DRW: Remove support for NormalMatrix

This commit is contained in:
Clément Foucault 2019-05-09 00:27:11 +02:00
parent 1a99b6fc7e
commit e2d04229c3
Notes: blender-bot 2023-02-14 06:00:45 +01:00
Referenced by issue #64379, Crash when Opening Files with Armatures with Custom Shapes
Referenced by issue #64363, Texture node in EEVEE makes shader pink in lookDev and render view mode
Referenced by issue #64368, Blender 2.8 crashes when I click UV Editing or Texture Paint tabs
4 changed files with 4 additions and 19 deletions

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@ -103,7 +103,6 @@ enum {
DRW_CALL_MODELVIEW = (1 << 1),
DRW_CALL_MODELVIEWINVERSE = (1 << 2),
DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
DRW_CALL_NORMALVIEW = (1 << 4),
DRW_CALL_ORCOTEXFAC = (1 << 7),
DRW_CALL_OBJECTINFO = (1 << 8),
};
@ -124,7 +123,6 @@ typedef struct DRWCallState {
float modelview[4][4];
float modelviewinverse[4][4];
float modelviewprojection[4][4];
float normalview[3][3];
float orcotexfac[2][3]; /* Not view dependent */
float objectinfo[2];
} DRWCallState;
@ -255,7 +253,6 @@ struct DRWShadingGroup {
int modelview;
int modelviewinverse;
int modelviewprojection;
int normalview;
int orcotexfac;
int callid;
int objectinfo;

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@ -837,11 +837,13 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
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->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
shgroup->callid = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CALLID);
/* We do not support normal matrix anymore. */
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL) == -1);
shgroup->matflag = 0;
if (shgroup->modelinverse > -1) {
shgroup->matflag |= DRW_CALL_MODELINVERSE;
@ -855,9 +857,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
if (shgroup->modelviewprojection > -1) {
shgroup->matflag |= DRW_CALL_MODELVIEWPROJECTION;
}
if (shgroup->normalview > -1) {
shgroup->matflag |= DRW_CALL_NORMALVIEW;
}
if (shgroup->orcotexfac > -1) {
shgroup->matflag |= DRW_CALL_ORCOTEXFAC;
}

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@ -792,7 +792,7 @@ static void draw_matrices_model_prepare(DRWCallState *st)
return;
}
/* Order matters */
if (st->matflag & (DRW_CALL_MODELVIEW | DRW_CALL_MODELVIEWINVERSE | DRW_CALL_NORMALVIEW)) {
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) {
@ -801,11 +801,6 @@ 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)) {
copy_m3_m4(st->normalview, st->modelview);
invert_m3(st->normalview);
transpose_m3(st->normalview);
}
}
static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
@ -836,10 +831,6 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
1,
(float *)state->modelviewprojection);
}
if (shgroup->normalview != -1) {
GPU_shader_uniform_vector(
shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview);
}
if (shgroup->objectinfo != -1) {
float objectinfo[4];
objectinfo[0] = state->objectinfo[0];
@ -854,7 +845,6 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
}
}
else {
BLI_assert((shgroup->normalview == -1));
/* For instancing and batching. */
float unitmat[4][4];
unit_m4(unitmat);

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@ -1038,7 +1038,6 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
BLI_dynstr_append(ds,
"#define USE_ATTR\n"
"uniform mat3 NormalMatrix;\n"
"uniform mat4 ModelMatrixInverse;\n"
"uniform mat4 ModelMatrix;\n"
"vec3 srgb_to_linear_attr(vec3 c) {\n"