From e148f6d69729573a18b36fb6712d48e5a40439da Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 9 Jul 2020 16:56:55 +0200 Subject: Cleanup: EEVEE: Remove own viewvecs --- .../blender/draw/engines/eevee/eevee_materials.c | 49 ---------------------- source/blender/draw/engines/eevee/eevee_mist.c | 6 +-- source/blender/draw/engines/eevee/eevee_private.h | 2 - source/blender/draw/engines/eevee/eevee_volumes.c | 12 ++---- .../engines/eevee/shaders/common_uniforms_lib.glsl | 1 - 5 files changed, 6 insertions(+), 64 deletions(-) (limited to 'source/blender') diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index ab2ed691c63..7e30431b88d 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -207,46 +207,6 @@ void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const d DRW_draw_pass(psl->update_noise_pass); } -void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4]) -{ - /* view vectors for the corners of the view frustum. - * Can be used to recreate the world space position easily */ - float view_vecs[4][4] = { - {-1.0f, -1.0f, -1.0f, 1.0f}, - {1.0f, -1.0f, -1.0f, 1.0f}, - {-1.0f, 1.0f, -1.0f, 1.0f}, - {-1.0f, -1.0f, 1.0f, 1.0f}, - }; - - /* convert the view vectors to view space */ - const bool is_persp = (winmat[3][3] == 0.0f); - for (int i = 0; i < 4; i++) { - mul_project_m4_v3(invproj, view_vecs[i]); - /* normalized trick see: - * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ - if (is_persp) { - /* Divide XY by Z. */ - mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]); - } - } - - /** - * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and - * view_vecs[1] is the vector going from the near-bottom-left corner to - * the far-top-right corner. - * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner - * when Z = 1, and top-left corner if Z = 1. - * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed) - * distance from the near plane to the far clip plane. - */ - copy_v4_v4(r_viewvecs[0], view_vecs[0]); - - /* we need to store the differences */ - r_viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0]; - r_viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1]; - r_viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2]; -} - void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_StorageList *stl, @@ -273,15 +233,6 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, sldata->common_data.alpha_hash_scale = 0.01f; } - { - /* Update view_vecs */ - float invproj[4][4], winmat[4][4]; - DRW_view_winmat_get(NULL, winmat, false); - DRW_view_winmat_get(NULL, invproj, true); - - EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs); - } - { /* Update noise Framebuffer. */ GPU_framebuffer_ensure_config( diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c index 1f27ed706a8..d2f3a13eb7c 100644 --- a/source/blender/draw/engines/eevee/eevee_mist.c +++ b/source/blender/draw/engines/eevee/eevee_mist.c @@ -94,11 +94,11 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } } else { - float near = -sldata->common_data.view_vecs[0][2]; - float range = sldata->common_data.view_vecs[1][2]; + float near = DRW_view_near_distance_get(NULL); + float far = DRW_view_far_distance_get(NULL); /* Fallback */ g_data->mist_start = near; - g_data->mist_inv_dist = 1.0f / fabsf(range); + g_data->mist_inv_dist = 1.0f / fabsf(far - near); g_data->mist_falloff = 1.0f; } diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 96d262d2390..5ef58557840 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -747,7 +747,6 @@ typedef struct EEVEE_EffectsInfo { * - sizeof(bool) == sizeof(int) in GLSL so use int in C */ typedef struct EEVEE_CommonUniformBuffer { float prev_persmat[4][4]; /* mat4 */ - float view_vecs[2][4]; /* vec4[2] */ float mip_ratio[10][4]; /* vec2[10] */ /* Ambient Occlusion */ /* -- 16 byte aligned -- */ @@ -1001,7 +1000,6 @@ void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata, void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); void EEVEE_materials_free(void); void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]); -void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4]); void EEVEE_material_renderpasses_init(EEVEE_Data *vedata); void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples); void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index b59e9a0bf67..c9276ee6e6a 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -247,17 +247,11 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->vol_shadow_steps = 0; } - /* Update view_vecs */ - float invproj[4][4], winmat[4][4]; - DRW_view_winmat_get(NULL, winmat, false); - DRW_view_winmat_get(NULL, invproj, true); - EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs); - if (DRW_view_is_persp_get(NULL)) { float sample_distribution = scene_eval->eevee.volumetric_sample_distribution; sample_distribution = 4.0f * (max_ff(1.0f - sample_distribution, 1e-2f)); - const float clip_start = common_data->view_vecs[0][2]; + const float clip_start = DRW_view_near_distance_get(NULL); /* Negate */ float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f); float far = integration_end = min_ff(-integration_end, near - 1e-4f); @@ -268,8 +262,8 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->vol_depth_param[2] = sample_distribution; } else { - const float clip_start = common_data->view_vecs[0][2]; - const float clip_end = clip_start + common_data->view_vecs[1][2]; + const float clip_start = DRW_view_near_distance_get(NULL); + const float clip_end = DRW_view_far_distance_get(NULL); integration_start = min_ff(integration_end, clip_start); integration_end = max_ff(-integration_end, clip_end); diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl index 7068b256111..a6c9eebaff2 100644 --- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl @@ -2,7 +2,6 @@ layout(std140) uniform common_block { mat4 pastViewProjectionMatrix; - vec4 viewVecs[2]; vec2 mipRatio[10]; /* To correct mip level texel misalignment */ /* Ambient Occlusion */ vec4 aoParameters[2]; -- cgit v1.2.3