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authorCampbell Barton <ideasman42@gmail.com>2019-02-27 04:02:02 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-27 04:26:49 +0300
commit1079742db92576d79ec89a28d95336aff847a82a (patch)
tree2e440e498c20d3205c2a64eedf4f84bf57abcb84 /source/blender/draw/engines
parent918941483f7ec5fc6320d345c755e953b963c710 (diff)
Cleanup: rename lamp -> light
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_data.c18
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c68
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h26
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c18
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl10
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl2
11 files changed, 80 insertions, 80 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c
index dae1e3e8930..78bfb543bb1 100644
--- a/source/blender/draw/engines/eevee/eevee_data.c
+++ b/source/blender/draw/engines/eevee/eevee_data.c
@@ -32,7 +32,7 @@ void EEVEE_view_layer_data_free(void *storage)
EEVEE_ViewLayerData *sldata = (EEVEE_ViewLayerData *)storage;
/* Lights */
- MEM_SAFE_FREE(sldata->lamps);
+ MEM_SAFE_FREE(sldata->lights);
DRW_UBO_FREE_SAFE(sldata->light_ubo);
DRW_UBO_FREE_SAFE(sldata->shadow_ubo);
DRW_UBO_FREE_SAFE(sldata->shadow_render_ubo);
@@ -153,30 +153,30 @@ EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob)
/* Light data. */
-static void eevee_lamp_data_init(DrawData *dd)
+static void eevee_light_data_init(DrawData *dd)
{
- EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)dd;
+ EEVEE_LightEngineData *led = (EEVEE_LightEngineData *)dd;
led->need_update = true;
led->prev_cube_shadow_id = -1;
}
-EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob)
+EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob)
{
if (ob->type != OB_LAMP) {
return NULL;
}
- return (EEVEE_LampEngineData *)DRW_drawdata_get(
+ return (EEVEE_LightEngineData *)DRW_drawdata_get(
&ob->id, &draw_engine_eevee_type);
}
-EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob)
+EEVEE_LightEngineData *EEVEE_light_data_ensure(Object *ob)
{
BLI_assert(ob->type == OB_LAMP);
- return (EEVEE_LampEngineData *)DRW_drawdata_ensure(
+ return (EEVEE_LightEngineData *)DRW_drawdata_ensure(
&ob->id,
&draw_engine_eevee_type,
- sizeof(EEVEE_LampEngineData),
- eevee_lamp_data_init,
+ sizeof(EEVEE_LightEngineData),
+ eevee_light_data_init,
NULL);
}
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 1de07688c5e..54c1415ca49 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -368,7 +368,7 @@ static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
ped->need_update = (ped->dd.recalc & (ID_RECALC_TRANSFORM | ID_RECALC_COPY_ON_WRITE)) != 0;
ped->dd.recalc = 0;
}
- EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object);
+ EEVEE_LightEngineData *led = EEVEE_light_data_get(object);
if (led != NULL && led->dd.recalc != 0) {
led->need_update = true;
led->dd.recalc = 0;
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 34a653c8f9c..f4fe088157e 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -113,8 +113,8 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, NULL);
}
- if (!sldata->lamps) {
- sldata->lamps = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo");
+ if (!sldata->lights) {
+ sldata->lights = MEM_callocN(sizeof(EEVEE_LightsInfo), "EEVEE_LightsInfo");
sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL);
sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL);
sldata->shadow_render_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL);
@@ -126,20 +126,20 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
sldata->shcasters_buffers[i].count = 0;
}
- sldata->lamps->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
- sldata->lamps->shcaster_backbuffer = &sldata->shcasters_buffers[1];
+ sldata->lights->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
+ sldata->lights->shcaster_backbuffer = &sldata->shcasters_buffers[1];
}
/* Flip buffers */
- SWAP(EEVEE_ShadowCasterBuffer *, sldata->lamps->shcaster_frontbuffer, sldata->lamps->shcaster_backbuffer);
+ SWAP(EEVEE_ShadowCasterBuffer *, sldata->lights->shcaster_frontbuffer, sldata->lights->shcaster_backbuffer);
const int sh_method = scene_eval->eevee.shadow_method;
int sh_cube_size = scene_eval->eevee.shadow_cube_size;
int sh_cascade_size = scene_eval->eevee.shadow_cascade_size;
const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0;
