GPUMaterial: Fix regressions concerning background texco

This commit is contained in:
Clément Foucault 2017-05-07 15:22:25 +02:00
parent 2a0c91b70c
commit c47926542a
3 changed files with 19 additions and 8 deletions

View File

@ -160,6 +160,7 @@ struct DRWInterface {
int viewprojectioninverse;
int normal;
int worldnormal;
int camtexfac;
int eye;
/* Dynamic batch */
GLuint instance_vbo;
@ -528,6 +529,7 @@ static DRWInterface *DRW_interface_create(GPUShader *shader)
interface->modelviewprojection = GPU_shader_get_uniform(shader, "ModelViewProjectionMatrix");
interface->normal = GPU_shader_get_uniform(shader, "NormalMatrix");
interface->worldnormal = GPU_shader_get_uniform(shader, "WorldNormalMatrix");
interface->camtexfac = GPU_shader_get_uniform(shader, "CameraTexCoFactors");
interface->eye = GPU_shader_get_uniform(shader, "eye");
interface->instance_count = 0;
interface->attribs_count = 0;
@ -1369,6 +1371,9 @@ static void draw_geometry(DRWShadingGroup *shgroup, Batch *geom, const float (*o
if (interface->worldnormal != -1) {
GPU_shader_uniform_vector(shgroup->shader, interface->worldnormal, 9, 1, (float *)wn);
}
if (interface->camtexfac != -1) {
GPU_shader_uniform_vector(shgroup->shader, interface->camtexfac, 4, 1, (float *)rv3d->viewcamtexcofac);
}
if (interface->eye != -1) {
GPU_shader_uniform_vector(shgroup->shader, interface->eye, 3, 1, (float *)eye);
}

View File

@ -624,6 +624,8 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
else if (input->source == GPU_SOURCE_BUILTIN) {
if (input->builtin == GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "viewinv");
else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "camtexfac");
else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "objinv");
else if (input->builtin == GPU_VIEW_POSITION)
@ -693,6 +695,8 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, bool use
BLI_dynstr_append(ds, "void main()\n{\n");
if (use_new_shading) {
if (builtins & GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
@ -701,9 +705,10 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, bool use
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
if (builtins & GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
}
else {
if (builtins & GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "\tvec4 camtexfac = unfcameratexfactors;\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = unfinvobmat;\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)

View File

@ -10,6 +10,7 @@ uniform mat4 ModelViewMatrixInverse;
uniform mat4 ViewMatrixInverse;
uniform mat4 ProjectionMatrixInverse;
uniform mat3 NormalMatrix;
uniform vec4 CameraTexCoFactors;
#if __VERSION__ == 120
#define fragColor gl_FragColor
@ -2837,20 +2838,18 @@ void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
#ifdef WORLD_BACKGROUND
worldvec = (ViewMatrixInverse * co).xyz;
#else
worldvec = (ModelViewMatrixInverse * co).xyz;
#endif
}
#if defined(PROBE_CAPTURE) || defined(WORLD_BACKGROUND)
void environment_default_vector(out vec3 worldvec)
{
#ifdef WORLD_BACKGROUND
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewPosition, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
co = normalize(co);
worldvec = (ViewMatrixInverse * co).xyz;
background_transform_to_world(viewPosition, worldvec);
#else
worldvec = normalize(worldPosition);
#endif
@ -2988,6 +2987,8 @@ void node_tex_coord_background(
#ifdef PROBE_CAPTURE
vec3 coords = normalize(worldPosition);
#elif defined(WORLD_BACKGROUND)
vec3 coords = (ViewMatrixInverse * co).xyz;
#else
vec3 coords = (ModelViewMatrixInverse * co).xyz;
#endif