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authorClément Foucault <foucault.clem@gmail.com>2019-05-08 20:33:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-08 21:13:32 +0300
commit7e380fd46a6f5353eceaec383c40f20bf6c1551f (patch)
tree5d16028b66ff2886752f5515dd524625a648d48e /source/blender/gpu
parent24aeb479be2b87d406196240c1a4c20e1688514e (diff)
GPU: Remove GPU_INVERSE_NORMAL_MATRIX
The end goal for this is to lower the number of needed matrices. This also cleanup some uneeded transformation.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_material.h2
-rw-r--r--source/blender/gpu/GPU_shader_interface.h1
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c30
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c1
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl24
5 files changed, 27 insertions, 31 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index da61dc76422..1640209c717 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -107,7 +107,7 @@ typedef enum eGPUBuiltin {
GPU_VOLUME_TEMPERATURE = (1 << 18),
GPU_BARYCENTRIC_TEXCO = (1 << 19),
GPU_BARYCENTRIC_DIST = (1 << 20),
- GPU_INVERSE_NORMAL_MATRIX = (1 << 21),
+ GPU_WORLD_NORMAL = (1 << 21),
} eGPUBuiltin;
typedef enum eGPUMatFlag {
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index 563868311c2..1b10de45cee 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -45,7 +45,6 @@ typedef enum {
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
- GPU_UNIFORM_NORMAL_INV, /* mat3 NormalMatrixInverse */
GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index a77bba5ab86..310c57fdbee 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -520,9 +520,6 @@ const char *GPU_builtin_name(eGPUBuiltin builtin)
else if (builtin == GPU_INVERSE_OBJECT_MATRIX) {
return "unfinvobmat";
}
- else if (builtin == GPU_INVERSE_NORMAL_MATRIX) {
- return "unfinvnormat";
- }
else if (builtin == GPU_LOC_TO_VIEW_MATRIX) {
return "unflocaltoviewmat";
}
@@ -532,6 +529,9 @@ const char *GPU_builtin_name(eGPUBuiltin builtin)
else if (builtin == GPU_VIEW_POSITION) {
return "varposition";
}
+ else if (builtin == GPU_WORLD_NORMAL) {
+ return "varwnormal";
+ }
else if (builtin == GPU_VIEW_NORMAL) {
return "varnormal";
}
@@ -786,15 +786,15 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX) {
BLI_dynstr_append(ds, "objinv");
}
- else if (input->builtin == GPU_INVERSE_NORMAL_MATRIX) {
- BLI_dynstr_append(ds, "norinv");
- }
else if (input->builtin == GPU_VIEW_POSITION) {
BLI_dynstr_append(ds, "viewposition");
}
else if (input->builtin == GPU_VIEW_NORMAL) {
BLI_dynstr_append(ds, "facingnormal");
}
+ else if (input->builtin == GPU_WORLD_NORMAL) {
+ BLI_dynstr_append(ds, "facingwnormal");
+ }
else {
BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
}
@@ -879,9 +879,6 @@ static char *code_generate_fragment(GPUMaterial *material,
if (builtins & GPU_INVERSE_OBJECT_MATRIX) {
BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
}
- if (builtins & GPU_INVERSE_NORMAL_MATRIX) {
- BLI_dynstr_append(ds, "\t#define norinv NormalMatrixInverse\n");
- }
if (builtins & GPU_INVERSE_VIEW_MATRIX) {
BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
}
@@ -897,9 +894,22 @@ static char *code_generate_fragment(GPUMaterial *material,
BLI_dynstr_append(ds, "\tworld_normals_get(n);\n");
BLI_dynstr_append(ds, "\tvec3 facingnormal = transform_direction(ViewMatrix, n);\n");
BLI_dynstr_append(ds, "#else\n");
- BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
+ BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing ? viewNormal: -viewNormal;\n");
BLI_dynstr_append(ds, "#endif\n");
}
+ if (builtins & GPU_WORLD_NORMAL) {
+ BLI_dynstr_append(ds, "\tvec3 facingwnormal;\n");
+ if (builtins & GPU_VIEW_NORMAL) {
+ BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+ BLI_dynstr_append(ds, "\tfacingwnormal = n;\n");
+ BLI_dynstr_append(ds, "#else\n");
+ BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
+ BLI_dynstr_append(ds, "#endif\n");
+ }
+ else {
+ BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
+ }
+ }
if (builtins & GPU_VIEW_POSITION) {
BLI_dynstr_append(ds, "\t#define viewposition viewPosition\n");
}
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index 1c9e9e42bcc..207a218b5d1 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -61,7 +61,6 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u)
[GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
[GPU_UNIFORM_NORMAL] = "NormalMatrix",
- [GPU_UNIFORM_NORMAL_INV] = "NormalMatrixInverse",
[GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
[GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 1cbf58f9d16..ca05a9b6238 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2,7 +2,6 @@
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewMatrixInverse;
uniform mat3 NormalMatrix;
-uniform mat3 NormalMatrixInverse;
#ifndef USE_ATTR
uniform mat4 ModelMatrix;
@@ -204,9 +203,9 @@ void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
vout = (mat * vec4(vin, 0.0)).xyz;
}
-void mat3_mul(vec3 vin, mat3 mat, out vec3 vout)
+void normal_transform_transposed_m4v3(vec3 vin, mat4 mat, out vec3 vout)
{
- vout = mat * vin;
+ vout = transpose(mat3(mat)) * vin;
}
void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
@@ -2092,9 +2091,7 @@ void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated)
}
void node_tex_coord(vec3 I,
- vec3 N,
- mat4 viewinvmat,
- mat4 obinvmat,
+ vec3 wN,
vec4 camerafac,
vec3 attr_orco,
vec3 attr_uv,
@@ -2107,22 +2104,17 @@ void node_tex_coord(vec3 I,
out vec3 reflection)
{
generated = attr_orco;
- normal = normalize(NormalMatrixInverse * N);
+ normal = normalize(transform_normal_world_to_object(wN));
uv = attr_uv;
- object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;
+ object = transform_point_view_to_object(I);
camera = vec3(I.xy, -I.z);
vec4 projvec = ProjectionMatrix * vec4(I, 1.0);
window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
-
- vec3 shade_I = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
- vec3 view_reflection = reflect(shade_I, normalize(N));
- reflection = (viewinvmat * vec4(view_reflection, 0.0)).xyz;
+ reflection = reflect(cameraVec, normalize(wN));
}
void node_tex_coord_background(vec3 I,
vec3 N,
- mat4 viewinvmat,
- mat4 obinvmat,
vec4 camerafac,
vec3 attr_orco,
vec3 attr_uv,
@@ -2141,11 +2133,7 @@ void node_tex_coord_background(vec3 I,
co = normalize(co);
-#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
vec3 coords = (ViewMatrixInverse * co).xyz;
-#else
- vec3 coords = (ModelViewMatrixInverse * co).xyz;
-#endif
generated = coords;
normal = -coords;