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authorClément Foucault <foucault.clem@gmail.com>2020-07-15 21:10:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-15 21:10:45 +0300
commit058514aa0abfbbeb87a89d863a2cdc85b5bdb5c4 (patch)
tree5eeb9adf61396e50046f53f10a77d1fbb4a397e5 /source/blender/draw/engines/workbench/workbench_transparent.c
parentd4d810f817afc61618bec6f3b0a0ade5d0111d3c (diff)
PointCloud: Initial rendering support for Workbench
Also includes outline overlays. Removes the temp overlay drawing We make the geometry follow camera like billboards this uses less geometry. Currently we use half octahedron for now. Goal would be to use icospheres. This patch also optimize the case when pointcloud has uniform radius. However we should premultiply the radius prop by the default radius beforehand to avoid a multiplication on CPU. Using geometry instead of pseudo raytraced spheres is more scalable as we can render as low as 1 or 2 triangle to a full half sphere and can integrate easily in the render pipeline using a low amount of code. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8301
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_transparent.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_transparent.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c
index 1c40a350300..5eff056846c 100644
--- a/source/blender/draw/engines/workbench/workbench_transparent.c
+++ b/source/blender/draw/engines/workbench/workbench_transparent.c
@@ -83,10 +83,10 @@ static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd,
}
}
-void workbench_transparent_cache_init(WORKBENCH_Data *data)
+void workbench_transparent_cache_init(WORKBENCH_Data *vedata)
{
- WORKBENCH_PassList *psl = data->psl;
- WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
struct GPUShader *sh;
DRWShadingGroup *grp;
@@ -105,30 +105,30 @@ void workbench_transparent_cache_init(WORKBENCH_Data *data)
pass = psl->transp_accum_ps;
}
- for (int hair = 0; hair < 2; hair++) {
- wpd->prepass[transp][infront][hair].material_hash = BLI_ghash_ptr_new(__func__);
+ for (eWORKBENCH_DataType data = 0; data < WORKBENCH_DATATYPE_MAX; data++) {
+ wpd->prepass[transp][infront][data].material_hash = BLI_ghash_ptr_new(__func__);
- sh = workbench_shader_transparent_get(wpd, hair);
+ sh = workbench_shader_transparent_get(wpd, data);
- wpd->prepass[transp][infront][hair].common_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[transp][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
workbench_transparent_lighting_uniforms(wpd, grp);
- wpd->prepass[transp][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[transp][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
- sh = workbench_shader_transparent_image_get(wpd, hair, false);
+ sh = workbench_shader_transparent_image_get(wpd, data, false);
- wpd->prepass[transp][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[transp][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
workbench_transparent_lighting_uniforms(wpd, grp);
- sh = workbench_shader_transparent_image_get(wpd, hair, true);
+ sh = workbench_shader_transparent_image_get(wpd, data, true);
- wpd->prepass[transp][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[transp][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
workbench_transparent_lighting_uniforms(wpd, grp);