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-rw-r--r--source/blender/draw/engines/basic/basic_engine.c1
-rw-r--r--source/blender/draw/engines/eevee/eevee_cryptomatte.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c1
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.h15
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c1
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c9
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h96
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_renderpasses.c11
-rw-r--r--source/blender/draw/engines/eevee/eevee_sampling.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows_cube.c1
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl2
-rw-r--r--source/blender/draw/engines/external/external_engine.c3
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c8
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c1
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.h12
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_render.c1
-rw-r--r--source/blender/draw/engines/image/image_drawing_mode_image_space.hh (renamed from source/blender/draw/engines/image/image_drawing_mode.hh)22
-rw-r--r--source/blender/draw/engines/image/image_engine.cc11
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c37
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c1
-rw-r--r--source/blender/draw/engines/overlay/overlay_image.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h7
-rw-r--r--source/blender/draw/engines/overlay/overlay_wireframe.c38
-rw-r--r--source/blender/draw/engines/select/select_debug_engine.c1
-rw-r--r--source/blender/draw/engines/select/select_engine.c1
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_antialiasing.c1
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.c3
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c1
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h14
-rw-r--r--source/blender/draw/engines/workbench/workbench_transparent.c2
42 files changed, 243 insertions, 111 deletions
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c
index 8a825a7c81f..228281af2b0 100644
--- a/source/blender/draw/engines/basic/basic_engine.c
+++ b/source/blender/draw/engines/basic/basic_engine.c
@@ -265,6 +265,7 @@ DrawEngineType draw_engine_basic_type = {
&basic_data_size,
NULL,
&basic_engine_free,
+ NULL, /* instance_free */
&basic_cache_init,
&basic_cache_populate,
&basic_cache_finish,
diff --git a/source/blender/draw/engines/eevee/eevee_cryptomatte.c b/source/blender/draw/engines/eevee/eevee_cryptomatte.c
index 1b8e967e38f..80207523a65 100644
--- a/source/blender/draw/engines/eevee/eevee_cryptomatte.c
+++ b/source/blender/draw/engines/eevee/eevee_cryptomatte.c
@@ -435,9 +435,6 @@ void EEVEE_cryptomatte_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EE
/** \name Update Render Passes
* \{ */
-/* Register the render passes needed for cryptomatte
- * normally this is done in `EEVEE_render_update_passes`, but it has been placed here to keep
- * related code side-by-side for clarity. */
void EEVEE_cryptomatte_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
{
char cryptomatte_pass_name[MAX_NAME];
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index c2f3e3a6d95..3d32b4acd82 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -411,9 +411,6 @@ static void downsample_radiance_cb(void *vedata, int level)
DRW_draw_pass(psl->color_downsample_ps);
}
-/**
- * Simple down-sampling algorithm. Reconstruct mip chain up to mip level.
- */
void EEVEE_effects_downsample_radiance_buffer(EEVEE_Data *vedata, GPUTexture *texture_src)
{
EEVEE_PassList *psl = vedata->psl;
@@ -430,9 +427,6 @@ void EEVEE_effects_downsample_radiance_buffer(EEVEE_Data *vedata, GPUTexture *te
DRW_stats_group_end();
}
-/**
- * Simple down-sampling algorithm for cube-map. Reconstruct mip chain up to mip level.
- */
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index fad9d21b660..fc9b8b0cde4 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -629,6 +629,7 @@ DrawEngineType draw_engine_eevee_type = {
&eevee_data_size,
&eevee_engine_init,
&eevee_engine_free,
+ NULL, /* instance_free */
&eevee_cache_init,
&EEVEE_cache_populate,
&eevee_cache_finish,
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index 9a85037ac77..bcbe17fdabc 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -806,7 +806,6 @@ wmJob *EEVEE_lightbake_job_create(struct wmWindowManager *wm,
return wm_job;
}
-/* MUST run on the main thread. */
void *EEVEE_lightbake_job_data_alloc(struct Main *bmain,
struct ViewLayer *view_layer,
struct Scene *scene,
@@ -1484,8 +1483,6 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float
EEVEE_volumes_free_smoke_textures();
}
-/* This is to update the world irradiance and reflection contribution from
- * within the viewport drawing (does not have the overhead of a full light cache rebuild.) */
void EEVEE_lightbake_update_world_quick(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
const Scene *scene)
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.h b/source/blender/draw/engines/eevee/eevee_lightcache.h
index fde0c80ab37..ccd53f6c037 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.h
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.h
@@ -33,7 +33,9 @@ struct Scene;
struct SceneEEVEE;
struct ViewLayer;
-/* Light Bake */
+/**
+ * Light Bake.
