diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-02-27 04:02:02 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-02-27 04:26:49 +0300 |
commit | 1079742db92576d79ec89a28d95336aff847a82a (patch) | |
tree | 2e440e498c20d3205c2a64eedf4f84bf57abcb84 /source/blender/draw/engines/eevee | |
parent | 918941483f7ec5fc6320d345c755e953b963c710 (diff) |
Cleanup: rename lamp -> light
Diffstat (limited to 'source/blender/draw/engines/eevee')
10 files changed, 79 insertions, 79 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c index dae1e3e8930..78bfb543bb1 100644 --- a/source/blender/draw/engines/eevee/eevee_data.c +++ b/source/blender/draw/engines/eevee/eevee_data.c @@ -32,7 +32,7 @@ void EEVEE_view_layer_data_free(void *storage) EEVEE_ViewLayerData *sldata = (EEVEE_ViewLayerData *)storage; /* Lights */ - MEM_SAFE_FREE(sldata->lamps); + MEM_SAFE_FREE(sldata->lights); DRW_UBO_FREE_SAFE(sldata->light_ubo); DRW_UBO_FREE_SAFE(sldata->shadow_ubo); DRW_UBO_FREE_SAFE(sldata->shadow_render_ubo); @@ -153,30 +153,30 @@ EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob) /* Light data. */ -static void eevee_lamp_data_init(DrawData *dd) +static void eevee_light_data_init(DrawData *dd) { - EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)dd; + EEVEE_LightEngineData *led = (EEVEE_LightEngineData *)dd; led->need_update = true; led->prev_cube_shadow_id = -1; } -EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob) +EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob) { if (ob->type != OB_LAMP) { return NULL; } - return (EEVEE_LampEngineData *)DRW_drawdata_get( + return (EEVEE_LightEngineData *)DRW_drawdata_get( &ob->id, &draw_engine_eevee_type); } -EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob) +EEVEE_LightEngineData *EEVEE_light_data_ensure(Object *ob) { BLI_assert(ob->type == OB_LAMP); - return (EEVEE_LampEngineData *)DRW_drawdata_ensure( + return (EEVEE_LightEngineData *)DRW_drawdata_ensure( &ob->id, &draw_engine_eevee_type, - sizeof(EEVEE_LampEngineData), - eevee_lamp_data_init, + sizeof(EEVEE_LightEngineData), + eevee_light_data_init, NULL); } diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 1de07688c5e..54c1415ca49 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -368,7 +368,7 @@ static void eevee_id_object_update(void *UNUSED(vedata), Object *object) ped->need_update = (ped->dd.recalc & (ID_RECALC_TRANSFORM | ID_RECALC_COPY_ON_WRITE)) != 0; ped->dd.recalc = 0; } - EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object); + EEVEE_LightEngineData *led = EEVEE_light_data_get(object); if (led != NULL && led->dd.recalc != 0) { led->need_update = true; led->dd.recalc = 0; diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 34a653c8f9c..f4fe088157e 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -113,8 +113,8 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata) datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, NULL); } - if (!sldata->lamps) { - sldata->lamps = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo"); + if (!sldata->lights) { + sldata->lights = MEM_callocN(sizeof(EEVEE_LightsInfo), "EEVEE_LightsInfo"); sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL); sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL); sldata->shadow_render_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL); @@ -126,20 +126,20 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata) sldata->shcasters_buffers[i].count = 0; } - sldata->lamps->shcaster_frontbuffer = &sldata->shcasters_buffers[0]; - sldata->lamps->shcaster_backbuffer = &sldata->shcasters_buffers[1]; + sldata->lights->shcaster_frontbuffer = &sldata->shcasters_buffers[0]; + sldata->lights->shcaster_backbuffer = &sldata->shcasters_buffers[1]; } /* Flip buffers */ - SWAP(EEVEE_ShadowCasterBuffer *, sldata->lamps->shcaster_frontbuffer, sldata->lamps->shcaster_backbuffer); + SWAP(EEVEE_ShadowCasterBuffer *, sldata->lights->shcaster_frontbuffer, sldata->lights->shcaster_backbuffer); const int sh_method = scene_eval->eevee.shadow_method; int sh_cube_size = scene_eval->eevee.shadow_cube_size; int sh_cascade_size = scene_eval->eevee.shadow_cascade_size; const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0; - sldata->lamps->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0; + sldata->lights->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0; - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; if ((linfo->shadow_cube_size != sh_cube_size) || (linfo->shadow_method != sh_method) || (linfo->shadow_high_bitdepth != sh_high_bitdepth)) @@ -242,7 +242,7 @@ static DRWPass *eevee_lights_cube_store_pass_get(EEVEE_PassList *psl, EEVEE_View bool high_blur = shadow_samples_len > 16; DRWPass **pass = (high_blur) ? &psl->shadow_cube_store_pass : &psl->shadow_cube_store_high_pass; if (*pass == NULL) { - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; *pass = DRW_pass_create("Shadow Cube Storage Pass", DRW_STATE_WRITE_COLOR); GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, false); DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass); @@ -259,7 +259,7 @@ static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_V bool high_blur = shadow_samples_len > 16; DRWPass **pass = (high_blur) ? &psl->shadow_cascade_store_pass : &psl->shadow_cascade_store_high_pass; if (*pass == NULL) { - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; *pass = DRW_pass_create("Shadow Cascade Storage Pass", DRW_STATE_WRITE_COLOR); GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, true); DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass); @@ -274,7 +274,7 @@ static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_V void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; EEVEE_StorageList *stl = vedata->stl; EEVEE_PassList *psl = vedata->psl; @@ -332,12 +332,12 @@ void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) { - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; const DRWContextState *draw_ctx = DRW_context_state_get(); const float threshold = draw_ctx->scene->eevee.light_threshold; - /* Step 1 find all lamps in the scene and setup them */ + /* Step 1 find all lights in the scene and setup them */ if (linfo->num_light >= MAX_LIGHT) { printf("Too many lights in the scene !!!\n"); } @@ -346,13 +346,13 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) EEVEE_Light *evli = linfo->light_data + linfo->num_light; eevee_light_setup(ob, evli); - /* We do not support shadowmaps for dupli lamps. */ + /* We do not support shadowmaps for dupli lights. */ if ((ob->base_flag & BASE_FROM_DUPLI) != 0) { linfo->num_light++; return; } - EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob); + EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); /* Save previous shadow id. */ int prev_cube_sh_id = led->prev_cube_shadow_id; @@ -396,7 +396,7 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) } led->prev_cube_shadow_id = linfo->cpu_cube_len; - /* Saving lamp bounds for later. */ + /* Saving light bounds for later. */ BLI_assert(linfo->cpu_cube_len >= 0 && linfo->cpu_cube_len < MAX_LIGHT); copy_v3_v3(linfo->shadow_bounds[linfo->cpu_cube_len].center, ob->obmat[3]); linfo->shadow_bounds[linfo->cpu_cube_len].radius = light_attenuation_radius_get(la, threshold); @@ -457,7 +457,7 @@ void EEVEE_lights_cache_shcaster_material_add( DRW_shgroup_call_object_add(grp, geom, ob); } -/* Make that object update shadow casting lamps inside its influence bounding box. */ +/* Make that object update shadow casting lights inside its influence bounding box. */ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object *ob) { if ((ob->base_flag & BASE_FROM_DUPLI) != 0) { @@ -466,7 +466,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object } EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob); - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer; EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer; int past_id = oedata->shadow_caster_id; @@ -521,7 +521,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; eGPUTextureFormat shadow_pool_format = GPU_R32F; sldata->common_data.la_num_light = linfo->num_light; @@ -587,7 +587,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool) }); - /* Update Lamps UBOs. */ + /* Update Lights UBOs. */ EEVEE_lights_update(sldata, vedata); } @@ -659,7 +659,7 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli) return power; } -/* Update buffer with lamp data */ +/* Update buffer with light data */ static void eevee_light_setup(Object *ob, EEVEE_Light *evli) { Light *la = (Light *)ob->data; @@ -696,9 +696,9 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli) light_shape_parameters_set(evli, la, scale); /* Light Type */ - evli->lamptype = (float)la->type; + evli->light_type = (float)la->type; if ((la->type == LA_AREA) && ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) { - evli->lamptype = LAMPTYPE_AREA_ELLIPSE; + evli->light_type = LAMPTYPE_AREA_ELLIPSE; } power = light_shape_power_get(la, evli); @@ -809,7 +809,7 @@ static void shadow_cube_random_position_set( add_v3_v3(ws_sample_pos, jitter); } -static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led, int