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authorClément Foucault <foucault.clem@gmail.com>2020-06-03 11:53:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-03 12:02:56 +0300
commitd4f1efad00566ddc22dc3c99a67456e57e1bcb7c (patch)
tree31538aa7f0c63df2de0151f3d692b3d42c6a05b1
parent3e4c8d48aab3de9211652d43f4275576dae146ce (diff)
DRW: Remove use of builtin matrices and replace by common_view_lib
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c12
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl1
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.c33
4 files changed, 22 insertions, 26 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index ec6770e4549..4a3cc36ddef 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -31,6 +31,8 @@
#include "BKE_camera.h"
+#include "BLI_string_utils.h"
+
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
@@ -48,24 +50,28 @@ static struct {
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+
static void eevee_create_shader_depth_of_field(const bool use_alpha)
{
+ char *frag = BLI_string_joinN(datatoc_common_view_lib_glsl, datatoc_effect_dof_frag_glsl);
e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen(
- datatoc_effect_dof_frag_glsl,
+ frag,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_DOWNSAMPLE\n" :
"#define STEP_DOWNSAMPLE\n");
e_data.dof_scatter_sh[use_alpha] = DRW_shader_create(datatoc_effect_dof_vert_glsl,
NULL,
- datatoc_effect_dof_frag_glsl,
+ frag,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_SCATTER\n" :
"#define STEP_SCATTER\n");
- e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(datatoc_effect_dof_frag_glsl,
+ e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(frag,
use_alpha ?
"#define USE_ALPHA_DOF\n"
"#define STEP_RESOLVE\n" :
"#define STEP_RESOLVE\n");
+ MEM_freeN(frag);
}
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index 5277bfa32bb..d56890769a7 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -1,6 +1,4 @@
-uniform mat4 ProjectionMatrix;
-
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index 0efcfb35929..51007a9f246 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -4,7 +4,6 @@
* Converted and adapted from HLSL to GLSL by Clément Foucault
*/
-uniform mat4 ProjectionMatrix;
uniform vec2 invertedViewportSize;
uniform vec2 nearFar;
uniform vec3 dofParams;
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c
index 2e796056029..99366779b22 100644
--- a/source/blender/draw/engines/workbench/workbench_shader.c
+++ b/source/blender/draw/engines/workbench/workbench_shader.c
@@ -23,6 +23,7 @@
#include "DRW_render.h"
#include "BLI_dynstr.h"
+#include "BLI_string_utils.h"
#include "workbench_engine.h"
#include "workbench_private.h"
@@ -359,32 +360,24 @@ void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
GPUShader **resolve_sh)
{
if (e_data.dof_prepare_sh == NULL) {
- e_data.dof_prepare_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
- "#define PREPARE\n");
-
- e_data.dof_downsample_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
- "#define DOWNSAMPLE\n");
+ char *frag = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_workbench_effect_dof_frag_glsl);
+ e_data.dof_prepare_sh = DRW_shader_create_fullscreen(frag, "#define PREPARE\n");
+ e_data.dof_downsample_sh = DRW_shader_create_fullscreen(frag, "#define DOWNSAMPLE\n");
#if 0 /* TODO(fclem) finish COC min_max optimization */
- e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(frag,
"#define FLATTEN_VERTICAL\n");
-
- e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(frag,
"#define FLATTEN_HORIZONTAL\n");
-
- e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(frag,
"#define DILATE_VERTICAL\n");
-
- e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(frag,
"#define DILATE_HORIZONTAL\n");
#endif
- e_data.dof_blur1_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
- "#define BLUR1\n");
-
- e_data.dof_blur2_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
- "#define BLUR2\n");
-
- e_data.dof_resolve_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
- "#define RESOLVE\n");
+ e_data.dof_blur1_sh = DRW_shader_create_fullscreen(frag, "#define BLUR1\n");
+ e_data.dof_blur2_sh = DRW_shader_create_fullscreen(frag, "#define BLUR2\n");
+ e_data.dof_resolve_sh = DRW_shader_create_fullscreen(frag, "#define RESOLVE\n");
+ MEM_freeN(frag);
}
*prepare_sh = e_data.dof_prepare_sh;