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authorClément Foucault <foucault.clem@gmail.com>2018-05-19 14:31:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-20 20:14:22 +0300
commit687f09a8ad508b0f736b35337e589935296ecd0f (patch)
tree851b5c79017a8407c4a85f38a2ba5bd08771c9ff /source/blender/draw/intern/draw_cache_impl.h
parent883cb583550596e0c2e3b809ec8de059d0b053ad (diff)
Workbench: Optimize Shadows.
This makes the shadows ~10 times faster in the general case. This only create extrusion geometry on the outline edges. Also we increment or decrement the stencil buffer by 2 for each manifold edge and only by 1 for non manifold. This make the algorithm robust yet less heavy than creating one prism for each triangles.
Diffstat (limited to 'source/blender/draw/intern/draw_cache_impl.h')
-rw-r--r--source/blender/draw/intern/draw_cache_impl.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h
index 7f745192f2f..3ca53b92946 100644
--- a/source/blender/draw/intern/draw_cache_impl.h
+++ b/source/blender/draw/intern/draw_cache_impl.h
@@ -109,6 +109,7 @@ struct Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_select_mask(struct Mes
struct Gwn_Batch *DRW_mesh_batch_cache_get_points_with_normals(struct Mesh *me);
struct Gwn_Batch *DRW_mesh_batch_cache_get_all_verts(struct Mesh *me);
struct Gwn_Batch *DRW_mesh_batch_cache_get_fancy_edges(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_edge_detection(struct Mesh *me);
struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_triangles(struct Mesh *me);
struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_triangles_nor(struct Mesh *me);
struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_loose_edges(struct Mesh *me);