Cleanup: Eevee: Remove custom volumetric matrix
This was the same as using the inverse obmat.
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@@ -404,20 +404,6 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
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BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
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float(*imat)[4] = ob->imat;
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if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
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/* TODO Remove from here and use a dedicated buffer. */
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EEVEE_InstanceVolumeMatrix *ivm = (EEVEE_InstanceVolumeMatrix *)DRW_drawdata_ensure(
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&ob->id,
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(DrawEngineType *)EEVEE_volumes_cache_object_add,
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sizeof(EEVEE_InstanceVolumeMatrix),
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NULL,
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NULL);
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copy_m4_m4(ivm->volume_mat, ob->imat);
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imat = ivm->volume_mat;
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}
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/* TODO(fclem) remove those "unnecessary" UBOs */
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DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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@@ -426,7 +412,6 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", imat);
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DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
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DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
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@@ -477,7 +462,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
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/* TODO Reduce to number of slices intersecting. */
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/* TODO Preemptive culling. */
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DRW_shgroup_call_procedural_triangles(grp, sldata->common_data.vol_tex_size[2], NULL);
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DRW_shgroup_call_procedural_triangles(grp, sldata->common_data.vol_tex_size[2], ob->obmat);
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vedata->stl->effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER);
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}
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@@ -5,7 +5,6 @@
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#define NODETREE_EXEC
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#ifdef MESH_SHADER
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uniform mat4 volumeObjectMatrix;
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uniform vec3 volumeOrcoLoc;
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uniform vec3 volumeOrcoSize;
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#endif
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@@ -33,9 +32,9 @@ void main()
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vec3 ndc_cell = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz);
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viewPosition = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z);
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worldPosition = transform_point(ViewMatrixInverse, viewPosition);
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worldPosition = point_view_to_world(viewPosition);
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#ifdef MESH_SHADER
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volumeObjectLocalCoord = transform_point(volumeObjectMatrix, worldPosition);
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volumeObjectLocalCoord = point_world_to_object(worldPosition);
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volumeObjectLocalCoord = (volumeObjectLocalCoord - volumeOrcoLoc + volumeOrcoSize) /
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(volumeOrcoSize * 2.0);
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@@ -406,6 +406,7 @@ void DRW_shgroup_call_object_ex(DRWShadingGroup *shgroup,
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#define DRW_shgroup_call_object_no_cull(shgroup, geom, ob) \
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DRW_shgroup_call_object_ex(shgroup, geom, ob, true)
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/* TODO(fclem) remove this when we have DRWView */
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void DRW_shgroup_call_object_with_callback(DRWShadingGroup *shgroup,
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struct GPUBatch *geom,
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struct Object *ob,
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@@ -351,7 +351,7 @@ static void drw_call_state_update_matflag(DRWCallState *state,
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DRWShadingGroup *shgroup,
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Object *ob)
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{
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uint16_t new_flags = ((state->matflag ^ shgroup->matflag) & shgroup->matflag);
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uchar new_flags = ((state->matflag ^ shgroup->matflag) & shgroup->matflag);
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/* HACK: Here we set the matflags bit to 1 when computing the value
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* so that it's not recomputed for other drawcalls.
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@@ -393,8 +393,6 @@ static DRWCallState *drw_call_state_create(DRWShadingGroup *shgroup, float (*obm
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state->visibility_cb = NULL;
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state->matflag = 0;
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drw_call_state_update_matflag(state, shgroup, ob);
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/* Matrices */
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if (obmat != NULL) {
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copy_m4_m4(state->model, obmat);
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@@ -407,6 +405,8 @@ static DRWCallState *drw_call_state_create(DRWShadingGroup *shgroup, float (*obm
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unit_m4(state->model);
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}
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drw_call_state_update_matflag(state, shgroup, ob);
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if (ob != NULL) {
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float corner[3];
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BoundBox *bbox = BKE_object_boundbox_get(ob);
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