Commit: 324a52b8ef311d80624e66fe75a61b8e6d88e54f
Author: Antony Riakiotakis
Date:   Mon Feb 2 14:25:44 2015 +0100
Branches: temp_custom_loop_normals
https://developer.blender.org/rB324a52b8ef311d80624e66fe75a61b8e6d88e54f

Adjust GLSL drawing of window coordinates from camera view (use camera
bounds instead of window bounds). Fixes remaining part of T43346

===================================================================

M       source/blender/editors/space_view3d/view3d_draw.c
M       source/blender/gpu/GPU_material.h
M       source/blender/gpu/intern/gpu_codegen.c
M       source/blender/gpu/intern/gpu_draw.c
M       source/blender/gpu/intern/gpu_material.c
M       source/blender/gpu/shaders/gpu_shader_material.glsl
M       source/blender/makesdna/DNA_view3d_types.h
M       source/blender/nodes/shader/nodes/node_shader_tex_coord.c
M       source/gameengine/Ketsji/BL_BlenderShader.cpp

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw.c 
b/source/blender/editors/space_view3d/view3d_draw.c
index 67c6eb4..1a57e63 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2573,6 +2573,7 @@ CustomDataMask ED_view3d_screen_datamask(bScreen *screen)
 void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float 
viewmat[4][4], float winmat[4][4])
 {
        RegionView3D *rv3d = ar->regiondata;
+       rctf cameraborder;
 
        /* setup window matrices */
        if (winmat)
@@ -2590,7 +2591,23 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, 
ARegion *ar, float view
        mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
        invert_m4_m4(rv3d->persinv, rv3d->persmat);
        invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+       
+       /* calculate GLSL view dependent values */
 
+       /* store window coordinates scaling/offset */
+       if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+               ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, 
&cameraborder, false);
+               rv3d->viewcamtexcofac[0] = (float)ar->winx / 
BLI_rctf_size_x(&cameraborder);
+               rv3d->viewcamtexcofac[1] = (float)ar->winy / 
BLI_rctf_size_y(&cameraborder);
+               
+               rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * 
cameraborder.xmin / (float)ar->winx;
+               rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * 
cameraborder.ymin / (float)ar->winy;
+       }
+       else {
+               rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
+               rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
+       }
+       
        /* calculate pixelsize factor once, is used for lamps and obcenters */
        {
                /* note:  '1.0f / len_v3(v1)'  replaced  
'len_v3(rv3d->viewmat[0])'
@@ -2828,9 +2845,9 @@ static void view3d_main_area_clear(Scene *scene, View3D 
*v3d, ARegion *ar, bool
                if (glsl) {
                        RegionView3D *rv3d = ar->regiondata;
                        GPUMaterial *gpumat = GPU_material_world(scene, 
scene->world);
-                       
+
                        /* calculate full shader for background */
-                       GPU_material_bind(gpumat, 1, 1, 1.0, false, 
rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
+                       GPU_material_bind(gpumat, 1, 1, 1.0, false, 
rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
                        
                        glEnable(GL_DEPTH_TEST);
                        glDepthFunc(GL_ALWAYS);
diff --git a/source/blender/gpu/GPU_material.h 
b/source/blender/gpu/GPU_material.h
index eef07fd..64ce936 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -84,14 +84,15 @@ typedef enum GPUType {
 } GPUType;
 
 typedef enum GPUBuiltin {
-       GPU_VIEW_MATRIX = 1,
-       GPU_OBJECT_MATRIX = 2,
-       GPU_INVERSE_VIEW_MATRIX = 4,
-       GPU_INVERSE_OBJECT_MATRIX = 8,
-       GPU_VIEW_POSITION = 16,
-       GPU_VIEW_NORMAL = 32,
-       GPU_OBCOLOR = 64,
-       GPU_AUTO_BUMPSCALE = 128,
+       GPU_VIEW_MATRIX =           (1 << 0),
+       GPU_OBJECT_MATRIX =         (1 << 1),
+       GPU_INVERSE_VIEW_MATRIX =   (1 << 2),
+       GPU_INVERSE_OBJECT_MATRIX = (1 << 3),
+       GPU_VIEW_POSITION =         (1 << 4),
+       GPU_VIEW_NORMAL =           (1 << 5),
+       GPU_OBCOLOR =               (1 << 6),
+       GPU_AUTO_BUMPSCALE =        (1 << 7),
+       GPU_CAMERA_TEXCO_FACTORS =       (1 << 8),
 } GPUBuiltin;
 
 typedef enum GPUOpenGLBuiltin {
@@ -101,7 +102,7 @@ typedef enum GPUOpenGLBuiltin {
 
 typedef enum GPUMatType {
        GPU_MATERIAL_TYPE_MESH  = 1,
-       GPU_MATERIAL_TYPE_WORLD = 2,    
+       GPU_MATERIAL_TYPE_WORLD = 2,
 } GPUMatType;
 
 
@@ -177,7 +178,7 @@ void GPU_material_free(struct ListBase *gpumaterial);
 void GPU_materials_free(void);
 
 bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, 
struct Material *ma);
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double 
time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock);
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double 
time, int mipmap, float viewmat[4][4], float viewinv[4][4], float 
cameraborder[4], bool scenelock);
 void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], 
float obcol[4], float autobumpscale);
 void GPU_material_unbind(GPUMaterial *material);
 int GPU_material_bound(GPUMaterial *material);
diff --git a/source/blender/gpu/intern/gpu_codegen.c 
b/source/blender/gpu/intern/gpu_codegen.c
index e77ea32..97064f4 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -383,6 +383,8 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
                return "unfobcolor";
        else if (builtin == GPU_AUTO_BUMPSCALE)
                return "unfobautobumpscale";
+       else if (builtin == GPU_CAMERA_TEXCO_FACTORS)
+               return "unfcameratexfactors";
        else
                return "";
 }
diff --git a/source/blender/gpu/intern/gpu_draw.c 
b/source/blender/gpu/intern/gpu_draw.c
index 6ff076b..4a93fba 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1384,6 +1384,7 @@ static struct GPUMaterialState {
        bool gscenelock;
        float (*gviewmat)[4];
        float (*gviewinv)[4];
+       float (*gviewcamtexcofac);
 
        bool backface_culling;
 
