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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2020-03-17 18:27:08 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2020-03-18 13:23:05 +0300
commitfd53b72871e045dfebfb9ddbe2b3c491491aa913 (patch)
tree892721f97e6bff16c9d87bc3ffee295d2f4a77bc /source/blender/draw/intern/draw_hair_private.h
parentb0a1cf2c9ae696b07f7a236bc855a5ab4a493dcb (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/intern/draw_hair_private.h')
-rw-r--r--source/blender/draw/intern/draw_hair_private.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_hair_private.h b/source/blender/draw/intern/draw_hair_private.h
index c03b4822b1b..4d9eaf88a7d 100644
--- a/source/blender/draw/intern/draw_hair_private.h
+++ b/source/blender/draw/intern/draw_hair_private.h
@@ -79,6 +79,8 @@ typedef struct ParticleHairCache {
int point_len;
} ParticleHairCache;
+void particle_batch_cache_clear_hair(struct ParticleHairCache *hair_cache);
+
bool particles_ensure_procedural_data(struct Object *object,
struct ParticleSystem *psys,
struct ModifierData *md,
@@ -86,4 +88,9 @@ bool particles_ensure_procedural_data(struct Object *object,
int subdiv,
int thickness_res);
+bool hair_ensure_procedural_data(struct Object *object,
+ struct ParticleHairCache **r_hair_cache,
+ int subdiv,
+ int thickness_res);
+
#endif /* __DRAW_HAIR_PRIVATE_H__ */