diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/workbench/workbench_private.h | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (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/workbench/workbench_private.h')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_private.h | 516 |
1 files changed, 289 insertions, 227 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index 75d72933c8e..0e2ef2f94d2 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -23,7 +23,6 @@ #ifndef __WORKBENCH_PRIVATE_H__ #define __WORKBENCH_PRIVATE_H__ - #include "BKE_studiolight.h" #include "DNA_image_types.h" @@ -47,258 +46,282 @@ #define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO) #define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP) #define USE_WORLD_ORIENTATION(wpd) ((wpd->shading.flag & V3D_SHADING_WORLD_ORIENTATION) != 0) -#define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD)) -#define STUDIOLIGHT_TYPE_STUDIO_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_STUDIO)) -#define STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd) (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_MATCAP)) -#define SSAO_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_CAVITY) && ((wpd->shading.cavity_type == V3D_SHADING_CAVITY_SSAO) || (wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH))) -#define CURVATURE_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_CAVITY) && ((wpd->shading.cavity_type == V3D_SHADING_CAVITY_CURVATURE) || (wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH))) +#define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) \ + (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD)) +#define STUDIOLIGHT_TYPE_STUDIO_ENABLED(wpd) \ + (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_STUDIO)) +#define STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd) \ + (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_MATCAP)) +#define SSAO_ENABLED(wpd) \ + ((wpd->shading.flag & V3D_SHADING_CAVITY) && \ + ((wpd->shading.cavity_type == V3D_SHADING_CAVITY_SSAO) || \ + (wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH))) +#define CURVATURE_ENABLED(wpd) \ + ((wpd->shading.flag & V3D_SHADING_CAVITY) && \ + ((wpd->shading.cavity_type == V3D_SHADING_CAVITY_CURVATURE) || \ + (wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH))) #define CAVITY_ENABLED(wpd) (CURVATURE_ENABLED(wpd) || SSAO_ENABLED(wpd)) #define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW) -#define GHOST_ENABLED(psl) (!DRW_pass_is_empty(psl->ghost_prepass_pass) || !DRW_pass_is_empty(psl->ghost_prepass_hair_pass)) +#define GHOST_ENABLED(psl) \ + (!DRW_pass_is_empty(psl->ghost_prepass_pass) || !DRW_pass_is_empty(psl->ghost_prepass_hair_pass)) #define CULL_BACKFACE_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_BACKFACE_CULLING) != 0) -#define OIT_ENABLED(wpd) (ELEM(wpd->shading.color_type, V3D_SHADING_MATERIAL_COLOR, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_TEXTURE_COLOR)) - -#define IS_NAVIGATING(wpd) ((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING)) -#define FXAA_ENABLED(wpd) ((!DRW_state_is_opengl_render()) && \ - (IN_RANGE(wpd->preferences->gpu_viewport_quality, GPU_VIEWPORT_QUALITY_FXAA, GPU_VIEWPORT_QUALITY_TAA8) || \ - ((IS_NAVIGATING(wpd) || wpd->is_playback) && (wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8)))) -#define TAA_ENABLED(wpd) ((DRW_state_is_image_render() && DRW_context_state_get()->scene->r.mode & R_OSA) || \ - (!DRW_state_is_image_render() && wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback)) -#define SPECULAR_HIGHLIGHT_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd))) +#define OIT_ENABLED(wpd) \ + (ELEM(wpd->shading.color_type, \ + V3D_SHADING_MATERIAL_COLOR, \ + V3D_SHADING_OBJECT_COLOR, \ + V3D_SHADING_TEXTURE_COLOR)) + +#define IS_NAVIGATING(wpd) \ + ((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING)) +#define FXAA_ENABLED(wpd) \ + ((!DRW_state_is_opengl_render()) && \ + (IN_RANGE(wpd->preferences->gpu_viewport_quality, \ + GPU_VIEWPORT_QUALITY_FXAA, \ + GPU_VIEWPORT_QUALITY_TAA8) || \ + ((IS_NAVIGATING(wpd) || wpd->is_playback) && \ + (wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8)))) +#define TAA_ENABLED(wpd) \ + ((DRW_state_is_image_render() && DRW_context_state_get()->scene->r.mode & R_OSA) || \ + (!DRW_state_is_image_render() && \ + wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && \ + !wpd->is_playback)) +#define SPECULAR_HIGHLIGHT_ENABLED(wpd) \ + (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && \ + (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd))) #define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) #define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) -#define MATDATA_PASS_ENABLED(wpd) (wpd->shading.color_type != V3D_SHADING_SINGLE_COLOR || MATCAP_ENABLED(wpd)) -#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd)) -#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) +#define MATDATA_PASS_ENABLED(wpd) \ + (wpd->shading.color_type != V3D_SHADING_SINGLE_COLOR || MATCAP_ENABLED(wpd)) +#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) \ + (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd)) +#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) \ + (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) #define NORMAL_ENCODING_ENABLED() (true) #define WORLD_CLIPPING_ENABLED(wpd) (wpd->world_clip_planes != NULL) - struct RenderEngine; struct RenderLayer; struct rcti; - typedef struct WORKBENCH_FramebufferList { - /* Deferred render buffers */ - struct GPUFrameBuffer *prepass_fb; - struct GPUFrameBuffer *ghost_prepass_fb; - struct GPUFrameBuffer *cavity_fb; - struct GPUFrameBuffer *composite_fb; - struct GPUFrameBuffer *id_clear_fb; - - struct GPUFrameBuffer *effect_fb; - struct GPUFrameBuffer *effect_taa_fb; - struct GPUFrameBuffer *depth_buffer_fb; - struct GPUFrameBuffer *color_only_fb; - - struct GPUFrameBuffer *dof_downsample_fb; - struct GPUFrameBuffer *dof_coc_tile_h_fb; - struct GPUFrameBuffer *dof_coc_tile_v_fb; - struct GPUFrameBuffer *dof_coc_dilate_fb; - struct GPUFrameBuffer *dof_blur1_fb; - struct GPUFrameBuffer *dof_blur2_fb; - - /* Forward render buffers */ - struct GPUFrameBuffer *object_outline_fb; - struct GPUFrameBuffer *transparent_accum_fb; - struct GPUFrameBuffer *transparent_revealage_fb; + /* Deferred render buffers */ + struct GPUFrameBuffer *prepass_fb; + struct GPUFrameBuffer *ghost_prepass_fb; + struct GPUFrameBuffer *cavity_fb; + struct GPUFrameBuffer *composite_fb; + struct GPUFrameBuffer *id_clear_fb; + + struct GPUFrameBuffer *effect_fb; + struct GPUFrameBuffer *effect_taa_fb; + struct GPUFrameBuffer *depth_buffer_fb; + struct GPUFrameBuffer *color_only_fb; + + struct GPUFrameBuffer *dof_downsample_fb; + struct GPUFrameBuffer *dof_coc_tile_h_fb; + struct GPUFrameBuffer *dof_coc_tile_v_fb; + struct GPUFrameBuffer *dof_coc_dilate_fb; + struct GPUFrameBuffer *dof_blur1_fb; + struct GPUFrameBuffer *dof_blur2_fb; + + /* Forward render buffers */ + struct GPUFrameBuffer *object_outline_fb; + struct GPUFrameBuffer *transparent_accum_fb; + struct GPUFrameBuffer *transparent_revealage_fb; } WORKBENCH_FramebufferList; typedef struct WORKBENCH_TextureList { - struct GPUTexture *dof_source_tx; - struct GPUTexture *coc_halfres_tx; - struct GPUTexture *history_buffer_tx; - struct GPUTexture *depth_buffer_tx; + struct GPUTexture *dof_source_tx; + struct GPUTexture *coc_halfres_tx; + struct GPUTexture *history_buffer_tx; + struct GPUTexture *depth_buffer_tx; } WORKBENCH_TextureList; typedef struct WORKBENCH_StorageList { - struct WORKBENCH_PrivateData *g_data; - struct WORKBENCH_EffectInfo *effects; - float *dof_ubo_data; + struct WORKBENCH_PrivateData *g_data; + struct WORKBENCH_EffectInfo *effects; + float *dof_ubo_data; } WORKBENCH_StorageList; typedef struct WORKBENCH_PassList { - /* deferred rendering */ - struct DRWPass *prepass_pass; - struct DRWPass *prepass_hair_pass; - struct DRWPass *ghost_prepass_pass; - struct DRWPass *ghost_prepass_hair_pass; - struct DRWPass *cavity_pass; - struct DRWPass *shadow_depth_pass_pass; - struct DRWPass *shadow_depth_pass_mani_pass; - struct DRWPass *shadow_depth_fail_pass; - struct DRWPass *shadow_depth_fail_mani_pass; - struct DRWPass *shadow_depth_fail_caps_pass; - struct DRWPass *shadow_depth_fail_caps_mani_pass; - struct DRWPass *composite_pass; - struct DRWPass *composite_shadow_pass; - struct DRWPass *oit_composite_pass; - struct DRWPass *background_pass; - struct DRWPass *background_pass_clip; - struct DRWPass *ghost_resolve_pass; - struct DRWPass *effect_aa_pass; - struct DRWPass *dof_down_ps; - struct DRWPass *dof_down2_ps; - struct DRWPass *dof_flatten_v_ps; - struct DRWPass *dof_flatten_h_ps; - struct DRWPass *dof_dilate_h_ps; - struct DRWPass *dof_dilate_v_ps; - struct DRWPass *dof_blur1_ps; - struct DRWPass *dof_blur2_ps; - struct DRWPass *dof_resolve_ps; - struct DRWPass *volume_pass; - - /* forward rendering */ - struct DRWPass *transparent_accum_pass; - struct DRWPass *object_outline_pass; - struct DRWPass *depth_pass; - struct DRWPass *checker_depth_pass; + /* deferred rendering */ + struct DRWPass *prepass_pass; + struct DRWPass *prepass_hair_pass; + struct DRWPass *ghost_prepass_pass; + struct DRWPass *ghost_prepass_hair_pass; + struct DRWPass *cavity_pass; + struct DRWPass *shadow_depth_pass_pass; + struct DRWPass *shadow_depth_pass_mani_pass; + struct DRWPass *shadow_depth_fail_pass; + struct DRWPass *shadow_depth_fail_mani_pass; + struct DRWPass *shadow_depth_fail_caps_pass; + struct DRWPass *shadow_depth_fail_caps_mani_pass; + struct DRWPass *composite_pass; + struct DRWPass *composite_shadow_pass; + struct DRWPass *oit_composite_pass; + struct DRWPass *background_pass; + struct DRWPass *background_pass_clip; + struct DRWPass *ghost_resolve_pass; + struct DRWPass *effect_aa_pass; + struct DRWPass *dof_down_ps; + struct DRWPass *dof_down2_ps; + struct DRWPass *dof_flatten_v_ps; + struct DRWPass *dof_flatten_h_ps; + struct DRWPass *dof_dilate_h_ps; + struct DRWPass *dof_dilate_v_ps; + struct DRWPass *dof_blur1_ps; + struct DRWPass *dof_blur2_ps; + struct DRWPass *dof_resolve_ps; + struct DRWPass *volume_pass; + + /* forward rendering */ + struct DRWPass *transparent_accum_pass; + struct DRWPass *object_outline_pass; + struct DRWPass *depth_pass; + struct DRWPass *checker_depth_pass; } WORKBENCH_PassList; typedef struct WORKBENCH_Data { - void *engine_type; - WORKBENCH_FramebufferList *fbl; - WORKBENCH_TextureList *txl; - WORKBENCH_PassList *psl; - WORKBENCH_StorageList *stl; + void *engine_type; + WORKBENCH_FramebufferList *fbl; + WORKBENCH_TextureList *txl; + WORKBENCH_PassList *psl; + WORKBENCH_StorageList *stl; } WORKBENCH_Data; typedef struct WORKBENCH_UBO_Light { - float light_direction[4]; - float specular_color[3], pad; - float diffuse_color[3], wrapped; + float light_direction[4]; + float specular_color[3], pad; + float diffuse_color[3], wrapped; } WORKBENCH_UBO_Light; typedef struct WORKBENCH_UBO_World { - float background_color_low[4]; - float background_color_high[4]; - float object_outline_color[4]; - float shadow_direction_vs[4]; - WORKBENCH_UBO_Light lights[4]; - float ambient_color[4]; - int num_lights; - int matcap_orientation; - float background_alpha; - float