[Bf-blender-cvs] [750506b] master: Adjust GLSL drawing of window coordinates from camera view (use camera bounds instead of window bounds). Fixes remaining part of T43346

Antony Riakiotakis noreply at git.blender.org
Mon Feb 2 14:26:25 CET 2015


Commit: 750506be97655044d4746ab2b1ef58408e3f7794
Author: Antony Riakiotakis
Date:   Mon Feb 2 14:25:44 2015 +0100
Branches: master
https://developer.blender.org/rB750506be97655044d4746ab2b1ef58408e3f7794

Adjust GLSL drawing of window coordinates from camera view (use camera
bounds instead of window bounds). Fixes remaining part of T43346

===================================================================

M	source/blender/editors/space_view3d/view3d_draw.c
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/gpu/intern/gpu_draw.c
M	source/blender/gpu/intern/gpu_material.c
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/makesdna/DNA_view3d_types.h
M	source/blender/nodes/shader/nodes/node_shader_tex_coord.c
M	source/gameengine/Ketsji/BL_BlenderShader.cpp

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 67c6eb4..1a57e63 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2573,6 +2573,7 @@ CustomDataMask ED_view3d_screen_datamask(bScreen *screen)
 void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
 {
 	RegionView3D *rv3d = ar->regiondata;
+	rctf cameraborder;
 
 	/* setup window matrices */
 	if (winmat)
@@ -2590,7 +2591,23 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
 	mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
 	invert_m4_m4(rv3d->persinv, rv3d->persmat);
 	invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+	
+	/* calculate GLSL view dependent values */
 
+	/* store window coordinates scaling/offset */
+	if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+		ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false);
+		rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
+		rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
+		
+		rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
+		rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
+	}
+	else {
+		rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
+		rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
+	}
+	
 	/* calculate pixelsize factor once, is used for lamps and obcenters */
 	{
 		/* note:  '1.0f / len_v3(v1)'  replaced  'len_v3(rv3d->viewmat[0])'
@@ -2828,9 +2845,9 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
 		if (glsl) {
 			RegionView3D *rv3d = ar->regiondata;
 			GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
-			
+
 			/* calculate full shader for background */
-			GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
+			GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
 			
 			glEnable(GL_DEPTH_TEST);
 			glDepthFunc(GL_ALWAYS);
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index eef07fd..64ce936 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -84,14 +84,15 @@ typedef enum GPUType {
 } GPUType;
 
 typedef enum GPUBuiltin {
-	GPU_VIEW_MATRIX = 1,
-	GPU_OBJECT_MATRIX = 2,
-	GPU_INVERSE_VIEW_MATRIX = 4,
-	GPU_INVERSE_OBJECT_MATRIX = 8,
-	GPU_VIEW_POSITION = 16,
-	GPU_VIEW_NORMAL = 32,
-	GPU_OBCOLOR = 64,
-	GPU_AUTO_BUMPSCALE = 128,
+	GPU_VIEW_MATRIX =           (1 << 0),
+	GPU_OBJECT_MATRIX =         (1 << 1),
+	GPU_INVERSE_VIEW_MATRIX =   (1 << 2),
+	GPU_INVERSE_OBJECT_MATRIX = (1 << 3),
+	GPU_VIEW_POSITION =         (1 << 4),
+	GPU_VIEW_NORMAL =           (1 << 5),
+	GPU_OBCOLOR =               (1 << 6),
+	GPU_AUTO_BUMPSCALE =        (1 << 7),
+	GPU_CAMERA_TEXCO_FACTORS =       (1 << 8),
 } GPUBuiltin;
 
 typedef enum GPUOpenGLBuiltin {
@@ -101,7 +102,7 @@ typedef enum GPUOpenGLBuiltin {
 
 typedef enum GPUMatType {
 	GPU_MATERIAL_TYPE_MESH  = 1,
-	GPU_MATERIAL_TYPE_WORLD = 2,	
+	GPU_MATERIAL_TYPE_WORLD = 2,
 } GPUMatType;
 
