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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/eevee_mist.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_mist.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c160
1 files changed, 79 insertions, 81 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
index 9a75ba91fa5..1ea1e086aea 100644
--- a/source/blender/draw/engines/eevee/eevee_mist.c
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -38,99 +38,97 @@ extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_effect_mist_frag_glsl[];
static struct {
- struct GPUShader *mist_sh;
+ struct GPUShader *mist_sh;
} e_data = {NULL}; /* Engine data */
void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- EEVEE_FramebufferList *fbl = vedata->fbl;
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- EEVEE_TextureList *txl = vedata->txl;
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_PassList *psl = vedata->psl;
- EEVEE_PrivateData *g_data = stl->g_data;
- Scene *scene = draw_ctx->scene;
-
- float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
- if (e_data.mist_sh == NULL) {
- char *frag_str = BLI_string_joinN(
- datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_effect_mist_frag_glsl);
-
- e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
-
- MEM_freeN(frag_str);
- }
-
- /* Create FrameBuffer. */
- DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
-
- GPU_framebuffer_ensure_config(&fbl->mist_accum_fb, {
- GPU_ATTACHMENT_NONE,
- GPU_ATTACHMENT_TEXTURE(txl->mist_accum)
- });
-
- /* Clear texture. */
- GPU_framebuffer_bind(fbl->mist_accum_fb);
- GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
-
- /* Mist settings. */
- if (scene && scene->world) {
- g_data->mist_start = scene->world->miststa;
- g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
-
- switch (scene->world->mistype) {
- case WO_MIST_QUADRATIC:
- g_data->mist_falloff = 2.0f;
- break;
- case WO_MIST_LINEAR:
- g_data->mist_falloff = 1.0f;
- break;
- case WO_MIST_INVERSE_QUADRATIC:
- g_data->mist_falloff = 0.5f;
- break;
- }
- }
- else {
- float near = -sldata->common_data.view_vecs[0][2];
- float range = sldata->common_data.view_vecs[1][2];
- /* Fallback */
- g_data->mist_start = near;
- g_data->mist_inv_dist = 1.0f / fabsf(range);
- g_data->mist_falloff = 1.0f;
- }
-
- /* XXX ??!! WHY? If not it does not match cycles. */
- g_data->mist_falloff *= 0.5f;
-
- /* Create Pass and shgroup. */
- psl->mist_accum_ps = DRW_pass_create("Mist Accum", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
- DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps);
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
- DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_PrivateData *g_data = stl->g_data;
+ Scene *scene = draw_ctx->scene;
+
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ if (e_data.mist_sh == NULL) {
+ char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_effect_mist_frag_glsl);
+
+ e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
+
+ MEM_freeN(frag_str);
+ }
+
+ /* Create FrameBuffer. */
+ DRW_texture_ensure_fullscreen_2d(
+ &txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
+
+ GPU_framebuffer_ensure_config(&fbl->mist_accum_fb,
+ {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)});
+
+ /* Clear texture. */
+ GPU_framebuffer_bind(fbl->mist_accum_fb);
+ GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
+
+ /* Mist settings. */
+ if (scene && scene->world) {
+ g_data->mist_start = scene->world->miststa;
+ g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
+
+ switch (scene->world->mistype) {
+ case WO_MIST_QUADRATIC:
+ g_data->mist_falloff = 2.0f;
+ break;
+ case WO_MIST_LINEAR:
+ g_data->mist_falloff = 1.0f;
+ break;
+ case WO_MIST_INVERSE_QUADRATIC:
+ g_data->mist_falloff = 0.5f;
+ break;
+ }
+ }
+ else {
+ float near = -sldata->common_data.view_vecs[0][2];
+ float range = sldata->common_data.view_vecs[1][2];
+ /* Fallback */
+ g_data->mist_start = near;
+ g_data->mist_inv_dist = 1.0f / fabsf(range);
+ g_data->mist_falloff = 1.0f;
+ }
+
+ /* XXX ??!! WHY? If not it does not match cycles. */
+ g_data->mist_falloff *= 0.5f;
+
+ /* Create Pass and shgroup. */
+ psl->mist_accum_ps = DRW_pass_create("Mist Accum", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
- EEVEE_FramebufferList *fbl = vedata->fbl;
- EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_PassList *psl = vedata->psl;
- if (fbl->mist_accum_fb != NULL) {
- GPU_framebuffer_bind(fbl->mist_accum_fb);
- DRW_draw_pass(psl->mist_accum_ps);
+ if (fbl->mist_accum_fb != NULL) {
+ GPU_framebuffer_bind(fbl->mist_accum_fb);
+ DRW_draw_pass(psl->mist_accum_ps);
- /* Restore */
- GPU_framebuffer_bind(fbl->main_fb);
- }
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
}
void EEVEE_mist_free(void)
{
- DRW_SHADER_FREE_SAFE(e_data.mist_sh);
+ DRW_SHADER_FREE_SAFE(e_data.mist_sh);
}