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authorClément Foucault <foucault.clem@gmail.com>2019-05-09 23:10:38 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-10 13:14:41 +0300
commit0d8ab0eac6045c0e4e3d175d0f7fc70d80072a71 (patch)
tree17bc32617524d7390b7197bcd62a06b20427059c /source
parenta298dde5d799bd41dd571cda9c91b62a6b78562a (diff)
DRW: Remove ModelViewMatrix Usage
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_vert.glsl1
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl13
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl5
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c8
-rw-r--r--source/blender/draw/intern/draw_manager_data.c1
-rw-r--r--source/blender/draw/modes/object_mode.c59
-rw-r--r--source/blender/draw/modes/shaders/common_view_lib.glsl26
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl16
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl2
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl9
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_vert.glsl15
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl23
12 files changed, 97 insertions, 81 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
index 883862855f3..7f154c9130a 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
@@ -1,5 +1,4 @@
-uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index a1c269d5a65..cef405d12d3 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,8 +1,7 @@
-uniform mat4 ProjectionMatrix;
-uniform mat4 ModelMatrixInverse;
-uniform mat4 ModelViewMatrixInverse;
uniform mat4 ModelMatrix;
+uniform mat4 ModelMatrixInverse;
+
uniform vec3 OrcoTexCoFactors[2];
uniform sampler2D depthBuffer;
@@ -219,9 +218,11 @@ void main()
vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0);
vs_ray_dir /= abs(vs_ray_dir.z);
- vec3 ls_ray_dir = mat3(ModelViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
- vec3 ls_ray_ori = (ModelViewMatrixInverse * vec4(vs_ray_ori, 1.0)).xyz;
- vec3 ls_ray_end = (ModelViewMatrixInverse * vec4(vs_ray_end, 1.0)).xyz;
+ /* TODO(fclem) Precompute the matrix/ */
+ vec3 ls_ray_dir = vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
+ ls_ray_dir = mat3(ModelMatrixInverse) * (mat3(ViewMatrixInverse) * ls_ray_dir);
+ vec3 ls_ray_ori = point_view_to_object(vs_ray_ori);
+ vec3 ls_ray_end = point_view_to_object(vs_ray_end);
ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0;
ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
index 7a418243fd3..1834173fee9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
@@ -1,5 +1,6 @@
-uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+
uniform vec3 OrcoTexCoFactors[2];
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
@@ -29,5 +30,5 @@ void main()
vec3 final_pos = pos;
#endif
final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0]) / OrcoTexCoFactors[1];
- gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 1.0);
+ gl_Position = point_object_to_ndc(final_pos);
}
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index accc7e91576..d2f19f57dcf 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -53,6 +53,7 @@ static struct {
extern char datatoc_workbench_volume_vert_glsl[];
extern char datatoc_workbench_volume_frag_glsl[];
+extern char datatoc_common_view_lib_glsl[];
static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic)
{
@@ -77,8 +78,11 @@ static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic)
char *defines = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
- e_data.volume_sh[id] = DRW_shader_create(
- datatoc_workbench_volume_vert_glsl, NULL, datatoc_workbench_volume_frag_glsl, defines);
+ e_data.volume_sh[id] = DRW_shader_create_with_lib(datatoc_workbench_volume_vert_glsl,
+ NULL,
+ datatoc_workbench_volume_frag_glsl,
+ datatoc_common_view_lib_glsl,
+ defines);
MEM_freeN(defines);
}
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index e1f9f826ca5..1f48129116d 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1205,6 +1205,7 @@ void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch
/* Note: This WILL break if batch->verts[0] is destroyed and reallocated
* at the same address. Bindings/VAOs would remain obsolete. */
// if (shgroup->instancing_geom->inst != batch->verts[0])
+ /* XXX FIXME: THIS IS BROKEN BECAUSE OVEWRITTEN BY DRW_instance_buffer_finish(). */
GPU_batch_instbuf_set(shgroup->instance_geom, batch->verts[0], false);
#ifdef USE_GPU_SELECT
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index c494e222b3d..7e5586f1b10 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -419,8 +419,14 @@ static void OBJECT_engine_init(void *vedata)
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
sh_data->outline_prepass_wire = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_outline_prepass_vert_glsl, NULL},
- .geom = (const char *[]){sh_cfg_data->lib, datatoc_object_outline_prepass_geom_glsl, NULL},
+ .vert = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_object_outline_prepass_vert_glsl,
+ NULL},
