diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 14:55:13 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 17:44:58 +0300 |
commit | da741013a1e1b2e7c4f61a9486588253a457afd2 (patch) | |
tree | b491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/workbench/workbench_shader.c | |
parent | 55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff) |
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_shader.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_shader.c | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c index 835f10598d4..aab3cef00e6 100644 --- a/source/blender/draw/engines/workbench/workbench_shader.c +++ b/source/blender/draw/engines/workbench/workbench_shader.c @@ -28,6 +28,8 @@ #include "workbench_engine.h" #include "workbench_private.h" +extern char datatoc_common_math_lib_glsl[]; +extern char datatoc_common_math_geom_lib_glsl[]; extern char datatoc_common_hair_lib_glsl[]; extern char datatoc_common_pointcloud_lib_glsl[]; extern char datatoc_common_view_lib_glsl[]; @@ -119,6 +121,8 @@ void workbench_shader_library_ensure(void) if (e_data.lib == NULL) { e_data.lib = DRW_shader_library_create(); /* NOTE: Theses needs to be ordered by dependencies. */ + DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib); + DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_pointcloud_lib); |