[Bf-blender-cvs] [112cf6eadff] master: Edit Mesh: Remove old unused code and files

Clément Foucault noreply at git.blender.org
Tue Feb 5 15:38:18 CET 2019


Commit: 112cf6eadff5642af21235aa1cd4eaecd575755d
Author: Clément Foucault
Date:   Mon Feb 4 01:35:21 2019 +0100
Branches: master
https://developer.blender.org/rB112cf6eadff5642af21235aa1cd4eaecd575755d

Edit Mesh: Remove old unused code and files

Cleanup after recent refactor.

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

M	source/blender/draw/CMakeLists.txt
M	source/blender/draw/modes/edit_mesh_mode.c
D	source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
D	source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
M	source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
D	source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
D	source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
D	source/blender/draw/modes/shaders/edit_mesh_overlay_points_vert.glsl

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

diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 27eb2ed30de..b3e643dafdb 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -270,11 +270,6 @@ data_to_c_simple(modes/shaders/armature_dof_vert.glsl SRC)
 data_to_c_simple(modes/shaders/edit_mesh_overlay_common_lib.glsl SRC)
 data_to_c_simple(modes/shaders/edit_mesh_overlay_frag.glsl SRC)
 data_to_c_simple(modes/shaders/edit_mesh_overlay_vert.glsl SRC)
-data_to_c_simple(modes/shaders/edit_mesh_overlay_geom_tri.glsl SRC)
-data_to_c_simple(modes/shaders/edit_mesh_overlay_geom_edge.glsl SRC)
-data_to_c_simple(modes/shaders/edit_mesh_overlay_points_vert.glsl SRC)
-data_to_c_simple(modes/shaders/edit_mesh_overlay_facedot_frag.glsl SRC)
-data_to_c_simple(modes/shaders/edit_mesh_overlay_facedot_vert.glsl SRC)
 data_to_c_simple(modes/shaders/edit_mesh_overlay_mix_frag.glsl SRC)
 data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_vert.glsl SRC)
 data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_frag.glsl SRC)
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index e981b305dfb..01797e9e20c 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -49,11 +49,6 @@ extern char datatoc_paint_weight_frag_glsl[];
 extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
 extern char datatoc_edit_mesh_overlay_frag_glsl[];
 extern char datatoc_edit_mesh_overlay_vert_glsl[];
-extern char datatoc_edit_mesh_overlay_geom_tri_glsl[];
-extern char datatoc_edit_mesh_overlay_geom_edge_glsl[];
-extern char datatoc_edit_mesh_overlay_points_vert_glsl[];
-extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[];
-extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[];
 extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
 extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
 extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
@@ -218,15 +213,14 @@ static void EDIT_MESH_engine_init(void *vedata)
 		        .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
 		        .defs = (const char *[]){world_clip_def_or_empty, "#define FACEDOT\n", NULL},
 		});
-		MEM_freeN(lib);
-
-		sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
-
 		sh_data->overlay_facefill = DRW_shader_create_from_arrays({
-		        .vert = (const char *[]){world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
-		        .frag = (const char *[]){datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
+		        .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL},
+		        .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_facefill_frag_glsl, NULL},
 		        .defs = (const char *[]){world_clip_def_or_empty, NULL},
 		});
+		MEM_freeN(lib);
+
+		sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
 
 		sh_data->normals_face = DRW_shader_create_from_arrays({
 		        .vert = (const char *[]){world_clip_lib_or_empty, datatoc_edit_normals_vert_glsl, NULL},
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
deleted file mode 100644
index a4c911c56e3..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
+++ /dev/null
@@ -1,21 +0,0 @@
-
-flat in int isSelected;
-#ifdef VERTEX_FACING
-flat in float facing;
-#endif
-
-out vec4 FragColor;
-
-void main()
-{
-	if (isSelected != 0) {
-		FragColor = colorFaceDot;
-	}
-	else {
-		FragColor = colorVertex;
-	}
-
-#ifdef VERTEX_FACING
-	FragColor.a *= 1.0 - abs(facing) * 0.4;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
deleted file mode 100644
index a66560cd8d9..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 ModelMatrix;
-
-in vec3 pos;
-in vec4 norAndFlag;
-
-flat out int isSelected;
-
-#ifdef VERTEX_FACING
-uniform mat4 ProjectionMatrix;
-uniform mat4 ModelViewMatrix;
-uniform mat3 NormalMatrix;
-
-flat out float facing;
-#endif
-
-void main()
-{
-	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
-	/* Bias Facedot Z position in clipspace. */
-	gl_Position.z -= 0.00035;
-	gl_PointSize = sizeFaceDot;
-	isSelected = int(norAndFlag.w);
-#ifdef VERTEX_FACING
-	vec3 view_normal = normalize(NormalMatrix * norAndFlag.xyz);
-	vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
-		? normalize((ModelViewMatrix * vec4(pos, 1.0)).xyz)
-		: vec3(0.0, 0.0, 1.0);
-	facing = dot(view_vec, view_normal);
-#endif
-
-#ifdef USE_WORLD_CLIP_PLANES
-	world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
index d6e1943980a..1c2338f0913 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
@@ -14,18 +14,7 @@ void main()
 
 	ivec4 data_m = data & dataMask;
 
-	if ((data_m.x & FACE_ACTIVE) != 0) {
-		faceColor = colorFaceSelect;
-	}
-	else if ((data_m.x & FACE_SELECTED) != 0) {
-		faceColor = colorFaceSelect;
-	}
-	else if ((data_m.x & FACE_FREESTYLE) != 0) {
-		faceColor = colorFaceFreestyle;
-	}
-	else {
-		faceColor = colorFace;
-	}
+	faceColor = EDIT_MESH_face_color(data_m.x);
 
