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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/gpencil/gpencil_shader_fx.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/gpencil/gpencil_shader_fx.c')
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_fx.c1877
1 files changed, 909 insertions, 968 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
index a2632c47e7e..b133d9310b0 100644
--- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
@@ -49,28 +49,25 @@ extern char datatoc_gpencil_fx_wave_frag_glsl[];
/* verify if this fx is active */
static bool effect_is_active(bGPdata *gpd, ShaderFxData *fx, bool is_render)
{
- if (fx == NULL) {
- return false;
- }
-
- if (gpd == NULL) {
- return false;
- }
-
- bool is_edit = GPENCIL_ANY_EDIT_MODE(gpd);
- if (((fx->mode & eShaderFxMode_Editmode) == 0) &&
- (is_edit) && (!is_render))
- {
- return false;
- }
-
- if (((fx->mode & eShaderFxMode_Realtime) && (is_render == false)) ||
- ((fx->mode & eShaderFxMode_Render) && (is_render == true)))
- {
- return true;
- }
-
- return false;
+ if (fx == NULL) {
+ return false;
+ }
+
+ if (gpd == NULL) {
+ return false;
+ }
+
+ bool is_edit = GPENCIL_ANY_EDIT_MODE(gpd);
+ if (((fx->mode & eShaderFxMode_Editmode) == 0) && (is_edit) && (!is_render)) {
+ return false;
+ }
+
+ if (((fx->mode & eShaderFxMode_Realtime) && (is_render == false)) ||
+ ((fx->mode & eShaderFxMode_Render) && (is_render == true))) {
+ return true;
+ }
+
+ return false;
}
/**
@@ -81,60 +78,60 @@ static bool effect_is_active(bGPdata *gpd, ShaderFxData *fx, bool is_render)
*/
static bool get_normal_vector(bGPdata *gpd, float r_point[3], float r_normal[3])
{
- for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
- if (gpl->flag & GP_LAYER_HIDE) {
- continue;
- }
-
- /* get frame */
- bGPDframe *gpf = gpl->actframe;
- if (gpf == NULL) {
- continue;
- }
- for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
- if (gps->totpoints >= 3) {
- bGPDspoint *pt = &gps->points[0];
- BKE_gpencil_stroke_normal(gps, r_normal);
- /* in some weird situations, the normal cannot be calculated, so try next stroke */
- if ((r_normal[0] != 0.0f) || (r_normal[1] != 0.0f) || (r_normal[2] != 0.0f)) {
- copy_v3_v3(r_point, &pt->x);
- return true;
- }
- }
- }
- }
-
- return false;
+ for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
+ if (gpl->flag & GP_LAYER_HIDE) {
+ continue;
+ }
+
+ /* get frame */
+ bGPDframe *gpf = gpl->actframe;
+ if (gpf == NULL) {
+ continue;
+ }
+ for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
+ if (gps->totpoints >= 3) {
+ bGPDspoint *pt = &gps->points[0];
+ BKE_gpencil_stroke_normal(gps, r_normal);
+ /* in some weird situations, the normal cannot be calculated, so try next stroke */
+ if ((r_normal[0] != 0.0f) || (r_normal[1] != 0.0f) || (r_normal[2] != 0.0f)) {
+ copy_v3_v3(r_point, &pt->x);
+ return true;
+ }
+ }
+ }
+ }
+
+ return false;
}
/* helper to get near and far depth of field values */
static void GPENCIL_dof_nearfar(Object *camera, float coc, float nearfar[2])
{
- if (camera == NULL) {
- return;
- }
-
- const DRWContextState *draw_ctx = DRW_context_state_get();
- Scene *scene = draw_ctx->scene;
- Camera *cam = (Camera *)camera->data;
-
- float fstop = cam->gpu_dof.fstop;
- float focus_dist = BKE_camera_object_dof_distance(camera);
- float focal_len = cam->lens;
-
- /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
- * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
- * because the shader reads coordinates in world space, which is in blender units.
- * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
- float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f;
- float scale_camera = 0.001f / scale;
- /* we want radius here for the aperture number */
- float aperture_scaled = 0.5f * scale_camera * focal_len / fstop;
- float focal_len_scaled = scale_camera * focal_len;
-
- float hyperfocal = (focal_len_scaled * focal_len_scaled) / (aperture_scaled * coc);
- nearfar[0] = (hyperfocal * focus_dist) / (hyperfocal + focal_len);
- nearfar[1] = (hyperfocal * focus_dist) / (hyperfocal - focal_len);
+ if (camera == NULL) {
+ return;
+ }
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ Camera *cam = (Camera *)camera->data;
+
+ float fstop = cam->gpu_dof.fstop;
+ float focus_dist = BKE_camera_object_dof_distance(camera);
+ float focal_len = cam->lens;
+
+ /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
+ * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
+ * because the shader reads coordinates in world space, which is in blender units.
+ * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
+ float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f;
+ float scale_camera = 0.001f / scale;
+ /* we want radius here for the aperture number */
+ float aperture_scaled = 0.5f * scale_camera * focal_len / fstop;
+ float focal_len_scaled = scale_camera * focal_len;
+
+ float hyperfocal = (focal_len_scaled * focal_len_scaled) / (aperture_scaled * coc);
+ nearfar[0] = (hyperfocal * focus_dist) / (hyperfocal + focal_len);
+ nearfar[1] = (hyperfocal * focus_dist) / (hyperfocal - focal_len);
}
/* **************** Shader Effects ***************************** */
@@ -143,514 +140,499 @@ static void GPENCIL_dof_nearfar(Object *camera, float coc, float nearfar[2])
* The effect is done using two shading groups because is faster to apply horizontal
* and vertical in different operations.
*/
-static void DRW_gpencil_fx_blur(
- ShaderFxData *fx, int ob_idx, GPENCIL_e_data *e_data,
- GPENCIL_Data *vedata, tGPencilObjectCache *cache)
+static void DRW_gpencil_fx_blur(ShaderFxData *fx,
+ int ob_idx,
+ GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
{
- if (fx == NULL) {
- return;
- }
-
- BlurShaderFxData *fxd = (BlurShaderFxData *)fx;
-
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
- RegionView3D *rv3d = draw_ctx->rv3d;
- DRWShadingGroup *fx_shgrp;
- bGPdata *gpd = cache->gpd;
- copy_v3_v3(fxd->runtime.loc, cache->loc);
-
- fxd->blur[0] = fxd->radius[0];
- fxd->blur[1] = fxd->radius[1];
-
- /* init weight */
- if (fxd->flag & FX_BLUR_DOF_MODE) {
- /* viewport and opengl render */
- Object *camera = NULL;
- if (rv3d) {
- if (rv3d->persp == RV3D_CAMOB) {
- camera = v3d->camera;
- }
- }
- else {
- camera = stl->storage->camera;
- }
-
- if (camera) {
- float nearfar[2];
- GPENCIL_dof_nearfar(camera, fxd->coc, nearfar);
- float zdepth = stl->g_data->gp_object_cache[ob_idx].zdepth;
- /* the object is on focus area */
- if ((zdepth >= nearfar[0]) && (zdepth <= nearfar[1])) {
- fxd->blur[0] = 0;
- fxd->blur[1] = 0;
- }
- else {
- float f;
- if (zdepth < nearfar[0]) {
- f = nearfar[0] - zdepth;
- }
- else {
- f = zdepth - nearfar[1];
- }
- fxd->blur[0] = f;
- fxd->blur[1] = f;
- CLAMP2(&fxd->blur[0], 0, fxd->radius[0]);
- }
- }
- else {
- /* if not camera view, the blur is disabled */
- fxd->blur[0] = 0;
- fxd->blur[1] = 0;
- }
- }
-
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
-
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_blur_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
-
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+
+ BlurShaderFxData *fxd = (BlurShaderFxData *)fx;
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ DRWShadingGroup *fx_shgrp;
+ bGPdata *gpd = cache->gpd;
+ copy_v3_v3(fxd->runtime.loc, cache->loc);
+
+ fxd->blur[0] = fxd->radius[0];
+ fxd->blur[1] = fxd->radius[1];
+
+ /* init weight */
+ if (fxd->flag & FX_BLUR_DOF_MODE) {
+ /* viewport and opengl render */
+ Object *camera = NULL;
+ if (rv3d) {
+ if (rv3d->persp == RV3D_CAMOB) {
+ camera = v3d->camera;
+ }
+ }
+ else {
+ camera = stl->storage->camera;
+ }
+
+ if (camera) {
+ float nearfar[2];
+ GPENCIL_dof_nearfar(camera, fxd->coc, nearfar);
+ float zdepth = stl->g_data->gp_object_cache[ob_idx].zdepth;
+ /* the object is on focus area */
+ if ((zdepth >= nearfar[0]) && (zdepth <= nearfar[1])) {
+ fxd->blur[0] = 0;
+ fxd->blur[1] = 0;
+ }
+ else {
+ float f;
+ if (zdepth < nearfar[0]) {
+ f = nearfar[0] - zdepth;
+ }
+ else {
+ f = zdepth - nearfar[1];
+ }
+ fxd->blur[0] = f;
+ fxd->blur[1] = f;
+ CLAMP2(&fxd->blur[0], 0, fxd->radius[0]);
+ }
+ }
+ else {
+ /* if not camera view, the blur is disabled */
+ fxd->blur[0] = 0;
+ fxd->blur[1] = 0;
+ }
+ }
+
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
}
/* Colorize FX */
-static void DRW_gpencil_fx_colorize(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
+static void DRW_gpencil_fx_colorize(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
{
- if (fx == NULL) {
- return;
- }
- ColorizeShaderFxData *fxd = (ColorizeShaderFxData *)fx;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- DRWShadingGroup *fx_shgrp;
-
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
- fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_colorize_sh, psl->fx_shader_pass);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_vec4(fx_shgrp, "low_color", &fxd->low_color[0], 1);
- DRW_shgroup_uniform_vec4(fx_shgrp, "high_color", &fxd->high_color[0], 1);
- DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "factor", &fxd->factor, 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+ ColorizeShaderFxData *fxd = (ColorizeShaderFxData *)fx;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_colorize_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_vec4(fx_shgrp, "low_color", &fxd->low_color[0], 1);
+ DRW_shgroup_uniform_vec4(fx_shgrp, "high_color", &fxd->high_color[0], 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "factor", &fxd->factor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
}
/* Flip FX */
-static void DRW_gpencil_fx_flip(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
+static void DRW_gpencil_fx_flip(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
{
- if (fx == NULL) {
- return;
- }
- FlipShaderFxData *fxd = (FlipShaderFxData *)fx;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- DRWShadingGroup *fx_shgrp;
-
- fxd->flipmode = 100;
- /* the number works as bit flag */
- if (fxd->flag & FX_FLIP_HORIZONTAL) {
- fxd->flipmode += 10;
- }
- if (fxd->flag & FX_FLIP_VERTICAL) {
- fxd->flipmode += 1;
- }
-
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
- fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_flip_sh, psl->fx_shader_pass);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_int(fx_shgrp, "flipmode", &fxd->flipmode, 1);
-
- DRW_shgroup_uniform_vec2(fx_shgrp, "wsize", DRW_viewport_size_get(), 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+ FlipShaderFxData *fxd = (FlipShaderFxData *)fx;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+
+ fxd->flipmode = 100;
+ /* the number works as bit flag */
+ if (fxd->flag & FX_FLIP_HORIZONTAL) {
+ fxd->flipmode += 10;
+ }
+ if (fxd->flag & FX_FLIP_VERTICAL) {
+ fxd->flipmode += 1;
+ }
+
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_flip_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_int(fx_shgrp, "flipmode", &fxd->flipmode, 1);
+
+ DRW_shgroup_uniform_vec2(fx_shgrp, "wsize", DRW_viewport_size_get(), 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
}
/* Light FX */
-static void DRW_gpencil_fx_light(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
- tGPencilObjectCache *cache)
+static void DRW_gpencil_fx_light(ShaderFxData *fx,
+ GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
{
- if (fx == NULL) {
- return;
- }
- LightShaderFxData *fxd = (LightShaderFxData *)fx;
-
- if (fxd->object == NULL) {
- return;
- }
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- DRWShadingGroup *fx_shgrp;
-
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
- fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_light_sh, psl->fx_shader_pass);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
-
- DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
-
- /* location of the light using obj location as origin */
- copy_v3_v3(fxd->loc, fxd->object->obmat[3]);
-
- /* Calc distance to strokes plane
- * The w component of location is used to transfer the distance to drawing plane
- */
- float r_point[3], r_normal[3];
- float r_plane[4];
- bGPdata *gpd = cache->gpd;
- if (!get_normal_vector(gpd, r_point, r_normal)) {
- return;
- }
- mul_mat3_m4_v3(cache->obmat, r_normal); /* only rotation component */
- plane_from_point_normal_v3(r_plane, r_point, r_normal);
- float dt = dist_to_plane_v3(fxd->object->obmat[3], r_plane);
- fxd->loc[3] = dt; /* use last element to save it */
-
- DRW_shgroup_uniform_vec4(fx_shgrp, "loc", &fxd->loc[0], 1);
-
- DRW_shgroup_uniform_float(fx_shgrp, "energy", &fxd->energy, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "ambient", &fxd->ambient, 1);
-
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+ LightShaderFxData *fxd = (LightShaderFxData *)fx;
+
+ if (fxd->object == NULL) {
+ return;
+ }
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_light_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+
+ /* location of the light using obj location as origin */
+ copy_v3_v3(fxd->loc, fxd->object->obmat[3]);
+
+ /* Calc distance to strokes plane
+ * The w component of location is used to transfer the distance to drawing plane
+ */
+ float r_point[3], r_normal[3];
+ float r_plane[4];
+ bGPdata *gpd = cache->gpd;
+ if (!get_normal_vector(gpd, r_point, r_normal)) {
+ return;
+ }
+ mul_mat3_m4_v3(cache->obmat, r_normal); /* only rotation component */
+ plane_from_point_normal_v3(r_plane, r_point, r_normal);
+ float dt = dist_to_plane_v3(fxd->object->obmat[3], r_plane);
+ fxd->loc[3] = dt; /* use last element to save it */
+
+ DRW_shgroup_uniform_vec4(fx_shgrp, "loc", &fxd->loc[0], 1);
+
+ DRW_shgroup_uniform_float(fx_shgrp, "energy", &fxd->energy, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "ambient", &fxd->ambient, 1);
+
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
}
/* Pixelate FX */
-static void DRW_gpencil_fx_pixel(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
- tGPencilObjectCache *cache)
+static void DRW_gpencil_fx_pixel(ShaderFxData *fx,
+ GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
{
- if (fx == NULL) {
- return;
- }
- PixelShaderFxData *fxd = (PixelShaderFxData *)fx;
-
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- DRWShadingGroup *fx_shgrp;
- bGPdata *gpd = cache->gpd;
- copy_v3_v3(fxd->runtime.loc, cache->loc);
-
- fxd->size[2] = (int)fxd->flag & FX_PIXEL_USE_LINES;
-
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
- fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_pixel_sh, psl->fx_shader_pass);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_int(fx_shgrp, "size", &fxd->size[0], 3);
- DRW_shgroup_uniform_vec4(fx_shgrp, "color", &fxd->rgba[0], 1);
-
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+ PixelShaderFxData *fxd = (PixelShaderFxData *)fx;
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+ bGPdata *gpd = cache->gpd;
+ copy_v3_v3(fxd->runtime.loc, cache->loc);
+
+ fxd->size[2] = (int)fxd->flag & FX_PIXEL_USE_LINES;
+
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_pixel_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_int(fx_shgrp, "size", &fxd->size[0], 3);
+ DRW_shgroup_uniform_vec4(fx_shgrp, "color", &fxd->rgba[0], 1);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
}
/* Rim FX */
-static void DRW_gpencil_fx_rim(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
- tGPencilObjectCache *cache)
+static void DRW_gpencil_fx_rim(ShaderFxData *fx,
+ GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
{
- if (fx == NULL) {
- return;
- }
- RimShaderFxData *fxd = (RimShaderFxData *)fx;
- bGPdata *gpd = cache->gpd;
-
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- DRWShadingGroup *fx_shgrp;
-
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
- copy_v3_v3(fxd->runtime.loc, cache->loc);
-
- /* prepare pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_rim_prepare_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
-
- DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2);
- DRW_shgroup_uniform_vec3(fx_shgrp, "rim_color", &fxd->rim_rgb[0], 1);
- DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1);
-
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
-
- /* blur pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_blur_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_fx);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_fx);
- DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
-
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
-
- fxd->runtime.fx_sh_b = fx_shgrp;
-
- /* resolve pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_rim_resolve_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &e_data->temp_color_tx_fx);
- DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1);
- DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
-
- fxd->runtime.fx_sh_c = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+ RimShaderFxData *fxd = (RimShaderFxData *)fx;
+ bGPdata *gpd = cache->gpd;
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ copy_v3_v3(fxd->runtime.loc, cache->loc);
+
+ /* prepare pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_rim_prepare_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+
+ DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2);
+ DRW_shgroup_uniform_vec3(fx_shgrp, "rim_color", &fxd->rim_rgb[0], 1);
+ DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+
+ /* blur pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_fx);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_fx);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh_b = fx_shgrp;
+
+ /* resolve pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_rim_resolve_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &e_data->temp_color_tx_fx);
+ DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
+
+ fxd->runtime.fx_sh_c = fx_shgrp;
}
/* Shadow FX */
-static void DRW_gpencil_fx_shadow(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
- tGPencilObjectCache *cache)
+static void DRW_gpencil_fx_shadow(ShaderFxData *fx,
+ GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
{
- if (fx == NULL) {
- return;
- }
- ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
- if ((!fxd->object) && (fxd->flag & FX_SHADOW_USE_OBJECT)) {
- fxd->runtime.fx_sh = NULL;
- fxd->runtime.fx_sh_b = NULL;
- fxd->runtime.fx_sh_c = NULL;
- return;
- }
-
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- DRWShadingGroup *fx_shgrp;
- bGPdata *gpd = cache->gpd;
- copy_v3_v3(fxd->runtime.loc, cache->loc);
-
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
- /* prepare pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_shadow_prepare_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
-
- DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2);
- DRW_shgroup_uniform_float(fx_shgrp, "scale", &fxd->scale[0], 2);
- DRW_shgroup_uniform_float(fx_shgrp, "rotation", &fxd->rotation, 1);
- DRW_shgroup_uniform_vec4(fx_shgrp, "shadow_color", &fxd->shadow_rgba[0], 1);
-
- if ((fxd->object) && (fxd->flag & FX_SHADOW_USE_OBJECT)) {
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->object->obmat[3], 1);
- }
- else {
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
- }
-
- const int nowave = -1;
- if (fxd->flag & FX_SHADOW_USE_WAVE) {
- DRW_shgroup_uniform_int(fx_shgrp, "orientation", &fxd->orientation, 1);
- }
- else {
- DRW_shgroup_uniform_int(fx_shgrp, "orientation", &nowave, 1);
- }
- DRW_shgroup_uniform_float(fx_shgrp, "amplitude", &fxd->amplitude, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "period", &fxd->period, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "phase", &fxd->phase, 1);
-
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
-
- /* blur pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_blur_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_fx);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_fx);
- DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
-
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
-
- fxd->runtime.fx_sh_b = fx_shgrp;
-
- /* resolve pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_shadow_resolve_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowColor", &e_data->temp_color_tx_fx);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowDepth", &e_data->temp_depth_tx_fx);
-
- fxd->runtime.fx_sh_c = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+ ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
+ if ((!fxd->object) && (fxd->flag & FX_SHADOW_USE_OBJECT)) {
+ fxd->runtime.fx_sh = NULL;
+ fxd->runtime.fx_sh_b = NULL;
+ fxd->runtime.fx_sh_c = NULL;
+ return;
+ }
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+ bGPdata *gpd = cache->gpd;
+ copy_v3_v3(fxd->runtime.loc, cache->loc);
+
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ /* prepare pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_shadow_prepare_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+
+ DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2);
+ DRW_shgroup_uniform_float(fx_shgrp, "scale", &fxd->scale[0], 2);
+ DRW_shgroup_uniform_float(fx_shgrp, "rotation", &fxd->rotation, 1);
+ DRW_shgroup_uniform_vec4(fx_shgrp, "shadow_color", &fxd->shadow_rgba[0], 1);
+
+ if ((fxd->object) && (fxd->flag & FX_SHADOW_USE_OBJECT)) {
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->object->obmat[3], 1);
+ }
+ else {
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
+ }
+
+ const int nowave = -1;
+ if (fxd->flag & FX_SHADOW_USE_WAVE) {
+ DRW_shgroup_uniform_int(fx_shgrp, "orientation", &fxd->orientation, 1);
+ }
+ else {
+ DRW_shgroup_uniform_int(fx_shgrp, "orientation", &nowave, 1);
+ }
+ DRW_shgroup_uniform_float(fx_shgrp, "amplitude", &fxd->amplitude, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "period", &fxd->period, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "phase", &fxd->phase, 1);
+
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+
+ /* blur pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_fx);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_fx);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh_b = fx_shgrp;
+
+ /* resolve pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_shadow_resolve_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowColor", &e_data->temp_color_tx_fx);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowDepth", &e_data->temp_depth_tx_fx);
+
+ fxd->runtime.fx_sh_c = fx_shgrp;
}
/* Glow FX */
-static void DRW_gpencil_fx_glow(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
- tGPencilObjectCache *cache)
+static void DRW_gpencil_fx_glow(ShaderFxData *fx,
+ GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
{
- if (fx == NULL) {
- return;
- }
- GlowShaderFxData *fxd = (GlowShaderFxData *)fx;
- bGPdata *gpd = cache->gpd;
- copy_v3_v3(fxd->runtime.loc, cache->loc);
-
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- DRWShadingGroup *fx_shgrp;
-
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
- /* prepare pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_glow_prepare_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
-
- DRW_shgroup_uniform_vec3(fx_shgrp, "glow_color", &fxd->glow_color[0], 1);
- DRW_shgroup_uniform_vec3(fx_shgrp, "select_color", &fxd->select_color[0], 1);
- DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "threshold", &fxd->threshold, 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
-
- /* blur pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_blur_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_fx);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_fx);
- DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
-
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
-
- fxd->runtime.fx_sh_b = fx_shgrp;
-
- /* resolve pass */
- fx_shgrp = DRW_shgroup_create(
- e_data->gpencil_fx_glow_resolve_sh,
- psl->fx_shader_pass_blend);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowColor", &e_data->temp_color_tx_fx);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowDepth", &e_data->temp_depth_tx_fx);
-
- /* reuse field */
- DRW_shgroup_uniform_int(fx_shgrp, "alpha_mode", &fxd->blur[1], 1);
-
- fxd->runtime.fx_sh_c = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+ GlowShaderFxData *fxd = (GlowShaderFxData *)fx;
+ bGPdata *gpd = cache->gpd;
+ copy_v3_v3(fxd->runtime.loc, cache->loc);
+
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ /* prepare pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_glow_prepare_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "glow_color", &fxd->glow_color[0], 1);
+ DRW_shgroup_uniform_vec3(fx_shgrp, "select_color", &fxd->select_color[0], 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "threshold", &fxd->threshold, 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
+
+ /* blur pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_fx);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_fx);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2);
+
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->runtime.loc, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+
+ fxd->runtime.fx_sh_b = fx_shgrp;
+
+ /* resolve pass */
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_glow_resolve_sh, psl->fx_shader_pass_blend);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowColor", &e_data->temp_color_tx_fx);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowDepth", &e_data->temp_depth_tx_fx);
+
+ /* reuse field */
+ DRW_shgroup_uniform_int(fx_shgrp, "alpha_mode", &fxd->blur[1], 1);
+
+ fxd->runtime.fx_sh_c = fx_shgrp;
}
/* Swirl FX */
-static void DRW_gpencil_fx_swirl(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
- tGPencilObjectCache *cache)
+static void DRW_gpencil_fx_swirl(ShaderFxData *fx,
+ GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache)
{
- if (fx == NULL) {
- return;
- }
- SwirlShaderFxData *fxd = (SwirlShaderFxData *)fx;
- if (fxd->object == NULL) {
- return;
- }
+ if (fx == NULL) {
+ return;
+ }
+ SwirlShaderFxData *fxd = (SwirlShaderFxData *)fx;
+ if (fxd->object == NULL) {
+ return;
+ }
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- DRWShadingGroup *fx_shgrp;
- bGPdata *gpd = cache->gpd;
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ DRWShadingGroup *fx_shgrp;
+ bGPdata *gpd = cache->gpd;
- fxd->transparent = (int)fxd->flag & FX_SWIRL_MAKE_TRANSPARENT;
+ fxd->transparent = (int)fxd->flag & FX_SWIRL_MAKE_TRANSPARENT;
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
- fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_swirl_sh, psl->fx_shader_pass);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_swirl_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1);
- DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->object->obmat[3], 1);
+ DRW_shgroup_uniform_vec3(fx_shgrp, "loc", fxd->object->obmat[3], 1);
- DRW_shgroup_uniform_int(fx_shgrp, "radius", &fxd->radius, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "angle", &fxd->angle, 1);
- DRW_shgroup_uniform_int(fx_shgrp, "transparent", &fxd->transparent, 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "radius", &fxd->radius, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "angle", &fxd->angle, 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "transparent", &fxd->transparent, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixsize", stl->storage->pixsize, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "pixfactor", &gpd->pixfactor, 1);
- fxd->runtime.fx_sh = fx_shgrp;
+ fxd->runtime.fx_sh = fx_shgrp;
}
/* Wave Distorsion FX */
-static void DRW_gpencil_fx_wave(
- ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
+static void DRW_gpencil_fx_wave(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Data *vedata)
{
- if (fx == NULL) {
- return;
- }
-
- WaveShaderFxData *fxd = (WaveShaderFxData *)fx;
-
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
-
- DRWShadingGroup *fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_wave_sh, psl->fx_shader_pass);
- DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
- DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
- DRW_shgroup_uniform_float(fx_shgrp, "amplitude", &fxd->amplitude, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "period", &fxd->period, 1);
- DRW_shgroup_uniform_float(fx_shgrp, "phase", &fxd->phase, 1);
- DRW_shgroup_uniform_int(fx_shgrp, "orientation", &fxd->orientation, 1);
- DRW_shgroup_uniform_vec2(fx_shgrp, "wsize", DRW_viewport_size_get(), 1);
-
- fxd->runtime.fx_sh = fx_shgrp;
+ if (fx == NULL) {
+ return;
+ }
+
+ WaveShaderFxData *fxd = (WaveShaderFxData *)fx;
+
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPUBatch *fxquad = DRW_cache_fullscreen_quad_get();
+
+ DRWShadingGroup *fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_wave_sh, psl->fx_shader_pass);
+ DRW_shgroup_call_add(fx_shgrp, fxquad, NULL);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &e_data->temp_color_tx_a);
+ DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &e_data->temp_depth_tx_a);
+ DRW_shgroup_uniform_float(fx_shgrp, "amplitude", &fxd->amplitude, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "period", &fxd->period, 1);
+ DRW_shgroup_uniform_float(fx_shgrp, "phase", &fxd->phase, 1);
+ DRW_shgroup_uniform_int(fx_shgrp, "orientation", &fxd->orientation, 1);
+ DRW_shgroup_uniform_vec2(fx_shgrp, "wsize", DRW_viewport_size_get(), 1);
+
+ fxd->runtime.fx_sh = fx_shgrp;
}
/* ************************************************************** */
@@ -658,484 +640,443 @@ static void DRW_gpencil_fx_wave(
/* create all FX shaders */
void GPENCIL_create_fx_shaders(GPENCIL_e_data *e_data)
{
- /* fx shaders (all in screen space) */
- if (!e_data->gpencil_fx_blur_sh) {
- e_data->gpencil_fx_blur_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_blur_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_colorize_sh) {
- e_data->gpencil_fx_colorize_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_colorize_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_flip_sh) {
- e_data->gpencil_fx_flip_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_flip_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_light_sh) {
- e_data->gpencil_fx_light_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_light_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_pixel_sh) {
- e_data->gpencil_fx_pixel_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_pixel_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_rim_prepare_sh) {
- e_data->gpencil_fx_rim_prepare_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_rim_prepare_frag_glsl, NULL);
-
- e_data->gpencil_fx_rim_resolve_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_rim_resolve_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_shadow_prepare_sh) {
- e_data->gpencil_fx_shadow_prepare_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_shadow_prepare_frag_glsl, NULL);
-
- e_data->gpencil_fx_shadow_resolve_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_shadow_resolve_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_glow_prepare_sh) {
- e_data->gpencil_fx_glow_prepare_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_glow_prepare_frag_glsl, NULL);
-
- e_data->gpencil_fx_glow_resolve_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_glow_resolve_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_swirl_sh) {
- e_data->gpencil_fx_swirl_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_swirl_frag_glsl, NULL);
- }
- if (!e_data->gpencil_fx_wave_sh) {
- e_data->gpencil_fx_wave_sh = DRW_shader_create_fullscreen(
- datatoc_gpencil_fx_wave_frag_glsl, NULL);
- }
+ /* fx shaders (all in screen space) */
+ if (!e_data->gpencil_fx_blur_sh) {
+ e_data->gpencil_fx_blur_sh = DRW_shader_create_fullscreen(datatoc_gpencil_fx_blur_frag_glsl,
+ NULL);
+ }
+ if (!e_data->gpencil_fx_colorize_sh) {
+ e_data->gpencil_fx_colorize_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_colorize_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_flip_sh) {
+ e_data->gpencil_fx_flip_sh = DRW_shader_create_fullscreen(datatoc_gpencil_fx_flip_frag_glsl,
+ NULL);
+ }
+ if (!e_data->gpencil_fx_light_sh) {
+ e_data->gpencil_fx_light_sh = DRW_shader_create_fullscreen(datatoc_gpencil_fx_light_frag_glsl,
+ NULL);
+ }
+ if (!e_data->gpencil_fx_pixel_sh) {
+ e_data->gpencil_fx_pixel_sh = DRW_shader_create_fullscreen(datatoc_gpencil_fx_pixel_frag_glsl,
+ NULL);
+ }
+ if (!e_data->gpencil_fx_rim_prepare_sh) {
+ e_data->gpencil_fx_rim_prepare_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_rim_prepare_frag_glsl, NULL);
+
+ e_data->gpencil_fx_rim_resolve_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_rim_resolve_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_shadow_prepare_sh) {
+ e_data->gpencil_fx_shadow_prepare_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_shadow_prepare_frag_glsl, NULL);
+
+ e_data->gpencil_fx_shadow_resolve_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_shadow_resolve_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_glow_prepare_sh) {
+ e_data->gpencil_fx_glow_prepare_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_glow_prepare_frag_glsl, NULL);
+
+ e_data->gpencil_fx_glow_resolve_sh = DRW_shader_create_fullscreen(
+ datatoc_gpencil_fx_glow_resolve_frag_glsl, NULL);
+ }
+ if (!e_data->gpencil_fx_swirl_sh) {
+ e_data->gpencil_fx_swirl_sh = DRW_shader_create_fullscreen(datatoc_gpencil_fx_swirl_frag_glsl,
+ NULL);
+ }
+ if (!e_data->gpencil_fx_wave_sh) {
+ e_data->gpencil_fx_wave_sh = DRW_shader_create_fullscreen(datatoc_gpencil_fx_wave_frag_glsl,
+ NULL);
+ }
}
/* free FX shaders */
void GPENCIL_delete_fx_shaders(GPENCIL_e_data *e_data)
{
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_blur_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_colorize_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_flip_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_light_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_pixel_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_rim_prepare_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_rim_resolve_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_shadow_prepare_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_shadow_resolve_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_glow_prepare_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_glow_resolve_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_swirl_sh);
- DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_wave_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_blur_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_colorize_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_flip_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_light_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_pixel_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_rim_prepare_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_rim_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_shadow_prepare_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_shadow_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_glow_prepare_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_glow_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_swirl_sh);
+ DRW_SHADER_FREE_SAFE(e_data->gpencil_fx_wave_sh);
}
/* create all passes used by FX */
void GPENCIL_create_fx_passes(GPENCIL_PassList *psl)
{
- psl->fx_shader_pass = DRW_pass_create(
- "GPencil Shader FX Pass",
- DRW_STATE_WRITE_COLOR |
- DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
- psl->fx_shader_pass_blend = DRW_pass_create(
- "GPencil Shader FX Pass",
- DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND |
- DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ psl->fx_shader_pass = DRW_pass_create("GPencil Shader FX Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS);
+ psl->fx_shader_pass_blend = DRW_pass_create("GPencil Shader FX Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND |
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
}
-
/* prepare fx shading groups */
-void DRW_gpencil_fx_prepare(
- GPENCIL_e_data *e_data, GPENCIL_Data *vedata,
- tGPencilObjectCache *cache_ob)
+void DRW_gpencil_fx_prepare(GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache_ob)
{
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- const bool wiremode = (bool)(cache_ob->shading_type[0] == OB_WIRE);
-
- int ob_idx = cache_ob->idx;
-
- if ((wiremode) || (cache_ob->shader_fx.first == NULL)) {
- return;
- }
- /* loop FX */
- for (ShaderFxData *fx = cache_ob->shader_fx.first; fx; fx = fx->next) {
- if (effect_is_active(cache_ob->gpd, fx, stl->storage->is_render)) {
- switch (fx->type) {
- case eShaderFxType_Blur:
- DRW_gpencil_fx_blur(fx, ob_idx, e_data, vedata, cache_ob);
- break;
- case eShaderFxType_Colorize:
- DRW_gpencil_fx_colorize(fx, e_data, vedata);
- break;
- case eShaderFxType_Flip:
- DRW_gpencil_fx_flip(fx, e_data, vedata);
- break;
- case eShaderFxType_Light:
- DRW_gpencil_fx_light(fx, e_data, vedata, cache_ob);
- break;
- case eShaderFxType_Pixel:
- DRW_gpencil_fx_pixel(fx, e_data, vedata, cache_ob);
- break;
- case eShaderFxType_Rim:
- DRW_gpencil_fx_rim(fx, e_data, vedata, cache_ob);
- break;
- case eShaderFxType_Shadow:
- DRW_gpencil_fx_shadow(fx, e_data, vedata, cache_ob);
- break;
- case eShaderFxType_Glow:
- DRW_gpencil_fx_glow(fx, e_data, vedata, cache_ob);
- break;
- case eShaderFxType_Swirl:
- DRW_gpencil_fx_swirl(fx, e_data, vedata, cache_ob);
- break;
- case eShaderFxType_Wave:
- DRW_gpencil_fx_wave(fx, e_data, vedata);
- break;
- default:
- break;
- }
- }
- }
-
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ const bool wiremode = (bool)(cache_ob->shading_type[0] == OB_WIRE);
+
+ int ob_idx = cache_ob->idx;
+
+ if ((wiremode) || (cache_ob->shader_fx.first == NULL)) {
+ return;
+ }
+ /* loop FX */
+ for (ShaderFxData *fx = cache_ob->shader_fx.first; fx; fx = fx->next) {
+ if (effect_is_active(cache_ob->gpd, fx, stl->storage->is_render)) {
+ switch (fx->type) {
+ case eShaderFxType_Blur:
+ DRW_gpencil_fx_blur(fx, ob_idx, e_data, vedata, cache_ob);
+ break;
+ case eShaderFxType_Colorize:
+ DRW_gpencil_fx_colorize(fx, e_data, vedata);
+ break;
+ case eShaderFxType_Flip:
+ DRW_gpencil_fx_flip(fx, e_data, vedata);
+ break;
+ case eShaderFxType_Light:
+ DRW_gpencil_fx_light(fx, e_data, vedata, cache_ob);
+ break;
+ case eShaderFxType_Pixel:
+ DRW_gpencil_fx_pixel(fx, e_data, vedata, cache_ob);
+ break;
+ case eShaderFxType_Rim:
+ DRW_gpencil_fx_rim(fx, e_data, vedata, cache_ob);
+ break;
+ case eShaderFxType_Shadow:
+ DRW_gpencil_fx_shadow(fx, e_data, vedata, cache_ob);
+ break;
+ case eShaderFxType_Glow:
+ DRW_gpencil_fx_glow(fx, e_data, vedata, cache_ob);
+ break;
+ case eShaderFxType_Swirl:
+ DRW_gpencil_fx_swirl(fx, e_data, vedata, cache_ob);
+ break;
+ case eShaderFxType_Wave:
+ DRW_gpencil_fx_wave(fx, e_data, vedata);
+ break;
+ default:
+ break;
+ }
+ }
+ }
}
/* helper to draw one FX pass and do ping-pong copy */
-static void gpencil_draw_fx_pass(
- GPENCIL_e_data *e_data,
- GPENCIL_PassList *psl,
- GPENCIL_FramebufferList *fbl,
- DRWShadingGroup *shgrp, bool blend)
+static void gpencil_draw_fx_pass(GPENCIL_e_data *e_data,
+ GPENCIL_PassList *psl,
+ GPENCIL_FramebufferList *fbl,
+ DRWShadingGroup *shgrp,
+ bool blend)
{
- if (shgrp == NULL) {
- return;
- }
-
- const float clearcol[4] = {0.0f};
- GPU_framebuffer_bind(fbl->temp_fb_b);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
-
- /* draw effect pass in temp texture (B) using as source the previous image
- * existing in the other temp texture (A) */
- if (!blend) {
- DRW_draw_pass_subset(psl->fx_shader_pass, shgrp, shgrp);
- }
- else {
- DRW_draw_pass_subset(psl->fx_shader_pass_blend, shgrp, shgrp);
- }
-
- /* copy pass from b to a for ping-pong frame buffers */
- e_data->input_depth_tx = e_data->temp_depth_tx_b;
- e_data->input_color_tx = e_data->temp_color_tx_b;
-
- GPU_framebuffer_bind(fbl->temp_fb_a);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
- DRW_draw_pass(psl->mix_pass_noblend);
+ if (shgrp == NULL) {
+ return;
+ }
+
+ const float clearcol[4] = {0.0f};
+ GPU_framebuffer_bind(fbl->temp_fb_b);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
+
+ /* draw effect pass in temp texture (B) using as source the previous image
+ * existing in the other temp texture (A) */
+ if (!blend) {
+ DRW_draw_pass_subset(psl->fx_shader_pass, shgrp, shgrp);
+ }
+ else {
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, shgrp, shgrp);
+ }
+
+ /* copy pass from b to a for ping-pong frame buffers */
+ e_data->input_depth_tx = e_data->temp_depth_tx_b;
+ e_data->input_color_tx = e_data->temp_color_tx_b;
+
+ GPU_framebuffer_bind(fbl->temp_fb_a);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
+ DRW_draw_pass(psl->mix_pass_noblend);
}
/* helper to manage gaussian blur passes */
-static void draw_gpencil_blur_passes(
- GPENCIL_e_data *e_data,
- GPENCIL_Data *vedata,
- BlurShaderFxData *fxd)
+static void draw_gpencil_blur_passes(GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ BlurShaderFxData *fxd)
{
- if (fxd->runtime.fx_sh == NULL) {
- return;
- }
-
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
- DRWShadingGroup *shgrp = fxd->runtime.fx_sh;
- int samples = fxd->samples;
-
- float bx = fxd->blur[0];
- float by = fxd->blur[1];
-
- /* the blur is done in two steps (Hor/Ver) because is faster and
- * gets better result
- *
- * samples could be 0 and disable de blur effects because sometimes
- * is easier animate the number of samples only, instead to animate the
- * hide/unhide and the number of samples to make some effects.
- */
- for (int b = 0; b < samples; b++) {
- /* horizontal */
- if (bx > 0) {
- fxd->blur[0] = bx;
- fxd->blur[1] = 0;
- gpencil_draw_fx_pass(e_data, psl, fbl, shgrp, true);
- }
- /* vertical */
- if (by > 0) {
- fxd->blur[0] = 0;
- fxd->blur[1] = by;
- gpencil_draw_fx_pass(e_data, psl, fbl, shgrp, true);
- }
- }
+ if (fxd->runtime.fx_sh == NULL) {
+ return;
+ }
+
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+ DRWShadingGroup *shgrp = fxd->runtime.fx_sh;
+ int samples = fxd->samples;
+
+ float bx = fxd->blur[0];
+ float by = fxd->blur[1];
+
+ /* the blur is done in two steps (Hor/Ver) because is faster and
+ * gets better result
+ *
+ * samples could be 0 and disable de blur effects because sometimes
+ * is easier animate the number of samples only, instead to animate the
+ * hide/unhide and the number of samples to make some effects.
+ */
+ for (int b = 0; b < samples; b++) {
+ /* horizontal */
+ if (bx > 0) {
+ fxd->blur[0] = bx;
+ fxd->blur[1] = 0;
+ gpencil_draw_fx_pass(e_data, psl, fbl, shgrp, true);
+ }
+ /* vertical */
+ if (by > 0) {
+ fxd->blur[0] = 0;
+ fxd->blur[1] = by;
+ gpencil_draw_fx_pass(e_data, psl, fbl, shgrp, true);
+ }
+ }
}
/* blur intermediate pass */
-static void draw_gpencil_midpass_blur(
- GPENCIL_Data *vedata,
- ShaderFxData_Runtime *runtime)
+static void draw_gpencil_midpass_blur(GPENCIL_Data *vedata, ShaderFxData_Runtime *runtime)
{
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
- const float clearcol[4] = {0.0f};
-
- GPU_framebuffer_bind(fbl->temp_fb_b);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
- DRW_draw_pass_subset(
- psl->fx_shader_pass_blend,
- runtime->fx_sh_b, runtime->fx_sh_b);
-
- /* copy pass from b for ping-pong frame buffers */
- GPU_framebuffer_bind(fbl->temp_fb_fx);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
- DRW_draw_pass(psl->mix_pass_noblend);
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+ const float clearcol[4] = {0.0f};
+
+ GPU_framebuffer_bind(fbl->temp_fb_b);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, runtime->fx_sh_b, runtime->fx_sh_b);
+
+ /* copy pass from b for ping-pong frame buffers */
+ GPU_framebuffer_bind(fbl->temp_fb_fx);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
+ DRW_draw_pass(psl->mix_pass_noblend);
}
/* do blur of mid passes */
-static void draw_gpencil_do_blur(
- GPENCIL_e_data *e_data,
- GPENCIL_Data *vedata,
- ShaderFxData_Runtime *runtime,
- int samples, int bx, int by, int blur[2])
+static void draw_gpencil_do_blur(GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ ShaderFxData_Runtime *runtime,
+ int samples,
+ int bx,
+ int by,
+ int blur[2])
{
- e_data->input_depth_tx = e_data->temp_depth_tx_b;
- e_data->input_color_tx = e_data->temp_color_tx_b;
-
- if ((samples > 0) && ((bx > 0) || (by > 0))) {
- for (int x = 0; x < samples; x++) {
-
- /* horizontal */
- blur[0] = bx;
- blur[1] = 0;
- draw_gpencil_midpass_blur(vedata, runtime);
-
- /* Vertical */
- blur[0] = 0;
- blur[1] = by;
- draw_gpencil_midpass_blur(vedata, runtime);
-
- blur[0] = bx;
- blur[1] = by;
- }
- }
+ e_data->input_depth_tx = e_data->temp_depth_tx_b;
+ e_data->input_color_tx = e_data->temp_color_tx_b;
+
+ if ((samples > 0) && ((bx > 0) || (by > 0))) {
+ for (int x = 0; x < samples; x++) {
+
+ /* horizontal */
+ blur[0] = bx;
+ blur[1] = 0;
+ draw_gpencil_midpass_blur(vedata, runtime);
+
+ /* Vertical */
+ blur[0] = 0;
+ blur[1] = by;
+ draw_gpencil_midpass_blur(vedata, runtime);
+
+ blur[0] = bx;
+ blur[1] = by;
+ }
+ }
}
/* helper to draw RIM passes */
-static void draw_gpencil_rim_passes(
- GPENCIL_e_data *e_data,
- GPENCIL_Data *vedata,
- RimShaderFxData *fxd)
+static void draw_gpencil_rim_passes(GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ RimShaderFxData *fxd)
{
- if (fxd->runtime.fx_sh_b == NULL) {
- return;
- }
-
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
-
- const float clearcol[4] = {0.0f};
-
- /* prepare mask */
- GPU_framebuffer_bind(fbl->temp_fb_fx);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
- DRW_draw_pass_subset(
- psl->fx_shader_pass_blend,
- fxd->runtime.fx_sh, fxd->runtime.fx_sh);
-
- /* blur rim */
- draw_gpencil_do_blur(
- e_data, vedata, &fxd->runtime,
- fxd->samples,
- fxd->blur[0], fxd->blur[1],
- &fxd->blur[0]);
-
- /* resolve */
- GPU_framebuffer_bind(fbl->temp_fb_b);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
- DRW_draw_pass_subset(
- psl->fx_shader_pass_blend,
- fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
-
- /* copy pass from b to a for ping-pong frame buffers */
- e_data->input_depth_tx = e_data->temp_depth_tx_b;
- e_data->input_color_tx = e_data->temp_color_tx_b;
-
- GPU_framebuffer_bind(fbl->temp_fb_a);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
- DRW_draw_pass(psl->mix_pass_noblend);
+ if (fxd->runtime.fx_sh_b == NULL) {
+ return;
+ }
+
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+
+ const float clearcol[4] = {0.0f};
+
+ /* prepare mask */
+ GPU_framebuffer_bind(fbl->temp_fb_fx);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh);
+
+ /* blur rim */
+ draw_gpencil_do_blur(
+ e_data, vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[1], &fxd->blur[0]);
+
+ /* resolve */
+ GPU_framebuffer_bind(fbl->temp_fb_b);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
+
+ /* copy pass from b to a for ping-pong frame buffers */
+ e_data->input_depth_tx = e_data->temp_depth_tx_b;
+ e_data->input_color_tx = e_data->temp_color_tx_b;
+
+ GPU_framebuffer_bind(fbl->temp_fb_a);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
+ DRW_draw_pass(psl->mix_pass_noblend);
}
/* helper to draw SHADOW passes */
-static void draw_gpencil_shadow_passes(
- GPENCIL_e_data *e_data,
- GPENCIL_Data *vedata,
- ShadowShaderFxData *fxd)
+static void draw_gpencil_shadow_passes(GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ ShadowShaderFxData *fxd)
{
- if (fxd->runtime.fx_sh_b == NULL) {
- return;
- }
-
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
- const float clearcol[4] = {0.0f};
-
- /* prepare shadow */
- GPU_framebuffer_bind(fbl->temp_fb_fx);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
- DRW_draw_pass_subset(
- psl->fx_shader_pass_blend,
- fxd->runtime.fx_sh, fxd->runtime.fx_sh);
-
- /* blur shadow */
- draw_gpencil_do_blur(
- e_data, vedata, &fxd->runtime,
- fxd->samples,
- fxd->blur[0], fxd->blur[1],
- &fxd->blur[0]);
-
- /* resolve */
- GPU_framebuffer_bind(fbl->temp_fb_b);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
- DRW_draw_pass_subset(
- psl->fx_shader_pass_blend,
- fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
-
- /* copy pass from b to a for ping-pong frame buffers */
- e_data->input_depth_tx = e_data->temp_depth_tx_b;
- e_data->input_color_tx = e_data->temp_color_tx_b;
-
- GPU_framebuffer_bind(fbl->temp_fb_a);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
- DRW_draw_pass(psl->mix_pass_noblend);
+ if (fxd->runtime.fx_sh_b == NULL) {
+ return;
+ }
+
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+ const float clearcol[4] = {0.0f};
+
+ /* prepare shadow */
+ GPU_framebuffer_bind(fbl->temp_fb_fx);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh);
+
+ /* blur shadow */
+ draw_gpencil_do_blur(
+ e_data, vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[1], &fxd->blur[0]);
+
+ /* resolve */
+ GPU_framebuffer_bind(fbl->temp_fb_b);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
