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g_data.bone_octahedral_outline = shgroup_instance_bone_shape_outline(
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g_data.passes.bone_outline, geom, shader_cfg);
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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.transparent);
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g_data.bone_octahedral_solid = shgroup_instance_bone_shape_solid(
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g_data.passes.bone_solid, geom, g_data.transparent, shader_cfg);
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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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@ -139,15 +141,18 @@ static void drw_shgroup_bone_octahedral(
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/* Box / B-Bone */
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static void drw_shgroup_bone_box(
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const float (*bone_mat)[4],
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const float bone_color[4], const float hint_color[4], const float outline_color[4])
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const float bone_color[4], const float hint_color[4], const float outline_color[4],
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const eGPUShaderConfig shader_cfg)
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{
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if (g_data.bone_box_wire == NULL) {
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struct GPUBatch *geom = DRW_cache_bone_box_wire_get();
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g_data.bone_box_outline = shgroup_instance_bone_shape_outline(g_data.passes.bone_outline, geom);
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g_data.bone_box_outline = shgroup_instance_bone_shape_outline(
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g_data.passes.bone_outline, geom, shader_cfg);
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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, g_data.transparent);
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g_data.bone_box_solid = shgroup_instance_bone_shape_solid(
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g_data.passes.bone_solid, geom, g_data.transparent, shader_cfg);
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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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@ -305,7 +310,7 @@ extern void drw_batch_cache_generate_requested(Object *custom);
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static void drw_shgroup_bone_custom_solid(
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const float (*bone_mat)[4],
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const float bone_color[4], const float hint_color[4], const float outline_color[4],
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Object *custom)
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const eGPUShaderConfig shader_cfg, Object *custom)
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{
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/* grr, not re-using instances! */
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struct GPUBatch *surf = DRW_cache_object_surface_get(custom);
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@ -321,13 +326,14 @@ 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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g_data.transparent);
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DRWShadingGroup *shgrp_geom_solid = shgroup_instance_bone_shape_solid(
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g_data.passes.bone_solid, surf, g_data.transparent, shader_cfg);
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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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if (edges && outline_color[3] > 0.0f) {
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DRWShadingGroup *shgrp_geom_wire = shgroup_instance_bone_shape_outline(g_data.passes.bone_outline, edges);
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DRWShadingGroup *shgrp_geom_wire = shgroup_instance_bone_shape_outline(
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g_data.passes.bone_outline, edges, shader_cfg);
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DRW_shgroup_call_dynamic_add(shgrp_geom_wire, final_bonemat, outline_color);
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}
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@ -1248,7 +1254,7 @@ static void draw_points(
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static void draw_bone_custom_shape(
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EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
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const int boneflag, const short constflag,
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const int select_id)
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const eGPUShaderConfig shader_cfg, const int select_id)
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{
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const float *col_solid = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag);
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const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
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@ -1260,7 +1266,7 @@ static void draw_bone_custom_shape(
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}
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if ((boneflag & BONE_DRAWWIRE) == 0) {
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drw_shgroup_bone_custom_solid(disp_mat, col_solid, col_hint, col_wire, pchan->custom);
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drw_shgroup_bone_custom_solid(disp_mat, col_solid, col_hint, col_wire, shader_cfg, pchan->custom);
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}
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else {
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drw_shgroup_bone_custom_wire(disp_mat, col_wire, pchan->custom);
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@ -1410,7 +1416,7 @@ static void draw_bone_wire(
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static void draw_bone_box(
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EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
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const int boneflag, const short constflag,
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const int select_id)
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const eGPUShaderConfig shader_cfg, const int select_id)
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{
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const float *col_solid = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
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const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
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@ -1425,12 +1431,12 @@ static void draw_bone_box(
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BLI_assert(bbones_mat != NULL);
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for (int i = pchan->bone->segments; i--; bbones_mat++) {
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drw_shgroup_bone_box(bbones_mat->mat, col_solid, col_hint, col_wire);
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drw_shgroup_bone_box(bbones_mat->mat, col_solid, col_hint, col_wire, shader_cfg);
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}
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}
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else if (eBone) {
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for (int i = 0; i < eBone->segments; i++) {
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drw_shgroup_bone_box(eBone->disp_bbone_mat[i], col_solid, col_hint, col_wire);
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drw_shgroup_bone_box(eBone->disp_bbone_mat[i], col_solid, col_hint, col_wire, shader_cfg);
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}
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}
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@ -1446,7 +1452,7 @@ static void draw_bone_box(
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static void draw_bone_octahedral(
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EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
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const int boneflag, const short constflag,
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const int select_id)
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const eGPUShaderConfig shader_cfg, const int select_id)
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{
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const float *col_solid = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
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const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
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@ -1456,7 +1462,7 @@ static void draw_bone_octahedral(
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DRW_select_load_id(select_id | BONESEL_BONE);
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}
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drw_shgroup_bone_octahedral(BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire);
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drw_shgroup_bone_octahedral(BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire, shader_cfg);
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if (select_id != -1) {
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DRW_select_load_id(-1);
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@ -1718,11 +1724,11 @@ static void draw_armature_edit(Object *ob)
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}
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else if (arm->drawtype == ARM_B_BONE) {
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draw_bone_update_disp_matrix_bbone(eBone, NULL);
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draw_bone_box(eBone, NULL, arm, boneflag, constflag, select_id);
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draw_bone_box(eBone, NULL, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
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}
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else {
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draw_bone_update_disp_matrix_default(eBone, NULL);
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draw_bone_octahedral(eBone, NULL, arm, boneflag, constflag, select_id);
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draw_bone_octahedral(eBone, NULL, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
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}
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/* Draw names of bone */
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@ -1817,7 +1823,7 @@ static void draw_armature_pose(Object *ob, const float const_color[4])
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if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
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draw_bone_update_disp_matrix_custom(pchan);
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draw_bone_custom_shape(NULL, pchan, arm, boneflag, constflag, select_id);