sample_ofs) +static void eevee_shadow_cube_setup(Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led, int sample_ofs) { EEVEE_ShadowCubeData *sh_data = &led->data.scd; EEVEE_Light *evli = linfo->light_data + sh_data->light_id; @@ -909,7 +909,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3], float r_cente } static void eevee_shadow_cascade_setup( - Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led, + Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led, DRWMatrixState *saved_mats, float view_near, float view_far, int sample_ofs) { Light *la = (Light *)ob->data; @@ -919,7 +919,7 @@ static void eevee_shadow_cascade_setup( float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN]; bool is_persp = DRW_viewport_is_persp_get(); - /* Lamps Matrices */ + /* Lights Matrices */ int cascade_nbr = la->cascade_count; EEVEE_ShadowCascadeData *sh_data = &led->data.scad; @@ -1139,7 +1139,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; Object *ob; int i; char *flag; @@ -1155,7 +1155,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } else { /* Search for deleted shadow casters and if shcaster WAS in shadow radius. */ - /* No need to run this if we already update all lamps. */ + /* No need to run this if we already update all lights. */ EEVEE_LightBits past_bits = {{0}}; EEVEE_LightBits curr_bits = {{0}}; shcaster = backbuffer->shadow_casters; @@ -1163,7 +1163,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) for (i = 0; i < backbuffer->count; ++i, ++flag, ++shcaster) { /* If the shadowcaster has been deleted or updated. */ if (*flag != 0) { - /* Add the lamps that were intersecting with its BBox. */ + /* Add the lights that were intersecting with its BBox. */ lightbits_or(&past_bits, &shcaster->bits); } } @@ -1192,7 +1192,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) /* Setup shadow cube in UBO and tag for update if necessary. */ for (i = 0; (i < MAX_SHADOW_CUBE) && (ob = linfo->shadow_cube_ref[i]); i++) { - EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob); + EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); eevee_shadow_cube_setup(ob, linfo, led, effects->taa_current_sample - 1); if (lightbits_get(&update_bits, i) != 0 || linfo->soft_shadows) { @@ -1209,13 +1209,13 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } } -/* this refresh lamps shadow buffers */ +/* this refresh lights shadow buffers */ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; const DRWContextState *draw_ctx = DRW_context_state_get(); const float light_threshold = draw_ctx->scene->eevee.light_threshold; Object *ob; @@ -1240,7 +1240,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } bool cascade_visible[MAX_SHADOW_CASCADE]; for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) { - EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob); + EEVEE_LightEngineData *led = EEVEE_light_data_get(ob); EEVEE_ShadowCascadeData *sh_data = &led->data.scad; float plane[4]; normalize_m4_m4(sh_data->viewmat, ob->obmat); @@ -1258,7 +1258,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) DRW_stats_group_start("Cube Shadow Maps"); /* Render each shadow to one layer of the array */ for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) { - EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob); + EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); Light *la = (Light *)ob->data; if (!led->need_update || !cube_visible[i]) { @@ -1371,7 +1371,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) continue; } - EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob); + EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob); Light *la = (Light *)ob->data; EEVEE_ShadowCascadeData *evscd = &led->data.scad; diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index f08295b6158..eec61ffd08c 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -1117,7 +1117,7 @@ static void material_opaque( Scene *scene = draw_ctx->scene; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; bool use_diffuse, use_glossy, use_refract; float *color_p = &ma->r; @@ -1318,7 +1318,7 @@ static void material_transparent( Scene *scene = draw_ctx->scene; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; const bool use_ssrefract = ( ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) && @@ -1682,7 +1682,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, static float half = 0.5f; static float error_col[3] = {1.0f, 0.0f, 1.0f}; static float compile_col[3] = {0.5f, 0.5f, 