+ .geom = (const char *[]){sh_cfg_data->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_object_outline_prepass_geom_glsl,
+ NULL},
.frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
@@ -486,18 +492,23 @@ static void OBJECT_engine_init(void *vedata)
});
/* Particles */
- sh_data->part_prim = DRW_shader_create(datatoc_object_particle_prim_vert_glsl,
- NULL,
- datatoc_gpu_shader_flat_color_frag_glsl,
- NULL);
-
- sh_data->part_axis = DRW_shader_create(datatoc_object_particle_prim_vert_glsl,
- NULL,
- datatoc_gpu_shader_flat_color_frag_glsl,
- "#define USE_AXIS\n");
-
- sh_data->part_dot = DRW_shader_create(
- datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL);
+ sh_data->part_prim = DRW_shader_create_with_lib(datatoc_object_particle_prim_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ datatoc_common_view_lib_glsl,
+ NULL);
+
+ sh_data->part_axis = DRW_shader_create_with_lib(datatoc_object_particle_prim_vert_glsl,
+ NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ datatoc_common_view_lib_glsl,
+ "#define USE_AXIS\n");
+
+ sh_data->part_dot = DRW_shader_create_with_lib(datatoc_object_particle_dot_vert_glsl,
+ NULL,
+ datatoc_object_particle_dot_frag_glsl,
+ datatoc_common_view_lib_glsl,
+ NULL);
/* Lightprobes */
sh_data->lightprobe_grid = DRW_shader_create(datatoc_object_lightprobe_grid_vert_glsl,
@@ -2990,7 +3001,6 @@ static void OBJECT_cache_populate_particles(OBJECT_Shaders *sh_data,
if (draw_as != PART_DRAW_PATH) {
struct GPUBatch *geom = DRW_cache_particles_get_dots(ob, psys);
DRWShadingGroup *shgrp = NULL;
- static int screen_space[2] = {0, 1};
static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
@@ -3016,7 +3026,9 @@ static void OBJECT_cache_populate_particles(OBJECT_Shaders *sh_data,
e_data.particle_format);
DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
- DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
+ DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
+ DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", false);
+ DRW_shgroup_instance_batch(shgrp, geom);
break;
case PART_DRAW_CIRC:
shgrp = DRW_shgroup_instance_create(sh_data->part_prim,
@@ -3025,25 +3037,22 @@ static void OBJECT_cache_populate_particles(OBJECT_Shaders *sh_data,
e_data.particle_format);
DRW_shgroup_uniform_texture(shgrp, "ramp", G_draw.ramp);
DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
- DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[1], 1);
+ DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
+ DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", true);
+ DRW_shgroup_instance_batch(shgrp, geom);
break;
case PART_DRAW_AXIS:
shgrp = DRW_shgroup_instance_create(sh_data->part_axis,
psl->particle,
DRW_cache_particles_get_prim(PART_DRAW_AXIS),
e_data.particle_format);
- DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
+ DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
+ DRW_shgroup_uniform_bool_copy(shgrp, "screen_space", false);
+ DRW_shgroup_instance_batch(shgrp, geom);
break;
default:
break;
}
-
- if (shgrp) {
- if (draw_as != PART_DRAW_DOT) {
- DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
- DRW_shgroup_instance_batch(shgrp, geom);
- }
- }
}
}
}
diff --git a/source/blender/draw/modes/shaders/common_view_lib.glsl b/source/blender/draw/modes/shaders/common_view_lib.glsl
index 40c43856b43..bdf184cb31e 100644
--- a/source/blender/draw/modes/shaders/common_view_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_view_lib.glsl
@@ -31,17 +31,17 @@ layout(std140) uniform viewBlock
* Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
**/
-#define normal_object_to_view(nor) (mat3(ViewMatrix) * normal_object_to_world(nor))
-#define normal_object_to_world(nor) (transpose(mat3(ModelMatrixInverse)) * nor)
-#define normal_world_to_object(nor) (transpose(mat3(ModelMatrix)) * nor)
-#define normal_world_to_view(nor) (mat3(ViewMatrix) * nor)
+#define normal_object_to_view(n) (mat3(ViewMatrix) * (transpose(mat3(ModelMatrixInverse)) * n))
+#define normal_object_to_world(n) (transpose(mat3(ModelMatrixInverse)) * n)
+#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
+#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
-#define point_object_to_ndc(point) (ViewProjectionMatrix * (ModelMatrix * vec4(pt, 1.0)))
-#define point_object_to_view(point) ((ViewMatrix * (ModelMatrix * vec4(pt, 1.0))).xyz)
-#define point_object_to_world(point) ((ModelMatrix * vec4(point, 1.0)).xyz)
-#define point_view_to_ndc(point) (ProjectionMatrix * vec4(point, 1.0))
-#define point_view_to_object(point) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(pt, 1.))).xyz)
-#define point_view_to_world(point) ((ViewMatrixInverse * vec4(point, 1.0)).xyz)
-#define point_world_to_ndc(point) (ViewProjectionMatrix * vec4(point, 1.0))
-#define point_world_to_object(point) ((ModelMatrixInverse * vec4(point, 1.0)).xyz)
-#define point_world_to_view(point) ((ViewMatrix * vec4(point, 1.0)).xyz)
+#define point_object_to_ndc(p) (ViewProjectionMatrix * (ModelMatrix * vec4(p, 1.0)))
