[Bf-blender-cvs] [dfd8a52cd2e] blender2.8: DRW: Change clip planes API.

Clément Foucault noreply at git.blender.org
Sat Mar 10 02:49:01 CET 2018


Commit: dfd8a52cd2e83b350e75cf69ee96d347e921ce26
Author: Clément Foucault
Date:   Fri Mar 9 23:49:08 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBdfd8a52cd2e83b350e75cf69ee96d347e921ce26

DRW: Change clip planes API.

The draw manager now just set the number of active clip planes. It's now up to the engine to specify the plane equations as uniform/ubo/constant.

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

M	intern/gawain/gawain/gwn_shader_interface.h
M	intern/gawain/src/gwn_shader_interface.c
M	source/blender/draw/engines/eevee/eevee_lightprobes.c
M	source/blender/draw/intern/DRW_render.h
M	source/blender/draw/intern/draw_manager_exec.c

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

diff --git a/intern/gawain/gawain/gwn_shader_interface.h b/intern/gawain/gawain/gwn_shader_interface.h
index 3bca541d6e8..3be2831e539 100644
--- a/intern/gawain/gawain/gwn_shader_interface.h
+++ b/intern/gawain/gawain/gwn_shader_interface.h
@@ -33,7 +33,6 @@ typedef enum {
 	GWN_UNIFORM_WORLDNORMAL, // mat3 WorldNormalMatrix
 	GWN_UNIFORM_CAMERATEXCO, // vec4 CameraTexCoFactors
 	GWN_UNIFORM_ORCO,        // vec3 OrcoTexCoFactors[]
-	GWN_UNIFORM_CLIPPLANES,  // vec4 ClipPlanes[]
 
 	GWN_UNIFORM_COLOR, // vec4 color
 	GWN_UNIFORM_EYE, // vec3 eye
diff --git a/intern/gawain/src/gwn_shader_interface.c b/intern/gawain/src/gwn_shader_interface.c
index d48cb7d2559..e92cabec12f 100644
--- a/intern/gawain/src/gwn_shader_interface.c
+++ b/intern/gawain/src/gwn_shader_interface.c
@@ -45,7 +45,6 @@ static const char* BuiltinUniform_name(Gwn_UniformBuiltin u)
 		[GWN_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
 		[GWN_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
 		[GWN_UNIFORM_ORCO] = "OrcoTexCoFactors",
-		[GWN_UNIFORM_CLIPPLANES] = "ClipPlanes",
 
 		[GWN_UNIFORM_COLOR] = "color",
 		[GWN_UNIFORM_EYE] = "eye",
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 81036b3f4e2..229f4d45606 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1294,7 +1294,7 @@ static void render_scene_to_planar(
 	 * to invert the facing for backface culling to be the same. */
 	DRW_state_invert_facing();
 
-	DRW_state_clip_planes_add(ped->planer_eq_offset);
+	DRW_state_clip_planes_count_set(1);
 
 	/* Attach depth here since it's a DRW_TEX_TEMP */
 	DRW_framebuffer_texture_layer_attach(fbl->planarref_fb, txl->planar_depth, 0, layer, 0);
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 7a8fc5ff3c1..cca08f8da9b 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -480,7 +480,7 @@ void DRW_state_lock(DRWState state);
 
 void DRW_state_invert_facing(void);
 
-void DRW_state_clip_planes_add(float plane_eq[4]);
+void DRW_state_clip_planes_count_set(unsigned int plane_ct);
 void DRW_state_clip_planes_reset(void);
 
 /* Culling, return true if object is inside view frustum. */
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 49bb9f114a7..f53631e7e54 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -366,10 +366,10 @@ void DRW_state_invert_facing(void)
  * and if the shaders have support for it (see usage of gl_ClipDistance).
  * Be sure to call DRW_state_clip_planes_reset() after you finish drawing.
  **/
-void DRW_state_clip_planes_add(float plane_eq[4])
+void DRW_state_clip_planes_count_set(unsigned int plane_ct)
 {
-	BLI_assert(DST.num_clip_planes < MAX_CLIP_PLANES-1);
-	// copy_v4_v4(DST.view_data.clip_planes_eq[DST.num_clip_planes++], plane_eq);
+	BLI_assert(plane_ct <= MAX_CLIP_PLANES);
+	DST.num_clip_planes = plane_ct;
 }
 
 void DRW_state_clip_planes_reset(void)



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