DRW: Move CameraTexCoFactors to engine specific storage
This is part of the effor to simplify the View struct in order to implement multiview rendering. The CameraTexCoFactors being only valid for a single view, and being only used in very few places, it make sense to move it to the engine side.
This commit is contained in:
@@ -231,6 +231,13 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
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eevee_init_noise_texture();
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}
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if (draw_ctx->rv3d) {
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copy_v4_v4(sldata->common_data.camera_uv_scale, draw_ctx->rv3d->viewcamtexcofac);
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}
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else {
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copy_v4_fl4(sldata->common_data.camera_uv_scale, 1.0f, 1.0f, 0.0f, 0.0f);
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}
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if (!DRW_state_is_image_render() && ((stl->effects->enabled_effects & EFFECT_TAA) == 0)) {
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sldata->common_data.alpha_hash_offset = 0.0f;
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sldata->common_data.alpha_hash_scale = 1.0f;
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@@ -895,14 +895,11 @@ typedef struct EEVEE_CommonUniformBuffer {
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float prb_irradiance_smooth; /* float */
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float prb_lod_cube_max; /* float */
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/* Misc */
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int ray_type; /* int */
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float ray_depth; /* float */
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float alpha_hash_offset; /* float */
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float alpha_hash_scale; /* float */
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float pad7; /* float */
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float pad8; /* float */
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float pad9; /* float */
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float pad10; /* float */
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int ray_type; /* int */
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float ray_depth; /* float */
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float alpha_hash_offset; /* float */
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float alpha_hash_scale; /* float */
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float camera_uv_scale[2], camera_uv_bias[2]; /* vec4 */
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} EEVEE_CommonUniformBuffer;
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BLI_STATIC_ASSERT_ALIGN(EEVEE_CommonUniformBuffer, 16)
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@@ -157,8 +157,6 @@ void EEVEE_render_view_sync(EEVEE_Data *vedata, RenderEngine *engine, struct Dep
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DRW_view_reset();
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DRW_view_default_set(view);
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DRW_view_set_active(view);
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DRW_view_camtexco_set(view, g_data->camtexcofac);
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}
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void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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@@ -1,4 +1,6 @@
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#define COMMON_UNIFORMS_LIB
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layout(std140) uniform common_block
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{
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mat4 pastViewProjectionMatrix;
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@@ -42,10 +44,8 @@ layout(std140) uniform common_block
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float rayDepth;
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float alphaHashOffset;
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float alphaHashScale;
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float pad6;
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float pad7;
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float pad8;
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float pad9;
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/* Misc */
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vec4 cameraUvScaleBias;
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};
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/* rayType (keep in sync with ray_type) */
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@@ -1,5 +1,6 @@
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/** This describe the entire interface of the shader. */
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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#define SURFACE_INTERFACE \
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@@ -176,13 +177,13 @@ vec3 coordinate_screen(vec3 P)
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/* Unsupported. It would make the probe camera-dependent. */
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window.xy = vec2(0.5);
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#elif defined(WORLD_BACKGROUND)
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#elif defined(WORLD_BACKGROUND) && defined(COMMON_UNIFORMS_LIB)
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window.xy = project_point(ProjectionMatrix, viewPosition).xy * 0.5 + 0.5;
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window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw;
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window.xy = window.xy * cameraUvScaleBias.xy + cameraUvScaleBias.zw;
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#else /* MESH */
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#elif defined(COMMON_UNIFORMS_LIB) /* MESH */
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window.xy = project_point(ProjectionMatrix, transform_point(ViewMatrix, P)).xy * 0.5 + 0.5;
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window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw;
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window.xy = window.xy * cameraUvScaleBias.xy + cameraUvScaleBias.zw;
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#endif
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return window;
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}
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@@ -53,7 +53,7 @@ vec3 coordinate_screen(vec3 P)
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{
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vec3 window = vec3(0.0);
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window.xy = project_point(ProjectionMatrix, transform_point(ViewMatrix, P)).xy * 0.5 + 0.5;
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window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw;
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window.xy = window.xy * cameraUvScaleBias.xy + cameraUvScaleBias.zw;
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return window;
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}
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@@ -85,7 +85,9 @@ void Camera::sync()
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DRW_view_winmat_get(inst_.drw_view, data.wininv.ptr(), true);
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DRW_view_persmat_get(inst_.drw_view, data.persmat.ptr(), false);
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DRW_view_persmat_get(inst_.drw_view, data.persinv.ptr(), true);
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DRW_view_camtexco_get(inst_.drw_view, data.uv_scale);
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/* TODO(fclem): Derive from rv3d instead. */
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data.uv_scale = float2(1.0f);
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data.uv_bias = float2(0.0f);
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}
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else if (inst_.render) {
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/* TODO(@fclem): Over-scan. */
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@@ -106,6 +108,8 @@ void Camera::sync()
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data.wininv = data.winmat.inverted();
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data.persmat = data.winmat * data.viewmat;
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data.persinv = data.persmat.inverted();
