Add p3d_ModelMatrix, p3d_ViewMatrix, and p3d_ViewProjectionMatrix. Fix osg_ViewMatrix and osg_InverseViewMatrix.

This commit is contained in:
rdb 2014-07-27 12:10:52 +00:00
parent 3e974abf5d
commit 82e4500d2a

View File

@ -267,6 +267,7 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
if (size > 6 && matrix_name.compare(size - 6, 6, "Matrix") == 0) { if (size > 6 && matrix_name.compare(size - 6, 6, "Matrix") == 0) {
Shader::ShaderMatSpec bind; Shader::ShaderMatSpec bind;
bind._id = arg_id; bind._id = arg_id;
bind._func = Shader::SMF_compose;
if (transpose) { if (transpose) {
bind._piece = Shader::SMP_transpose; bind._piece = Shader::SMP_transpose;
} else { } else {
@ -274,9 +275,10 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
} }
bind._arg[0] = NULL; bind._arg[0] = NULL;
bind._arg[1] = NULL; bind._arg[1] = NULL;
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
if (matrix_name == "ModelViewProjectionMatrix") { if (matrix_name == "ModelViewProjectionMatrix") {
bind._func = Shader::SMF_compose;
if (inverse) { if (inverse) {
bind._part[0] = Shader::SMO_apiclip_to_view; bind._part[0] = Shader::SMO_apiclip_to_view;
bind._part[1] = Shader::SMO_view_to_model; bind._part[1] = Shader::SMO_view_to_model;
@ -284,11 +286,8 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
bind._part[0] = Shader::SMO_model_to_view; bind._part[0] = Shader::SMO_model_to_view;
bind._part[1] = Shader::SMO_view_to_apiclip; bind._part[1] = Shader::SMO_view_to_apiclip;
} }
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
} else if (matrix_name == "ModelViewMatrix") { } else if (matrix_name == "ModelViewMatrix") {
bind._func = Shader::SMF_compose;
if (inverse) { if (inverse) {
bind._part[0] = Shader::SMO_apiview_to_view; bind._part[0] = Shader::SMO_apiview_to_view;
bind._part[1] = Shader::SMO_view_to_model; bind._part[1] = Shader::SMO_view_to_model;
@ -296,11 +295,8 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
bind._part[0] = Shader::SMO_model_to_view; bind._part[0] = Shader::SMO_model_to_view;
bind._part[1] = Shader::SMO_view_to_apiview; bind._part[1] = Shader::SMO_view_to_apiview;
} }
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
} else if (matrix_name == "ProjectionMatrix") { } else if (matrix_name == "ProjectionMatrix") {
bind._func = Shader::SMF_compose;
if (inverse) { if (inverse) {
bind._part[0] = Shader::SMO_apiclip_to_view; bind._part[0] = Shader::SMO_apiclip_to_view;
bind._part[1] = Shader::SMO_view_to_apiview; bind._part[1] = Shader::SMO_view_to_apiview;
@ -308,12 +304,9 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
bind._part[0] = Shader::SMO_apiview_to_view; bind._part[0] = Shader::SMO_apiview_to_view;
bind._part[1] = Shader::SMO_view_to_apiclip; bind._part[1] = Shader::SMO_view_to_apiclip;
} }
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
} else if (matrix_name == "NormalMatrix") { } else if (matrix_name == "NormalMatrix") {
// This is really the upper 3x3 of the ModelViewMatrixInverseTranspose. // This is really the upper 3x3 of the ModelViewMatrixInverseTranspose.
bind._func = Shader::SMF_compose;
if (inverse) { if (inverse) {
bind._part[0] = Shader::SMO_model_to_view; bind._part[0] = Shader::SMO_model_to_view;
bind._part[1] = Shader::SMO_view_to_apiview; bind._part[1] = Shader::SMO_view_to_apiview;
@ -321,8 +314,6 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
bind._part[0] = Shader::SMO_apiview_to_view; bind._part[0] = Shader::SMO_apiview_to_view;
bind._part[1] = Shader::SMO_view_to_model; bind._part[1] = Shader::SMO_view_to_model;
} }
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
if (transpose) { if (transpose) {
bind._piece = Shader::SMP_upper3x3; bind._piece = Shader::SMP_upper3x3;
@ -330,6 +321,33 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
bind._piece = Shader::SMP_transpose3x3; bind._piece = Shader::SMP_transpose3x3;
} }
} else if (matrix_name == "ModelMatrix") {
if (inverse) {
bind._part[0] = Shader::SMO_world_to_view;
bind._part[1] = Shader::SMO_view_to_model;
} else {
bind._part[0] = Shader::SMO_model_to_view;
bind._part[1] = Shader::SMO_view_to_world;
}
} else if (matrix_name == "ViewMatrix") {
if (inverse) {
bind._part[0] = Shader::SMO_apiview_to_view;
bind._part[1] = Shader::SMO_view_to_world;
} else {
bind._part[0] = Shader::SMO_world_to_view;
bind._part[1] = Shader::SMO_view_to_apiview;
}
} else if (matrix_name == "ViewProjectionMatrix") {
if (inverse) {
bind._part[0] = Shader::SMO_apiclip_to_view;
bind._part[1] = Shader::SMO_view_to_world;
} else {
bind._part[0] = Shader::SMO_world_to_view;
bind._part[1] = Shader::SMO_view_to_apiclip;
}
} else { } else {
GLCAT.error() << "Unrecognized uniform matrix name '" << matrix_name << "'!\n"; GLCAT.error() << "Unrecognized uniform matrix name '" << matrix_name << "'!\n";
continue; continue;
@ -410,21 +428,21 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
if (param_name == "osg_ViewMatrix") { if (param_name == "osg_ViewMatrix") {
bind._piece = Shader::SMP_whole; bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_first; bind._func = Shader::SMF_compose;
bind._part[0] = Shader::SMO_world_to_view; bind._part[0] = Shader::SMO_world_to_view;
bind._part[1] = Shader::SMO_identity; bind._part[1] = Shader::SMO_view_to_apiview;
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform; bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_NONE; bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
s->_mat_spec.push_back(bind); s->_mat_spec.push_back(bind);
continue; continue;
} else if (param_name == "osg_InverseViewMatrix") { } else if (param_name == "osg_InverseViewMatrix") {
bind._piece = Shader::SMP_whole; bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_first; bind._func = Shader::SMF_compose;
bind._part[0] = Shader::SMO_view_to_world; bind._part[0] = Shader::SMO_apiview_to_view;
bind._part[1] = Shader::SMO_identity; bind._part[1] = Shader::SMO_view_to_world;
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform; bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_NONE; bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
s->_mat_spec.push_back(bind); s->_mat_spec.push_back(bind);
continue; continue;