- sldata->lamps->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
+ sldata->lights->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
if ((linfo->shadow_cube_size != sh_cube_size) ||
(linfo->shadow_method != sh_method) ||
(linfo->shadow_high_bitdepth != sh_high_bitdepth))
@@ -242,7 +242,7 @@ static DRWPass *eevee_lights_cube_store_pass_get(EEVEE_PassList *psl, EEVEE_View
bool high_blur = shadow_samples_len > 16;
DRWPass **pass = (high_blur) ? &psl->shadow_cube_store_pass : &psl->shadow_cube_store_high_pass;
if (*pass == NULL) {
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
*pass = DRW_pass_create("Shadow Cube Storage Pass", DRW_STATE_WRITE_COLOR);
GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, false);
DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass);
@@ -259,7 +259,7 @@ static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_V
bool high_blur = shadow_samples_len > 16;
DRWPass **pass = (high_blur) ? &psl->shadow_cascade_store_pass : &psl->shadow_cascade_store_high_pass;
if (*pass == NULL) {
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
*pass = DRW_pass_create("Shadow Cascade Storage Pass", DRW_STATE_WRITE_COLOR);
GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, true);
DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass);
@@ -274,7 +274,7 @@ static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_V
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
@@ -332,12 +332,12 @@ void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float threshold = draw_ctx->scene->eevee.light_threshold;
- /* Step 1 find all lamps in the scene and setup them */
+ /* Step 1 find all lights in the scene and setup them */
if (linfo->num_light >= MAX_LIGHT) {
printf("Too many lights in the scene !!!\n");
}
@@ -346,13 +346,13 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
EEVEE_Light *evli = linfo->light_data + linfo->num_light;
eevee_light_setup(ob, evli);
- /* We do not support shadowmaps for dupli lamps. */
+ /* We do not support shadowmaps for dupli lights. */
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
linfo->num_light++;
return;
}
- EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
/* Save previous shadow id. */
int prev_cube_sh_id = led->prev_cube_shadow_id;
@@ -396,7 +396,7 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
}
led->prev_cube_shadow_id = linfo->cpu_cube_len;
- /* Saving lamp bounds for later. */
+ /* Saving light bounds for later. */
BLI_assert(linfo->cpu_cube_len >= 0 && linfo->cpu_cube_len < MAX_LIGHT);
copy_v3_v3(linfo->shadow_bounds[linfo->cpu_cube_len].center, ob->obmat[3]);
linfo->shadow_bounds[linfo->cpu_cube_len].radius = light_attenuation_radius_get(la, threshold);
@@ -457,7 +457,7 @@ void EEVEE_lights_cache_shcaster_material_add(
DRW_shgroup_call_object_add(grp, geom, ob);
}
-/* Make that object update shadow casting lamps inside its influence bounding box. */
+/* Make that object update shadow casting lights inside its influence bounding box. */
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
@@ -466,7 +466,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;
int past_id = oedata->shadow_caster_id;
@@ -521,7 +521,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
eGPUTextureFormat shadow_pool_format = GPU_R32F;
sldata->common_data.la_num_light = linfo->num_light;
@@ -587,7 +587,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool)
});
- /* Update Lamps UBOs. */
+ /* Update Lights UBOs. */
EEVEE_lights_update(sldata, vedata);
}
@@ -659,7 +659,7 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
return power;
}
-/* Update buffer with lamp data */
+/* Update buffer with light data */
static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
{
Light *la = (Light *)ob->data;
@@ -696,9 +696,9 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
light_shape_parameters_set(evli, la, scale);
/* Light Type */
- evli->lamptype = (float)la->type;
+ evli->light_type = (float)la->type;
if ((la->type == LA_AREA) && ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
- evli->lamptype = LAMPTYPE_AREA_ELLIPSE;
+ evli->light_type = LAMPTYPE_AREA_ELLIPSE;
}
power = light_shape_power_get(la, evli);
@@ -809,7 +809,7 @@ static void shadow_cube_random_position_set(
add_v3_v3(ws_sample_pos, jitter);
}
-static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led, int sample_ofs)
