[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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