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authorClément Foucault <foucault.clem@gmail.com>2019-05-31 02:45:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-17 16:16:43 +0300
commit3a08153d7a842b7ab1e40a9048730e1a3ddab5f7 (patch)
tree37e7c902ceb35c5626644ccbbc7e0376e169e56c /source/blender/gpu/shaders
parent41299bce936afb5e7da9c332d1140c5a77d49317 (diff)
DRW: Refactor to support draw call batching
Reviewers: brecht Differential Revision: D4997
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_vert.glsl2
6 files changed, 34 insertions, 19 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl b/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
new file mode 100644
index 00000000000..aa1d437c307
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
@@ -0,0 +1,19 @@
+
+/* Need to be included after common_view_lib.glsl for resource_id. */
+#ifndef GPU_OBINFOS_UBO
+#define GPU_OBINFOS_UBO
+struct ObjectInfos {
+ vec4 drw_OrcoTexCoFactors[2];
+ vec4 drw_ObjectColor;
+ vec4 drw_Infos;
+};
+
+layout(std140) uniform infoBlock
+{
+ /* DRW_RESOURCE_CHUNK_LEN = 512 */
+ ObjectInfos drw_infos[512];
+};
+#define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
+#define ObjectInfo (drw_infos[resource_id].drw_Infos)
+#define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
+#endif
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl
index 31b359dbe6d..f32c47bcec3 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl
@@ -1,8 +1,5 @@
uniform mat4 ViewProjectionMatrix;
-#ifdef USE_WORLD_CLIP_PLANES
-uniform mat4 ModelMatrix;
-#endif
/* ---- Instantiated Attrs ---- */
in float pos;
@@ -47,11 +44,12 @@ void main()
pPos = vec3(0.0);
}
- gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pPos, 1.0);
+ vec4 wPos = InstanceModelMatrix * vec4(pPos, 1.0);
+ gl_Position = ViewProjectionMatrix * wPos;
finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * vec4(pPos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance(wPos.xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl
index d9a0ffbbdac..5bd29c55e42 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl
@@ -18,13 +18,14 @@ void main()
{
float len = end - start;
vec3 sta = vec3(0.0, 0.0, -start);
- vec4 pos_4d = vec4(pos * -len + sta, 1.0);
- gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
+ vec4 wPos = InstanceModelMatrix * vec4(pos * -len + sta, 1.0);
+
+ gl_Position = ViewProjectionMatrix * wPos;
gl_PointSize = size;
finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((InstanceModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance(wPos.xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
index 3e52e43beae..10228a1e985 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
@@ -1,6 +1,5 @@
uniform mat4 ViewProjectionMatrix;
-uniform mat4 ModelMatrix;
/* ---- Instantiated Attrs ---- */
in vec3 pos;
@@ -20,10 +19,10 @@ void main()
{
finalColor = color;
- vec4 pos_4d = vec4(pos * size, 1.0);
- gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
+ vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0);
+ gl_Position = ViewProjectionMatrix * wPos;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance(wPos.xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl
index 130f46e1e33..32db8d17572 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl
@@ -1,8 +1,6 @@
uniform mat4 ViewProjectionMatrix;
-#ifdef USE_WORLD_CLIP_PLANES
-uniform mat4 ModelMatrix;
-#endif
+
uniform int baseId;
/* ---- Instantiated Attrs ---- */
@@ -21,11 +19,11 @@ flat out uint finalId;
void main()
{
- vec4 pos_4d = vec4(pos * size, 1.0);
- gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
+ vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0);
+ gl_Position = ViewProjectionMatrix * wPos;
finalId = uint(baseId + callId);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance(wPos.xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
index eeca6e972fa..b8d31f5540a 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
@@ -9,5 +9,5 @@ in mat4 InstanceModelMatrix;
void main()
{
- gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos, 1.0);
+ gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(pos, 1.0));
}