+static void eevee_shadow_cube_setup(Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led, int sample_ofs)
{
EEVEE_ShadowCubeData *sh_data = &led->data.scd;
EEVEE_Light *evli = linfo->light_data + sh_data->light_id;
@@ -909,7 +909,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3], float r_cente
}
static void eevee_shadow_cascade_setup(
- Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led,
+ Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led,
DRWMatrixState *saved_mats, float view_near, float view_far, int sample_ofs)
{
Light *la = (Light *)ob->data;
@@ -919,7 +919,7 @@ static void eevee_shadow_cascade_setup(
float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN];
bool is_persp = DRW_viewport_is_persp_get();
- /* Lamps Matrices */
+ /* Lights Matrices */
int cascade_nbr = la->cascade_count;
EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
@@ -1139,7 +1139,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
Object *ob;
int i;
char *flag;
@@ -1155,7 +1155,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
else {
/* Search for deleted shadow casters and if shcaster WAS in shadow radius. */
- /* No need to run this if we already update all lamps. */
+ /* No need to run this if we already update all lights. */
EEVEE_LightBits past_bits = {{0}};
EEVEE_LightBits curr_bits = {{0}};
shcaster = backbuffer->shadow_casters;
@@ -1163,7 +1163,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
for (i = 0; i < backbuffer->count; ++i, ++flag, ++shcaster) {
/* If the shadowcaster has been deleted or updated. */
if (*flag != 0) {
- /* Add the lamps that were intersecting with its BBox. */
+ /* Add the lights that were intersecting with its BBox. */
lightbits_or(&past_bits, &shcaster->bits);
}
}
@@ -1192,7 +1192,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Setup shadow cube in UBO and tag for update if necessary. */
for (i = 0; (i < MAX_SHADOW_CUBE) && (ob = linfo->shadow_cube_ref[i]); i++) {
- EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
eevee_shadow_cube_setup(ob, linfo, led, effects->taa_current_sample - 1);
if (lightbits_get(&update_bits, i) != 0 || linfo->soft_shadows) {
@@ -1209,13 +1209,13 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-/* this refresh lamps shadow buffers */
+/* this refresh lights shadow buffers */
void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float light_threshold = draw_ctx->scene->eevee.light_threshold;
Object *ob;
@@ -1240,7 +1240,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
bool cascade_visible[MAX_SHADOW_CASCADE];
for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
- EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_get(ob);
EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
float plane[4];
normalize_m4_m4(sh_data->viewmat, ob->obmat);
@@ -1258,7 +1258,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_stats_group_start("Cube Shadow Maps");
/* Render each shadow to one layer of the array */
for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
- EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
Light *la = (Light *)ob->data;
if (!led->need_update || !cube_visible[i]) {
@@ -1371,7 +1371,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
continue;
}
- EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
Light *la = (Light *)ob->data;
EEVEE_ShadowCascadeData *evscd = &led->data.scad;
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index f08295b6158..eec61ffd08c 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1117,7 +1117,7 @@ static void material_opaque(
Scene *scene = draw_ctx->scene;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
bool use_diffuse, use_glossy, use_refract;
float *color_p = &ma->r;
@@ -1318,7 +1318,7 @@ static void material_transparent(
Scene *scene = draw_ctx->scene;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
const bool use_ssrefract = (
((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
@@ -1682,7 +1682,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
static float half = 0.5f;
static float error_col[3] = {1.0f, 0.0f, 1.0f};
static float compile_col[3] = {0.5f, 0.5f, 0.5f};
- struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lamps->shadow_method);
+ struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lights->shadow_method);
switch (GPU_material_status(gpumat)) {
case GPU_MAT_SUCCESS:
@@ -1719,7 +1719,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
