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authorClément Foucault <foucault.clem@gmail.com>2018-03-10 01:49:08 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-10 04:18:25 +0300
commitdfd8a52cd2e83b350e75cf69ee96d347e921ce26 (patch)
treee00597ca87754e7d493d4f98bc23234fa90494a6
parent1b8ba6b8b9eee97cf9ba979ce3be23c95e9c5704 (diff)
DRW: Change clip planes API.
The draw manager now just set the number of active clip planes. It's now up to the engine to specify the plane equations as uniform/ubo/constant.
-rw-r--r--intern/gawain/gawain/gwn_shader_interface.h1
-rw-r--r--intern/gawain/src/gwn_shader_interface.c1
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c2
-rw-r--r--source/blender/draw/intern/DRW_render.h2
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c6
5 files changed, 5 insertions, 7 deletions
diff --git a/intern/gawain/gawain/gwn_shader_interface.h b/intern/gawain/gawain/gwn_shader_interface.h
index 3bca541d6e8..3be2831e539 100644
--- a/intern/gawain/gawain/gwn_shader_interface.h
+++ b/intern/gawain/gawain/gwn_shader_interface.h
@@ -33,7 +33,6 @@ typedef enum {
GWN_UNIFORM_WORLDNORMAL, // mat3 WorldNormalMatrix
GWN_UNIFORM_CAMERATEXCO, // vec4 CameraTexCoFactors
GWN_UNIFORM_ORCO, // vec3 OrcoTexCoFactors[]
- GWN_UNIFORM_CLIPPLANES, // vec4 ClipPlanes[]
GWN_UNIFORM_COLOR, // vec4 color
GWN_UNIFORM_EYE, // vec3 eye
diff --git a/intern/gawain/src/gwn_shader_interface.c b/intern/gawain/src/gwn_shader_interface.c
index d48cb7d2559..e92cabec12f 100644
--- a/intern/gawain/src/gwn_shader_interface.c
+++ b/intern/gawain/src/gwn_shader_interface.c
@@ -45,7 +45,6 @@ static const char* BuiltinUniform_name(Gwn_UniformBuiltin u)
[GWN_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
[GWN_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
[GWN_UNIFORM_ORCO] = "OrcoTexCoFactors",
- [GWN_UNIFORM_CLIPPLANES] = "ClipPlanes",
[GWN_UNIFORM_COLOR] = "color",
[GWN_UNIFORM_EYE] = "eye",
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 81036b3f4e2..229f4d45606 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1294,7 +1294,7 @@ static void render_scene_to_planar(
* to invert the facing for backface culling to be the same. */
DRW_state_invert_facing();
- DRW_state_clip_planes_add(ped->planer_eq_offset);
+ DRW_state_clip_planes_count_set(1);
/* Attach depth here since it's a DRW_TEX_TEMP */
DRW_framebuffer_texture_layer_attach(fbl->planarref_fb, txl->planar_depth, 0, layer, 0);
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 7a8fc5ff3c1..cca08f8da9b 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -480,7 +480,7 @@ void DRW_state_lock(DRWState state);
void DRW_state_invert_facing(void);
-void DRW_state_clip_planes_add(float plane_eq[4]);
+void DRW_state_clip_planes_count_set(unsigned int plane_ct);
void DRW_state_clip_planes_reset(void);
/* Culling, return true if object is inside view frustum. */
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 49bb9f114a7..f53631e7e54 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -366,10 +366,10 @@ void DRW_state_invert_facing(void)
* and if the shaders have support for it (see usage of gl_ClipDistance).
* Be sure to call DRW_state_clip_planes_reset() after you finish drawing.
**/
-void DRW_state_clip_planes_add(float plane_eq[4])
+void DRW_state_clip_planes_count_set(unsigned int plane_ct)
{
- BLI_assert(DST.num_clip_planes < MAX_CLIP_PLANES-1);
- // copy_v4_v4(DST.view_data.clip_planes_eq[DST.num_clip_planes++], plane_eq);
+ BLI_assert(plane_ct <= MAX_CLIP_PLANES);
+ DST.num_clip_planes = plane_ct;
}
void DRW_state_clip_planes_reset(void)