DRW: support clipping for envelope armature draw type
authorCampbell Barton <ideasman42@gmail.com>
Sat, 16 Mar 2019 07:01:22 +0000 (18:01 +1100)
committerCampbell Barton <ideasman42@gmail.com>
Sat, 16 Mar 2019 07:26:16 +0000 (18:26 +1100)
source/blender/draw/intern/draw_armature.c
source/blender/draw/intern/draw_common.c
source/blender/draw/intern/draw_common.h
source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl

index 417132e..cab0872 100644 (file)
@@ -207,11 +207,12 @@ static void drw_shgroup_bone_stick(
 /* Envelope */
 static void drw_shgroup_bone_envelope_distance(
         const float (*bone_mat)[4],
-        const float *radius_head, const float *radius_tail, const float *distance)
+        const float *radius_head, const float *radius_tail, const float *distance,
+        const eGPUShaderConfig sh_cfg)
 {
        if (g_data.passes.bone_envelope != NULL) {
                if (g_data.bone_envelope_distance == NULL) {
-                       g_data.bone_envelope_distance = shgroup_instance_bone_envelope_distance(g_data.passes.bone_envelope);
+                       g_data.bone_envelope_distance = shgroup_instance_bone_envelope_distance(g_data.passes.bone_envelope, sh_cfg);
                        /* passes.bone_envelope should have the DRW_STATE_CULL_FRONT state enabled. */
                }
                float head_sphere[4] = {0.0f, 0.0f, 0.0f, 1.0f}, tail_sphere[4] = {0.0f, 1.0f, 0.0f, 1.0f};
@@ -244,12 +245,12 @@ static void drw_shgroup_bone_envelope(
                g_data.bone_point_solid = shgroup_instance_bone_sphere_solid(g_data.passes.bone_solid, g_data.transparent, sh_cfg);
        }
        if (g_data.bone_envelope_wire == NULL) {
-               g_data.bone_envelope_wire = shgroup_instance_bone_envelope_outline(g_data.passes.bone_wire);
+               g_data.bone_envelope_wire = shgroup_instance_bone_envelope_outline(g_data.passes.bone_wire, sh_cfg);
        }
        if (g_data.bone_envelope_solid == NULL &&
            g_data.passes.bone_solid != NULL)
        {
-               g_data.bone_envelope_solid = shgroup_instance_bone_envelope_solid(g_data.passes.bone_solid, g_data.transparent);
+               g_data.bone_envelope_solid = shgroup_instance_bone_envelope_solid(g_data.passes.bone_solid, g_data.transparent, sh_cfg);
                /* We can have a lot of overdraw if we don't do this. Also envelope are not subject to
                 * inverted matrix. */
                DRW_shgroup_state_enable(g_data.bone_envelope_solid, DRW_STATE_CULL_BACK);
@@ -1332,7 +1333,7 @@ static void draw_bone_envelope(
            (boneflag & BONE_NO_DEFORM) == 0 &&
            ((boneflag & BONE_SELECTED) || (eBone && (boneflag & (BONE_ROOTSEL | BONE_TIPSEL)))))
        {
-               drw_shgroup_bone_envelope_distance(BONE_VAR(eBone, pchan, disp_mat), rad_head, rad_tail, distance);
+               drw_shgroup_bone_envelope_distance(BONE_VAR(eBone, pchan, disp_mat), rad_head, rad_tail, distance, sh_cfg);
        }
 
        if (select_id != -1) {
index 9a7f69c..b5141fa 100644 (file)
@@ -625,13 +625,16 @@ DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass)
        return grp;
 }
 
-DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass)
+DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass, eGPUShaderConfig sh_cfg)
 {
-       COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
+       COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
        if (sh_data->bone_envelope_outline == NULL) {
-               sh_data->bone_envelope_outline = DRW_shader_create(
-                       datatoc_armature_envelope_outline_vert_glsl, NULL,
-                       datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+               const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
+               sh_data->bone_envelope_outline = GPU_shader_create_from_arrays({
+                       .vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_outline_vert_glsl, NULL},
+                       .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
+                       .defs = (const char *[]){sh_cfg_data->def, NULL},
+               });
        }
 
        DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, {
@@ -646,17 +649,22 @@ DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass)
                pass, DRW_cache_bone_envelope_outline_get(),
                g_formats.instance_bone_envelope_outline);
        DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
-
+       if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+               DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+       }
        return grp;
 }
 
-DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass)
+DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass, eGPUShaderConfig sh_cfg)
 {
-       COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
+       COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
        if (sh_data->bone_envelope_distance == NULL) {
-               sh_data->bone_envelope_distance = DRW_shader_create(
-                       datatoc_armature_envelope_solid_vert_glsl, NULL,
-                       datatoc_armature_envelope_distance_frag_glsl, NULL);
+               const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
+               sh_data->bone_envelope_distance = GPU_shader_create_from_arrays({
+                       .vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_solid_vert_glsl, NULL},
+                       .frag = (const char *[]){datatoc_armature_envelope_distance_frag_glsl, NULL},
+                       .defs = (const char *[]){sh_cfg_data->def, NULL},
+               });
        }
 
        DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, {
@@ -669,17 +677,22 @@ DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass)
                sh_data->bone_envelope_distance,
                pass, DRW_cache_bone_envelope_solid_get(),
                g_formats.instance_bone_envelope_distance);
-
+       if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+               DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+       }
        return grp;
 }
 
-DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp)
+DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg)
 {
-       COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
+       COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
        if (sh_data->bone_envelope == NULL) {
-               sh_data->bone_envelope = DRW_shader_create(
-                       datatoc_armature_envelope_solid_vert_glsl, NULL,
-                       datatoc_armature_envelope_solid_frag_glsl, "#define SMOOTH_ENVELOPE\n");
+               const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
+               sh_data->bone_envelope = GPU_shader_create_from_arrays({
+                       .vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_envelope_solid_vert_glsl, NULL},
+                       .frag = (const char *[]){datatoc_armature_envelope_solid_frag_glsl, NULL},
+                       .defs = (const char *[]){sh_cfg_data->def, NULL},
+               });
        }
 
        DRW_shgroup_instance_format(g_formats.instance_bone_envelope, {
@@ -695,7 +708,9 @@ DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp
                pass, DRW_cache_bone_envelope_solid_get(),
                g_formats.instance_bone_envelope);
        DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
-
+       if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+               DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
+       }
        return grp;
 }
 
@@ -789,7 +804,7 @@ DRWShadingGroup *shgroup_instance_bone_shape_solid(
 
 DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg)
 {
-       COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
+       COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
        if (sh_data->bone_sphere == NULL) {
                const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
                sh_data->bone_sphere = GPU_shader_create_from_arrays({
@@ -818,7 +833,7 @@ DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass, bool transp,
 
 DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass, eGPUShaderConfig sh_cfg)
 {
-       COMMON_Shaders *sh_data = &g_shaders[GPU_SHADER_CFG_DEFAULT];
+       COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
        if (sh_data->bone_sphere_outline == NULL) {
                const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
                sh_data->bone_sphere_outline = GPU_shader_create_from_arrays({
index 1133698..892c4ea 100644 (file)
@@ -143,9 +143,9 @@ struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, st
 struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
 struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
 struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
-struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
-struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass);
-struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg);
 struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
 struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg);
 struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
index b170b4f..7e78f60 100644 (file)
@@ -3,6 +3,9 @@ uniform mat4 ViewMatrix;
 uniform mat4 ViewMatrixInverse;
 uniform mat4 ViewProjectionMatrix;
 uniform mat4 ProjectionMatrix;
+#ifdef USE_WORLD_CLIP_PLANES
+uniform mat4 ModelMatrix;
+#endif
 
 uniform vec2 viewportSize;
 uniform float lineThickness = 2.0;
@@ -130,7 +133,13 @@ void main()
        vec3 wpos1 = get_outline_point(pos1, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
        vec3 wpos2 = get_outline_point(pos2, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
 
-       vec4 V  = ViewMatrix * vec4(wpos1, 1.0);
+
+       vec4 pos_4d = vec4(wpos1, 1.0);
+#ifdef USE_WORLD_CLIP_PLANES
+       world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+#endif
+
+       vec4 V  = ViewMatrix * pos_4d;
        float pres_fac = (ProjectionMatrix[3][3] == 0.0) ? abs(V.z) : 1.0;
 
        vec4 p0 = ViewProjectionMatrix * vec4(wpos0, 1.0);
index 01e7783..880c8c6 100644 (file)
@@ -2,6 +2,10 @@
 uniform mat4 ViewMatrix;
 uniform mat4 ViewMatrixInverse;
 uniform mat4 ViewProjectionMatrix;
+#ifdef USE_WORLD_CLIP_PLANES
+uniform mat4 ModelMatrix;
+#endif
+
 
 /* ---- Instantiated Attrs ---- */
 in vec3 pos;
@@ -48,8 +52,12 @@ void main()
 
        normalView = mat3(ViewMatrix) * nor;
 
-       gl_Position = ViewProjectionMatrix * vec4(sp, 1.0);
-
        finalStateColor = stateColor;
        finalBoneColor = boneColor;
+
+       vec4 pos_4d = vec4(sp, 1.0);
+       gl_Position = ViewProjectionMatrix * pos_4d;
+#ifdef USE_WORLD_CLIP_PLANES
+       world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+#endif
 }