[Bf-blender-cvs] [72a5e3f61a1] master: Cleanup: DRW: Add and use DRW_shgroup_uniform_vec2_copy
Clément Foucault
noreply at git.blender.org
Tue May 14 11:01:47 CEST 2019
Commit: 72a5e3f61a1478616a494d90bdcc565e20ee0858
Author: Clément Foucault
Date: Mon May 13 19:20:58 2019 +0200
Branches: master
https://developer.blender.org/rB72a5e3f61a1478616a494d90bdcc565e20ee0858
Cleanup: DRW: Add and use DRW_shgroup_uniform_vec2_copy
===================================================================
M source/blender/draw/intern/DRW_render.h
M source/blender/draw/intern/draw_manager_data.c
M source/blender/draw/modes/object_mode.c
M source/blender/draw/modes/shaders/object_empty_image_vert.glsl
===================================================================
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 722f9117f7d..8337255464a 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -509,6 +509,7 @@ void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value);
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value);
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value);
+void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 1a58cb4c25f..e47433e60ab 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -293,6 +293,11 @@ void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name,
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, &value, 1, 1);
}
+void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, value, 2, 1);
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 6f6b4dc8d41..9702f99e802 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1010,9 +1010,7 @@ static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data,
{
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image_wire, sgl->non_meshes);
- /* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
- DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
- DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
+ DRW_shgroup_uniform_vec2_copy(grp, "aspect", image_aspect);
DRW_shgroup_uniform_int_copy(grp, "depthMode", depth_mode);
DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
@@ -1030,8 +1028,7 @@ static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data,
if (tex && ((ob->color[3] > 0.0f) || !use_alpha_blend)) {
DRWShadingGroup *grp = DRW_shgroup_create(
sh_data->object_empty_image, (use_alpha_blend) ? sgl->image_empties : sgl->non_meshes);
- DRW_shgroup_uniform_float_copy(grp, "aspectX", image_aspect[0]);
- DRW_shgroup_uniform_float_copy(grp, "aspectY", image_aspect[1]);
+ DRW_shgroup_uniform_vec2_copy(grp, "aspect", image_aspect);
DRW_shgroup_uniform_int_copy(grp, "depthMode", depth_mode);
DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
diff --git a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
index 881d7aa750e..5ac3b49b394 100644
--- a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
@@ -1,7 +1,6 @@
uniform mat4 ModelMatrix;
-uniform float aspectX;
-uniform float aspectY;
+uniform vec2 aspect;
uniform float size;
uniform vec2 offset;
#ifdef USE_WIRE
@@ -21,7 +20,7 @@ out vec2 texCoord_interp;
void main()
{
- vec3 pos = vec3((pos + offset) * (size * vec2(aspectX, aspectY)), 0.0);
+ vec3 pos = vec3((pos + offset) * (size * aspect), 0.0);
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
#ifdef USE_WIRE
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