diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 68 |
1 files changed, 34 insertions, 34 deletions
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; |