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.
This commit is contained in:
Clément Foucault 2019-05-08 19:33:54 +02:00
parent 24aeb479be
commit 7e380fd46a
10 changed files with 34 additions and 51 deletions

View File

@ -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;

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@ -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;
}

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@ -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);

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@ -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 {

View File

@ -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[] */

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@ -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");
}

View File

@ -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",

View File

@ -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 = normalize(NormalMatrixInverse * N);
normal = normalize(transform_normal_world_to_object(wN));
uv = attr_uv;
object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;
object = transform_point_view_to_object(I);
camera = vec3(I.xy, -I.z);
vec4 projvec = ProjectionMatrix * vec4(I, 1.0);
window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
vec3 shade_I = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
vec3 view_reflection = reflect(shade_I, normalize(N));
reflection = (viewinvmat * vec4(view_reflection, 0.0)).xyz;
reflection = reflect(cameraVec, normalize(wN));
}
void node_tex_coord_background(vec3 I,
vec3 N,
mat4 viewinvmat,
mat4 obinvmat,
vec4 camerafac,
vec3 attr_orco,
vec3 attr_uv,
@ -2141,11 +2133,7 @@ void node_tex_coord_background(vec3 I,
co = normalize(co);
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
vec3 coords = (ViewMatrixInverse * co).xyz;
#else
vec3 coords = (ModelViewMatrixInverse * co).xyz;
#endif
generated = coords;
normal = -coords;

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@ -60,7 +60,7 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
in,
out,
GPU_builtin(GPU_VIEW_POSITION),
GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_WORLD_NORMAL),
GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
inv_obmat,
GPU_builtin(GPU_CAMERA_TEXCO_FACTORS),

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@ -111,7 +111,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
}
GPUNodeLink *norm, *col1, *col2, *col3, *input_coords, *gpu_image;
GPUNodeLink *vnor, *nor_mat_inv, *blend;
GPUNodeLink *vnor, *ob_mat, *blend;
GPUNodeLink **texco = &in[0].link;
int isdata = tex->color_space == SHD_COLORSPACE_NONE;
@ -146,12 +146,13 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
break;
case SHD_PROJ_BOX:
vnor = GPU_builtin(GPU_VIEW_NORMAL);
nor_mat_inv = GPU_builtin(GPU_INVERSE_NORMAL_MATRIX);
vnor = GPU_builtin(GPU_WORLD_NORMAL);
ob_mat = GPU_builtin(GPU_OBJECT_MATRIX);
blend = GPU_uniform(&tex->projection_blend);
gpu_image = GPU_image(ima, iuser, isdata);
GPU_link(mat, "mat3_mul", vnor, nor_mat_inv, &norm);
/* equivalent to transform_normal_world_to_object */
GPU_link(mat, "normal_transform_transposed_m4v3", vnor, ob_mat, &norm);
GPU_link(
mat, gpu_node_name, *texco, norm, GPU_image(ima, iuser, isdata), &col1, &col2, &col3);
if (do_color_correction) {