Workbench: Use common_view_lib.glsl

This removes ModelViewProjectionMatrix usage
This commit is contained in:
Clément Foucault
2019-05-10 00:18:52 +02:00
parent 7f87e6e18f
commit 6006f86e07
3 changed files with 77 additions and 44 deletions

View File

@@ -1,8 +1,6 @@
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
uniform mat4 ModelViewProjectionMatrix;
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
@@ -47,6 +45,18 @@ vec3 srgb_to_linear_attr(vec3 c)
}
#endif
vec3 workbench_hair_hair_normal(vec3 tan, vec3 binor, float rand)
{
/* To "simulate" anisotropic shading, randomize hair normal per strand. */
tan = normalize(tan);
vec3 nor = normalize(cross(binor, tan));
// nor = normalize(mix(nor, -tan, rand * 0.1));
// float cos_theta = (rand * 2.0 - 1.0) * 0.2;
// float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
// nor = nor * sin_theta + binor * cos_theta;
return nor;
}
void main()
{
#ifdef HAIR_SHADER
@@ -54,29 +64,25 @@ void main()
vec2 uv = hair_get_customdata_vec2(u);
# endif
float time, thick_time, thickness;
vec3 pos, tan, binor;
vec3 world_pos, tan, binor;
hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
pos,
world_pos,
tan,
binor,
time,
thickness,
thick_time);
/* To "simulate" anisotropic shading, randomize hair normal per strand. */
hair_rand = integer_noise(hair_get_strand_id());
tan = normalize(tan);
vec3 nor = normalize(cross(binor, tan));
nor = normalize(mix(nor, -tan, hair_rand * 0.10));
float cos_theta = (hair_rand * 2.0 - 1.0) * 0.20;
float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta));
nor = nor * sin_theta + binor * cos_theta;
gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
vec3 nor = workbench_hair_hair_normal(tan, binor, hair_rand);
#else
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
vec3 world_pos = point_object_to_world(pos);
#endif
gl_Position = point_world_to_ndc(world_pos);
#ifdef V3D_SHADING_TEXTURE_COLOR
uv_interp = uv;
#endif
@@ -95,6 +101,6 @@ void main()
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
world_clip_planes_calc_clip_distance(world_pos);
#endif
}

View File

@@ -1,6 +1,6 @@
#define INFINITE 1000.0
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
uniform float lightDistance = 1e4;
@@ -18,6 +18,6 @@ vData;
void main()
{
vData.pos = pos;
vData.frontPosition = ModelViewProjectionMatrix * vec4(pos, 1.0);
vData.backPosition = ModelViewProjectionMatrix * vec4(pos + lightDirection * lightDistance, 1.0);
vData.frontPosition = point_object_to_ndc(pos);
vData.backPosition = point_object_to_ndc(pos + lightDirection * lightDistance);
}

View File

@@ -385,33 +385,60 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl;
#endif
/* TODO only compile on demand */
e_data.shadow_pass_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_geom_glsl,
shadow_frag,
"#define SHADOW_PASS\n"
"#define DOUBLE_MANIFOLD\n");
e_data.shadow_pass_manifold_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_geom_glsl,
shadow_frag,
"#define SHADOW_PASS\n");
e_data.shadow_fail_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_geom_glsl,
shadow_frag,
"#define SHADOW_FAIL\n"
"#define DOUBLE_MANIFOLD\n");
e_data.shadow_fail_manifold_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_geom_glsl,
shadow_frag,
"#define SHADOW_FAIL\n");
e_data.shadow_caps_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_caps_geom_glsl,
shadow_frag,
"#define SHADOW_FAIL\n"
"#define DOUBLE_MANIFOLD\n");
e_data.shadow_caps_manifold_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_caps_geom_glsl,
shadow_frag,
"#define SHADOW_FAIL\n");
e_data.shadow_pass_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_workbench_shadow_vert_glsl,
NULL},
.geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL},
.frag = (const char *[]){shadow_frag, NULL},
.defs = (const char *[]){"#define SHADOW_PASS\n"
"#define DOUBLE_MANIFOLD\n",
NULL},
});
e_data.shadow_pass_manifold_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_workbench_shadow_vert_glsl,
NULL},
.geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL},
.frag = (const char *[]){shadow_frag, NULL},
.defs = (const char *[]){"#define SHADOW_PASS\n", NULL},
});
e_data.shadow_fail_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_workbench_shadow_vert_glsl,
NULL},
.geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL},
.frag = (const char *[]){shadow_frag, NULL},
.defs = (const char *[]){"#define SHADOW_FAIL\n"
"#define DOUBLE_MANIFOLD\n",
NULL},
});
e_data.shadow_fail_manifold_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_workbench_shadow_vert_glsl,
NULL},
.geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL},
.frag = (const char *[]){shadow_frag, NULL},
.defs = (const char *[]){"#define SHADOW_FAIL\n", NULL},
});
e_data.shadow_caps_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_workbench_shadow_vert_glsl,
NULL},
.geom = (const char *[]){datatoc_workbench_shadow_caps_geom_glsl, NULL},
.frag = (const char *[]){shadow_frag, NULL},
.defs = (const char *[]){"#define SHADOW_FAIL\n"
"#define DOUBLE_MANIFOLD\n",
NULL},
});
e_data.shadow_caps_manifold_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_workbench_shadow_vert_glsl,
NULL},
.geom = (const char *[]){datatoc_workbench_shadow_caps_geom_glsl, NULL},
.frag = (const char *[]){shadow_frag, NULL},
.defs = (const char *[]){"#define SHADOW_FAIL\n", NULL},
});
e_data.ghost_resolve_sh = DRW_shader_create_fullscreen(
datatoc_workbench_ghost_resolve_frag_glsl, NULL);