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/workbench/workbench_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/workbench/workbench_private.h')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_private.h | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index a68b66e0f85..49becf93f48 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -101,6 +101,7 @@ typedef struct WORKBENCH_TextureList { struct GPUTexture *smaa_area_tx; struct GPUTexture *dummy_image_tx; struct GPUTexture *dummy_volume_tx; + struct GPUTexture *dummy_shadow_tx; struct GPUTexture *dummy_coba_tx; } WORKBENCH_TextureList; @@ -405,7 +406,7 @@ GPUShader *workbench_shader_outline_get(void); GPUShader *workbench_shader_antialiasing_accumulation_get(void); GPUShader *workbench_shader_antialiasing_get(int stage); -GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic); +GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic, bool smoke); void workbench_shader_depth_of_field_get(GPUShader **prepare_sh, GPUShader **downsample_sh, @@ -479,7 +480,8 @@ void workbench_volume_cache_init(WORKBENCH_Data *vedata); void workbench_volume_cache_populate(WORKBENCH_Data *vedata, struct Scene *UNUSED(scene), struct Object *ob, - struct ModifierData *md); + struct ModifierData *md, + eV3DShadingColorType color_type); void workbench_volume_draw_pass(WORKBENCH_Data *vedata); void workbench_volume_draw_finish(WORKBENCH_Data *vedata); |