+ */
struct wmJob *EEVEE_lightbake_job_create(struct wmWindowManager *wm,
struct wmWindow *win,
struct Main *bmain,
@@ -41,6 +43,9 @@ struct wmJob *EEVEE_lightbake_job_create(struct wmWindowManager *wm,
struct Scene *scene,
int delay,
int frame);
+/**
+ * MUST run on the main thread.
+ */
void *EEVEE_lightbake_job_data_alloc(struct Main *bmain,
struct ViewLayer *view_layer,
struct Scene *scene,
@@ -50,11 +55,17 @@ void EEVEE_lightbake_job_data_free(void *custom_data);
void EEVEE_lightbake_update(void *custom_data);
void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float *progress);
+/**
+ * This is to update the world irradiance and reflection contribution from
+ * within the viewport drawing (does not have the overhead of a full light cache rebuild.)
+ */
void EEVEE_lightbake_update_world_quick(struct EEVEE_ViewLayerData *sldata,
struct EEVEE_Data *vedata,
const Scene *scene);
-/* Light Cache */
+/**
+ * Light Cache.
+ */
struct LightCache *EEVEE_lightcache_create(const int grid_len,
const int cube_len,
const int cube_size,
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index ab083253499..c51fc18a406 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -202,7 +202,6 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-/* Only init the passes useful for rendering the light cache. */
void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
GPUTexture *rt_color,
@@ -871,7 +870,6 @@ static void lightbake_render_scene_face(int face, EEVEE_BakeRenderData *user_dat
DRW_draw_pass(psl->transparent_pass);
}
-/* Render the scene to the probe_rt texture. */
void EEVEE_lightbake_render_scene(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUFrameBuffer *face_fb[6],
@@ -969,13 +967,13 @@ static void eevee_lightbake_render_scene_to_planars(EEVEE_ViewLayerData *sldata,
sldata->probes->planar_data,
sldata->probes->num_planar);
}
+
/** \} */
/* -------------------------------------------------------------------- */
/** \name Filtering
* \{ */
-/* Glossy filter rt_color to light_cache->cube_tx.tex at index probe_idx */
void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *rt_color,
@@ -1064,7 +1062,6 @@ void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata,
}
}
-/* Diffuse filter rt_color to light_cache->grid_tx.tex at index grid_offset */
void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *rt_color,
@@ -1117,7 +1114,6 @@ void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
GPU_framebuffer_viewport_reset(fb);
}
-/* Filter rt_depth to light_cache->grid_tx.tex at index grid_offset */
void EEVEE_lightbake_filter_visibility(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *UNUSED(rt_depth),
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index afaf604322c..4ed968e2935 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -28,7 +28,6 @@
#include "eevee_private.h"
-/* Reconstruct local obmat from EEVEE_light. (normalized) */
void eevee_light_matrix_get(const EEVEE_Light *evli, float r_mat[4][4])
{
copy_v3_v3(r_mat[0], evli->rightvec);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 582540529a6..a0522ad94d2 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -76,9 +76,6 @@ struct GPUTexture *EEVEE_materials_get_util_tex(void)
return e_data.util_tex;
}
-/**
- * ssr_id can be null to disable ssr contribution.
- */
void EEVEE_material_bind_resources(DRWShadingGroup *shgrp,
GPUMaterial *gpumat,
EEVEE_ViewLayerData *sldata,
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index 1eff2a3af24..703518a32ec 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -29,6 +29,7 @@
#include "BKE_animsys.h"
#include "BKE_camera.h"
+#include "BKE_duplilist.h"
#include "BKE_object.h"
#include "BKE_screen.h"
@@ -318,6 +319,14 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
return;
}
+ const DupliObject *dup = DRW_object_get_dupli(ob);
+ if (dup != NULL && dup->ob->data != dup->ob_data) {
+ /* Geometry instances do not support motion blur correctly yet. The #key used in
+ * #motion_blur_deform_data_get has to take ids of instances (#DupliObject.persistent_id) into
+ * account. Otherwise it can't find matching geometry instances at different points in time. */
+ return;
+ }
+
EEVEE_ObjectMotionData *mb_data = EEVEE_motion_blur_object_data_get(
&effects->motion_blur, ob, false);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index f51b4fa0127..f0d518a58b1 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -992,6 +992,8 @@ typedef struct EEVEE_Data {
EEVEE_TextureList *txl;
EEVEE_PassList *psl;
EEVEE_StorageList *stl;
+ void *instance_data;
+
char info[GPU_INFO_SIZE];
} EEVEE_Data;
@@ -1071,6 +1073,7 @@ typedef struct EEVEE_PrivateData {
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
+
void EEVEE_motion_blur_data_init(EEVEE_MotionBlurData *mb);
void EEVEE_motion_blur_data_free(EEVEE_MotionBlurData *mb);
void EEVEE_view_layer_data_free(void *storage);
@@ -1095,6 +1098,7 @@ EEVEE_WorldEngineData *EEVEE_world_data_ensure(World *wo);
void eevee_id_update(void *vedata, ID *id);
/* eevee_materials.c */
+
struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
@@ -1119,6 +1123,9 @@ void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const d
void EEVEE_material_renderpasses_init(EEVEE_Data *vedata);
void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+/**
+ * \param ssr_id: Can be null to disable SSR contribution.