shgrp = EEVEE_default_shading_group_get(sldata, vedata,
ob, psys, md,
true, false, use_ssr,
- sldata->lamps->shadow_method);
+ sldata->lights->shadow_method);
DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
@@ -1746,7 +1746,7 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
const View3D *v3d = draw_ctx->v3d;
if (LOOK_DEV_OVERLAY_ENABLED(v3d)) {
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
struct GPUBatch *sphere = DRW_cache_sphere_get();
static float mat1[4][4];
static float color[3] = {0.8f, 0.8f, 0.8f};
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index a5695fa3a4c..0d168bb2793 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -352,10 +352,10 @@ typedef struct EEVEE_Light {
float spotsize, spotblend, radius, shadowid;
float rightvec[3], sizex;
float upvec[3], sizey;
- float forwardvec[3], lamptype;
+ float forwardvec[3], light_type;
} EEVEE_Light;
-/* Special type for elliptic area lamps, matches lamps_lib.glsl */
+/* Special type for elliptic area lights, matches lamps_lib.glsl */
#define LAMPTYPE_AREA_ELLIPSE 100.0f
typedef struct EEVEE_Shadow {
@@ -405,7 +405,7 @@ typedef struct EEVEE_ShadowCasterBuffer {
} EEVEE_ShadowCasterBuffer;
/* ************ LIGHT DATA ************* */
-typedef struct EEVEE_LampsInfo {
+typedef struct EEVEE_LightsInfo {
int num_light, cache_num_light;
int num_cube_layer, cache_num_cube_layer;
int num_cascade_layer, cache_num_cascade_layer;
@@ -436,15 +436,15 @@ typedef struct EEVEE_LampsInfo {
/* Pointers only. */
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;
-} EEVEE_LampsInfo;
+} EEVEE_LightsInfo;
-/* EEVEE_LampsInfo->shadow_casters_flag */
+/* EEVEE_LightsInfo->shadow_casters_flag */
enum {
SHADOW_CASTER_PRUNED = (1 << 0),
SHADOW_CASTER_UPDATED = (1 << 1),
};
-/* EEVEE_LampsInfo->update_flag */
+/* EEVEE_LightsInfo->update_flag */
enum {
LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
};
@@ -646,7 +646,7 @@ typedef struct EEVEE_CommonUniformBuffer {
int sss_toggle; /* bool */
/* Specular */
int spec_toggle; /* bool */
- /* Lamps */
+ /* Lights */
int la_num_light; /* int */
/* Probes */
int prb_num_planar; /* int */
@@ -676,8 +676,8 @@ typedef struct EEVEE_ClipPlanesUniformBuffer {
/* ************** SCENE LAYER DATA ************** */
typedef struct EEVEE_ViewLayerData {
- /* Lamps */
- struct EEVEE_LampsInfo *lamps;
+ /* Lights */
+ struct EEVEE_LightsInfo *lights;
struct GPUUniformBuffer *light_ubo;
struct GPUUniformBuffer *shadow_ubo;
@@ -737,7 +737,7 @@ typedef struct EEVEE_ShadowCascadeData {
/* Theses are the structs stored inside Objects.
* It works with even if the object is in multiple layers
* because we don't get the same "Object *" for each layer. */
-typedef struct EEVEE_LampEngineData {
+typedef struct EEVEE_LightEngineData {
DrawData dd;
bool need_update;
@@ -748,7 +748,7 @@ typedef struct EEVEE_LampEngineData {
struct EEVEE_ShadowCubeData scd;
struct EEVEE_ShadowCascadeData scad;
} data;
-} EEVEE_LampEngineData;
+} EEVEE_LightEngineData;
typedef struct EEVEE_LightProbeEngineData {
DrawData dd;
@@ -827,8 +827,8 @@ EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
-EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
-EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob);
+EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob);
+EEVEE_LightEngineData *EEVEE_light_data_ensure(Object *ob);
EEVEE_WorldEngineData *EEVEE_world_data_get(World *wo);
EEVEE_WorldEngineData *EEVEE_world_data_ensure(World *wo);
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 816899b9290..53c08c4d8f3 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -46,11 +46,11 @@
static struct {
char *volumetric_common_lib;
- char *volumetric_common_lamps_lib;
+ char *volumetric_common_lights_lib;
struct GPUShader *volumetric_clear_sh;
struct GPUShader *volumetric_scatter_sh;
- struct GPUShader *volumetric_scatter_with_lamps_sh;
+ struct GPUShader *volumetric_scatter_with_lights_sh;
struct GPUShader *volumetric_integration_sh;
struct GPUShader *volumetric_resolve_sh;
@@ -84,7 +84,7 @@ static void eevee_create_shader_volumes(void)
datatoc_bsdf_common_lib_glsl,
datatoc_volumetric_lib_glsl);
- e_data.volumetric_common_lamps_lib = BLI_string_joinN(
+ e_data.volumetric_common_lights_lib = BLI_string_joinN(
datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
@@ -104,15 +104,15 @@ static void eevee_create_shader_volumes(void)