 #ifdef USE_WORLD_CLIP_PLANES
 	world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
deleted file mode 100644
index 76c53b3cf86..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
+++ /dev/null
@@ -1,124 +0,0 @@
-
-/* Solid Wirefram implementation
- * Mike Erwin, Clément Foucault */
-
-layout(lines) in;
-layout(triangle_strip, max_vertices=4) out;
-
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewProjectionMatrixInverse;
-uniform vec2 viewportSize;
-
-in vec4 pPos[];
-in ivec4 vData[];
-#ifdef VERTEX_FACING
-in float vFacing[];
-#endif
-
-/* these are the same for all vertices
- * and does not need interpolation */
-flat out vec3 edgesCrease;
-flat out vec3 edgesBweight;
-flat out vec4 faceColor;
-flat out ivec3 flag;
-#ifdef VERTEX_SELECTION
-out vec3 vertexColor;
-#endif
-#ifdef VERTEX_FACING
-out float facing;
-#endif
-
-/* See fragment shader */
-flat out vec2 ssPos[3];
-
-/* Some bugged AMD drivers need these global variables. See T55961 */
-#ifdef VERTEX_SELECTION
-vec3 vertex_color[3];
-#endif
-
-#ifdef VERTEX_FACING
-float v_facing[3];
-#endif
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
-	return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-void doVertex(int v, vec4 pos)
-{
-#ifdef VERTEX_SELECTION
-	vertexColor = vertex_color[v];
-#endif
-
-#ifdef VERTEX_FACING
-	facing = v_facing[v];
-#endif
-
-	gl_Position = pos;
-
-#ifdef USE_WORLD_CLIP_PLANES
-	world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
-#endif
-
-	EmitVertex();
-}
-
-void main()
-{
-	/* Face */
-	faceColor = vec4(0.0);
-
-	/* Proj Vertex */
-	vec2 pos[2] = vec2[2](proj(pPos[0]), proj(pPos[1]));
-
-	/* little optimization use a vec4 to vectorize
-	 * following operations */
-	vec4 dirs1, dirs2;
-
-	/* Edge normalized vector */
-	dirs1.xy = normalize(pos[1] - pos[0]);
-
-	/* perpendicular to dir */
-	dirs1.zw = vec2(-dirs1.y, dirs1.x);
-
-	/* Make it view independent */
-	dirs1 *= sizeEdgeFix / viewportSize.xyxy;
-
-	dirs2 = dirs1;
-
-	/* Perspective */
-	if (ProjectionMatrix[3][3] == 0.0) {
-		dirs1 *= pPos[0].w;
-		dirs2 *= pPos[1].w;
-	}
-
-#ifdef VERTEX_SELECTION
-	vertex_color[0] = EDIT_MESH_vertex_color(vData[0].x).rgb;
-	vertex_color[1] = EDIT_MESH_vertex_color(vData[1].x).rgb;
-#endif
-
-#ifdef VERTEX_FACING
-	/* Weird but some buggy AMD drivers need this. */
-	v_facing[0] = vFacing[0];
-	v_facing[1] = vFacing[1];
-#endif
-
-	/* Edge / Vert data */
-	ssPos[0] = ssPos[2] = pos[0];
-	ssPos[1] = pos[1];
-	flag[0] = flag[2] = (vData[0].x << 8);
-	flag[1] = (vData[1].x << 8);
-	doVertex(0, pPos[0] + vec4( dirs1.zw, 0.0, 0.0));
-	doVertex(0, pPos[0] + vec4(-dirs1.zw, 0.0, 0.0));
-
-	flag[2] |= vData[0].y;
-	edgesCrease[2] = vData[0].z / 255.0;
-	edgesBweight[2] = vData[0].w / 255.0;
-
-	doVertex(1, pPos[1] + vec4( dirs2.zw, 0.0, 0.0));
-	doVertex(1, pPos[1] + vec4(-dirs2.zw, 0.0, 0.0));
-
-	EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
deleted file mode 100644
index 49097831811..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
+++ /dev/null
@@ -1,227 +0,0 @@
-
-/* Solid Wirefram implementation
- * Mike Erwin, Clément Foucault */
-
-layout(triangles) in;
-
-/* To fix the edge artifacts, we render
- * an outline strip around the screenspace
- * triangle. Order is important.
- * TODO diagram
- */
-layout(triangle_strip, max_vertices=11) out;
-
-uniform mat4 ProjectionMatrix;
-uniform vec2 viewportSize;
-uniform bool isXray = false;
-
-in vec4 pPos[];
-#ifdef USE_WORLD_CLIP_PLANES
-/* Worldspace position. */
-in vec3 wsPos[];
-#endif
-in ivec4 vData[];
-#ifdef VERTEX_FACING
-in float vFacing[];
-#endif
-
-/* these are the same for all vertices
- * and does not need interpolation */
-flat out vec3 edgesCrease;
-flat out vec3 edgesBweight;
-flat out vec4 faceColor;
-flat out ivec3 flag;
-
-flat out vec2 ssPos[3];
-#ifdef VERTEX_SELECTION
-out vec3 vertexColor;
-#endif
-#ifdef VERTEX_FACING
-out float facing;
-#endif
-
-#ifdef ANTI_ALIASING
-#define Z_OFFSET -0.0005
-#else
-#define Z_OFFSET 0.0
-#endif
-
-/* Some bugged AMD drivers need these global variables. See T55961 */
-#ifdef VE

@@ Diff output truncated at 10240 characters. @@



More information about the Bf-blender-cvs mailing list