From 3d759e2b091f46a1e9146d2a7d41823a8c1a5ee7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 8 May 2019 17:19:44 +0200 Subject: Cleanup: DRW/GPU: Remove eye vector uniform --- source/blender/draw/intern/draw_manager_exec.c | 20 ++++---------------- 1 file changed, 4 insertions(+), 16 deletions(-) (limited to 'source/blender/draw/intern/draw_manager_exec.c') diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index 823fc7e4091..2c35d718f1f 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -792,8 +792,7 @@ static void draw_matrices_model_prepare(DRWCallState *st) return; } /* Order matters */ - if (st->matflag & - (DRW_CALL_MODELVIEW | DRW_CALL_MODELVIEWINVERSE | DRW_CALL_NORMALVIEW | DRW_CALL_EYEVEC)) { + if (st->matflag & (DRW_CALL_MODELVIEW | DRW_CALL_MODELVIEWINVERSE | DRW_CALL_NORMALVIEW)) { mul_m4_m4m4(st->modelview, DST.view_data.matstate.mat[DRW_MAT_VIEW], st->model); } if (st->matflag & DRW_CALL_MODELVIEWINVERSE) { @@ -802,21 +801,14 @@ static void draw_matrices_model_prepare(DRWCallState *st) if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) { mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model); } - if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_NORMALVIEWINVERSE | DRW_CALL_EYEVEC)) { + if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_NORMALVIEWINVERSE)) { copy_m3_m4(st->normalview, st->modelview); invert_m3(st->normalview); transpose_m3(st->normalview); } - if (st->matflag & (DRW_CALL_NORMALVIEWINVERSE | DRW_CALL_EYEVEC)) { + if (st->matflag & (DRW_CALL_NORMALVIEWINVERSE)) { invert_m3_m3(st->normalviewinverse, st->normalview); } - /* TODO remove eye vec (unused) */ - if (st->matflag & DRW_CALL_EYEVEC) { - /* Used by orthographic wires */ - copy_v3_fl3(st->eyevec, 0.0f, 0.0f, 1.0f); - /* set eye vector, transformed to object coords */ - mul_m3_v3(st->normalviewinverse, st->eyevec); - } /* Non view dependent */ if (st->matflag & DRW_CALL_NORMALWORLD) { copy_m3_m4(st->normalworld, st->model); @@ -878,13 +870,9 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call) GPU_shader_uniform_vector( shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac); } - if (shgroup->eye != -1) { - GPU_shader_uniform_vector(shgroup->shader, shgroup->eye, 3, 1, (float *)state->eyevec); - } } else { - BLI_assert((shgroup->normalview == -1) && (shgroup->normalworld == -1) && - (shgroup->eye == -1)); + BLI_assert((shgroup->normalview == -1) && (shgroup->normalworld == -1)); /* For instancing and batching. */ float unitmat[4][4]; unit_m4(unitmat); -- cgit v1.2.3