DRW: Remove ModelViewMatrix and ModelViewMatrixInverse

This commit is contained in:
Clément Foucault 2019-05-11 14:04:18 +02:00
parent b13e0568d3
commit 642c8010b2
3 changed files with 5 additions and 43 deletions

View File

@ -100,8 +100,6 @@ enum {
/* Used by DRWCallState.matflag */
enum {
DRW_CALL_MODELINVERSE = (1 << 0),
DRW_CALL_MODELVIEW = (1 << 1),
DRW_CALL_MODELVIEWINVERSE = (1 << 2),
DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
DRW_CALL_ORCOTEXFAC = (1 << 7),
DRW_CALL_OBJECTINFO = (1 << 8),
@ -120,8 +118,6 @@ typedef struct DRWCallState {
/* Matrices */
float model[4][4];
float modelinverse[4][4];
float modelview[4][4];
float modelviewinverse[4][4];
float modelviewprojection[4][4];
float orcotexfac[2][3]; /* Not view dependent */
float objectinfo[2];
@ -250,8 +246,6 @@ struct DRWShadingGroup {
/* Builtin matrices locations */
int model;
int modelinverse;
int modelview;
int modelviewinverse;
int modelviewprojection;
int orcotexfac;
int callid;

View File

@ -832,10 +832,12 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
shgroup, GPU_UNIFORM_CAMERATEXCO, DST.view_data.viewcamtexcofac, 3, 2);
}
/* Not supported. */
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW) == -1);
shgroup->model = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL);
shgroup->modelinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL_INV);
shgroup->modelview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW);
shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
@ -848,12 +850,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
if (shgroup->modelinverse > -1) {
shgroup->matflag |= DRW_CALL_MODELINVERSE;
}
if (shgroup->modelview > -1) {
shgroup->matflag |= DRW_CALL_MODELVIEW;
}
if (shgroup->modelviewinverse > -1) {
shgroup->matflag |= DRW_CALL_MODELVIEWINVERSE;
}
if (shgroup->modelviewprojection > -1) {
shgroup->matflag |= DRW_CALL_MODELVIEWPROJECTION;
}

View File

@ -791,13 +791,7 @@ static void draw_matrices_model_prepare(DRWCallState *st)
if ((st->flag & DRW_CALL_CULLED) != 0 && (st->flag & DRW_CALL_BYPASS_CULLING) == 0) {
return;
}
/* Order matters */
if (st->matflag & (DRW_CALL_MODELVIEW | DRW_CALL_MODELVIEWINVERSE)) {
mul_m4_m4m4(st->modelview, DST.view_data.matstate.mat[DRW_MAT_VIEW], st->model);
}
if (st->matflag & DRW_CALL_MODELVIEWINVERSE) {
invert_m4_m4(st->modelviewinverse, st->modelview);
}
if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) {
mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model);
}
@ -816,14 +810,6 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
GPU_shader_uniform_vector(
shgroup->shader, shgroup->modelinverse, 16, 1, (float *)state->modelinverse);
}
if (shgroup->modelview != -1) {
GPU_shader_uniform_vector(
shgroup->shader, shgroup->modelview, 16, 1, (float *)state->modelview);
}
if (shgroup->modelviewinverse != -1) {
GPU_shader_uniform_vector(
shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)state->modelviewinverse);
}
if (shgroup->modelviewprojection != -1) {
GPU_shader_uniform_vector(shgroup->shader,
shgroup->modelviewprojection,
@ -855,20 +841,6 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
if (shgroup->modelinverse != -1) {
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelinverse, 16, 1, (float *)unitmat);
}
if (shgroup->modelview != -1) {
GPU_shader_uniform_vector(shgroup->shader,
shgroup->modelview,
16,
1,
(float *)DST.view_data.matstate.mat[DRW_MAT_VIEW]);
}
if (shgroup->modelviewinverse != -1) {
GPU_shader_uniform_vector(shgroup->shader,
shgroup->modelviewinverse,
16,
1,
(float *)DST.view_data.matstate.mat[DRW_MAT_VIEWINV]);
}
if (shgroup->modelviewprojection != -1) {
GPU_shader_uniform_vector(shgroup->shader,
shgroup->modelviewprojection,