diff options
Diffstat (limited to 'source/blender/draw/engines/gpencil/gpencil_shader_fx.c')
-rw-r--r-- | source/blender/draw/engines/gpencil/gpencil_shader_fx.c | 156 |
1 files changed, 78 insertions, 78 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c index 0f4043ce278..327765c07b2 100644 --- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c +++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c @@ -202,8 +202,8 @@ static void gpencil_fx_blur(ShaderFxData *fx, fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2); @@ -228,8 +228,8 @@ static void gpencil_fx_colorize(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCI GPUBatch *fxquad = DRW_cache_fullscreen_quad_get(); fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_colorize_sh, psl->fx_shader_pass); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_vec4(fx_shgrp, "low_color", &fxd->low_color[0], 1); DRW_shgroup_uniform_vec4(fx_shgrp, "high_color", &fxd->high_color[0], 1); DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1); @@ -261,8 +261,8 @@ static void gpencil_fx_flip(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Da GPUBatch *fxquad = DRW_cache_fullscreen_quad_get(); fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_flip_sh, psl->fx_shader_pass); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_int(fx_shgrp, "flipmode", &fxd->flipmode, 1); DRW_shgroup_uniform_vec2(fx_shgrp, "wsize", DRW_viewport_size_get(), 1); @@ -291,8 +291,8 @@ static void gpencil_fx_light(ShaderFxData *fx, GPUBatch *fxquad = DRW_cache_fullscreen_quad_get(); fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_light_sh, psl->fx_shader_pass); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1); @@ -346,8 +346,8 @@ static void gpencil_fx_pixel(ShaderFxData *fx, GPUBatch *fxquad = DRW_cache_fullscreen_quad_get(); fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_pixel_sh, psl->fx_shader_pass); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_int(fx_shgrp, "size", &fxd->size[0], 3); DRW_shgroup_uniform_vec4(fx_shgrp, "color", &fxd->rgba[0], 1); @@ -380,8 +380,8 @@ static void gpencil_fx_rim(ShaderFxData *fx, /* prepare pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_rim_prepare_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2); @@ -397,8 +397,8 @@ static void gpencil_fx_rim(ShaderFxData *fx, /* blur pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_fx); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_fx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_fx_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_fx_tx); DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2); @@ -411,9 +411,9 @@ static void gpencil_fx_rim(ShaderFxData *fx, /* resolve pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_rim_resolve_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &stl->g_data->temp_color_tx_fx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeRim", &stl->g_data->temp_color_fx_tx); DRW_shgroup_uniform_vec3(fx_shgrp, "mask_color", &fxd->mask_rgb[0], 1); DRW_shgroup_uniform_int(fx_shgrp, "mode", &fxd->mode, 1); @@ -447,8 +447,8 @@ static void gpencil_fx_shadow(ShaderFxData *fx, /* prepare pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_shadow_prepare_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_int(fx_shgrp, "offset", &fxd->offset[0], 2); @@ -481,8 +481,8 @@ static void gpencil_fx_shadow(ShaderFxData *fx, /* blur pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_fx); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_fx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_fx_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_fx_tx); DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2); @@ -495,10 +495,10 @@ static void gpencil_fx_shadow(ShaderFxData *fx, /* resolve pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_shadow_resolve_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowColor", &stl->g_data->temp_color_tx_fx); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowDepth", &stl->g_data->temp_depth_tx_fx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowColor", &stl->g_data->temp_color_fx_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "shadowDepth", &stl->g_data->temp_depth_fx_tx); fxd->runtime.fx_sh_c = fx_shgrp; } @@ -524,8 +524,8 @@ static void gpencil_fx_glow(ShaderFxData *fx, /* prepare pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_glow_prepare_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_vec3(fx_shgrp, "glow_color", &fxd->glow_color[0], 1); DRW_shgroup_uniform_vec3(fx_shgrp, "select_color", &fxd->select_color[0], 1); @@ -537,8 +537,8 @@ static void gpencil_fx_glow(ShaderFxData *fx, /* blur pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_blur_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_fx); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_fx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_fx_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_fx_tx); DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_int(fx_shgrp, "blur", &fxd->blur[0], 2); @@ -551,10 +551,10 @@ static void gpencil_fx_glow(ShaderFxData *fx, /* resolve pass */ fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_glow_resolve_sh, psl->fx_shader_pass_blend); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowColor", &stl->g_data->temp_color_tx_fx); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowDepth", &stl->g_data->temp_depth_tx_fx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowColor", &stl->g_data->temp_color_fx_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "glowDepth", &stl->g_data->temp_depth_fx_tx); /* reuse field */ DRW_shgroup_uniform_int(fx_shgrp, "alpha_mode", &fxd->blur[1], 1); @@ -586,8 +586,8 @@ static void gpencil_fx_swirl(ShaderFxData *fx, GPUBatch *fxquad = DRW_cache_fullscreen_quad_get(); fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_swirl_sh, psl->fx_shader_pass); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_vec2(fx_shgrp, "Viewport", DRW_viewport_size_get(), 1); @@ -618,8 +618,8 @@ static void gpencil_fx_wave(ShaderFxData *fx, GPENCIL_e_data *e_data, GPENCIL_Da DRWShadingGroup *fx_shgrp = DRW_shgroup_create(e_data->gpencil_fx_wave_sh, psl->fx_shader_pass); DRW_shgroup_call(fx_shgrp, fxquad, NULL); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_tx_a); - DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_tx_a); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeColor", &stl->g_data->temp_color_a_tx); + DRW_shgroup_uniform_texture_ref(fx_shgrp, "strokeDepth", &stl->g_data->temp_depth_a_tx); DRW_shgroup_uniform_float(fx_shgrp, "amplitude", &fxd->amplitude, 1); DRW_shgroup_uniform_float(fx_shgrp, "period", &fxd->period, 1); DRW_shgroup_uniform_float(fx_shgrp, "phase", &fxd->phase, 1); @@ -781,8 +781,8 @@ static void gpencil_draw_fx_pass(GPENCIL_Data *vedata, DRWShadingGroup *shgrp, b GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl; const float clearcol[4] = {0.0f}; - GPU_framebuffer_bind(fbl->temp_fb_b); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f); + GPU_framebuffer_bind(fbl->temp_b_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f); /* draw effect pass in temp texture (B) using as source the previous image * existing in the other temp texture (A) */ @@ -794,12 +794,12 @@ static void gpencil_draw_fx_pass(GPENCIL_Data *vedata, DRWShadingGroup *shgrp, b } /* copy pass from b to a for ping-pong frame buffers */ - stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b; - stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b; + stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx; + stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx; - GPU_framebuffer_bind(fbl->temp_fb_a); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f); - DRW_draw_pass(psl->mix_pass_noblend); + GPU_framebuffer_bind(fbl->temp_a_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_a_fb, clearcol, 1.0f); + DRW_draw_pass(psl->mix_screen_noblend_pass); } /* helper to manage gaussian blur passes */ @@ -845,14 +845,14 @@ static void draw_gpencil_midpass_blur(GPENCIL_Data *vedata, ShaderFxData_Runtime GPENCIL_FramebufferList *fbl = ((GPENCIL_Data *)vedata)->fbl; const float clearcol[4] = {0.0f}; - GPU_framebuffer_bind(fbl->temp_fb_b); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f); + GPU_framebuffer_bind(fbl->temp_b_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f); DRW_draw_pass_subset(psl->fx_shader_pass_blend, runtime->fx_sh_b, runtime->fx_sh_b); /* copy pass from b for ping-pong frame buffers */ - GPU_framebuffer_bind(fbl->temp_fb_fx); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f); - DRW_draw_pass(psl->mix_pass_noblend); + GPU_framebuffer_bind(fbl->temp_fx_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_fx_fb, clearcol, 1.0f); + DRW_draw_pass(psl->mix_screen_noblend_pass); } /* do blur of mid passes */ @@ -861,8 +861,8 @@ static void draw_gpencil_do_blur( { GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; - stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b; - stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b; + stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx; + stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx; if ((samples > 0) && ((bx > 0) || (by > 0))) { for (int x = 0; x < samples; x++) { @@ -897,8 +897,8 @@ static void draw_gpencil_rim_passes(GPENCIL_Data *vedata, RimShaderFxData *fxd) const