+ */
void EEVEE_material_bind_resources(DRWShadingGroup *shgrp,
struct GPUMaterial *gpumat,
EEVEE_ViewLayerData *sldata,
@@ -1128,20 +1135,34 @@ void EEVEE_material_bind_resources(DRWShadingGroup *shgrp,
bool use_ssrefraction,
bool use_alpha_blend);
/* eevee_lights.c */
+
+/**
+ * Reconstruct local `obmat` from EEVEE_light. (normalized).
+ */
void eevee_light_matrix_get(const EEVEE_Light *evli, float r_mat[4][4]);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_shadows.c */
+
void eevee_contact_shadow_setup(const Light *la, EEVEE_Shadow *evsh);
void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata);
void EEVEE_shadows_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+/**
+ * Make that object update shadow casting lights inside its influence bounding box.
+ */
void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_shadows_cube_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, struct Object *ob);
+/**
+ * Return true if sample has changed and light needs to be updated.
+ */
bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli, int sample_ofs);
void EEVEE_shadows_cascade_add(EEVEE_LightsInfo *linfo, EEVEE_Light *evli, struct Object *ob);
+/**
+ * This refresh lights shadow buffers.
+ */
void EEVEE_shadows_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct DRWView *view);
void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int cube_index);
void EEVEE_shadows_draw_cascades(EEVEE_ViewLayerData *sldata,
@@ -1152,6 +1173,13 @@ void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, u
void EEVEE_shadow_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_sampling.c */
+
+/**
+ * Special ball distribution:
+ * Point are distributed in a way that when they are orthogonally
+ * projected into any plane, the resulting distribution is (close to)
+ * a uniform disc distribution.
+ */
void EEVEE_sample_ball(int sample_ofs, float radius, float rsample[3]);
void EEVEE_sample_rectangle(int sample_ofs,
const float x_axis[3],
@@ -1168,6 +1196,7 @@ void EEVEE_sample_ellipse(int sample_ofs,
void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4]);
/* eevee_shaders.c */
+
void EEVEE_shaders_material_shaders_init(void);
struct DRWShaderLibrary *EEVEE_shader_lib_get(void);
struct GPUShader *EEVEE_shaders_bloom_blit_get(bool high_quality);
@@ -1234,18 +1263,28 @@ struct GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void);
struct GPUShader *EEVEE_shaders_update_noise_sh_get(void);
struct GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void);
struct GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects);
+/**
+ * Configure a default node-tree with the given material.
+ */
struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma);
+/**
+ * Configure a default node-tree with the given world.
+ */
struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo);
Material *EEVEE_material_default_diffuse_get(void);
Material *EEVEE_material_default_glossy_get(void);
Material *EEVEE_material_default_error_get(void);
World *EEVEE_world_default_get(void);
+/**
+ * \note Compilation is not deferred.
+ */
struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options);
struct GPUMaterial *EEVEE_material_get(
EEVEE_Data *vedata, struct Scene *scene, Material *ma, World *wo, int options);
void EEVEE_shaders_free(void);
/* eevee_lightprobes.c */
+
bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data);
void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
@@ -1255,6 +1294,9 @@ void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_free(void);
+/**
+ * Only initialize the passes useful for rendering the light cache.
+ */
void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
GPUTexture *rt_color,
@@ -1262,12 +1304,18 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
void EEVEE_lightbake_render_world(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUFrameBuffer *face_fb[6]);
+/**
+ * Render the scene to the `probe_rt` texture.
+ */
void EEVEE_lightbake_render_scene(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUFrameBuffer *face_fb[6],
const float pos[3],
float near_clip,
float far_clip);
+/**
+ * Glossy filter `rt_color` to `light_cache->cube_tx.tex` at index `probe_idx`.
+ */
void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *rt_color,
@@ -1277,12 +1325,18 @@ void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata,
int maxlevel,
float filter_quality,
float firefly_fac);
+/**
+ * Diffuse filter `rt_color` to `light_cache->grid_tx.tex` at index `grid_offset`.
