[Bf-blender-cvs] [a06b2b25adb] master: DRW: pass clipping to geom shader via 'gl_in'

Campbell Barton noreply at git.blender.org
Mon Jan 21 07:50:06 CET 2019


Commit: a06b2b25adb2b0a1232ae78ba82e0ecef8cdf976
Author: Campbell Barton
Date:   Mon Jan 21 17:48:16 2019 +1100
Branches: master
https://developer.blender.org/rBa06b2b25adb2b0a1232ae78ba82e0ecef8cdf976

DRW: pass clipping to geom shader via 'gl_in'

Removes need to pass the worldspace location.

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

M	source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
M	source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
M	source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
M	source/blender/draw/modes/shaders/edit_normals_geom.glsl
M	source/blender/draw/modes/shaders/edit_normals_vert.glsl

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

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
index adebb81ca1a..e8987b59c45 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
@@ -10,15 +10,10 @@ uniform mat4 ViewProjectionMatrixInverse;
 uniform vec2 viewportSize;
 
 #ifdef USE_WORLD_CLIP_PLANES
-uniform vec4 WorldClipPlanes[6];
 uniform int  WorldClipPlanesLen;
 #endif
 
 in vec4 pPos[];
-#ifdef USE_WORLD_CLIP_PLANES
-/* Worldspace position. */
-in vec3 wsPos[];
-#endif
 in ivec4 vData[];
 #ifdef VERTEX_FACING
 in float vFacing[];
@@ -68,11 +63,8 @@ void doVertex(int v, vec4 pos)
 	gl_Position = pos;
 
 #ifdef USE_WORLD_CLIP_PLANES
-	{
-		vec3 worldPosition = wsPos[v];
-		for (int i = 0; i < WorldClipPlanesLen; i++) {
-			gl_ClipDistance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
-		}
+	for (int i = 0; i < WorldClipPlanesLen; i++) {
+		gl_ClipDistance[i] = gl_in[v].gl_ClipDistance[i];
 	}
 #endif
 
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
index 61820fcbe22..3fcc3a7240f 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -16,7 +16,6 @@ uniform vec2 viewportSize;
 uniform bool isXray = false;
 
 #ifdef USE_WORLD_CLIP_PLANES
-uniform vec4 WorldClipPlanes[6];
 uniform int  WorldClipPlanesLen;
 #endif
 
@@ -78,13 +77,11 @@ void doVertex(int v)
 	gl_Position = pPos[v];
 
 #ifdef USE_WORLD_CLIP_PLANES
-	{
-		vec3 worldPosition = wsPos[v];
-		for (int i = 0; i < WorldClipPlanesLen; i++) {
-			gl_ClipDistance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
-		}
+	for (int i = 0; i < WorldClipPlanesLen; i++) {
+		gl_ClipDistance[i] = gl_in[v].gl_ClipDistance[i];
 	}
 #endif
+
 	EmitVertex();
 }
 
@@ -101,13 +98,11 @@ void doVertexOfs(int v, vec2 fixvec)
 	gl_Position = pPos[v] + vec4(fixvec * pPos[v].w, z_ofs, 0.0);
 
 #ifdef USE_WORLD_CLIP_PLANES
-	{
-		vec3 worldPosition = wsPos[v];
-		for (int i = 0; i < WorldClipPlanesLen; i++) {
-			gl_ClipDistance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
-		}
+	for (int i = 0; i < WorldClipPlanesLen; i++) {
+		gl_ClipDistance[i] = gl_in[v].gl_ClipDistance[i];
 	}
 #endif
+
 	EmitVertex();
 }
 
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index d513c1302f1..d4d7c455b1b 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -24,9 +24,6 @@ in vec3 vnor;
 in ivec4 data;
 
 out vec4 pPos;
-#ifdef USE_WORLD_CLIP_PLANES
-out vec3 wsPos;
-#endif
 out ivec4 vData;
 #  ifdef VERTEX_FACING
 out float vFacing;
@@ -45,9 +42,14 @@ void main()
 	vFacing = dot(view_vec, view_normal);
 #  endif
 