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data.uv_scale = float2(1.0f);
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data.uv_bias = float2(0.0f);
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}
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if (camera_eval) {
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@@ -99,7 +99,7 @@ class Camera {
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BLI_assert(data_.initialized);
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return data_;
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}
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const GPUUniformBuf *ubo_get() const
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GPUUniformBuf *ubo_get() const
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{
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return data_;
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}
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@@ -90,6 +90,8 @@
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#define VELOCITY_CAMERA_CURR_BUF 4
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#define VELOCITY_CAMERA_NEXT_BUF 5
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#define CAMERA_BUF_SLOT 6
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/* Storage Buffers. */
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#define LIGHT_CULL_BUF_SLOT 0
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#define LIGHT_BUF_SLOT 1
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@@ -79,6 +79,8 @@ void ForwardPipeline::sync()
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/* Textures. */
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prepass_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
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/* Uniform Buf. */
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prepass_ps_.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
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inst_.velocity.bind_resources(&prepass_ps_);
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inst_.sampling.bind_resources(&prepass_ps_);
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@@ -117,6 +119,8 @@ void ForwardPipeline::sync()
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opaque_ps_.bind_ssbo(RBUFS_AOV_BUF_SLOT, &inst_.film.aovs_info);
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/* Textures. */
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opaque_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
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/* Uniform Buf. */
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opaque_ps_.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
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inst_.lights.bind_resources(&opaque_ps_);
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inst_.sampling.bind_resources(&opaque_ps_);
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@@ -140,6 +144,8 @@ void ForwardPipeline::sync()
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/* Textures. */
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sub.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
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/* Uniform Buf. */
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opaque_ps_.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
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inst_.lights.bind_resources(&sub);
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inst_.sampling.bind_resources(&sub);
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@@ -163,7 +163,7 @@ struct CameraData {
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float4x4 viewinv;
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float4x4 winmat;
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float4x4 wininv;
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/** Camera UV scale and bias. Also known as `viewcamtexcofac`. */
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/** Camera UV scale and bias. */
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float2 uv_scale;
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float2 uv_bias;
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/** Panorama parameters. */
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@@ -345,7 +345,7 @@ vec3 coordinate_screen(vec3 P)
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else {
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/* TODO(fclem): Actual camera transform. */
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window.xy = project_point(ProjectionMatrix, transform_point(ViewMatrix, P)).xy * 0.5 + 0.5;
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window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw;
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window.xy = window.xy * camera_buf.uv_scale + camera_buf.uv_bias;
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}
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return window;
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}
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@@ -20,6 +20,8 @@ GPU_SHADER_CREATE_INFO(eevee_sampling_data)
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GPU_SHADER_CREATE_INFO(eevee_utility_texture)
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.sampler(RBUFS_UTILITY_TEX_SLOT, ImageType::FLOAT_2D_ARRAY, "utility_tx");
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GPU_SHADER_CREATE_INFO(eevee_camera).uniform_buf(CAMERA_BUF_SLOT, "CameraData", "camera_buf");
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/** \} */
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/* -------------------------------------------------------------------- */
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@@ -114,7 +116,8 @@ GPU_SHADER_CREATE_INFO(eevee_surf_deferred)
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// .image_out(6, Qualifier::READ_WRITE, GPU_RGBA16F, "rpass_volume_light")
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/* TODO: AOVs maybe? */
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.fragment_source("eevee_surf_deferred_frag.glsl")
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// .additional_info("eevee_aov_out", "eevee_sampling_data", "eevee_utility_texture")
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// .additional_info("eevee_aov_out", "eevee_sampling_data", "eevee_camera",
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// "eevee_utility_texture")
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;
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GPU_SHADER_CREATE_INFO(eevee_surf_forward)
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@@ -127,6 +130,7 @@ GPU_SHADER_CREATE_INFO(eevee_surf_forward)
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.fragment_source("eevee_surf_forward_frag.glsl")
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.additional_info("eevee_cryptomatte_out",
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"eevee_light_data",
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"eevee_camera",
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"eevee_utility_texture",
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"eevee_sampling_data"
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// "eevee_lightprobe_data",
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@@ -141,7 +145,7 @@ GPU_SHADER_CREATE_INFO(eevee_surf_forward)
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GPU_SHADER_CREATE_INFO(eevee_surf_depth)
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.vertex_out(eevee_surf_iface)
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.fragment_source("eevee_surf_depth_frag.glsl")
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.additional_info("eevee_sampling_data", "eevee_utility_texture");
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.additional_info("eevee_sampling_data", "eevee_camera", "eevee_utility_texture");
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GPU_SHADER_CREATE_INFO(eevee_surf_world)
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.vertex_out(eevee_surf_iface)
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@@ -151,6 +155,7 @@ GPU_SHADER_CREATE_INFO(eevee_surf_world)
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.additional_info("eevee_aov_out",
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"eevee_cryptomatte_out",
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"eevee_render_pass_out",
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"eevee_camera",
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"eevee_utility_texture");
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#undef image_out
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@@ -683,8 +683,6 @@ const DRWView *DRW_view_get_active(void);
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* \note planes must be in world space.
