[Bf-blender-cvs] [7e380fd46a6] master: GPU: Remove GPU_INVERSE_NORMAL_MATRIX

Clément Foucault noreply at git.blender.org
Wed May 8 22:09:37 CEST 2019


Commit: 7e380fd46a6f5353eceaec383c40f20bf6c1551f
Author: Clément Foucault
Date:   Wed May 8 19:33:54 2019 +0200
Branches: master
https://developer.blender.org/rB7e380fd46a6f5353eceaec383c40f20bf6c1551f

GPU: Remove GPU_INVERSE_NORMAL_MATRIX

The end goal for this is to lower the number of needed matrices.

This also cleanup some uneeded transformation.

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

M	source/blender/draw/intern/draw_manager.h
M	source/blender/draw/intern/draw_manager_data.c
M	source/blender/draw/intern/draw_manager_exec.c
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/GPU_shader_interface.h
M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/gpu/intern/gpu_shader_interface.c
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/nodes/shader/nodes/node_shader_tex_coord.c
M	source/blender/nodes/shader/nodes/node_shader_tex_image.c

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

diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index c2d89819c58..4d74a95bf20 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -104,7 +104,6 @@ enum {
   DRW_CALL_MODELVIEWINVERSE = (1 << 2),
   DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
   DRW_CALL_NORMALVIEW = (1 << 4),
-  DRW_CALL_NORMALVIEWINVERSE = (1 << 5),
   DRW_CALL_NORMALWORLD = (1 << 6),
   DRW_CALL_ORCOTEXFAC = (1 << 7),
   DRW_CALL_OBJECTINFO = (1 << 8),
@@ -127,7 +126,6 @@ typedef struct DRWCallState {
   float modelviewinverse[4][4];
   float modelviewprojection[4][4];
   float normalview[3][3];
-  float normalviewinverse[3][3];
   float normalworld[3][3]; /* Not view dependent */
   float orcotexfac[2][3];  /* Not view dependent */
   float objectinfo[2];
@@ -260,7 +258,6 @@ struct DRWShadingGroup {
   int modelviewinverse;
   int modelviewprojection;
   int normalview;
-  int normalviewinverse;
   int normalworld;
   int orcotexfac;
   int callid;
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 003a89307b2..b7225275d72 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -838,7 +838,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
   shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
   shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
   shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
-  shgroup->normalviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL_INV);
   shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL);
   shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
   shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
@@ -860,9 +859,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
   if (shgroup->normalview > -1) {
     shgroup->matflag |= DRW_CALL_NORMALVIEW;
   }
-  if (shgroup->normalviewinverse > -1) {
-    shgroup->matflag |= DRW_CALL_NORMALVIEWINVERSE;
-  }
   if (shgroup->normalworld > -1) {
     shgroup->matflag |= DRW_CALL_NORMALWORLD;
   }
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 2c35d718f1f..f98c2cb1025 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -801,14 +801,11 @@ static void draw_matrices_model_prepare(DRWCallState *st)
   if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) {
     mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model);
   }
-  if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_NORMALVIEWINVERSE)) {
+  if (st->matflag & (DRW_CALL_NORMALVIEW)) {
     copy_m3_m4(st->normalview, st->modelview);
     invert_m3(st->normalview);
     transpose_m3(st->normalview);
   }
-  if (st->matflag & (DRW_CALL_NORMALVIEWINVERSE)) {
-    invert_m3_m3(st->normalviewinverse, st->normalview);
-  }
   /* Non view dependent */
   if (st->matflag & DRW_CALL_NORMALWORLD) {
     copy_m3_m4(st->normalworld, st->model);
@@ -850,10 +847,6 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
       GPU_shader_uniform_vector(
           shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview);
     }
-    if (shgroup->normalviewinverse != -1) {
-      GPU_shader_uniform_vector(
-          shgroup->shader, shgroup->normalviewinverse, 9, 1, (float *)state->normalviewinverse);
-    }
     if (shgroup->normalworld != -1) {
       GPU_shader_uniform_vector(
           shgroup->shader, shgroup->normalworld, 9, 1, (float *)state->normalworld);
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index da61dc76422..1640209c717 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -107,7 +107,7 @@ typedef enum eGPUBuiltin {
   GPU_VOLUME_TEMPERATURE = (1 << 18),
   GPU_BARYCENTRIC_TEXCO = (1 << 19),
   GPU_BARYCENTRIC_DIST = (1 << 20),
-  GPU_INVERSE_NORMAL_MATRIX = (1 << 21),
+  GPU_WORLD_NORMAL = (1 << 21),
 } eGPUBuiltin;
 
 typedef enum eGPUMatFlag {
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index 563868311c2..1b10de45cee 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -45,7 +45,6 @@ typedef enum {
   GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
 
