Cleanup: Remove old unused overlay functions

These functions were separated so no need to keep them for goo
This commit is contained in:
2025-12-30 02:41:44 -06:00
parent 572e82494a
commit 94e5855779
@@ -22,148 +22,11 @@ vec3 cameraVec(vec3 P)
}
#define viewCameraVec(vP) ((ProjectionMatrix[3][3] == 0.0) ? normalize(-vP) : vec3(0.0, 0.0, 1.0))
#ifdef COMMON_GLOBALS_LIB
/* TODO move to overlay engine. */
float mul_project_m4_v3_zfac(vec3 co)
{
vec3 vP = (ViewMatrix * vec4(co, 1.0)).xyz;
return pixelFac * ((ProjectionMatrix[0][3] * vP.x) + (ProjectionMatrix[1][3] * vP.y) +
(ProjectionMatrix[2][3] * vP.z) + ProjectionMatrix[3][3]);
}
#endif
/* Not the right place but need to be common to all overlay's.
* TODO: Split to an overlay lib. */
mat4 extract_matrix_packed_data(mat4 mat, out vec4 dataA, out vec4 dataB)
{
const float div = 1.0 / 255.0;
int a = int(mat[0][3]);
int b = int(mat[1][3]);
int c = int(mat[2][3]);
int d = int(mat[3][3]);
dataA = vec4(a & 0xFF, a >> 8, b & 0xFF, b >> 8) * div;
dataB = vec4(c & 0xFF, c >> 8, d & 0xFF, d >> 8) * div;
mat[0][3] = mat[1][3] = mat[2][3] = 0.0;
mat[3][3] = 1.0;
return mat;
}
/* Same here, Not the right place but need to be common to all overlay's.
* TODO: Split to an overlay lib. */
/* edge_start and edge_pos needs to be in the range [0..sizeViewport]. */
vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
{
vec2 edge = edge_start - edge_pos;
float len = length(edge);
if (len > 0.0) {
edge /= len;
vec2 perp = vec2(-edge.y, edge.x);
float dist = dot(perp, frag_co - edge_start);
/* Add 0.1 to differentiate with cleared pixels. */
return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 1.0);
}
else {
/* Default line if the origin is perfectly aligned with a pixel. */
return vec4(1.0, 0.0, 0.5 + 0.1, 1.0);
}
}
/* Temporary until we fully make the switch. */
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform int drw_resourceChunk;
#endif /* !USE_GPU_SHADER_CREATE_INFO */
#ifdef GPU_VERTEX_SHADER
/* Temporary until we fully make the switch. */
# ifndef USE_GPU_SHADER_CREATE_INFO
/* clang-format off */
# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR) || defined(DRW_LEGACY_MODEL_MATRIX) || defined(GPU_DEPRECATED_AMD_DRIVER)
/* clang-format on */
/* When drawing instances of an object at the same position. */
# define instanceId 0
# else
# define instanceId gl_InstanceID
# endif
# if defined(UNIFORM_RESOURCE_ID)
/* This is in the case we want to do a special instance drawcall for one object but still want to
* have the right resourceId and all the correct UBO datas. */
uniform int drw_ResourceID;
# define resource_id drw_ResourceID
# else
# define resource_id (gpu_BaseInstance + instanceId)
# endif
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */
# if defined(EEVEE_GENERATED_INTERFACE)
# define RESOURCE_ID_VARYING
# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
# elif defined(USE_GEOMETRY_SHADER)
# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
# else
# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
# endif
# endif /* USE_GPU_SHADER_CREATE_INFO */
#endif /* GPU_VERTEX_SHADER */
/* Temporary until we fully make the switch. */
#ifdef USE_GPU_SHADER_CREATE_INFO
/* TODO(fclem): Rename PASS_RESOURCE_ID to DRW_RESOURCE_ID_VARYING_SET */
# if defined(UNIFORM_RESOURCE_ID)
# define resource_id drw_ResourceID
# define PASS_RESOURCE_ID
# 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 PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id;
# elif defined(GPU_GEOMETRY_SHADER)
# define resource_id drw_ResourceID_iface_in[0].resource_index
# define PASS_RESOURCE_ID drw_ResourceID_iface_out.resource_index = resource_id;
# elif defined(GPU_FRAGMENT_SHADER)
# define resource_id drw_ResourceID_iface.resource_index
# endif
/* TODO(fclem): Remove. */
# define RESOURCE_ID_VARYING
#else
