Cleanup: Eevee: Remove Flat normal shader variation
Was use by sculpt mode but that's not used anymore.
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fb3b2ab709
commit
f302224e16
Notes:
blender-bot
2023-02-14 05:50:03 +01:00
Referenced by issue #62282, Multires: normals not updating when using smooth shading
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@ -296,9 +296,6 @@ static char *eevee_get_defines(int options)
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if ((options & VAR_MAT_PROBE) != 0) {
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BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n");
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}
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if ((options & VAR_MAT_FLAT) != 0) {
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BLI_dynstr_append(ds, "#define USE_FLAT_NORMAL\n");
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}
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if ((options & VAR_MAT_CLIP) != 0) {
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BLI_dynstr_append(ds, "#define USE_ALPHA_CLIP\n");
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}
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@ -905,7 +902,6 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(EEVEE_ViewLaye
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EEVEE_Data *vedata,
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DRWPass *pass,
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bool is_hair,
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bool is_flat_normal,
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bool use_blend,
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bool use_ssr,
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int shadow_method)
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@ -918,9 +914,6 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(EEVEE_ViewLaye
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if (is_hair) {
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options |= VAR_MAT_HAIR;
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}
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if (is_flat_normal) {
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options |= VAR_MAT_FLAT;
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}
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if (use_blend) {
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options |= VAR_MAT_BLEND;
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}
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@ -949,7 +942,6 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(EEVEE_ViewLayerDa
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ParticleSystem *psys,
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ModifierData *md,
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bool is_hair,
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bool is_flat_normal,
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bool use_ssr,
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int shadow_method)
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{
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@ -962,9 +954,6 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(EEVEE_ViewLayerDa
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if (is_hair) {
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options |= VAR_MAT_HAIR;
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}
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if (is_flat_normal) {
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options |= VAR_MAT_FLAT;
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}
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options |= eevee_material_shadow_option(shadow_method);
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@ -1217,7 +1206,6 @@ static void material_opaque(Material *ma,
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EEVEE_ViewLayerData *sldata,
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EEVEE_Data *vedata,
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bool do_cull,
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bool use_flat_nor,
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struct GPUMaterial **gpumat,
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struct GPUMaterial **gpumat_depth,
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struct DRWShadingGroup **shgrp,
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@ -1437,7 +1425,7 @@ static void material_opaque(Material *ma,
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if (*shgrp == NULL) {
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bool use_ssr = ((effects->enabled_effects & EFFECT_SSR) != 0);
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*shgrp = EEVEE_default_shading_group_get(
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sldata, vedata, NULL, NULL, NULL, false, use_flat_nor, use_ssr, linfo->shadow_method);
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sldata, vedata, NULL, NULL, NULL, false, use_ssr, linfo->shadow_method);
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DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
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DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
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DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
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@ -1470,7 +1458,6 @@ static void material_transparent(Material *ma,
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EEVEE_ViewLayerData *sldata,
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EEVEE_Data *vedata,
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bool do_cull,
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bool use_flat_nor,
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struct GPUMaterial **gpumat,
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struct DRWShadingGroup **shgrp,
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struct DRWShadingGroup **shgrp_depth)
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@ -1543,14 +1530,8 @@ static void material_transparent(Material *ma,
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/* Fallback to default shader */
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if (*shgrp == NULL) {
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*shgrp = EEVEE_default_shading_group_create(sldata,
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vedata,
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psl->transparent_pass,
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false,
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use_flat_nor,
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true,
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false,
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linfo->shadow_method);
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*shgrp = EEVEE_default_shading_group_create(
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sldata, vedata, psl->transparent_pass, false, true, false, linfo->shadow_method);
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DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
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DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
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DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
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@ -1641,7 +1622,6 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
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struct GPUMaterial **gpumat_depth_array = BLI_array_alloca(gpumat_array, materials_len);
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struct Material **ma_array = BLI_array_alloca(ma_array, materials_len);
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bool use_flat_nor = false;
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for (int i = 0; i < materials_len; ++i) {
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ma_array[i] = eevee_object_material_get(ob, i);
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gpumat_array[i] = NULL;
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@ -1659,7 +1639,6 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
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sldata,
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vedata,
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do_cull,
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use_flat_nor,
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&gpumat_array[i],
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&gpumat_depth_array[i],
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&shgrp_array[i],
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@ -1673,7 +1652,6 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
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sldata,
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vedata,
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do_cull,
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use_flat_nor,
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&gpumat_array[i],
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&shgrp_array[i],
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&shgrp_depth_array[i]);
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@ -1684,10 +1662,6 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
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}
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}
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if (is_sculpt_mode && is_sculpt_mode_draw == false) {
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DRW_cache_mesh_sculpt_coords_ensure(ob);
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}
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/* Only support single volume material for now. */
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/* XXX We rely on the previously compiled surface shader
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* to know if the material has a "volume nodetree".
