diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_data.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_data.c | 43 |
1 files changed, 41 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c index 056e6a6c364..a2cc2a52b7e 100644 --- a/source/blender/draw/engines/workbench/workbench_data.c +++ b/source/blender/draw/engines/workbench/workbench_data.c @@ -102,6 +102,43 @@ static void workbench_world_data_update_shadow_direction_vs(WORKBENCH_PrivateDat /* \} */ +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]; + } +} + void workbench_clear_color_get(float color[4]) { const DRWContextState *draw_ctx = DRW_context_state_get(); @@ -130,9 +167,10 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd) { const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene = draw_ctx->scene; - wpd->material_hash = BLI_ghash_ptr_new(__func__); - wpd->material_transp_hash = BLI_ghash_ptr_new(__func__); + // wpd->material_hash = BLI_ghash_ptr_new(__func__); + // wpd->material_transp_hash = BLI_ghash_ptr_new(__func__); wpd->preferences = &U; + wpd->sh_cfg = draw_ctx->sh_cfg; View3D *v3d = draw_ctx->v3d; RegionView3D *rv3d = draw_ctx->rv3d; @@ -190,6 +228,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd) workbench_world_data_update_shadow_direction_vs(wpd); workbench_world_data_ubo_ensure(scene, wpd); + workbench_viewvecs_update(wpd->world_data.viewvecs); /* Cavity settings */ { |