 
@@ -177,7 +178,7 @@ void GPU_material_free(struct ListBase *gpumaterial);
 void GPU_materials_free(void);
 
 bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock);
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
 void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
 void GPU_material_unbind(GPUMaterial *material);
 int GPU_material_bound(GPUMaterial *material);
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index e77ea32..97064f4 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -383,6 +383,8 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
 		return "unfobcolor";
 	else if (builtin == GPU_AUTO_BUMPSCALE)
 		return "unfobautobumpscale";
+	else if (builtin == GPU_CAMERA_TEXCO_FACTORS)
+		return "unfcameratexfactors";
 	else
 		return "";
 }
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 6ff076b..4a93fba 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1384,6 +1384,7 @@ static struct GPUMaterialState {
 	bool gscenelock;
 	float (*gviewmat)[4];
 	float (*gviewinv)[4];
+	float (*gviewcamtexcofac);
 
 	bool backface_culling;
 
@@ -1492,6 +1493,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
 	GMS.gscenelock = (v3d->scenelock != 0);
 	GMS.gviewmat= rv3d->viewmat;
 	GMS.gviewinv= rv3d->viewinv;
+	GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
 
 	/* alpha pass setup. there's various cases to handle here:
 	 * - object transparency on: only solid materials draw in the first pass,
@@ -1650,7 +1652,7 @@ int GPU_enable_material(int nr, void *attribs)
 
 			gpumat = GPU_material_from_blender(GMS.gscene, mat);
 			GPU_material_vertex_attributes(gpumat, gattribs);
-			GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gscenelock);
+			GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
 
 			auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
 			GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 4638ad2..53e20ec 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -101,6 +101,7 @@ struct GPUMaterial {
 	int viewmatloc, invviewmatloc;
 	int obmatloc, invobmatloc;
 	int obcolloc, obautobumpscaleloc;
+	int cameratexcofacloc;
 
 	ListBase lamps;
 };
@@ -228,6 +229,8 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
 			material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
 		if (material->builtins & GPU_AUTO_BUMPSCALE)
 			material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
+		if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
+			material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
 		return 1;
 	}
 
@@ -277,7 +280,7 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m
 		return true;
 }
 
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock)
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
 {
 	if (material->pass) {
 		LinkData *nlink;
@@ -337,6 +340,16 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
 		if (material->builtins & GPU_INVERSE_VIEW_MATRIX) {
 			GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv);
 		}
+		if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) {
+			if (camerafactors) {
+				GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)camerafactors);
+			}
+			else {
+				/* use default, no scaling no offset */
+				float borders[4] = {1.0f, 1.0f, 0.0f, 0.0f};
+				GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)borders);
+			}
+		}
 
 		GPU_pass_update_uniforms(material->pass);
 
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index a7bb4fe..229abd7 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2368,7 +2368,7 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
 	backfacing = (gl_FrontFacing)? 0.0: 1.0;
 }
 
-void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
+void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
 	vec3 attr_orco, vec3 attr_uv,
 	out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
 	out vec3 camera, out vec3 window, out vec3 reflection)
@@ -2379,7 +2379,7 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
 	object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
 	camera = vec3(I.xy, -I.z);
 	vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
-	window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy, 0.0);
+	window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
 
 	vec3 shade_I;
 	shade_view(I, shade_I);
@@ -2387,7 +2387,7 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
 	reflection = (viewinvmat*vec4(view_reflection, 0.0)).xyz;
 }
 
-void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
+void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
 	vec3 attr_orco, vec3 attr_uv,
 	out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
 	out vec3 camera, out vec3 window, out vec3 reflection)
@@ -2406,7 +2406,9 @@ void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
 	object = coords;
 
 	camera = vec3(co.xy, -co.z);
-	window = (gl_ProjectionMatrix[3][3] == 0.0) ? vec3(mtex_2d_mapping(I).xy, 0.0) : vec3(0.5, 0.5, 0.0);
+	window = (gl_ProjectionMatrix[3][3] == 0.0) ? 
+	              vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0) : 
+	              vec3(vec2(0.5) * camerafac.xy + cameraf

@@ Diff output truncated at 10240 characters. @@




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