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authorClément Foucault <foucault.clem@gmail.com>2017-05-07 16:22:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-07 16:51:54 +0300
commitc47926542acf1fc342b4d0b8f7ccaf1e3a8be6d8 (patch)
tree17f78117d64d8bb932449c84b1721360a51d48fa
parent2a0c91b70c40485c05151fba5e3313cf4800559b (diff)
GPUMaterial: Fix regressions concerning background texco
-rw-r--r--source/blender/draw/intern/draw_manager.c5
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl15
3 files changed, 19 insertions, 8 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 010684889bc..12300ee6d00 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -160,6 +160,7 @@ struct DRWInterface {
int viewprojectioninverse;
int normal;
int worldnormal;
+ int camtexfac;
int eye;
/* Dynamic batch */
GLuint instance_vbo;
@@ -528,6 +529,7 @@ static DRWInterface *DRW_interface_create(GPUShader *shader)
interface->modelviewprojection = GPU_shader_get_uniform(shader, "ModelViewProjectionMatrix");
interface->normal = GPU_shader_get_uniform(shader, "NormalMatrix");
interface->worldnormal = GPU_shader_get_uniform(shader, "WorldNormalMatrix");
+ interface->camtexfac = GPU_shader_get_uniform(shader, "CameraTexCoFactors");
interface->eye = GPU_shader_get_uniform(shader, "eye");
interface->instance_count = 0;
interface->attribs_count = 0;
@@ -1369,6 +1371,9 @@ static void draw_geometry(DRWShadingGroup *shgroup, Batch *geom, const float (*o
if (interface->worldnormal != -1) {
GPU_shader_uniform_vector(shgroup->shader, interface->worldnormal, 9, 1, (float *)wn);
}
+ if (interface->camtexfac != -1) {
+ GPU_shader_uniform_vector(shgroup->shader, interface->camtexfac, 4, 1, (float *)rv3d->viewcamtexcofac);
+ }
if (interface->eye != -1) {
GPU_shader_uniform_vector(shgroup->shader, interface->eye, 3, 1, (float *)eye);
}
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 0e230bc5037..8e97b208877 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -624,6 +624,8 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
else if (input->source == GPU_SOURCE_BUILTIN) {
if (input->builtin == GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "viewinv");
+ else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "camtexfac");
else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "objinv");
else if (input->builtin == GPU_VIEW_POSITION)
@@ -693,6 +695,8 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, bool use
BLI_dynstr_append(ds, "void main()\n{\n");
if (use_new_shading) {
+ if (builtins & GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
@@ -701,9 +705,10 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, bool use
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
if (builtins & GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
-
}
else {
+ if (builtins & GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "\tvec4 camtexfac = unfcameratexfactors;\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = unfinvobmat;\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index db137c78873..aadff69840a 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -10,6 +10,7 @@ uniform mat4 ModelViewMatrixInverse;
uniform mat4 ViewMatrixInverse;
uniform mat4 ProjectionMatrixInverse;
uniform mat3 NormalMatrix;
+uniform vec4 CameraTexCoFactors;
#if __VERSION__ == 120
#define fragColor gl_FragColor
@@ -2837,20 +2838,18 @@ void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
+#ifdef WORLD_BACKGROUND
+ worldvec = (ViewMatrixInverse * co).xyz;
+#else
worldvec = (ModelViewMatrixInverse * co).xyz;
+#endif
}
#if defined(PROBE_CAPTURE) || defined(WORLD_BACKGROUND)
void environment_default_vector(out vec3 worldvec)
{
#ifdef WORLD_BACKGROUND
- vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewPosition, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
- vec4 co_homogenous = (ProjectionMatrixInverse * v);
-
- vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
-
- co = normalize(co);
- worldvec = (ViewMatrixInverse * co).xyz;
+ background_transform_to_world(viewPosition, worldvec);
#else
worldvec = normalize(worldPosition);
#endif
@@ -2988,6 +2987,8 @@ void node_tex_coord_background(
#ifdef PROBE_CAPTURE
vec3 coords = normalize(worldPosition);
+#elif defined(WORLD_BACKGROUND)
+ vec3 coords = (ViewMatrixInverse * co).xyz;
#else
vec3 coords = (ModelViewMatrixInverse * co).xyz;
#endif