Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_data.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c40
1 files changed, 2 insertions, 38 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 7b08e97ac31..0d7f4ee660b 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -86,43 +86,6 @@ static WORKBENCH_ViewLayerData *workbench_view_layer_data_ensure_ex(struct ViewL
/* \} */
-static void workbench_viewvecs_update(float r_viewvecs[3][4])
-{
- float invproj[4][4];
- const bool is_persp = DRW_view_is_persp_get(NULL);
- DRW_view_winmat_get(NULL, invproj, true);
-
- /* view vectors for the corners of the view frustum.
- * Can be used to recreate the world space position easily */
- copy_v4_fl4(r_viewvecs[0], -1.0f, -1.0f, -1.0f, 1.0f);
- copy_v4_fl4(r_viewvecs[1], 1.0f, -1.0f, -1.0f, 1.0f);
- copy_v4_fl4(r_viewvecs[2], -1.0f, 1.0f, -1.0f, 1.0f);
-
- /* convert the view vectors to view space */
- for (int i = 0; i < 3; i++) {
- mul_m4_v4(invproj, r_viewvecs[i]);
- /* normalized trick see:
- * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
- mul_v3_fl(r_viewvecs[i], 1.0f / r_viewvecs[i][3]);
- if (is_persp) {
- mul_v3_fl(r_viewvecs[i], 1.0f / r_viewvecs[i][2]);
- }
- r_viewvecs[i][3] = 1.0;
- }
-
- /* we need to store the differences */
- r_viewvecs[1][0] -= r_viewvecs[0][0];
- r_viewvecs[1][1] = r_viewvecs[2][1] - r_viewvecs[0][1];
-
- /* calculate a depth offset as well */
- if (!is_persp) {
- float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
- mul_m4_v4(invproj, vec_far);
- mul_v3_fl(vec_far, 1.0f / vec_far[3]);
- r_viewvecs[1][2] = vec_far[2] - r_viewvecs[0][2];
- }
-}
-
static void workbench_studiolight_data_update(WORKBENCH_PrivateData *wpd, WORKBENCH_UBO_World *wd)
{
StudioLight *studiolight = wpd->studio_light;
@@ -256,6 +219,8 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
}
else if (XRAY_ENABLED(v3d)) {
wpd->shading.xray_alpha = XRAY_ALPHA(v3d);
+ /* Disable shading options that aren't supported in transparency mode. */
+ wpd->shading.flag &= ~(V3D_SHADING_SHADOW | V3D_SHADING_CAVITY | V3D_SHADING_DEPTH_OF_FIELD);
}
else {
wpd->shading.xray_alpha = 1.0f;
@@ -309,7 +274,6 @@ void workbench_update_world_ubo(WORKBENCH_PrivateData *wpd)
workbench_studiolight_data_update(wpd, &wd);
workbench_shadow_data_update(wpd, &wd);
workbench_cavity_data_update(wpd, &wd);
- workbench_viewvecs_update(wd.viewvecs);
DRW_uniformbuffer_update(wpd->world_ubo, &wd);
}