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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_private.h')
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h13
1 files changed, 6 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 97da3e5b58d..74764a1b159 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -59,7 +59,7 @@
(IN_RANGE(wpd->user_preferences->gpu_viewport_quality, GPU_VIEWPORT_QUALITY_FXAA, GPU_VIEWPORT_QUALITY_TAA8) || \
((IS_NAVIGATING(wpd) || wpd->is_playback) && (wpd->user_preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8))))
#define TAA_ENABLED(wpd) (DRW_state_is_image_render() || (wpd->user_preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback))
-#define SPECULAR_HIGHLIGHT_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)))
+#define SPECULAR_HIGHLIGHT_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)))
#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
@@ -135,9 +135,9 @@ typedef struct WORKBENCH_Data {
} WORKBENCH_Data;
typedef struct WORKBENCH_UBO_Light {
- float light_direction_vs[4];
- float specular_color[3];
- float energy;
+ float light_direction[4];
+ float specular_color[3], pad;
+ float diffuse_color[3], wrapped;
} WORKBENCH_UBO_Light;
#define WORKBENCH_SH_DATA_LEN ((STUDIOLIGHT_SH_BANDS == 2) ? 6 : STUDIOLIGHT_SH_EFFECTIVE_COEFS_LEN)
@@ -148,7 +148,8 @@ typedef struct WORKBENCH_UBO_World {
float background_color_high[4];
float object_outline_color[4];
float shadow_direction_vs[4];
- WORKBENCH_UBO_Light lights[3];
+ WORKBENCH_UBO_Light lights[4];
+ float ambient_color[4];
int num_lights;
int matcap_orientation;
float background_alpha;
@@ -293,8 +294,6 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_text
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
-void workbench_material_set_normal_world_matrix(
- DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);
void workbench_material_shgroup_uniform(
WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob);
void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material);