/* If used in a fragment / geometry shader, we pass
* resource_id as varying. */
# ifdef GPU_GEOMETRY_SHADER
/* TODO(fclem): Remove. This is getting ridiculous. */
# if !defined(EEVEE_GENERATED_INTERFACE)
# define RESOURCE_ID_VARYING \
flat out int resourceIDFrag; \
flat in int resourceIDGeom[];
# else
# define RESOURCE_ID_VARYING
# endif
# define resource_id resourceIDGeom
# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
# endif
# if defined(GPU_FRAGMENT_SHADER)
# if !defined(EEVEE_GENERATED_INTERFACE)
flat in int resourceIDFrag;
# endif
# define resource_id resourceIDFrag
# endif
#endif
/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
/* clang-format off */
#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && (!defined(OS_MAC) || defined(GPU_METAL)) && !defined(INSTANCED_ATTR) && !defined(DRW_LEGACY_MODEL_MATRIX)
@@ -227,24 +90,13 @@ uniform mat4 ModelMatrixInverse;
#define NormalMatrix transpose(mat3(ModelMatrixInverse))
#define NormalMatrixInverse transpose(mat3(ModelMatrix))
#define normal_object_to_view(n) (mat3(ViewMatrix) * (NormalMatrix * n))
#define normal_object_to_world(n) (NormalMatrix * n)
#define normal_world_to_object(n) (NormalMatrixInverse * n)
#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
#define normal_view_to_world(n) (mat3(ViewMatrixInverse) * n)
#define point_object_to_ndc(p) \
(ProjectionMatrix * (ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)))
#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
vec4 point_view_to_ndc(vec3 p)
{
return ProjectionMatrix * vec4(p, 1.0);
}
vec3 point_view_to_world(vec3 p)
{
return (ViewMatrixInverse * vec4(p, 1.0)).xyz;
@@ -260,27 +112,6 @@ vec3 point_world_to_view(vec3 p)
return (ViewMatrix * vec4(p, 1.0)).xyz;
}
/* View-space Z is used to adjust for perspective projection.
* Homogenous W is used to convert from NDC to homogenous space.
* Offset is in view-space, so positive values are closer to the camera. */
float get_homogenous_z_offset(float vs_z, float hs_w, float vs_offset)
{
if (vs_offset == 0.0) {
/* Don't calculate homogenous offset if view-space offset is zero. */
return 0.0;
}
else if (ProjectionMatrix[3][3] == 0.0) {
/* Clamp offset to half of Z to avoid floating point precision errors. */
vs_offset = min(vs_offset, vs_z * -0.5);
/* From "Projection Matrix Tricks" by Eric Lengyel:
* http://www.terathon.com/gdc07_lengyel.pdf (p. 24 Depth Modification) */
return ProjectionMatrix[3][2] * (vs_offset / (vs_z * (vs_z + vs_offset))) * hs_w;
}
else {
return ProjectionMatrix[2][2] * vs_offset * hs_w;
}
}
/* Due to some shader compiler bug, we somewhat need to access gl_VertexID
* to make vertex shaders work. even if it's actually dead code. */
#if defined(GPU_INTEL) && defined(GPU_OPENGL)
@@ -289,17 +120,6 @@ float get_homogenous_z_offset(float vs_z, float hs_w, float vs_offset)
# define GPU_INTEL_VERTEX_SHADER_WORKAROUND
#endif
#define DRW_BASE_SELECTED (1 << 1)
#define DRW_BASE_FROM_DUPLI (1 << 2)
#define DRW_BASE_FROM_SET (1 << 3)
#define DRW_BASE_ACTIVE (1 << 4)
#define DRW_BASE_HOLDOUT (1 << 5)
/* Wire Color Types, matching eV3DShadingColorType. */
#define V3D_SHADING_SINGLE_COLOR 2
#define V3D_SHADING_OBJECT_COLOR 4
#define V3D_SHADING_RANDOM_COLOR 1
/* ---- Opengl Depth conversion ---- */
float linear_depth(bool is_persp, float z, float zf, float zn)
@@ -364,18 +184,4 @@ vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
}
vec3 get_view_vector_from_screen_uv(vec2 uvcoords)
{
if (ProjectionMatrix[3][3] == 0.0) {
vec2 ndc = vec2(uvcoords * 2.0 - 1.0);
/* This is the manual inversion of the ProjectionMatrix. */
vec3 vV = vec3((-ndc - ProjectionMatrix[2].xy) /
vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]),
-ProjectionMatrix[2][2] - ProjectionMatrix[3][2]);
return normalize(vV);
}
/* Orthographic case. */
return vec3(0.0, 0.0, 1.0);
}
#endif /* GOO_COMMON_VIEW_LIB_GLSL */