diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-03-17 18:27:08 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-03-18 13:23:05 +0300 |
commit | fd53b72871e045dfebfb9ddbe2b3c491491aa913 (patch) | |
tree | 892721f97e6bff16c9d87bc3ffee295d2f4a77bc /source/blender/draw/engines/overlay/overlay_private.h | |
parent | b0a1cf2c9ae696b07f7a236bc855a5ab4a493dcb (diff) |
Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.
The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6955
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_private.h')
-rw-r--r-- | source/blender/draw/engines/overlay/overlay_private.h | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h index 167a8e940df..de35d4f760e 100644 --- a/source/blender/draw/engines/overlay/overlay_private.h +++ b/source/blender/draw/engines/overlay/overlay_private.h @@ -95,6 +95,7 @@ typedef struct OVERLAY_PassList { DRWPass *paint_color_ps; DRWPass *paint_overlay_ps; DRWPass *particle_ps; + DRWPass *pointcloud_ps; DRWPass *sculpt_mask_ps; DRWPass *wireframe_ps; DRWPass *wireframe_xray_ps; @@ -251,6 +252,7 @@ typedef struct OVERLAY_PrivateData { DRWShadingGroup *paint_face_grp; DRWShadingGroup *particle_dots_grp; DRWShadingGroup *particle_shapes_grp; + DRWShadingGroup *pointcloud_dots_grp; DRWShadingGroup *sculpt_mask_grp; DRWShadingGroup *wires_grp[2][2]; /* With and without coloring. */ DRWShadingGroup *wires_all_grp[2][2]; /* With and without coloring. */ @@ -532,6 +534,10 @@ void OVERLAY_particle_cache_init(OVERLAY_Data *vedata); void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob); void OVERLAY_particle_draw(OVERLAY_Data *vedata); +void OVERLAY_pointcloud_cache_init(OVERLAY_Data *vedata); +void OVERLAY_pointcloud_cache_populate(OVERLAY_Data *vedata, Object *ob); +void OVERLAY_pointcloud_draw(OVERLAY_Data *vedata); + void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata); void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob); void OVERLAY_sculpt_draw(OVERLAY_Data *vedata); @@ -597,6 +603,7 @@ GPUShader *OVERLAY_shader_paint_weight(void); GPUShader *OVERLAY_shader_paint_wire(void); GPUShader *OVERLAY_shader_particle_dot(void); GPUShader *OVERLAY_shader_particle_shape(void); +GPUShader *OVERLAY_shader_pointcloud_dot(void); GPUShader *OVERLAY_shader_sculpt_mask(void); GPUShader *OVERLAY_shader_volume_velocity(bool use_needle); GPUShader *OVERLAY_shader_wireframe(void); |