-#ifdef USE_WORLD_CLIP_PLANES
-	wsPos = (ModelMatrix * vec4(pos, 1.0)).xyz;
-#endif
+#  ifdef USE_WORLD_CLIP_PLANES
+	{
+		vec3 worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
+		for (int i = 0; i < WorldClipPlanesLen; i++) {
+			gl_ClipDistance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
+		}
+	}
+#  endif
 }
 
 #else /* EDGE_FIX */
@@ -112,14 +114,14 @@ void main()
 	facing = dot(view_vec, view_normal);
 #  endif
 
-#ifdef USE_WORLD_CLIP_PLANES
+#  ifdef USE_WORLD_CLIP_PLANES
 	{
 		vec3 worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
 		for (int i = 0; i < WorldClipPlanesLen; i++) {
 			gl_ClipDistance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
 		}
 	}
-#endif
+#  endif
 }
 
 #endif
diff --git a/source/blender/draw/modes/shaders/edit_normals_geom.glsl b/source/blender/draw/modes/shaders/edit_normals_geom.glsl
index 323761abd1b..50214c75e6a 100644
--- a/source/blender/draw/modes/shaders/edit_normals_geom.glsl
+++ b/source/blender/draw/modes/shaders/edit_normals_geom.glsl
@@ -3,33 +3,19 @@ layout(points) in;
 layout(line_strip, max_vertices=2) out;
 
 #ifdef USE_WORLD_CLIP_PLANES
-uniform vec4 WorldClipPlanes[6];
 uniform int  WorldClipPlanesLen;
 #endif
 
 flat in vec4 v1[1];
 flat in vec4 v2[1];
-#ifdef USE_WORLD_CLIP_PLANES
-flat in vec3 wsPos[1];
-#endif
 
 void main()
 {
-#ifdef USE_WORLD_CLIP_PLANES
-	float clip_distance[6];
-	{
-		vec3 worldPosition = wsPos[0];
-		for (int i = 0; i < WorldClipPlanesLen; i++) {
-			clip_distance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
-		}
-	}
-#endif
-
 	for (int v = 0; v < 2; v++) {
 		gl_Position = (v == 0) ? v1[0] : v2[0];
 #ifdef USE_WORLD_CLIP_PLANES
 		for (int i = 0; i < WorldClipPlanesLen; i++) {
-			gl_ClipDistance[i] = clip_distance[i];
+			gl_ClipDistance[i] = gl_in[0].gl_ClipDistance[i];
 		}
 #endif
 		EmitVertex();
diff --git a/source/blender/draw/modes/shaders/edit_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
index edca278fa8b..99741de63bb 100644
--- a/source/blender/draw/modes/shaders/edit_normals_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
@@ -5,11 +5,13 @@ uniform mat4 ProjectionMatrix;
 uniform mat4 ModelMatrix;
 uniform float normalSize;
 
-in vec3 pos;
 #ifdef USE_WORLD_CLIP_PLANES
-flat out vec3 wsPos;
+uniform vec4 WorldClipPlanes[6];
+uniform int  WorldClipPlanesLen;
 #endif
 
+in vec3 pos;
+
 #ifdef LOOP_NORMALS
 in vec3 lnor;
 #define nor lnor
@@ -32,6 +34,11 @@ void main()
 	vec3 n = normalize(NormalMatrix * nor); /* viewspace */
 	v2 = v1 + ProjectionMatrix * vec4(n * normalSize, 0.0);
 #ifdef USE_WORLD_CLIP_PLANES
-	wsPos = (ModelMatrix * vec4(pos, 1.0)).xyz;
+	{
+		vec3 worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
+		for (int i = 0; i < WorldClipPlanesLen; i++) {
+			gl_ClipDistance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
+		}
+	}
 #endif
 }



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