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_scatter_frag_glsl,
- e_data.volumetric_common_lamps_lib,
+ e_data.volumetric_common_lights_lib,
SHADER_DEFINES
"#define VOLUMETRICS\n"
"#define VOLUME_SHADOW\n");
- e_data.volumetric_scatter_with_lamps_sh = DRW_shader_create_with_lib(
+ e_data.volumetric_scatter_with_lights_sh = DRW_shader_create_with_lib(
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_scatter_frag_glsl,
- e_data.volumetric_common_lamps_lib,
+ e_data.volumetric_common_lights_lib,
SHADER_DEFINES
"#define VOLUMETRICS\n"
"#define VOLUME_LIGHTING\n"
@@ -416,7 +416,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties", DRW_STATE_WRITE_COLOR |
DRW_STATE_ADDITIVE);
- struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lamps_sh
+ struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lights_sh
: e_data.volumetric_scatter_sh;
psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps,
@@ -608,11 +608,11 @@ void EEVEE_volumes_free_smoke_textures(void)
void EEVEE_volumes_free(void)
{
MEM_SAFE_FREE(e_data.volumetric_common_lib);
- MEM_SAFE_FREE(e_data.volumetric_common_lamps_lib);
+ MEM_SAFE_FREE(e_data.volumetric_common_lights_lib);
DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh);
- DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lamps_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lights_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
}
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 64473d93054..b7e03b2937e 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -29,7 +29,7 @@ struct LightData {
vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
- vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */
+ vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */
};
/* convenience aliases */
diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
index 9c5a212aead..b8dff694aca 100644
--- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
@@ -27,7 +27,7 @@ layout(std140) uniform common_block {
bool sssToggle;
/* Specular */
bool specToggle;
- /* Lamps */
+ /* Lights */
int laNumLight;
/* Probes */
int prbNumPlanar;
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index 5a73950746d..e12d76596d3 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -19,7 +19,7 @@ layout(std140) uniform light_block {
#define SUN 1.0
#define SPOT 2.0
#define AREA_RECT 4.0
-/* Used to define the area lamp shape, doesn't directly correspond to a Blender lamp type. */
+/* Used to define the area light shape, doesn't directly correspond to a Blender light type. */
#define AREA_ELLIPSE 100.0
#if defined(SHADOW_VSM)
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 6fb8ebc719e..3d5b8f6f975 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -194,7 +194,7 @@ void CLOSURE_NAME(
vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
/* ---------------------------------------------------------------- */
- /* -------------------- SCENE LAMPS LIGHTING ---------------------- */
+ /* -------------------- SCENE LIGHTS LIGHTING --------------------- */
/* ---------------------------------------------------------------- */
#ifdef CLOSURE_GLOSSY
@@ -241,13 +241,13 @@ void CLOSURE_NAME(
}
#ifdef CLOSURE_GLOSSY
- vec3 brdf_lut_lamps = texture(utilTex, vec3(lut_uv, 1.0)).rgb;
- out_spec *= F_area(f0, brdf_lut_lamps.xy) * brdf_lut_lamps.z;
+ vec3 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).rgb;
+ out_spec *= F_area(f0, brdf_lut_lights.xy) * brdf_lut_lights.z;
#endif
#ifdef CLOSURE_CLEARCOAT
- vec3 brdf_lut_lamps_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb;
- out_spec_clear *= F_area(vec3(0.04), brdf_lut_lamps_clear.xy) * brdf_lut_lamps_clear.z;
+ vec3 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb;
+ out_spec_clear *= F_area(vec3(0.04), brdf_lut_lights_clear.xy) * brdf_lut_lights_clear.z;
out_spec += out_spec_clear * C_intensity;
#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
index dbc29299fdc..8792c646ec1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -26,7 +26,7 @@ void prep_specular(
/* Normalized Blinn shading */
vec4 blinn_specular(vec4 shininess, vec4 spec_angle, vec4 NL)
{
- /* Pi is already divided in the lamp power.
+ /* Pi is already divided in the light power.
* normalization_factor = (shininess + 8.0) / (8.0 * M_PI) */
vec4 normalization_factor = shininess * 0.125 + 1.0;
vec4 spec_light = pow(spec_angle, shininess) * NL * normalization_factor;