   GPU_UNIFORM_NORMAL,      /* mat3 NormalMatrix */
-  GPU_UNIFORM_NORMAL_INV,  /* mat3 NormalMatrixInverse */
   GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
   GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
   GPU_UNIFORM_ORCO,        /* vec3 OrcoTexCoFactors[] */
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index a77bba5ab86..310c57fdbee 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -520,9 +520,6 @@ const char *GPU_builtin_name(eGPUBuiltin builtin)
   else if (builtin == GPU_INVERSE_OBJECT_MATRIX) {
     return "unfinvobmat";
   }
-  else if (builtin == GPU_INVERSE_NORMAL_MATRIX) {
-    return "unfinvnormat";
-  }
   else if (builtin == GPU_LOC_TO_VIEW_MATRIX) {
     return "unflocaltoviewmat";
   }
@@ -532,6 +529,9 @@ const char *GPU_builtin_name(eGPUBuiltin builtin)
   else if (builtin == GPU_VIEW_POSITION) {
     return "varposition";
   }
+  else if (builtin == GPU_WORLD_NORMAL) {
+    return "varwnormal";
+  }
   else if (builtin == GPU_VIEW_NORMAL) {
     return "varnormal";
   }
@@ -786,15 +786,15 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
         else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX) {
           BLI_dynstr_append(ds, "objinv");
         }
-        else if (input->builtin == GPU_INVERSE_NORMAL_MATRIX) {
-          BLI_dynstr_append(ds, "norinv");
-        }
         else if (input->builtin == GPU_VIEW_POSITION) {
           BLI_dynstr_append(ds, "viewposition");
         }
         else if (input->builtin == GPU_VIEW_NORMAL) {
           BLI_dynstr_append(ds, "facingnormal");
         }
+        else if (input->builtin == GPU_WORLD_NORMAL) {
+          BLI_dynstr_append(ds, "facingwnormal");
+        }
         else {
           BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
         }
@@ -879,9 +879,6 @@ static char *code_generate_fragment(GPUMaterial *material,
   if (builtins & GPU_INVERSE_OBJECT_MATRIX) {
     BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
   }
-  if (builtins & GPU_INVERSE_NORMAL_MATRIX) {
-    BLI_dynstr_append(ds, "\t#define norinv NormalMatrixInverse\n");
-  }
   if (builtins & GPU_INVERSE_VIEW_MATRIX) {
     BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
   }
@@ -897,9 +894,22 @@ static char *code_generate_fragment(GPUMaterial *material,
     BLI_dynstr_append(ds, "\tworld_normals_get(n);\n");
     BLI_dynstr_append(ds, "\tvec3 facingnormal = transform_direction(ViewMatrix, n);\n");
     BLI_dynstr_append(ds, "#else\n");
-    BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
+    BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing ? viewNormal: -viewNormal;\n");
     BLI_dynstr_append(ds, "#endif\n");
   }
+  if (builtins & GPU_WORLD_NORMAL) {
+    BLI_dynstr_append(ds, "\tvec3 facingwnormal;\n");
+    if (builtins & GPU_VIEW_NORMAL) {
+      BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
+      BLI_dynstr_append(ds, "\tfacingwnormal = n;\n");
+      BLI_dynstr_append(ds, "#else\n");
+      BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
+      BLI_dynstr_append(ds, "#endif\n");
+    }
+    else {
+      BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
+    }
+  }
   if (builtins & GPU_VIEW_POSITION) {
     BLI_dynstr_append(ds, "\t#define viewposition viewPosition\n");
   }
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index 1c9e9e42bcc..207a218b5d1 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -61,7 +61,6 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u)
       [GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
 
       [GPU_UNIFORM_NORMAL] = "NormalMatrix",
-      [GPU_UNIFORM_NORMAL_INV] = "NormalMatrixInverse",
       [GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
       [GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
       [GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 1cbf58f9d16..ca05a9b6238 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2,7 +2,6 @@
 uniform mat4 ModelViewMatrix;
 uniform mat4 ModelViewMatrixInverse;
 uniform mat3 NormalMatrix;
-uniform mat3 NormalMatrixInverse;
 
 #ifndef USE_ATTR
 uniform mat4 ModelMatrix;
@@ -204,9 +203,9 @@ void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
   vout = (mat * vec4(vin, 0.0)).xyz;
 }
 
-void mat3_mul(vec3 vin, mat3 mat, out vec3 vout)
+void normal_transform_transposed_m4v3(vec3 vin, mat4 mat, out vec3 vout)
 {
-  vout = mat * vin;
+  vout = transpose(mat3(mat)) * vin;
 }
 
 void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
@@ -2092,9 +2091,7 @@ void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated)
 }
 
 void node_tex_coord(vec3 I,
-                    vec3 N,
-                    mat4 viewinvmat,
-                    mat4 obinvmat,
+                    vec3 wN,
                     vec4 camerafac,
                     vec3 attr_orco,
                     vec3 attr_uv,
@@ -2107,22 +2104,17 @@ void node_tex_coord(vec3 I,
                     out vec3 reflection)
 {
   generated = attr_orco;
-  normal = normal

@@ Diff output truncated at 10240 characters. @@



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