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authorClément Foucault <foucault.clem@gmail.com>2017-02-09 20:33:50 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-02-11 22:36:20 +0300
commiteb473143a8cf26260bd165cb63e043ae9da7a216 (patch)
treedfdde65a0703f84cb69ce71263ccf6bdd14c6506 /source
parent1976fd7af18bd784fadccc1ba4abbf7be878689d (diff)
Clay Engine: Convert Lamp to use new instancing feature.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/intern/draw_mode_pass.c105
-rw-r--r--source/blender/gpu/intern/gpu_shader.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl6
3 files changed, 36 insertions, 77 deletions
diff --git a/source/blender/draw/intern/draw_mode_pass.c b/source/blender/draw/intern/draw_mode_pass.c
index 4a9a340cf1d..53ee769c043 100644
--- a/source/blender/draw/intern/draw_mode_pass.c
+++ b/source/blender/draw/intern/draw_mode_pass.c
@@ -100,23 +100,8 @@ static DRWShadingGroup *lamp_center_group;
static DRWShadingGroup *lamp_groundpoint;
static DRWShadingGroup *lamp_groundline;
static DRWShadingGroup *lamp_circle;
-static DRWShadingGroup *lamp_circle_active;
-static DRWShadingGroup *lamp_circle_select;
-static DRWShadingGroup *lamp_circle_transform;
-static DRWShadingGroup *lamp_circle_group;
-static DRWShadingGroup *lamp_circle_group_active;
static DRWShadingGroup *lamp_circle_shadow;
-static DRWShadingGroup *lamp_circle_shadow_active;
-static DRWShadingGroup *lamp_circle_shadow_select;
-static DRWShadingGroup *lamp_circle_shadow_transform;
-static DRWShadingGroup *lamp_circle_shadow_group;
-static DRWShadingGroup *lamp_circle_shadow_group_active;
static DRWShadingGroup *lamp_sunrays;
-static DRWShadingGroup *lamp_sunrays_active;
-static DRWShadingGroup *lamp_sunrays_select;
-static DRWShadingGroup *lamp_sunrays_transform;
-static DRWShadingGroup *lamp_sunrays_group;
-static DRWShadingGroup *lamp_sunrays_group_active;
/* Helpers */
static DRWShadingGroup *relationship_lines;
@@ -186,13 +171,13 @@ static DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float
return grp;
}
-static DRWShadingGroup *shgroup_lamp(DRWPass *pass, struct Batch *geom, float color[4], float *size)
+static DRWShadingGroup *shgroup_lamp(DRWPass *pass, struct Batch *geom, float *size)
{
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_LAMP_COMMON);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
- DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);
- DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_attrib_float(grp, "lamp_pos", 3);
+ DRW_shgroup_attrib_float(grp, "color", 3);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
@@ -324,26 +309,11 @@ void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPa
lamp_center_group = shgroup_dynpoints_uniform_color(*non_meshes, colorGroup, &lampCenterSize);
geom = DRW_cache_lamp_get();
- lamp_circle = shgroup_lamp(*non_meshes, geom, colorLampNoAlpha, &lampCircleRad);
- lamp_circle_active = shgroup_lamp(*non_meshes, geom, colorActive, &lampCircleRad);
- lamp_circle_select = shgroup_lamp(*non_meshes, geom, colorSelect, &lampCircleRad);
- lamp_circle_transform = shgroup_lamp(*non_meshes, geom, colorTransform, &lampCircleRad);
- lamp_circle_group = shgroup_lamp(*non_meshes, geom, colorGroup, &lampCircleRad);
- lamp_circle_group_active = shgroup_lamp(*non_meshes, geom, colorGroupActive, &lampCircleRad);
- lamp_circle_shadow = shgroup_lamp(*non_meshes, geom, colorLampNoAlpha, &lampCircleShadowRad);
- lamp_circle_shadow_active = shgroup_lamp(*non_meshes, geom, colorActive, &lampCircleShadowRad);
- lamp_circle_shadow_select = shgroup_lamp(*non_meshes, geom, colorSelect, &lampCircleShadowRad);
- lamp_circle_shadow_transform = shgroup_lamp(*non_meshes, geom, colorTransform, &lampCircleShadowRad);
- lamp_circle_shadow_group = shgroup_lamp(*non_meshes, geom, colorGroup, &lampCircleShadowRad);
- lamp_circle_shadow_group_active = shgroup_lamp(*non_meshes, geom, colorGroupActive, &lampCircleShadowRad);
+ lamp_circle = shgroup_lamp(*non_meshes, geom, &lampCircleRad);
+ lamp_circle_shadow = shgroup_lamp(*non_meshes, geom, &lampCircleShadowRad);
geom = DRW_cache_lamp_sunrays_get();
- lamp_sunrays = shgroup_lamp(*non_meshes, geom, colorLampNoAlpha, &lampCircleRad);
- lamp_sunrays_active = shgroup_lamp(*non_meshes, geom, colorActive, &lampCircleRad);
- lamp_sunrays_select = shgroup_lamp(*non_meshes, geom, colorSelect, &lampCircleRad);
- lamp_sunrays_transform = shgroup_lamp(*non_meshes, geom, colorTransform, &lampCircleRad);
