DRW: Remove ModelViewMatrix and ModelViewMatrixInverse
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@ -100,8 +100,6 @@ enum {
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/* Used by DRWCallState.matflag */
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enum {
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DRW_CALL_MODELINVERSE = (1 << 0),
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DRW_CALL_MODELVIEW = (1 << 1),
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DRW_CALL_MODELVIEWINVERSE = (1 << 2),
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DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
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DRW_CALL_ORCOTEXFAC = (1 << 7),
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DRW_CALL_OBJECTINFO = (1 << 8),
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@ -120,8 +118,6 @@ typedef struct DRWCallState {
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/* Matrices */
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float model[4][4];
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float modelinverse[4][4];
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float modelview[4][4];
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float modelviewinverse[4][4];
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float modelviewprojection[4][4];
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float orcotexfac[2][3]; /* Not view dependent */
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float objectinfo[2];
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@ -250,8 +246,6 @@ struct DRWShadingGroup {
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/* Builtin matrices locations */
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int model;
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int modelinverse;
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int modelview;
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int modelviewinverse;
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int modelviewprojection;
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int orcotexfac;
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int callid;
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@ -832,10 +832,12 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
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shgroup, GPU_UNIFORM_CAMERATEXCO, DST.view_data.viewcamtexcofac, 3, 2);
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}
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/* Not supported. */
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BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV) == -1);
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BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW) == -1);
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shgroup->model = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL);
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shgroup->modelinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL_INV);
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shgroup->modelview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW);
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shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
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shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
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shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
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shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
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@ -848,12 +850,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
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if (shgroup->modelinverse > -1) {
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shgroup->matflag |= DRW_CALL_MODELINVERSE;
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}
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if (shgroup->modelview > -1) {
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shgroup->matflag |= DRW_CALL_MODELVIEW;
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}
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if (shgroup->modelviewinverse > -1) {
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shgroup->matflag |= DRW_CALL_MODELVIEWINVERSE;
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}
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if (shgroup->modelviewprojection > -1) {
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shgroup->matflag |= DRW_CALL_MODELVIEWPROJECTION;
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}
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@ -791,13 +791,7 @@ static void draw_matrices_model_prepare(DRWCallState *st)
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if ((st->flag & DRW_CALL_CULLED) != 0 && (st->flag & DRW_CALL_BYPASS_CULLING) == 0) {
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return;
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}
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/* Order matters */
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if (st->matflag & (DRW_CALL_MODELVIEW | DRW_CALL_MODELVIEWINVERSE)) {
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mul_m4_m4m4(st->modelview, DST.view_data.matstate.mat[DRW_MAT_VIEW], st->model);
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}
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if (st->matflag & DRW_CALL_MODELVIEWINVERSE) {
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invert_m4_m4(st->modelviewinverse, st->modelview);
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}
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if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) {
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mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model);
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}
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@ -816,14 +810,6 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
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GPU_shader_uniform_vector(
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shgroup->shader, shgroup->modelinverse, 16, 1, (float *)state->modelinverse);
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}
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if (shgroup->modelview != -1) {
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GPU_shader_uniform_vector(
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shgroup->shader, shgroup->modelview, 16, 1, (float *)state->modelview);
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}
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if (shgroup->modelviewinverse != -1) {
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GPU_shader_uniform_vector(
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shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)state->modelviewinverse);
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}
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if (shgroup->modelviewprojection != -1) {
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GPU_shader_uniform_vector(shgroup->shader,
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shgroup->modelviewprojection,
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@ -855,20 +841,6 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
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if (shgroup->modelinverse != -1) {
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelinverse, 16, 1, (float *)unitmat);
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}
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if (shgroup->modelview != -1) {
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GPU_shader_uniform_vector(shgroup->shader,
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shgroup->modelview,
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16,
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1,
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(float *)DST.view_data.matstate.mat[DRW_MAT_VIEW]);
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}
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if (shgroup->modelviewinverse != -1) {
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GPU_shader_uniform_vector(shgroup->shader,
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shgroup->modelviewinverse,
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16,
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1,
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(float *)DST.view_data.matstate.mat[DRW_MAT_VIEWINV]);
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}
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if (shgroup->modelviewprojection != -1) {
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GPU_shader_uniform_vector(shgroup->shader,
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shgroup->modelviewprojection,
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