curvature_ridge; - float curvature_valley; - int pad[3]; + float background_color_low[4]; + float background_color_high[4]; + float object_outline_color[4]; + float shadow_direction_vs[4]; + WORKBENCH_UBO_Light lights[4]; + float ambient_color[4]; + int num_lights; + int matcap_orientation; + float background_alpha; + float curvature_ridge; + float curvature_valley; + int pad[3]; } WORKBENCH_UBO_World; BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16) - typedef struct WORKBENCH_PrivateData { - struct GHash *material_hash; - struct GHash *material_transp_hash; - struct GPUShader *prepass_solid_sh; - struct GPUShader *prepass_solid_hair_sh; - struct GPUShader *prepass_texture_sh; - struct GPUShader *prepass_texture_hair_sh; - struct GPUShader *composite_sh; - struct GPUShader *background_sh; - struct GPUShader *transparent_accum_sh; - struct GPUShader *transparent_accum_hair_sh; - struct GPUShader *transparent_accum_texture_sh; - struct GPUShader *transparent_accum_texture_hair_sh; - View3DShading shading; - StudioLight *studio_light; - const UserDef *preferences; - struct GPUUniformBuffer *world_ubo; - struct DRWShadingGroup *shadow_shgrp; - struct DRWShadingGroup *depth_shgrp; - WORKBENCH_UBO_World world_data; - float shadow_multiplier; - float shadow_shift; - float shadow_focus; - float cached_shadow_direction[3]; - float shadow_mat[4][4]; - float shadow_inv[4][4]; - /* Far plane of the view frustum. */ - float shadow_far_plane[4]; - /* Near plane corners in shadow space. */ - float shadow_near_corners[4][3]; - /* min and max of shadow_near_corners. allow fast test */ - float shadow_near_min[3]; - float shadow_near_max[3]; - /* This is a parallelogram, so only 2 normal and distance to the edges. */ - float shadow_near_sides[2][4]; - bool shadow_changed; - bool is_playback; - - float (*world_clip_planes)[4]; - struct GPUBatch *world_clip_planes_batch; - float world_clip_planes_color[4]; - - /* Volumes */ - bool volumes_do; - ListBase smoke_domains; - - /* Ssao */ - float winmat[4][4]; - float viewvecs[3][4]; - float ssao_params[4]; - float ssao_settings[4]; - - /* Dof */ - struct GPUTexture *dof_blur_tx; - struct GPUTexture *coc_temp_tx; - struct GPUTexture *coc_tiles_tx[2]; - struct GPUUniformBuffer *dof_ubo; - float dof_aperturesize; - float dof_distance; - float dof_invsensorsize; - float dof_near_far[2]; - float dof_blades; - float dof_rotation; - float dof_ratio; - bool dof_enabled; - - /* Color Management */ - bool use_color_management; - bool use_color_render_settings; + struct GHash *material_hash; + struct GHash *material_transp_hash; + struct GPUShader *prepass_solid_sh; + struct GPUShader *prepass_solid_hair_sh; + struct GPUShader *prepass_texture_sh; + struct GPUShader *prepass_texture_hair_sh; + struct GPUShader *composite_sh; + struct GPUShader *background_sh; + struct GPUShader *transparent_accum_sh; + struct GPUShader *transparent_accum_hair_sh; + struct GPUShader *transparent_accum_texture_sh; + struct GPUShader *transparent_accum_texture_hair_sh; + View3DShading shading; + StudioLight *studio_light; + const UserDef *preferences; + struct GPUUniformBuffer *world_ubo; + struct DRWShadingGroup *shadow_shgrp; + struct DRWShadingGroup *depth_shgrp; + WORKBENCH_UBO_World world_data; + float shadow_multiplier; + float shadow_shift; + float shadow_focus; + float cached_shadow_direction[3]; + float shadow_mat[4][4]; + float shadow_inv[4][4]; + /* Far plane of the view frustum. */ + float shadow_far_plane[4]; + /* Near plane corners in shadow space. */ + float shadow_near_corners[4][3]; + /* min and max of shadow_near_corners. allow fast test */ + float shadow_near_min[3]; + float shadow_near_max[3]; + /* This is a parallelogram, so only 2 normal and distance to the