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@ -1702,7 +1676,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
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int auto_layer_count;
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struct GPUBatch **mat_geom = NULL;
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if (!is_sculpt_mode_draw) {
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if (!is_sculpt_mode) {
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mat_geom = DRW_cache_object_surface_material_get(ob,
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gpumat_array,
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materials_len,
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@ -1892,7 +1866,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
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/* Fallback to default shader */
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if (shgrp == NULL) {
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shgrp = EEVEE_default_shading_group_get(
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sldata, vedata, ob, psys, md, true, false, use_ssr, sldata->lights->shadow_method);
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sldata, vedata, ob, psys, md, true, use_ssr, sldata->lights->shadow_method);
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DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
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DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
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DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
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@ -147,26 +147,25 @@ enum {
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VAR_MAT_MESH = (1 << 0),
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VAR_MAT_PROBE = (1 << 1),
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VAR_MAT_HAIR = (1 << 2),
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VAR_MAT_FLAT = (1 << 3),
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VAR_MAT_BLEND = (1 << 4),
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VAR_MAT_VSM = (1 << 5),
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VAR_MAT_ESM = (1 << 6),
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VAR_MAT_VOLUME = (1 << 7),
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VAR_MAT_LOOKDEV = (1 << 8),
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VAR_MAT_BLEND = (1 << 3),
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VAR_MAT_VSM = (1 << 4),
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VAR_MAT_ESM = (1 << 5),
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VAR_MAT_VOLUME = (1 << 6),
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VAR_MAT_LOOKDEV = (1 << 7),
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/* Max number of variation */
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/* IMPORTANT : Leave it last and set
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* it's value accordingly. */
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VAR_MAT_MAX = (1 << 9),
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VAR_MAT_MAX = (1 << 8),
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/* These are options that are not counted in VAR_MAT_MAX
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* because they are not cumulative with the others above. */
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VAR_MAT_CLIP = (1 << 10),
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VAR_MAT_HASH = (1 << 11),
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VAR_MAT_MULT = (1 << 12),
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VAR_MAT_SHADOW = (1 << 13),
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VAR_MAT_REFRACT = (1 << 14),
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VAR_MAT_SSS = (1 << 15),
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VAR_MAT_TRANSLUC = (1 << 16),
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VAR_MAT_SSSALBED = (1 << 17),
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VAR_MAT_CLIP = (1 << 9),
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VAR_MAT_HASH = (1 << 10),
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VAR_MAT_MULT = (1 << 11),
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VAR_MAT_SHADOW = (1 << 12),
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VAR_MAT_REFRACT = (1 << 13),
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VAR_MAT_SSS = (1 << 14),
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VAR_MAT_TRANSLUC = (1 << 15),
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VAR_MAT_SSSALBED = (1 << 16),
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};
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/* ************ PROBE UBO ************* */
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@ -13,13 +13,8 @@ uniform sampler2DArray utilTex;
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in vec3 worldPosition;
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in vec3 viewPosition;
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#ifdef USE_FLAT_NORMAL
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flat in vec3 worldNormal;
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flat in vec3 viewNormal;
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#else
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in vec3 worldNormal;
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in vec3 viewNormal;
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#endif
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#ifdef HAIR_SHADER
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in vec3 hairTangent; /* world space */
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@ -23,13 +23,8 @@ layout(std140) uniform clip_block
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vec4 ClipPlanes[1];
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};
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#ifdef USE_FLAT_NORMAL
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flat out vec3 worldNormal;
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flat out vec3 viewNormal;
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#else
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out vec3 worldNormal;
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out vec3 viewNormal;
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#endif
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#ifdef HAIR_SHADER
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out vec3 hairTangent;
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