@@ -1492,6 +1493,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D 
*rv3d, Scene *scene, O
        GMS.gscenelock = (v3d->scenelock != 0);
        GMS.gviewmat= rv3d->viewmat;
        GMS.gviewinv= rv3d->viewinv;
+       GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
 
        /* alpha pass setup. there's various cases to handle here:
         * - object transparency on: only solid materials draw in the first 
pass,
@@ -1650,7 +1652,7 @@ int GPU_enable_material(int nr, void *attribs)
 
                        gpumat = GPU_material_from_blender(GMS.gscene, mat);
                        GPU_material_vertex_attributes(gpumat, gattribs);
-                       GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, 
!(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, 
GMS.gscenelock);
+                       GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, 
!(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, 
GMS.gviewcamtexcofac, GMS.gscenelock);
 
                        auto_bump_scale = GMS.gob->derivedFinal != NULL ? 
GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
                        GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, 
GMS.gob->col, auto_bump_scale);
diff --git a/source/blender/gpu/intern/gpu_material.c 
b/source/blender/gpu/intern/gpu_material.c
index 4638ad2..53e20ec 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -101,6 +101,7 @@ struct GPUMaterial {
        int viewmatloc, invviewmatloc;
        int obmatloc, invobmatloc;
        int obcolloc, obautobumpscaleloc;
+       int cameratexcofacloc;
 
        ListBase lamps;
 };
@@ -228,6 +229,8 @@ static int GPU_material_construct_end(GPUMaterial 
*material, const char *passnam
                        material->obcolloc = GPU_shader_get_uniform(shader, 
GPU_builtin_name(GPU_OBCOLOR));
                if (material->builtins & GPU_AUTO_BUMPSCALE)
                        material->obautobumpscaleloc = 
GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
+               if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
+                       material->cameratexcofacloc = 
GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
                return 1;
        }
 
@@ -277,7 +280,7 @@ bool GPU_lamp_override_visible(GPULamp *lamp, 
SceneRenderLayer *srl, Material *m
                return true;
 }
 
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double 
time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock)
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double 
time, int mipmap, float viewmat[4][4], float viewinv[4][4], float 
camerafactors[4], bool scenelock)
 {
        if (material->pass) {
                LinkData *nlink;
@@ -337,6 +340,16 @@ void GPU_material_bind(GPUMaterial *material, int oblay, 
int viewlay, double tim
                if (material->builtins & GPU_INVERSE_VIEW_MATRIX) {
                        GPU_shader_uniform_vector(shader, 
material->invviewmatloc, 16, 1, (float*)viewinv);
                }
+               if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) {
+                       if (camerafactors) {
+                               GPU_shader_uniform_vector(shader, 
material->cameratexcofacloc, 4, 1, (float*)camerafactors);
+                       }
+                       else {
+                               /* use default, no scaling no offset */
+                               float borders[4] = {1.0f, 1.0f, 0.0f, 0.0f};
+                               GPU_shader_uniform_vector(shader, 
material->cameratexcofacloc, 4, 1, (float*)borders);
+                       }
+               }
 
                GPU_pass_update_uniforms(material->pass);
 
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl 
b/source/blender/gpu/shaders/gpu_shader_material.glsl
index a7bb4fe..229abd7 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2368,7 +2368,7 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
        backfacing = (gl_FrontFacing)? 0.0: 1.0;
 }
 
-void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
+void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 
camerafac,
        vec3 attr_orco, vec3 attr_uv,
        out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
        out vec3 camera, out vec3 window, out vec3 reflection)
@@ -2379,7 +2379,7 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 
obinvmat,
        object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
        camera = vec3(I.xy, -I.z);
        vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
-       window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy, 0.0);
+       window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy * camerafac.xy 
+ camerafac.zw, 0.0);
 
        vec3 shade_I;
        shade_view(I, shade_I);
@@ -2387,7 +2387,7 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 
obinvmat,
        reflection = (viewinvmat*vec4(view_reflection, 0.0)).xyz;
 }
 
-void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
+void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, 
vec4 camerafac,
        vec3 attr_orco, vec3 attr_uv,
        out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
        out vec3 camera, out vec3 window, out vec3 reflection)
@@ -2406,7 +2406,9 @@ void node_tex_coord_background(vec3 I, vec3 N, mat4 
viewinvmat, mat4 obinvmat,
        object = coords;
 
        camera = vec3(co.xy, -co.z);
-       window = (gl_ProjectionMatrix[3][3] == 0.0) ? 
vec3(mtex_2d_mapping(I).xy, 0.0) : vec3(0.5, 0.5, 0.0);
+       window = (gl_ProjectionMatrix[3][3] == 0.0) ? 
+                     vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 
0.0) : 
+                     vec3(vec2(0.5) * camerafac.xy + cameraf

@@ Diff output truncated at 10240 characters. @@

_______________________________________________
Bf-blender-cvs mailing list
Bf-blender-cvs@blender.org
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to