diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-04-19 13:01:16 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-04-19 13:09:18 +0300 |
commit | fa3bd17ae87301ca198d16d2dc7d2432548f34f9 (patch) | |
tree | c08eb8740784799dd3bf9517f4eb4380bc4e6cab /source/blender/gpu/CMakeLists.txt | |
parent | 1e3f4c70ab56578b8b0e0056870bd17cc118982a (diff) |
GPU: Replace `GPUMaterialVolumeGrid` by `GPUMaterialAttribute`
This is to make the codegen and shading nodes object type agnostic. This
is essential for flexibility of the engine to use the nodetree as it see
fits.
The essential volume attributes struct properties are moved to the
`GPUMaterialAttribute` which see its final input name set on creation.
The binding process is centralized into `draw_volume.cc` to avoid
duplicating the code between multiple engines. It mimics the hair attributes
process.
Volume object grid transforms and other per object uniforms are packed into
one UBO per object. The grid transform is now based on object which simplify
the matrix preparations.
This also gets rid of the double transforms and use object info orco factors
for volume objects.
Tagging @brecht because he did the initial implementation of Volume Grids.
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 98d15a1024c..93030d6ab6e 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -370,7 +370,6 @@ set(GLSL_SRC shaders/material/gpu_shader_material_velvet.glsl shaders/material/gpu_shader_material_vertex_color.glsl shaders/material/gpu_shader_material_volume_absorption.glsl - shaders/material/gpu_shader_material_volume_info.glsl shaders/material/gpu_shader_material_volume_principled.glsl shaders/material/gpu_shader_material_volume_scatter.glsl shaders/material/gpu_shader_material_wireframe.glsl |