[Bf-blender-cvs] [73cb83d48fb] blender2.8: GPUShader: Remove unused envelope shaders.
Clément Foucault
noreply at git.blender.org
Wed May 2 20:54:50 CEST 2018
Commit: 73cb83d48fb9c81e064eedf6b12551c0a85d7536
Author: Clément Foucault
Date: Mon Apr 30 22:48:12 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB73cb83d48fb9c81e064eedf6b12551c0a85d7536
GPUShader: Remove unused envelope shaders.
===================================================================
M source/blender/draw/modes/shaders/armature_envelope_vert.glsl
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/GPU_shader.h
M source/blender/gpu/intern/gpu_shader.c
D source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl
D source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl
===================================================================
diff --git a/source/blender/draw/modes/shaders/armature_envelope_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_vert.glsl
index a67b9c351c5..fbce8ca69dd 100644
--- a/source/blender/draw/modes/shaders/armature_envelope_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_envelope_vert.glsl
@@ -1,8 +1,6 @@
uniform mat4 ViewMatrixInverse;
uniform mat4 ViewProjectionMatrix;
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 ProjectionMatrix;
/* ---- Instanciated Attribs ---- */
in vec4 pos; /* w encodes head (== 0.0f), tail (== 1.0f). */
@@ -28,7 +26,7 @@ float sdf_bone(vec3 p, Bone b)
h = clamp(h, 0.0, 1.0);
return length(pa - b.vec * h) - (b.r1 + b.rdif * h);
}
-
+
void main()
{
/* Raytracing against cone need a parametric definition of the cone
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index f733e37ff51..7634bd74978 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -181,8 +181,6 @@ data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_mball_handles_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 6d75447c8a3..b395b320580 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -185,9 +185,6 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_NODELINK,
GPU_SHADER_2D_NODELINK_INST,
- GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID,
- GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE,
-
GPU_SHADER_3D_INSTANCE_MBALL_HANDLES,
GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 26267b95f59..34b710b649e 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -111,8 +111,6 @@ extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[];
extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[];
extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[];
-extern char datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl[];
-extern char datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl[];
extern char datatoc_gpu_shader_instance_mball_handles_vert_glsl[];
extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
@@ -822,11 +820,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_2D_NODELINK_INST] = { datatoc_gpu_shader_2D_nodelink_vert_glsl,
datatoc_gpu_shader_2D_nodelink_frag_glsl },
- [GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID] = { datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl,
- datatoc_gpu_shader_simple_lighting_frag_glsl },
- [GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE] = { datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl },
-
[GPU_SHADER_3D_INSTANCE_MBALL_HANDLES] = { datatoc_gpu_shader_instance_mball_handles_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },
};
@@ -862,7 +855,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
defines = "#define AXIS_NAME\n";
break;
case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR:
- case GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID:
defines = "#define USE_INSTANCE_COLOR\n";
break;
case GPU_SHADER_3D_FLAT_COLOR_U32:
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl
deleted file mode 100644
index d0f2a8dcd51..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl
+++ /dev/null
@@ -1,121 +0,0 @@
-
-
-/* This shader essentially operates in Object space, where it aligns given geometry with bone, scales it accordingly
- * to given radii, and then does usual basic solid operations.
- * Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
- * (used to draw head/tail spheres). */
-
-
-uniform mat4 ViewMatrix;
-uniform mat4 ViewProjectionMatrix;
-
-
-/* ---- Instanciated Attribs ---- */
-in vec4 pos; /* w encodes head (== 0.0f), tail (== 1.0f) or in-between. */
-
-/* ---- Per instance Attribs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-in float radius_head;
-in float radius_tail;
-
-
-out vec3 normal;
-flat out vec4 finalColor;
-
-
-void main()
-{
- /* We get head/tail in object space. */
- vec4 head = InstanceModelMatrix * vec4(0.0f, 0.0f, 0.0f, 1.0f);
