Files
test2/source/blender/draw/intern/shaders/draw_model_lib.glsl
Clément Foucault 71dfcf4558 EEVEE-Next: Remove common lib usage
Replaces all usage by the the gpu_shader_math
equivalent. This is because the old shader
library was quite tangled.

This avoids dependency hell trying to
mix libraries.

Changes are split into isolated commits until
I had to do mass changes because of inter-
dependencies.

Pull Request: https://projects.blender.org/blender/blender/pulls/113631
2023-10-13 17:59:46 +02:00

121 lines
3.0 KiB
GLSL

/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(draw_view_lib.glsl)
#ifndef DRAW_MODELMAT_CREATE_INFO
# error Missing draw_modelmat additional create info on shader create info
#endif
#if defined(UNIFORM_RESOURCE_ID)
/* TODO(fclem): Legacy API. To remove. */
# define resource_id drw_ResourceID
# define DRW_RESOURCE_ID_VARYING_SET
#elif defined(GPU_VERTEX_SHADER)
# if defined(UNIFORM_RESOURCE_ID_NEW)
# define resource_id (drw_ResourceID >> DRW_VIEW_SHIFT)
# else
# define resource_id gpu_InstanceIndex
# endif
# define DRW_RESOURCE_ID_VARYING_SET drw_ResourceID_iface.resource_index = resource_id;
#elif defined(GPU_GEOMETRY_SHADER)
# define resource_id drw_ResourceID_iface_in[0].resource_index
#elif defined(GPU_FRAGMENT_SHADER)
# define resource_id drw_ResourceID_iface.resource_index
#endif
mat4x4 drw_modelmat()
{
return drw_matrix_buf[resource_id].model;
}
mat4x4 drw_modelinv()
{
return drw_matrix_buf[resource_id].model_inverse;
}
/**
* Usually Normal matrix is `transpose(inverse(ViewMatrix * ModelMatrix))`.
*
* But since it is slow to multiply matrices we decompose it. Decomposing
* inversion and transposition both invert the product order leaving us with
* the same original order:
* transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse)
*
* Knowing that the view matrix is orthogonal, the transpose is also the inverse.
* NOTE: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
*/
mat3x3 drw_normat()
{
return transpose(mat3x3(drw_modelinv()));
}
mat3x3 drw_norinv()
{
return transpose(mat3x3(drw_modelmat()));
}
/* -------------------------------------------------------------------- */
/** \name Transform Normal
*
* Space conversion helpers for normal vectors.
* \{ */
vec3 drw_normal_object_to_world(vec3 lN)
{
return (drw_normat() * lN);
}
vec3 drw_normal_world_to_object(vec3 N)
{
return (drw_norinv() * N);
}
vec3 drw_normal_object_to_view(vec3 lN)
{
return (mat3x3(drw_view.viewmat) * (drw_normat() * lN));
}
vec3 drw_normal_view_to_object(vec3 vN)
{
return (drw_norinv() * (mat3x3(drw_view.viewinv) * vN));
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform Normal
*
* Space conversion helpers for points (coordinates).
* \{ */
vec3 drw_point_object_to_world(vec3 lP)
{
return (drw_modelmat() * vec4(lP, 1.0)).xyz;
}
vec3 drw_point_world_to_object(vec3 P)
{
return (drw_modelinv() * vec4(P, 1.0)).xyz;
}
vec3 drw_point_object_to_view(vec3 lP)
{
return (drw_view.viewmat * (drw_modelmat() * vec4(lP, 1.0))).xyz;
}
vec3 drw_point_view_to_object(vec3 vP)
{
return (drw_modelinv() * (drw_view.viewinv * vec4(vP, 1.0))).xyz;
}
vec4 drw_point_object_to_homogenous(vec3 lP)
{
return (drw_view.winmat * (drw_view.viewmat * (drw_modelmat() * vec4(lP, 1.0))));
}
vec3 drw_point_object_to_ndc(vec3 lP)
{
return drw_perspective_divide(drw_point_object_to_homogenous(lP));
}
/** \} */