+#define point_object_to_view(p) ((ViewMatrix * (ModelMatrix * vec4(p, 1.0))).xyz)
+#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
+#define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0))
+#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
+#define point_view_to_world(p) ((ViewMatrixInverse * vec4(p, 1.0)).xyz)
+#define point_world_to_ndc(p) (ViewProjectionMatrix * vec4(p, 1.0))
+#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
+#define point_world_to_view(p) ((ViewMatrix * vec4(p, 1.0)).xyz)
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 d5befc02764..b4476c98382 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -1,6 +1,4 @@
-uniform mat4 ModelViewMatrix;
-uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
@@ -25,14 +23,17 @@ out int selectOveride;
void main()
{
+ vec4 world_pos = ModelMatrix * vec4(pos, 1.0);
+
#if !defined(FACE)
+ /* TODO override the ViewProjection Matrix for this case. */
mat4 projmat = ProjectionMatrix;
projmat[3][2] -= ofs;
- gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
+ gl_Position = projmat * (ViewMatrix * world_pos);
#else
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = ViewProjectionMatrix * world_pos;
#endif
ivec4 m_data = data & dataMask;
@@ -76,17 +77,16 @@ void main()
#if !defined(FACE)
/* Facing based color blend */
- vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
+ vec3 vpos = point_world_to_view(world_pos.xyz);
vec3 view_normal = normalize(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);
+ vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.2;
finalColor.rgb = mix(colorEditMeshMiddle.rgb, finalColor.rgb, facing);
-
#endif
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance(world_pos.xyz);
#endif
}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
index 97d4bdacf07..5a3eb38fb6b 100644
--- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
@@ -2,8 +2,6 @@
layout(lines_adjacency) in;
layout(line_strip, max_vertices = 2) out;
-uniform mat4 ProjectionMatrix;
-
in vec4 pPos[];
in vec3 vPos[];
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
index 0b5f4733ebc..5928d60b311 100644
--- a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
@@ -1,6 +1,4 @@
-uniform mat4 ModelViewMatrix;
-uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
in vec3 pos;
@@ -10,12 +8,13 @@ out vec3 vPos;
void main()
{
- vPos = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
- pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec3 world_pos = point_object_to_world(pos);
+ vPos = point_world_to_view(world_pos);
+ pPos = point_world_to_ndc(world_pos);
/* Small bias to always be on top of the geom. */
pPos.z -= 1e-3;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance(world_pos).xyz);
#endif
}
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
index e51b829adb5..921a0a57218 100644
--- a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
@@ -1,6 +1,6 @@
-uniform mat4 ModelViewMatrix;
-uniform mat4 ProjectionMatrix;
+uniform mat4 ModelMatrix;
+
uniform float pixel_size;
uniform float size;
@@ -12,10 +12,13 @@ flat out float finalVal;
void main()
{
- gl_Position = ModelViewMatrix * vec4(pos, 1.0);
+ vec3 world_pos = point_object_to_world(pos);
+
+ float view_z = dot(ViewMatrixInverse[2].xyz, world_pos - ViewMatrixInverse[3].xyz);
- float psize = (ProjectionMatrix[3][3] == 0.0) ? (size / (-gl_Position.z * pixel_size)) :
- (size / pixel_size);
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ float psize = (is_persp) ? (size / (-view_z * pixel_size)) : (size / pixel_size);
+ gl_Position = point_world_to_ndc(world_pos);
gl_PointSize = psize;
@@ -31,7 +34,5 @@ void main()
// convert to PointCoord units
radii /= psize;
- gl_Position = ProjectionMatrix * gl_Position;
-
finalVal = val;
}
diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
index 0f626626498..f1107de8068 100644
--- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
@@ -1,18 +1,19 @@
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 ViewProjectionMatrix;
-uniform mat4 ModelViewMatrix;
-uniform mat4 ProjectionMatrix;
-uniform int screen_space;
+uniform mat4 ModelMatrix;
+
+uniform bool screen_space;
uniform float draw_size;
uniform vec3 color;
uniform sampler1D ramp;
+/* ---- Instantiated Attrs ---- */
+in vec3 inst_pos;
+in int axis;
+
+/* ---- Per instance Attrs ---- */
in vec3 pos;
in vec4 rot;
in float val;
-in vec3 inst_pos;
-in int axis;
flat out vec4 finalColor;
@@ -24,8 +25,9 @@ vec3 rotate(vec3 vec, vec4 quat)
void main()
{
- if (screen_space == 1) {
- gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * draw_size, 0.0);
+ if (screen_space) {
+ gl_Position = ViewMatrix * (ModelMatrix * vec4(pos, 1.0));
+ gl_Position.xyz += inst_pos * draw_size;
gl_Position = ProjectionMatrix * gl_Position;
}
else {
@@ -35,7 +37,8 @@ void main()
size *= 2;
}
- gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * size, rot), 1.0);
+ vec3 pos_rot = pos + rotate(inst_pos * size, rot);
+ gl_Position = point_object_to_ndc(pos_rot);
}
#ifdef USE_AXIS