[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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