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*/
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void DRW_view_clip_planes_set(DRWView *view, float (*planes)[4], int plane_len);
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void DRW_view_camtexco_set(DRWView *view, float texco[4]);
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void DRW_view_camtexco_get(const DRWView *view, float r_texco[4]);
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/* For all getters, if view is NULL, default view is assumed. */
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@@ -566,7 +566,6 @@ static void drw_manager_init(DRWManager *dst, GPUViewport *viewport, const int s
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dst->pixsize = rv3d->pixsize;
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dst->view_default = DRW_view_create(rv3d->viewmat, rv3d->winmat, NULL, NULL, NULL);
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DRW_view_camtexco_set(dst->view_default, rv3d->viewcamtexcofac);
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if (dst->draw_ctx.sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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int plane_len = (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) ? 4 : 6;
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@@ -2213,8 +2213,6 @@ DRWView *DRW_view_create(const float viewmat[4][4],
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view->visibility_fn = visibility_fn;
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view->parent = nullptr;
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copy_v4_fl4(view->storage.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
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if (DST.draw_ctx.evil_C && DST.draw_ctx.region) {
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int region_origin[2] = {DST.draw_ctx.region->winrct.xmin, DST.draw_ctx.region->winrct.ymin};
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wmWindow *win = CTX_wm_window(DST.draw_ctx.evil_C);
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@@ -2357,16 +2355,6 @@ void DRW_view_clip_planes_set(DRWView *view, float (*planes)[4], int plane_len)
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}
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}
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void DRW_view_camtexco_set(DRWView *view, float texco[4])
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{
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copy_v4_v4(view->storage.viewcamtexcofac, texco);
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}
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void DRW_view_camtexco_get(const DRWView *view, float r_texco[4])
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{
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copy_v4_v4(r_texco, view->storage.viewcamtexcofac);
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}
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void DRW_view_frustum_corners_get(const DRWView *view, BoundBox *corners)
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{
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memcpy(corners, &view->frustum_corners, sizeof(view->frustum_corners));
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@@ -69,8 +69,6 @@ struct ViewInfos {
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float4 clip_planes[6];
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float4 viewvecs[2];
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/* Should not be here. Not view dependent (only main view). */
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float4 viewcamtexcofac;
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float2 viewport_size;
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float2 viewport_size_inverse;
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@@ -94,7 +92,6 @@ BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
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# define ProjectionMatrixInverse drw_view.wininv
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# define clipPlanes drw_view.clip_planes
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# define ViewVecs drw_view.viewvecs
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# define CameraTexCoFactors drw_view.viewcamtexcofac
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#endif
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/** \} */
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@@ -21,8 +21,6 @@ void View::sync(const float4x4 &view_mat, const float4x4 &win_mat)
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data_.viewinv = view_mat.inverted();
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data_.winmat = win_mat;
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data_.wininv = win_mat.inverted();
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/* Should not be used anymore. */
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data_.viewcamtexcofac = float4(1.0f, 1.0f, 0.0f, 0.0f);
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data_.is_inverted = (is_negative_m4(view_mat.ptr()) == is_negative_m4(win_mat.ptr()));
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@@ -21,9 +21,6 @@ layout(std140) uniform viewBlock
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/* View frustum corners [NDC(-1.0, -1.0, -1.0) & NDC(1.0, 1.0, 1.0)].
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* Fourth components are near and far values. */
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vec4 ViewVecs[2];
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/* TODO: move it elsewhere. */
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vec4 CameraTexCoFactors;
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};
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#endif /* USE_GPU_SHADER_CREATE_INFO */
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