0.5f}; - struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lamps->shadow_method); + struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lights->shadow_method); switch (GPU_material_status(gpumat)) { case GPU_MAT_SUCCESS: @@ -1719,7 +1719,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, shgrp = EEVEE_default_shading_group_get(sldata, vedata, ob, psys, md, true, false, use_ssr, - sldata->lamps->shadow_method); + sldata->lights->shadow_method); DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); @@ -1746,7 +1746,7 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata) const View3D *v3d = draw_ctx->v3d; if (LOOK_DEV_OVERLAY_ENABLED(v3d)) { EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); - EEVEE_LampsInfo *linfo = sldata->lamps; + EEVEE_LightsInfo *linfo = sldata->lights; struct GPUBatch *sphere = DRW_cache_sphere_get(); static float mat1[4][4]; static float color[3] = {0.8f, 0.8f, 0.8f}; diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index a5695fa3a4c..0d168bb2793 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -352,10 +352,10 @@ typedef struct EEVEE_Light { float spotsize, spotblend, radius, shadowid; float rightvec[3], sizex; float upvec[3], sizey; - float forwardvec[3], lamptype; + float forwardvec[3], light_type; } EEVEE_Light; -/* Special type for elliptic area lamps, matches lamps_lib.glsl */ +/* Special type for elliptic area lights, matches lamps_lib.glsl */ #define LAMPTYPE_AREA_ELLIPSE 100.0f typedef struct EEVEE_Shadow { @@ -405,7 +405,7 @@ typedef struct EEVEE_ShadowCasterBuffer { } EEVEE_ShadowCasterBuffer; /* ************ LIGHT DATA ************* */ -typedef struct EEVEE_LampsInfo { +typedef struct EEVEE_LightsInfo { int num_light, cache_num_light; int num_cube_layer, cache_num_cube_layer; int num_cascade_layer, cache_num_cascade_layer; @@ -436,15 +436,15 @@ typedef struct EEVEE_LampsInfo { /* Pointers only. */ struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer; struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer; -} EEVEE_LampsInfo; +} EEVEE_LightsInfo; -/* EEVEE_LampsInfo->shadow_casters_flag */ +/* EEVEE_LightsInfo->shadow_casters_flag */ enum { SHADOW_CASTER_PRUNED = (1 << 0), SHADOW_CASTER_UPDATED = (1 << 1), }; -/* EEVEE_LampsInfo->update_flag */ +/* EEVEE_LightsInfo->update_flag */ enum { LIGHT_UPDATE_SHADOW_CUBE = (1 << 0), }; @@ -646,7 +646,7 @@ typedef struct EEVEE_CommonUniformBuffer { int sss_toggle; /* bool */ /* Specular */ int spec_toggle; /* bool */ - /* Lamps */ + /* Lights */ int la_num_light; /* int */ /* Probes */ int prb_num_planar; /* int */ @@ -676,8 +676,8 @@ typedef struct EEVEE_ClipPlanesUniformBuffer { /* ************** SCENE LAYER DATA ************** */ typedef struct EEVEE_ViewLayerData { - /* Lamps */ - struct EEVEE_LampsInfo *lamps; + /* Lights */ + struct EEVEE_LightsInfo *lights; struct GPUUniformBuffer *light_ubo; struct GPUUniformBuffer *shadow_ubo; @@ -737,7 +737,7 @@ typedef struct EEVEE_ShadowCascadeData { /* Theses are the structs stored inside Objects. * It works with even if the object is in multiple layers * because we don't get the same "Object *" for each layer. */ -typedef struct EEVEE_LampEngineData { +typedef struct EEVEE_LightEngineData { DrawData dd; bool need_update; @@ -748,7 +748,7 @@ typedef struct EEVEE_LampEngineData { struct EEVEE_ShadowCubeData scd; struct EEVEE_ShadowCascadeData scad; } data; -} EEVEE_LampEngineData; +} EEVEE_LightEngineData; typedef struct EEVEE_LightProbeEngineData { DrawData dd; @@ -827,8 +827,8 @@ EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob); EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob); EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob); EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob); -EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob); -EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob); +EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob); +EEVEE_LightEngineData *EEVEE_light_data_ensure(Object *ob); EEVEE_WorldEngineData *EEVEE_world_data_get(World *wo); EEVEE_WorldEngineData *EEVEE_world_data_ensure(World *wo); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 816899b9290..53c08c4d8f3 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -46,11 +46,11 @@ static struct { char *volumetric_common_lib; - char *volumetric_common_lamps_lib; + char *volumetric_common_lights_lib; struct GPUShader *volumetric_clear_sh; struct GPUShader *volumetric_scatter_sh; - struct GPUShader *volumetric_scatter_with_lamps_sh; + struct GPUShader *volumetric_scatter_with_lights_sh; struct GPUShader *volumetric_integration_sh; struct GPUShader *volumetric_resolve_sh; @@ -84,7 +84,7 @@ static void eevee_create_shader_volumes(void) datatoc_bsdf_common_lib_glsl, datatoc_volumetric_lib_glsl); - e_data.volumetric_common_lamps_lib = BLI_string_joinN( + e_data.volumetric_common_lights_lib = BLI_string_joinN( datatoc_common_view_lib_glsl, datatoc_common_uniforms_lib_glsl, datatoc_bsdf_common_lib_glsl, @@ -104,15 +104,15 @@ static void eevee_create_shader_volumes(void) datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, datatoc_volumetric_scatter_frag_glsl, - e_data.volumetric_common_lamps_lib, + e_data.volumetric_common_lights_lib, SHADER_DEFINES "#define VOLUMETRICS\n" "#define VOLUME_SHADOW\n"); - e_data.volumetric_scatter_with_lamps_sh = DRW_shader_create_with_lib( + e_data.volumetric_scatter_with_lights_sh = DRW_shader_create_with_lib( datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, datatoc_volumetric_scatter_frag_glsl, - e_data.volumetric_common_lamps_lib, + e_data.volumetric_common_lights_lib, SHADER_DEFINES "#define VOLUMETRICS\n" "#define VOLUME_LIGHTING\n" @@ -416,7 +416,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE); - struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lamps_sh + struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lights_sh : e_data.volumetric_scatter_sh; psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps, @@ -608,11 +608,11 @@ void EEVEE_volumes_free_smoke_textures(void) void EEVEE_volumes_free(void) { MEM_SAFE_FREE(e_data.volumetric_common_lib); - MEM_SAFE_FREE(e_data.volumetric_common_lamps_lib); + MEM_SAFE_FREE(e_data.volumetric_common_lights_lib); DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh); DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh); - DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lamps_sh); + DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lights_sh); DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh); DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh); } diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 64473d93054..b7e03b2937e 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -29,7 +29,7 @@ struct LightData { vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */ vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */ vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */ - vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */ + vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */ }; /* convenience aliases */ diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl index 9c5a212aead..b8dff694aca 100644 --- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl @@ -27,7 +27,7 @@ layout(std140) uniform common_block { bool sssToggle; /* Specular */ bool specToggle; - /* Lamps */ + /* Lights */ int laNumLight; /* Probes */ int prbNumPlanar; diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl index 5a73950746d..e12d76596d3 100644 --- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl @@ -19,7 +19,7 @@ layout(std140) uniform light_block { #define SUN 1.0 #define SPOT 2.0 #define AREA_RECT 4.0 -/* Used to define the area lamp shape, doesn't directly correspond to a Blender lamp type. */ +/* Used to define the area light shape, doesn't directly correspond to a Blender light type. */ #define AREA_ELLIPSE 100.0 #if defined(SHADOW_VSM) diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index 6fb8ebc719e..3d5b8f6f975 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -194,7 +194,7 @@ void CLOSURE_NAME( vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); /* ---------------------------------------------------------------- */ - /* -------------------- SCENE LAMPS LIGHTING ---------------------- */ + /* -------------------- SCENE LIGHTS LIGHTING --------------------- */ /* ---------------------------------------------------------------- */ #ifdef CLOSURE_GLOSSY @@ -241,13 +241,13 @@ void CLOSURE_NAME( } #ifdef CLOSURE_GLOSSY - vec3 brdf_lut_lamps = texture(utilTex, vec3(lut_uv, 1.0)).rgb; - out_spec *= F_area(f0, brdf_lut_lamps.xy) * brdf_lut_lamps.z; + vec3 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).rgb; + out_spec *= F_area(f0, brdf_lut_lights.xy) * brdf_lut_lights.z; #endif #ifdef CLOSURE_CLEARCOAT - vec3 brdf_lut_lamps_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb; - out_spec_clear *= F_area(vec3(0.04), brdf_lut_lamps_clear.xy) * brdf_lut_lamps_clear.z; + vec3 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb; + out_spec_clear *= F_area(vec3(0.04), brdf_lut_lights_clear.xy) * brdf_lut_lights_clear.z; out_spec += out_spec_clear * C_intensity; #endif |