DRW: Remove use of builtin matrices and replace by common_view_lib

This commit is contained in:
Clément Foucault 2020-06-03 10:53:21 +02:00
parent 3e4c8d48aa
commit d4f1efad00
4 changed files with 22 additions and 26 deletions

View File

@ -31,6 +31,8 @@
#include "BKE_camera.h"
#include "BLI_string_utils.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
@ -48,24 +50,28 @@ static struct {
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
extern char datatoc_common_view_lib_glsl[];
static void eevee_create_shader_depth_of_field(const bool use_alpha)
{
char *frag = BLI_string_joinN(datatoc_common_view_lib_glsl, datatoc_effect_dof_frag_glsl);
e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen(
datatoc_effect_dof_frag_glsl,
frag,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_DOWNSAMPLE\n" :
"#define STEP_DOWNSAMPLE\n");
e_data.dof_scatter_sh[use_alpha] = DRW_shader_create(datatoc_effect_dof_vert_glsl,
NULL,
datatoc_effect_dof_frag_glsl,
frag,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_SCATTER\n" :
"#define STEP_SCATTER\n");
e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(datatoc_effect_dof_frag_glsl,
e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(frag,
use_alpha ?
"#define USE_ALPHA_DOF\n"
"#define STEP_RESOLVE\n" :
"#define STEP_RESOLVE\n");
MEM_freeN(frag);
}
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),

View File

@ -1,6 +1,4 @@
uniform mat4 ProjectionMatrix;
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;

View File

@ -4,7 +4,6 @@
* Converted and adapted from HLSL to GLSL by Clément Foucault
*/
uniform mat4 ProjectionMatrix;
uniform vec2 invertedViewportSize;
uniform vec2 nearFar;
uniform vec3 dofParams;

View File

@ -23,6 +23,7 @@
#include "DRW_render.h"
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
#include "workbench_engine.h"
#include "workbench_private.h"
@ -359,32 +360,24 @@ void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
GPUShader **resolve_sh)
{
if (e_data.dof_prepare_sh == NULL) {
e_data.dof_prepare_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define PREPARE\n");
e_data.dof_downsample_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define DOWNSAMPLE\n");
char *frag = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_workbench_effect_dof_frag_glsl);
e_data.dof_prepare_sh = DRW_shader_create_fullscreen(frag, "#define PREPARE\n");
e_data.dof_downsample_sh = DRW_shader_create_fullscreen(frag, "#define DOWNSAMPLE\n");
#if 0 /* TODO(fclem) finish COC min_max optimization */
e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(frag,
"#define FLATTEN_VERTICAL\n");
e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(frag,
"#define FLATTEN_HORIZONTAL\n");
e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(frag,
"#define DILATE_VERTICAL\n");
e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(frag,
"#define DILATE_HORIZONTAL\n");
#endif
e_data.dof_blur1_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define BLUR1\n");
e_data.dof_blur2_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define BLUR2\n");
e_data.dof_resolve_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define RESOLVE\n");
e_data.dof_blur1_sh = DRW_shader_create_fullscreen(frag, "#define BLUR1\n");
e_data.dof_blur2_sh = DRW_shader_create_fullscreen(frag, "#define BLUR2\n");
e_data.dof_resolve_sh = DRW_shader_create_fullscreen(frag, "#define RESOLVE\n");
MEM_freeN(frag);
}
*prepare_sh = e_data.dof_prepare_sh;