Commit: e148661d8d8fa458b2c8198bb396b6c5f53510b3 Author: Clément Foucault Date: Thu Feb 2 21:44:14 2017 +0100 Branches: clay-engine https://developer.blender.org/rBe148661d8d8fa458b2c8198bb396b6c5f53510b3
Use vec2 for screen space stuff =================================================================== M source/blender/draw/intern/draw_cache.c M source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl =================================================================== diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 2f571ec7f3..1255a083b8 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -412,13 +412,13 @@ Batch *DRW_cache_lamp_get(void) { #define NSEGMENTS 8 if (!SHC.drw_lamp) { - float v[3] = {0.0f, 0.0f, 0.0f}; + float v[2]; /* Position Only 3D format */ static VertexFormat format = { 0 }; static unsigned pos_id; if (format.attrib_ct == 0) { - pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT); } VertexBuffer *vbo = VertexBuffer_create_with_format(&format); @@ -427,12 +427,10 @@ Batch *DRW_cache_lamp_get(void) for (int a = 0; a < NSEGMENTS; a++) { v[0] = sinf((2.0f * M_PI * a) / ((float)NSEGMENTS)); v[1] = cosf((2.0f * M_PI * a) / ((float)NSEGMENTS)); - v[2] = 0.0f; setAttrib(vbo, pos_id, a * 2, v); v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS)); v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS)); - v[2] = 0.0f; setAttrib(vbo, pos_id, a * 2 + 1, v); } @@ -445,13 +443,13 @@ Batch *DRW_cache_lamp_get(void) Batch *DRW_cache_lamp_sunrays_get(void) { if (!SHC.drw_lamp_sunrays) { - float v[3], v1[3], v2[3]; + float v[2], v1[2], v2[2]; /* Position Only 3D format */ static VertexFormat format = { 0 }; static unsigned pos_id; if (format.attrib_ct == 0) { - pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT); } VertexBuffer *vbo = VertexBuffer_create_with_format(&format); @@ -460,10 +458,9 @@ Batch *DRW_cache_lamp_sunrays_get(void) for (int a = 0; a < 8; a++) { v[0] = sinf((2.0f * M_PI * a) / 8.0f); v[1] = cosf((2.0f * M_PI * a) / 8.0f); - v[2] = 0.0f; - mul_v3_v3fl(v1, v, 1.2f); - mul_v3_v3fl(v2, v, 2.5f); + mul_v2_v2fl(v1, v, 1.2f); + mul_v2_v2fl(v2, v, 2.5f); setAttrib(vbo, pos_id, a * 2, v1); setAttrib(vbo, pos_id, a * 2 + 1, v2); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl index 8d091e9f43..dbc683ef42 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_lamp_vert.glsl @@ -4,7 +4,7 @@ uniform vec3 screen_vecs[2]; uniform float size; uniform float pixel_size; -in vec3 pos; +in vec2 pos; in mat4 InstanceModelMatrix; #define lamp_pos InstanceModelMatrix[3].xyz _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs