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authorClément Foucault <foucault.clem@gmail.com>2019-12-05 00:24:34 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-05 00:32:17 +0300
commit4705aa4fe518ce33a9dff59a3ae1707ff28bdd08 (patch)
tree1d5100358f2e61316e7ecd03478e89bb0c64ddb4 /source/blender/draw/engines/overlay/overlay_private.h
parenta77fe7eb5c34d859cc18fc942a1167116b7a8c9e (diff)
Overlay Engine: LightProbe: Simplify drawing of irradiance grid data
This separates it from the outline pass and fix a visibility bug when extras were off.
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_private.h')
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 567bed43632..b2399daebe2 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -72,6 +72,7 @@ typedef struct OVERLAY_PassList {
DRWPass *extra_ps[2];
DRWPass *extra_blend_ps;
DRWPass *extra_centers_ps;
+ DRWPass *extra_grid_ps;
DRWPass *facing_ps;
DRWPass *grid_ps;
DRWPass *image_background_under_ps;
@@ -220,11 +221,11 @@ typedef struct OVERLAY_PrivateData {
DRWShadingGroup *edit_particle_point_grp;
DRWShadingGroup *edit_text_overlay_grp;
DRWShadingGroup *edit_text_wire_grp[2];
+ DRWShadingGroup *extra_grid_grp;
DRWShadingGroup *facing_grp;
DRWShadingGroup *motion_path_lines_grp;
DRWShadingGroup *motion_path_points_grp;
DRWShadingGroup *outlines_grp;
- DRWShadingGroup *outlines_grid_grp;
DRWShadingGroup *paint_surf_grp;
DRWShadingGroup *paint_wire_grp;
DRWShadingGroup *paint_wire_selected_grp;
@@ -546,7 +547,7 @@ GPUShader *OVERLAY_shader_motion_path_line(void);
GPUShader *OVERLAY_shader_motion_path_vert(void);
GPUShader *OVERLAY_shader_uniform_color(void);
GPUShader *OVERLAY_shader_outline_prepass(bool use_wire);
-GPUShader *OVERLAY_shader_outline_prepass_grid(void);
+GPUShader *OVERLAY_shader_extra_grid(void);
GPUShader *OVERLAY_shader_outline_detect(void);
GPUShader *OVERLAY_shader_paint_face(void);
GPUShader *OVERLAY_shader_paint_point(void);