Overlay: Remove use of NormalMatrix

This commit is contained in:
Clément Foucault 2019-05-08 23:13:09 +02:00
parent 8204675689
commit c9537ee5c3
7 changed files with 39 additions and 34 deletions

View File

@ -233,6 +233,7 @@ extern char datatoc_armature_stick_frag_glsl[];
extern char datatoc_armature_dof_vert_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
@ -826,8 +827,14 @@ DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass,
if (sh_data->shape_outline == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->shape_outline = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_outline_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_outline_geom_glsl, NULL},
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_armature_shape_outline_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_armature_shape_outline_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
@ -857,7 +864,10 @@ DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass,
if (sh_data->shape_solid == NULL) {
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
sh_data->shape_solid = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_armature_shape_solid_vert_glsl, NULL},
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_armature_shape_solid_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});

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@ -60,6 +60,7 @@ extern char datatoc_edit_mesh_overlay_mesh_analysis_vert_glsl[];
extern char datatoc_edit_normals_vert_glsl[];
extern char datatoc_edit_normals_geom_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
@ -207,6 +208,7 @@ static void EDIT_MESH_engine_init(void *vedata)
char *lib = BLI_string_joinN(sh_cfg_data->lib,
datatoc_common_globals_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_edit_mesh_overlay_common_lib_glsl);
/* Use geometry shader to draw edge wireframe. This ensure us
* the same result accross platforms and more flexibility. But
@ -265,27 +267,31 @@ static void EDIT_MESH_engine_init(void *vedata)
sh_data->overlay_mix = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl,
NULL);
lib = BLI_string_joinN(sh_cfg_data->lib, datatoc_common_view_lib_glsl);
sh_data->normals_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define FACE_NORMALS\n", NULL},
});
sh_data->normals_loop = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define LOOP_NORMALS\n", NULL},
});
sh_data->normals = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){sh_cfg_data->lib, datatoc_edit_normals_geom_glsl, NULL},
.vert = (const char *[]){lib, datatoc_edit_normals_vert_glsl, NULL},
.geom = (const char *[]){lib, datatoc_edit_normals_geom_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
MEM_freeN(lib);
/* Mesh Analysis */
sh_data->mesh_analysis_face = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,

View File

@ -9,7 +9,6 @@ in vec2 ssNor[];
in vec4 vColSize[];
flat out vec4 finalColor;
uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
uniform float lineThickness = 2.0;

View File

@ -1,8 +1,4 @@
uniform mat3 NormalMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
/* ---- Instantiated Attrs ---- */
@ -27,20 +23,19 @@ vec2 proj(vec4 pos)
void main()
{
/* This is slow and run per vertex, but it's still faster than
* doing it per instance on CPU and sending it on via instance attribute. */
mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
vec4 viewpos = ViewMatrix * worldPosition;
vPos = viewpos.xyz;
pPos = ProjectionMatrix * viewpos;
/* This is slow and run per vertex, but it's still faster than
* doing it per instance on CPU and sending it on via instance attribute. */
mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
/* TODO FIX: there is still a problem with this vector
* when the bone is scaled or in persp mode. But it's
* barelly visible at the outline corners. */
ssNor = normalize((NormalMatrix * snor).xy);
ssNor = normalize(transform_normal_world_to_view(normal_mat * snor).xy);
ssPos = proj(pPos);

View File

@ -1,11 +1,4 @@
uniform mat3 NormalMatrix;
uniform mat4 ViewMatrixInverse;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
/* ---- Instantiated Attrs ---- */
in vec3 pos;
in vec3 nor;
@ -19,8 +12,10 @@ out vec4 finalColor;
void main()
{
mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
vec3 normal = normalize(NormalMatrix * nor);
/* This is slow and run per vertex, but it's still faster than
* doing it per instance on CPU and sending it on via instance attribute. */
mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
vec3 normal = normalize(transform_normal_world_to_view(normal_mat * nor));
/* Do lighting at an angle to avoid flat shading on front facing bone. */
const vec3 light = vec3(0.1, 0.1, 0.8);

View File

@ -1,9 +1,9 @@
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
uniform float faceAlphaMod;
uniform ivec4 dataMask = ivec4(0xFF);
uniform float ofs;
@ -77,7 +77,7 @@ void main()
#if !defined(FACE)
/* Facing based color blend */
vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4);
vec3 view_normal = normalize(transform_normal_object_to_view(vnor) + 1e-4);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos.xyz) : vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.2;

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@ -1,8 +1,8 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
uniform float normalSize;
in vec3 pos;
@ -26,7 +26,7 @@ flat out vec4 v2;
void main()
{
v1 = ModelViewProjectionMatrix * vec4(pos, 1.0);
vec3 n = normalize(NormalMatrix * nor); /* viewspace */
vec3 n = normalize(transform_normal_object_to_view(nor));
v2 = v1 + ProjectionMatrix * vec4(n * normalSize, 0.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);