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authorClément Foucault <foucault.clem@gmail.com>2019-05-09 00:13:09 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-09 00:28:06 +0300
commitc9537ee5c3f58105f553a32f337f7c5d1be8b1a4 (patch)
tree03dc791e54d44b4e278c2e9ac57746b4e72d86e3 /source/blender/draw
parent82046756898b5056f6318ab36fa0bfe331eddd42 (diff)
Overlay: Remove use of NormalMatrix
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/intern/draw_common.c16
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c18
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl1
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl13
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl13
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl6
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_vert.glsl6
7 files changed, 39 insertions, 34 deletions
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index e832b8bc742..76fca6fc72d 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -233,6 +233,7 @@ extern char datatoc_armature_stick_frag_glsl[];
extern char datatoc_armature_dof_vert_glsl[];
extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
@@ -826,8 +827,14 @@ DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass,
if (sh_data->shape_outline == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->shape_outline = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_outline_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_outline_geom_glsl, NULL},
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_armature_shape_outline_vert_glsl,
+ NULL},
+ .geom = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_armature_shape_outline_geom_glsl,
+ NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
@@ -857,7 +864,10 @@ DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass,
if (sh_data->shape_solid == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->shape_solid = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_solid_vert_glsl, NULL},
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_armature_shape_solid_vert_glsl,
+ NULL},
.frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index ffe7fe5845c..655b0428743 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -60,6 +60,7 @@ extern char datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl[];
extern char datatoc_edit_normals_vert_glsl[];
extern char datatoc_edit_normals_geom_glsl[];
extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
@@ -207,6 +208,7 @@ static void EDIT_MESH_engine_init(void *vedata)
char *lib = BLI_string_joinN(sh_cfg_data->lib,
datatoc_common_globals_lib_glsl,
+ datatoc_common_view_lib_glsl,
datatoc_edit_mesh_overlay_common_lib_glsl);
/* Use geometry shader to draw edge wireframe. This ensure us
* the same result accross platforms and more flexibility. But
@@ -265,27 +267,31 @@ static void EDIT_MESH_engine_init(void *vedata)
sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl,
NULL);
+ lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_view_lib_glsl);
+
sh_data->normals_face = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
+ .vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL},
});
sh_data->normals_loop = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
+ .vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
});
sh_data->normals = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
+ .vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
+ .geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
+ MEM_freeN(lib);
+
/* Mesh Analysis */
sh_data->mesh_analysis_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
index 54315863a2e..dc84b8924d1 100644
--- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
@@ -9,7 +9,6 @@ in vec2 ssNor[];
in vec4 vColSize[];
flat out vec4 finalColor;
-uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
uniform float lineThickness = 2.0;
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
index 82a483d91a5..365f2004e37 100644
--- a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
@@ -1,8 +1,4 @@
-uniform mat3 NormalMatrix;
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
/* ---- Instantiated Attrs ---- */
@@ -27,20 +23,19 @@ vec2 proj(vec4 pos)
void main()
{
- /* This is slow and run per vertex, but it's still faster than
- * doing it per instance on CPU and sending it on via instance attribute. */
- mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
-
vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
vec4 viewpos = ViewMatrix * worldPosition;
vPos = viewpos.xyz;
pPos = ProjectionMatrix * viewpos;
+ /* This is slow and run per vertex, but it's still faster than
+ * doing it per instance on CPU and sending it on via instance attribute. */
+ mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
/* TODO FIX: there is still a problem with this vector
* when the bone is scaled or in persp mode. But it's
* barelly visible at the outline corners. */
- ssNor = normalize((NormalMatrix * snor).xy);
+ ssNor = normalize(transform_normal_world_to_view(normal_mat * snor).xy);
ssPos = proj(pPos);
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
index 2df25bf0e03..4107aab03ff 100644
--- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
@@ -1,11 +1,4 @@
-uniform mat3 NormalMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform mat4 ViewProjectionMatrix;
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
-
/* ---- Instantiated Attrs ---- */
in vec3 pos;
in vec3 nor;
@@ -19,8 +12,10 @@ out vec4 finalColor;
void main()
{
- mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
- vec3 normal = normalize(NormalMatrix * nor);
+ /* This is slow and run per vertex, but it's still faster than
+ * doing it per instance on CPU and sending it on via instance attribute. */
+ mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
+ vec3 normal = normalize(transform_normal_world_to_view(normal_mat * nor));
/* Do lighting at an angle to avoid flat shading on front facing bone. */
const vec3 light = vec3(0.1, 0.1, 0.8);
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index d700e69fb57..5466e4b1950 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -1,9 +1,9 @@
-uniform mat3 NormalMatrix;
-uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
+uniform mat4 ModelMatrixInverse;
+
uniform float faceAlphaMod;
uniform ivec4 dataMask = ivec4(0xFF);
uniform float ofs;
@@ -77,7 +77,7 @@ void main()
#if !defined(FACE)
/* Facing based color blend */
vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
- vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4);
+ vec3 view_normal = normalize(transform_normal_object_to_view(vnor) + 1e-4);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos.xyz) : vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.2;
diff --git a/source/blender/draw/modes/shaders/edit_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
index 2e34a132cb0..59b8430dcc0 100644
--- a/source/blender/draw/modes/shaders/edit_normals_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
@@ -1,8 +1,8 @@
uniform mat4 ModelViewProjectionMatrix;
-uniform mat3 NormalMatrix;
-uniform mat4 ProjectionMatrix;
uniform mat4 ModelMatrix;
+uniform mat4 ModelMatrixInverse;
+
uniform float normalSize;
in vec3 pos;
@@ -26,7 +26,7 @@ flat out vec4 v2;
void main()
{
v1 = ModelViewProjectionMatrix * vec4(pos, 1.0);
- vec3 n = normalize(NormalMatrix * nor); /* viewspace */
+ vec3 n = normalize(transform_normal_object_to_view(nor));
v2 = v1 + ProjectionMatrix * vec4(n * normalSize, 0.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);