+
+ /* copy pass from b to a for ping-pong frame buffers */
+ e_data->input_depth_tx = e_data->temp_depth_tx_b;
+ e_data->input_color_tx = e_data->temp_color_tx_b;
+
+ GPU_framebuffer_bind(fbl->temp_fb_a);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
+ DRW_draw_pass(psl->mix_pass_noblend);
}
/* helper to draw GLOW passes */
-static void draw_gpencil_glow_passes(
- GPENCIL_e_data *e_data,
- GPENCIL_Data *vedata,
- GlowShaderFxData *fxd)
+static void draw_gpencil_glow_passes(GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ GlowShaderFxData *fxd)
{
- if (fxd->runtime.fx_sh_b == NULL) {
- return;
- }
-
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
-
- const float clearcol[4] = {0.0f};
-
- /* prepare glow */
- GPU_framebuffer_bind(fbl->temp_fb_fx);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
- DRW_draw_pass_subset(
- psl->fx_shader_pass_blend,
- fxd->runtime.fx_sh, fxd->runtime.fx_sh);
-
- /* blur glow */
- draw_gpencil_do_blur(
- e_data, vedata, &fxd->runtime,
- fxd->samples,
- fxd->blur[0], fxd->blur[0],
- &fxd->blur[0]);
-
- /* resolve */
- GPU_framebuffer_bind(fbl->temp_fb_b);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
-
- /* reuses blur field to keep alpha mode */
- fxd->blur[1] = (fxd->flag & FX_GLOW_USE_ALPHA) ? 1 : 0;
-
- DRW_draw_pass_subset(
- psl->fx_shader_pass_blend,
- fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
-
- /* copy pass from b to a for ping-pong frame buffers */
- e_data->input_depth_tx = e_data->temp_depth_tx_b;
- e_data->input_color_tx = e_data->temp_color_tx_b;
-
- GPU_framebuffer_bind(fbl->temp_fb_a);
- GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
- DRW_draw_pass(psl->mix_pass_noblend);
+ if (fxd->runtime.fx_sh_b == NULL) {
+ return;
+ }
+
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+
+ const float clearcol[4] = {0.0f};
+
+ /* prepare glow */
+ GPU_framebuffer_bind(fbl->temp_fb_fx);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh);
+
+ /* blur glow */
+ draw_gpencil_do_blur(
+ e_data, vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[0], &fxd->blur[0]);
+
+ /* resolve */
+ GPU_framebuffer_bind(fbl->temp_fb_b);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
+
+ /* reuses blur field to keep alpha mode */
+ fxd->blur[1] = (fxd->flag & FX_GLOW_USE_ALPHA) ? 1 : 0;
+
+ DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c);
+
+ /* copy pass from b to a for ping-pong frame buffers */
+ e_data->input_depth_tx = e_data->temp_depth_tx_b;
+ e_data->input_color_tx = e_data->temp_color_tx_b;
+
+ GPU_framebuffer_bind(fbl->temp_fb_a);
+ GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
+ DRW_draw_pass(psl->mix_pass_noblend);
}
/* apply all object fx effects */
-void DRW_gpencil_fx_draw(
- GPENCIL_e_data *e_data,
- GPENCIL_Data *vedata, tGPencilObjectCache *cache_ob)
+void DRW_gpencil_fx_draw(GPENCIL_e_data *e_data,
+ GPENCIL_Data *vedata,
+ tGPencilObjectCache *cache_ob)
{
- GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
- GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
- GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
-
- /* loop FX modifiers */
- for (ShaderFxData *fx = cache_ob->shader_fx.first; fx; fx = fx->next) {
- if (effect_is_active(cache_ob->gpd, fx, stl->storage->is_render)) {
- switch (fx->type) {
-
- case eShaderFxType_Blur:
- {
- BlurShaderFxData *fxd = (BlurShaderFxData *)fx;
- draw_gpencil_blur_passes(e_data, vedata, fxd);
- break;
- }
- case eShaderFxType_Colorize:
- {
- ColorizeShaderFxData *fxd = (ColorizeShaderFxData *)fx;
- gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
- break;
- }
- case eShaderFxType_Flip:
- {
- FlipShaderFxData *fxd = (FlipShaderFxData *)fx;
- gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
- break;
- }
- case eShaderFxType_Light:
- {
- LightShaderFxData *fxd = (LightShaderFxData *)fx;
- gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
- break;
- }
- case eShaderFxType_Pixel:
- {
- PixelShaderFxData *fxd = (PixelShaderFxData *)fx;
- gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
- break;
- }
- case eShaderFxType_Rim:
- {
- RimShaderFxData *fxd = (RimShaderFxData *)fx;
- draw_gpencil_rim_passes(e_data, vedata, fxd);
- break;
- }
- case eShaderFxType_Shadow:
- {
- ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
- draw_gpencil_shadow_passes(e_data, vedata, fxd);
- break;
- }
- case eShaderFxType_Glow:
- {
- GlowShaderFxData *fxd = (GlowShaderFxData *)fx;
- draw_gpencil_glow_passes(e_data, vedata, fxd);
- break;
- }
- case eShaderFxType_Swirl:
- {
- SwirlShaderFxData *fxd = (SwirlShaderFxData *)fx;
- gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
- break;
- }
- case eShaderFxType_Wave:
- {
- WaveShaderFxData *fxd = (WaveShaderFxData *)fx;
- gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
- break;
- }
- default:
- break;
- }
- }
- }
+ GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+ GPENCIL_PassList *psl = ((GPENCIL_Data *)vedata)->psl;
+ GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl;
+
+ /* loop FX modifiers */
+ for (ShaderFxData *fx = cache_ob->shader_fx.first; fx; fx = fx->next) {
+ if (effect_is_active(cache_ob->gpd, fx, stl->storage->is_render)) {
+ switch (fx->type) {
+
+ case eShaderFxType_Blur: {
+ BlurShaderFxData *fxd = (BlurShaderFxData *)fx;
+ draw_gpencil_blur_passes(e_data, vedata, fxd);
+ break;
+ }
+ case eShaderFxType_Colorize: {
+ ColorizeShaderFxData *fxd = (ColorizeShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Flip: {
+ FlipShaderFxData *fxd = (FlipShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Light: {
+ LightShaderFxData *fxd = (LightShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Pixel: {
+ PixelShaderFxData *fxd = (PixelShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Rim: {
+ RimShaderFxData *fxd = (RimShaderFxData *)fx;
+ draw_gpencil_rim_passes(e_data, vedata, fxd);
+ break;
+ }
+ case eShaderFxType_Shadow: {
+ ShadowShaderFxData *fxd = (ShadowShaderFxData *)fx;
+ draw_gpencil_shadow_passes(e_data, vedata, fxd);
+ break;
+ }
+ case eShaderFxType_Glow: {
+ GlowShaderFxData *fxd = (GlowShaderFxData *)fx;
+ draw_gpencil_glow_passes(e_data, vedata, fxd);
+ break;
+ }
+ case eShaderFxType_Swirl: {
+ SwirlShaderFxData *fxd = (SwirlShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ case eShaderFxType_Wave: {
+ WaveShaderFxData *fxd = (WaveShaderFxData *)fx;
+ gpencil_draw_fx_pass(e_data, psl, fbl, fxd->runtime.fx_sh, false);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+ }
}