[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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