edges. */ + float shadow_near_sides[2][4]; + bool shadow_changed; + bool is_playback; + + float (*world_clip_planes)[4]; + struct GPUBatch *world_clip_planes_batch; + float world_clip_planes_color[4]; + + /* Volumes */ + bool volumes_do; + ListBase smoke_domains; + + /* Ssao */ + float winmat[4][4]; + float viewvecs[3][4]; + float ssao_params[4]; + float ssao_settings[4]; + + /* Dof */ + struct GPUTexture *dof_blur_tx; + struct GPUTexture *coc_temp_tx; + struct GPUTexture *coc_tiles_tx[2]; + struct GPUUniformBuffer *dof_ubo; + float dof_aperturesize; + float dof_distance; + float dof_invsensorsize; + float dof_near_far[2]; + float dof_blades; + float dof_rotation; + float dof_ratio; + bool dof_enabled; + + /* Color Management */ + bool use_color_management; + bool use_color_render_settings; } WORKBENCH_PrivateData; /* Transient data */ typedef struct WORKBENCH_EffectInfo { - float override_persmat[4][4]; - float override_persinv[4][4]; - float override_winmat[4][4]; - float override_wininv[4][4]; - float last_mat[4][4]; - float curr_mat[4][4]; - int jitter_index; - float taa_mix_factor; - bool view_updated; + float override_persmat[4][4]; + float override_persinv[4][4]; + float override_winmat[4][4]; + float override_wininv[4][4]; + float last_mat[4][4]; + float curr_mat[4][4]; + int jitter_index; + float taa_mix_factor; + bool view_updated; } WORKBENCH_EffectInfo; typedef struct WORKBENCH_MaterialData { - float base_color[3]; - float diffuse_color[3]; - float specular_color[3]; - float metallic; - float roughness; - int object_id; - int color_type; - int interp; - Image *ima; - ImageUser *iuser; - - /* Linked shgroup for drawing */ - DRWShadingGroup *shgrp; - /* forward rendering */ - DRWShadingGroup *shgrp_object_outline; + float base_color[3]; + float diffuse_color[3]; + float specular_color[3]; + float metallic; + float roughness; + int object_id; + int color_type; + int interp; + Image *ima; + ImageUser *iuser; + + /* Linked shgroup for drawing */ + DRWShadingGroup *shgrp; + /* forward rendering */ + DRWShadingGroup *shgrp_object_outline; } WORKBENCH_MaterialData; typedef struct WORKBENCH_ObjectData { - DrawData dd; + DrawData dd; - /* Shadow direction in local object space. */ - float shadow_dir[3], shadow_depth; - /* Min, max in shadow space */ - float shadow_min[3], shadow_max[3]; - BoundBox shadow_bbox; - bool shadow_bbox_dirty; + /* Shadow direction in local object space. */ + float shadow_dir[3], shadow_depth; + /* Min, max in shadow space */ + float shadow_min[3], shadow_max[3]; + BoundBox shadow_bbox; + bool shadow_bbox_dirty; - int object_id; + int object_id; } WORKBENCH_ObjectData; /* workbench_deferred.c */ @@ -324,8 +347,13 @@ void workbench_forward_cache_finish(WORKBENCH_Data *vedata); /* For OIT in deferred */ void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg); void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg); -WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data( - WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp); +WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_Data *vedata, + Object *ob, + Material *mat, + Image *ima, + ImageUser *iuser, + int color_type, + int interp); /* workbench_effect_aa.c */ void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx); @@ -348,45 +376,79 @@ int workbench_taa_calculate_num_iterations(WORKBENCH_Data *vedata); /* workbench_effect_dof.c */ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera); void workbench_dof_engine_free(void); -void workbench_dof_create_pass(WORKBENCH_Data *vedata, GPUTexture **dof_input, GPUTexture *noise_tex); +void workbench_dof_create_pass(WORKBENCH_Data *vedata, + GPUTexture **dof_input, + GPUTexture *noise_tex); void workbench_dof_draw_pass(WORKBENCH_Data *vedata); /* workbench_materials.c */ int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob); -void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat); -char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair); -void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data); +void workbench_material_get_image_and_mat( + Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat); +char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, + bool use_textures, + bool is_hair); +void workbench_material_update_data(WORKBENCH_PrivateData *wpd, + Object *ob, + Material *mat, + WORKBENCH_MaterialData *data); uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost); int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd); -int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair); -int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair); -void workbench_material_shgroup_uniform( - WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob, - const bool use_metallic, const bool deferred, const int interp); -void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material); +int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd, + bool use_textures, + bool is_hair); +int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, + bool use_textures, + bool is_hair); +void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd, + DRWShadingGroup *grp, + WORKBENCH_MaterialData *material, + Object *ob, + const bool use_metallic, + const bool deferred, + const int interp); +void workbench_material_copy(WORKBENCH_MaterialData *dest_material, + const WORKBENCH_MaterialData *source_material); /* workbench_studiolight.c */ -void studiolight_update_world(WORKBENCH_PrivateData *wpd, StudioLight *sl, WORKBENCH_UBO_World *wd); +void studiolight_update_world(WORKBENCH_PrivateData *wpd, + StudioLight *sl, + WORKBENCH_UBO_World *wd); void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3]); -bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed); -float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed); -bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed); +bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, + Object *ob, + WORKBENCH_ObjectData *oed); +float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, + Object *ob, + WORKBENCH_ObjectData *oed); +bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, + Object *ob, + WORKBENCH_ObjectData *oed); /* workbench_data.c */ void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info); void workbench_private_data_init(WORKBENCH_PrivateData *wpd); void workbench_private_data_free(WORKBENCH_PrivateData *wpd); -void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float r_light_direction[3]); +void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, + float r_light_direction[3]); /* workbench_volume.c */ void workbench_volume_engine_init(void); void workbench_volume_engine_free(void); void workbench_volume_cache_init(WORKBENCH_Data *vedata); -void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Object *ob, struct ModifierData *md); +void workbench_volume_cache_populate(WORKBENCH_Data *vedata, + Scene *scene, + Object *ob, + struct ModifierData *md); void workbench_volume_smoke_textures_free(WORKBENCH_PrivateData *wpd); /* workbench_render.c */ -void workbench_render(WORKBENCH_Data *vedata, struct RenderEngine *engine, struct RenderLayer *render_layer, const struct rcti *rect); -void workbench_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer); +void workbench_render(WORKBENCH_Data *vedata, + struct RenderEngine *engine, + struct RenderLayer *render_layer, + const struct rcti *rect); +void workbench_render_update_passes(struct RenderEngine *engine, + struct Scene *scene, + struct ViewLayer *view_layer); #endif |