- lamp_sunrays_group = shgroup_lamp(*non_meshes, geom, colorGroup, &lampCircleRad);
- lamp_sunrays_group_active = shgroup_lamp(*non_meshes, geom, colorGroupActive, &lampCircleRad);
+ lamp_sunrays = shgroup_lamp(*non_meshes, geom, &lampCircleRad);
lamp_groundline = shgroup_groundlines_uniform_color(*non_meshes, colorLamp);
lamp_groundpoint = shgroup_groundpoints_uniform_color(*non_meshes, colorLamp);
@@ -548,6 +518,7 @@ static void DRW_draw_lamp(Object *ob)
{
Lamp *la = ob->data;
int theme_id = draw_object_wire_theme(ob);
+ float *color;
/* Don't draw the center if it's selected or active */
if (theme_id == TH_GROUP)
@@ -555,52 +526,38 @@ static void DRW_draw_lamp(Object *ob)
else if (theme_id == TH_LAMP)
DRW_shgroup_dynamic_call_add(lamp_center, ob->obmat[3]);
+ switch (theme_id) {
+ case TH_ACTIVE:
+ color = colorActive;
+ break;
+ case TH_SELECT:
+ color = colorSelect;
+ break;
+ case TH_GROUP:
+ color = colorGroup;
+ break;
+ case TH_GROUP_ACTIVE:
+ color = colorGroupActive;
+ break;
+ case TH_TRANSFORM:
+ color = colorTransform;
+ break;
+ default:
+ color = colorLampNoAlpha;
+ break;
+ }
+
/* First circle */
- if (theme_id == TH_ACTIVE)
- DRW_shgroup_dynamic_call_add(lamp_circle_active, ob->obmat);
- else if (theme_id == TH_SELECT)
- DRW_shgroup_dynamic_call_add(lamp_circle_select, ob->obmat);
- else if (theme_id == TH_GROUP)
- DRW_shgroup_dynamic_call_add(lamp_circle_group, ob->obmat);
- else if (theme_id == TH_GROUP_ACTIVE)
- DRW_shgroup_dynamic_call_add(lamp_circle_group_active, ob->obmat);
- else if (theme_id == TH_TRANSFORM)
- DRW_shgroup_dynamic_call_add(lamp_circle_transform, ob->obmat);
- else
- DRW_shgroup_dynamic_call_add(lamp_circle, ob->obmat);
+ DRW_shgroup_dynamic_call_add(lamp_circle, ob->obmat[3], color);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
if (la->type != LA_HEMI) {
- if ((la->mode & LA_SHAD_RAY) || ((la->mode & LA_SHAD_BUF) && (la->type == LA_SPOT))) {
- if (theme_id == TH_ACTIVE)
- DRW_shgroup_dynamic_call_add(lamp_circle_shadow_active, ob->obmat);
- else if (theme_id == TH_SELECT)
- DRW_shgroup_dynamic_call_add(lamp_circle_shadow_select, ob->obmat);
- else if (theme_id == TH_GROUP)
- DRW_shgroup_dynamic_call_add(lamp_circle_shadow_group, ob->obmat);
- else if (theme_id == TH_GROUP_ACTIVE)
- DRW_shgroup_dynamic_call_add(lamp_circle_shadow_group_active, ob->obmat);
- else if (theme_id == TH_TRANSFORM)
- DRW_shgroup_dynamic_call_add(lamp_circle_shadow_transform, ob->obmat);
- else
- DRW_shgroup_dynamic_call_add(lamp_circle_shadow, ob->obmat);
- }
+ DRW_shgroup_dynamic_call_add(lamp_circle_shadow, ob->obmat[3], color);
}
/* Sunrays */
if (la->type == LA_SUN) {
- if (theme_id == TH_ACTIVE)
- DRW_shgroup_dynamic_call_add(lamp_sunrays_active, ob->obmat);
- else if (theme_id == TH_SELECT)
- DRW_shgroup_dynamic_call_add(lamp_sunrays_select, ob->obmat);
- else if (theme_id == TH_GROUP)
- DRW_shgroup_dynamic_call_add(lamp_sunrays_group, ob->obmat);
- else if (theme_id == TH_GROUP_ACTIVE)
- DRW_shgroup_dynamic_call_add(lamp_sunrays_group_active, ob->obmat);
- else if (theme_id == TH_TRANSFORM)
- DRW_shgroup_dynamic_call_add(lamp_sunrays_transform, ob->obmat);
- else
- DRW_shgroup_dynamic_call_add(lamp_sunrays, ob->obmat);
+ DRW_shgroup_dynamic_call_add(lamp_sunrays, ob->obmat[3]);
}
/* Line and point going to the ground */
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index d796fb96c37..e77d649d76c 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -697,7 +697,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_3D_groundline_geom_glsl },
[GPU_SHADER_3D_LAMP_COMMON] = { datatoc_gpu_shader_3D_lamp_vert_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl},
+ datatoc_gpu_shader_flat_color_frag_glsl},
[GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
{ datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl },
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl
index dbc683ef42b..c7ccaf8170c 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl
@@ -5,9 +5,10 @@ uniform float size;
uniform float pixel_size;
in vec2 pos;
-in mat4 InstanceModelMatrix;
+in vec3 lamp_pos;
+in vec3 color;
-#define lamp_pos InstanceModelMatrix[3].xyz
+flat out vec4 finalColor;
float mul_project_m4_v3_zfac(in vec3 co)
{
@@ -21,4 +22,5 @@ void main()
float pix_size = mul_project_m4_v3_zfac(lamp_pos) * pixel_size;
vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
gl_Position = ViewProjectionMatrix * vec4(lamp_pos + screen_pos * size * pix_size, 1.0);
+ finalColor = vec4(color, 1.0);
}