- vec4 tail = InstanceModelMatrix * vec4(0.0f, 1.0f, 0.0f, 1.0f);
-
- /* We need rotation from bone mat, but not scaling. */
- mat3 bone_mat = mat3(InstanceModelMatrix);
- bone_mat[0] = normalize(bone_mat[0]);
- bone_mat[1] = normalize(bone_mat[1]);
- bone_mat[2] = normalize(bone_mat[2]);
-
- mat3 nor_mat = transpose(inverse(mat3(ViewMatrix) * bone_mat));
-
- /* Where does this comes from???? Don't know why, but is mandatory anyway... :/ */
- const float size = 2.0f;
-
- head.xyz *= size;
- tail.xyz *= size;
-
- bool head_only = (radius_tail < 0.0f);
- bool tail_only = (radius_head < 0.0f);
- /* == 0: head; == 1: tail; in-between: along bone. */
- float head_fac = head_only ? 0.0f : (tail_only ? 1.0f : pos.w);
-
- vec4 ob_pos;
- vec4 ob_bone_origin;
- float radius;
-
- /* head */
- if (head_fac <= 0.0f) {
- if (!head_only) {
- /* We are drawing the body itself, need to adjust start/end positions and radius! */
- vec3 bone_vec = tail.xyz - head.xyz;
- float len = length(bone_vec);
-
- if (len > (radius_head + radius_tail)) {
- float fac = (len - radius_head) / len;
- radius = fac * radius_head + (1.0f - fac) * radius_tail;
- bone_vec /= len;
- ob_bone_origin = vec4(head.xyz + bone_vec * radius_head * size, 1.0f);
- }
- else {
- radius = (radius_head + radius_tail) / 2.0f;
- ob_bone_origin = (head + tail) / 2.0f;
- }
- }
- else {
- radius = radius_head;
- ob_bone_origin = head;
- }
- }
- /* tail */
- else if (head_fac >= 1.0f) {
- if (!tail_only) {
- /* We are drawing the body itself, need to adjust start/end positions and radius! */
- vec3 bone_vec = tail.xyz - head.xyz;
- float len = length(bone_vec);
-
- if (len > (radius_head + radius_tail)) {
- float fac = (len - radius_tail) / len;
- radius = fac * radius_tail + (1.0f - fac) * radius_head;
- bone_vec /= len;
- ob_bone_origin = vec4(tail.xyz - bone_vec * radius_tail * size, 1.0f);
- }
- else {
- radius = (radius_head + radius_tail) / 2.0f;
- ob_bone_origin = (head + tail) / 2.0f;
- }
- }
- else {
- radius = radius_tail;
- ob_bone_origin = tail;
- }
- }
- /* Body of the bone */
-#if 0 /* Note: not used currently! */
- else {
- float tail_fac = 1.0f - head_fac;
- radius = radius_head * head_fac + radius_tail * tail_fac;
- ob_bone_origin = head * head_fac + tail * tail_fac;
- }
-#endif
-
- /* Yep, since input pos is unit sphere coordinates, it's also our normal. */
- vec3 nor = pos.xyz;
- ob_pos = pos * radius * size;
- ob_pos.xyz = bone_mat * ob_pos.xyz;
- ob_pos.w = 1.0f;
-
- gl_Position = ViewProjectionMatrix * (ob_pos + ob_bone_origin);
- normal = normalize(nor_mat * nor);
- finalColor = color;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl
deleted file mode 100644
index 1bdad924bd2..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl
+++ /dev/null
@@ -1,100 +0,0 @@
-
-
-/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view and bone,
- * and scales head/tail/distance according to per-instance attributes
- * (and 'role' of current vertex, encoded in zw input, head or tail, and inner or outer for distance outline).
- * It is used for both the distance outline drawing, and the wire version of envelope bone.
- * Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
- * (used to draw head/tail spheres). */
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
-
-/* ---- Instanciated Attribs ---- */
-in vec4 pos; /* z encodes head (== 0.0f), tail (== 1.0f) or in-between; w encodes inner (0.0f) or outer border. */
-
-/* ---- Per instance Attribs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-in float radius_head;
-in float radius_tail;
-in float distance;
-
-
-flat out vec4 finalColor;
-
-
-void main()
-{
- /* We get head/tail in object space. */
- mat4 bone_mat = InstanceModelMatrix;
- vec4 head = bone_mat * vec4(0.0f, 0.0f, 0.0f, 1.0f);
- vec4 tail = bone_mat * vec4(0.0f, 1.0f, 0.0f, 1.0f);
-
- /* We generate our XY axes in object space, Y axis being aligned with bone in view space. */
- mat4 obview_mat = ViewMatrix;
- mat4 iobview_mat = inverse(obview_mat);
-
- vec4 view_bone_vec = obview_mat * normalize(tail - head);
- view_bone_vec.z = 0.0f;
- if (length(view_bone_vec.xy) <= 1e-5f) {
- /* A bit weak, but will do the job for now.
- * Ideally we could compute head/tail radius in view space, and take larger one... */
- if (view_bone_vec.x > view_bone_vec.y) {
- view_bone_vec.x = 1e-5f;
- }
- else {
- view_bone_vec.y = 1e-5f;
- }
- }
- vec3 bone_axis_y = normalize((iobview_mat * view_bone_vec).xyz);
- vec3 bone_axis_x = normalize(cross(bone_axis_y, iobview_mat[2].xyz));
-
- /* Where does this comes from???? Don't know why, but is man
@@ Diff output truncated at 10240 characters. @@
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