float clearcol[4] = {0.0f}; /* prepare mask */ - GPU_framebuffer_bind(fbl->temp_fb_fx); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f); + GPU_framebuffer_bind(fbl->temp_fx_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_fx_fb, clearcol, 1.0f); DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh); /* blur rim */ @@ -906,17 +906,17 @@ static void draw_gpencil_rim_passes(GPENCIL_Data *vedata, RimShaderFxData *fxd) vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[1], &fxd->blur[0]); /* resolve */ - GPU_framebuffer_bind(fbl->temp_fb_b); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f); + GPU_framebuffer_bind(fbl->temp_b_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f); DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c); /* copy pass from b to a for ping-pong frame buffers */ - stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b; - stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b; + stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx; + stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx; - GPU_framebuffer_bind(fbl->temp_fb_a); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f); - DRW_draw_pass(psl->mix_pass_noblend); + GPU_framebuffer_bind(fbl->temp_a_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_a_fb, clearcol, 1.0f); + DRW_draw_pass(psl->mix_screen_noblend_pass); } /* helper to draw SHADOW passes */ @@ -932,8 +932,8 @@ static void draw_gpencil_shadow_passes(GPENCIL_Data *vedata, ShadowShaderFxData const float clearcol[4] = {0.0f}; /* prepare shadow */ - GPU_framebuffer_bind(fbl->temp_fb_fx); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f); + GPU_framebuffer_bind(fbl->temp_fx_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_fx_fb, clearcol, 1.0f); DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh); /* blur shadow */ @@ -941,17 +941,17 @@ static void draw_gpencil_shadow_passes(GPENCIL_Data *vedata, ShadowShaderFxData vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[1], &fxd->blur[0]); /* resolve */ - GPU_framebuffer_bind(fbl->temp_fb_b); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f); + GPU_framebuffer_bind(fbl->temp_b_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f); DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c); /* copy pass from b to a for ping-pong frame buffers */ - stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b; - stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b; + stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx; + stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx; - GPU_framebuffer_bind(fbl->temp_fb_a); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f); - DRW_draw_pass(psl->mix_pass_noblend); + GPU_framebuffer_bind(fbl->temp_a_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_a_fb, clearcol, 1.0f); + DRW_draw_pass(psl->mix_screen_noblend_pass); } /* helper to draw GLOW passes */ @@ -968,8 +968,8 @@ static void draw_gpencil_glow_passes(GPENCIL_Data *vedata, GlowShaderFxData *fxd const float clearcol[4] = {0.0f}; /* prepare glow */ - GPU_framebuffer_bind(fbl->temp_fb_fx); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f); + GPU_framebuffer_bind(fbl->temp_fx_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_fx_fb, clearcol, 1.0f); DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh, fxd->runtime.fx_sh); /* blur glow */ @@ -977,8 +977,8 @@ static void draw_gpencil_glow_passes(GPENCIL_Data *vedata, GlowShaderFxData *fxd vedata, &fxd->runtime, fxd->samples, fxd->blur[0], fxd->blur[0], &fxd->blur[0]); /* resolve */ - GPU_framebuffer_bind(fbl->temp_fb_b); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f); + GPU_framebuffer_bind(fbl->temp_b_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_b_fb, clearcol, 1.0f); /* reuses blur field to keep alpha mode */ fxd->blur[1] = (fxd->flag & FX_GLOW_USE_ALPHA) ? 1 : 0; @@ -986,12 +986,12 @@ static void draw_gpencil_glow_passes(GPENCIL_Data *vedata, GlowShaderFxData *fxd DRW_draw_pass_subset(psl->fx_shader_pass_blend, fxd->runtime.fx_sh_c, fxd->runtime.fx_sh_c); /* copy pass from b to a for ping-pong frame buffers */ - stl->g_data->input_depth_tx = stl->g_data->temp_depth_tx_b; - stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b; + stl->g_data->input_depth_tx = stl->g_data->temp_depth_b_tx; + stl->g_data->input_color_tx = stl->g_data->temp_color_b_tx; - GPU_framebuffer_bind(fbl->temp_fb_a); - GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f); - DRW_draw_pass(psl->mix_pass_noblend); + GPU_framebuffer_bind(fbl->temp_a_fb); + GPU_framebuffer_clear_color_depth(fbl->temp_a_fb, clearcol, 1.0f); + DRW_draw_pass(psl->mix_screen_noblend_pass); } /* apply all object fx effects */ |