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draw_bone_custom_shape(NULL, pchan, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
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}
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else if (arm->drawtype == ARM_ENVELOPE) {
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draw_bone_update_disp_matrix_default(NULL, pchan);
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@ -1833,11 +1839,11 @@ static void draw_armature_pose(Object *ob, const float const_color[4])
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}
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else if (arm->drawtype == ARM_B_BONE) {
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draw_bone_update_disp_matrix_bbone(NULL, pchan);
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draw_bone_box(NULL, pchan, arm, boneflag, constflag, select_id);
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draw_bone_box(NULL, pchan, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
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}
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else {
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draw_bone_update_disp_matrix_default(NULL, pchan);
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draw_bone_octahedral(NULL, pchan, arm, boneflag, constflag, select_id);
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draw_bone_octahedral(NULL, pchan, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
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}
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if (!is_pose_select && show_relations &&
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@ -728,15 +728,19 @@ DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass, eGPUShaderConfig
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}
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/* Only works with batches with adjacency infos. */
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DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass, struct GPUBatch *geom)
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DRWShadingGroup *shgroup_instance_bone_shape_outline(
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DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
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{
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COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
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COMMON_Shaders *sh_data = &g_shaders[shader_cfg];
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if (sh_data->shape_outline == NULL) {
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sh_data->shape_outline = DRW_shader_create(
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datatoc_armature_shape_outline_vert_glsl,
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datatoc_armature_shape_outline_geom_glsl,
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datatoc_gpu_shader_flat_color_frag_glsl,
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NULL);
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const char *world_clip_lib_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
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const char *world_clip_def_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
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sh_data->shape_outline = GPU_shader_create_from_arrays({
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.vert = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_outline_vert_glsl, NULL},
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.geom = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_outline_geom_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, NULL},
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});
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}
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DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
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@ -748,17 +752,24 @@ DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass, struct GPUBa
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sh_data->shape_outline,
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pass, geom, g_formats.instance_bone_outline);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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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, bool transp)
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DRWShadingGroup *shgroup_instance_bone_shape_solid(
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DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig shader_cfg)
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{
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COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
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COMMON_Shaders *sh_data = &g_shaders[shader_cfg];
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if (sh_data->shape_solid == NULL) {
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sh_data->shape_solid = DRW_shader_create(
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datatoc_armature_shape_solid_vert_glsl, NULL,
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datatoc_armature_shape_solid_frag_glsl, NULL);
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const char *world_clip_lib_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
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const char *world_clip_def_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
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sh_data->shape_solid = GPU_shader_create_from_arrays({
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.vert = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_solid_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, NULL},
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});
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}
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DRW_shgroup_instance_format(g_formats.instance_bone, {
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@ -771,7 +782,9 @@ DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatc
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sh_data->shape_solid,
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pass, geom, g_formats.instance_bone);
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DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
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if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
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}
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return grp;
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}
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@ -145,8 +145,8 @@ 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, 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, bool transp);
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struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
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struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig shader_cfg);
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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, bool transp);
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struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass);
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@ -27,14 +27,26 @@ void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp)
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vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0);
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gl_Position = pPos[1];
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
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#endif
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EmitVertex();
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gl_Position.xy += t * edge_dir;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
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#endif
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EmitVertex();
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t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
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gl_Position = pPos[2];
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
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#endif
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EmitVertex();
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gl_Position.xy += t * edge_dir;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
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#endif
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EmitVertex();
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}
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@ -44,6 +56,9 @@ void emit_corner(const int e, vec2 thick, bool is_persp)
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vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0);
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gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[e].gl_ClipDistance);
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#endif
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EmitVertex();
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}
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@ -31,7 +31,8 @@ void main()
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* doing it per instance on CPU and sending it on via instance attribute. */
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mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
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vec4 viewpos = ViewMatrix * (InstanceModelMatrix * vec4(pos, 1.0));
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vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
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vec4 viewpos = ViewMatrix * worldPosition;
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vPos = viewpos.xyz;
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pPos = ProjectionMatrix * viewpos;
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@ -44,4 +45,8 @@ void main()
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ssPos = proj(pPos);
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vColSize = outlineColorSize;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(worldPosition.xyz);
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#endif
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}
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@ -32,5 +32,11 @@ void main()
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finalColor.rgb = mix(stateColor, boneColor, fac);
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finalColor.a = 1.0;
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gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(pos, 1.0));
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vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
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gl_Position = ViewProjectionMatrix * worldPosition;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(worldPosition.xyz);
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#endif
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}
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