+ */
void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *rt_color,
struct GPUFrameBuffer *fb,
int grid_offset,
float intensity);
+/**
+ * Filter `rt_depth` to `light_cache->grid_tx.tex` at index `grid_offset`.
+ */
void EEVEE_lightbake_filter_visibility(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
struct GPUTexture *rt_depth,
@@ -1301,6 +1355,7 @@ void EEVEE_lightprobes_planar_data_from_object(Object *ob,
EEVEE_LightProbeVisTest *vis_test);
/* eevee_depth_of_field.c */
+
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
@@ -1312,6 +1367,7 @@ int EEVEE_depth_of_field_sample_count_get(EEVEE_EffectsInfo *effects,
int *r_ring_count);
/* eevee_bloom.c */
+
int EEVEE_bloom_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_draw(EEVEE_Data *vedata);
@@ -1319,6 +1375,7 @@ void EEVEE_bloom_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, ui
void EEVEE_bloom_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_cryptomatte.c */
+
void EEVEE_cryptomatte_renderpasses_init(EEVEE_Data *vedata);
void EEVEE_cryptomatte_output_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
@@ -1332,6 +1389,11 @@ void EEVEE_cryptomatte_object_hair_cache_populate(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
Object *ob);
void EEVEE_cryptomatte_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+/**
+ * Register the render passes needed for cryptomatte
+ * normally this is done in `EEVEE_render_update_passes`, but it has been placed here to keep
+ * related code side-by-side for clarity.
+ */
void EEVEE_cryptomatte_update_passes(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
@@ -1407,6 +1469,17 @@ void EEVEE_renderpasses_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ve
void EEVEE_renderpasses_output_accumulate(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
bool post_effect);
+/**
+ * Post-process data to construct a specific render-pass
+ *
+ * This method will create a shading group to perform the post-processing for the given
+ * `renderpass_type`. The post-processing will be done and the result will be stored in the
+ * `vedata->txl->renderpass` texture.
+ *
+ * Only invoke this function for passes that need post-processing.
+ *
+ * After invoking this function the active frame-buffer is set to `vedata->fbl->renderpass_fb`.
+ */
void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
eViewLayerEEVEEPassType renderpass_type,
@@ -1414,6 +1487,10 @@ void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *sldata,
void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata);
bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata);
+/**
+ * Calculate the hash for an AOV. The least significant bit is used to store the AOV
+ * type the rest of the bits are used for the name hash.
+ */
int EEVEE_renderpasses_aov_hash(const ViewLayerAOV *aov);
/* eevee_temporal_sampling.c */
@@ -1425,11 +1502,16 @@ void EEVEE_temporal_sampling_offset_calc(const double ht_point[2],
const float filter_size,
float r_offset[2]);
void EEVEE_temporal_sampling_matrices_calc(EEVEE_EffectsInfo *effects, const double ht_point[2]);
+/**
+ * Update the matrices based on the current sample.
+ * \note `DRW_MAT_PERS` and `DRW_MAT_VIEW` needs to read the original matrices.
+ */
void EEVEE_temporal_sampling_update_matrices(EEVEE_Data *vedata);
void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);
/* eevee_volumes.c */
+
void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample);
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
@@ -1447,18 +1529,29 @@ void EEVEE_volumes_free_smoke_textures(void);
void EEVEE_volumes_free(void);
/* eevee_effects.c */
+
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
Object *camera,
const bool minimal);
void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+/**
+ * Simple down-sampling algorithm. Reconstruct mip chain up to mip level.
+ */
void EEVEE_effects_downsample_radiance_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
+/**
+ * Simple down-sampling algorithm for cube-map. Reconstruct mip chain up to mip level.
+ */
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
/* eevee_render.c */
+
+/**
+ * Return true if initialized properly.
+ */
bool EEVEE_render_init(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph);
@@ -1469,6 +1562,9 @@ void EEVEE_render_modules_init(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph);
void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+/**
+ * Used by light cache. in this case engine is NULL.
+ */
void EEVEE_render_cache(void *vedata,
struct Object *ob,
struct RenderEngine *engine,
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index 5db0ca70dc9..9e7a67060da 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -46,7 +46,6 @@
#include "eevee_private.h"
-/* Return true if init properly. */
bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *depsgraph)
{
EEVEE_Data *vedata = (EEVEE_Data *)ved;
@@ -194,7 +193,6 @@ void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_cryptomatte_cache_init(sldata, vedata);
}
-/* Used by light cache. in this case engine is NULL. */
void EEVEE_render_cache(void *vedata,
struct Object *ob,
struct RenderEngine *engine,
diff --git a/source/blender/draw/engines/eevee/eevee_renderpasses.c b/source/blender/draw/engines/eevee/eevee_renderpasses.c
index aa42deb13fa..3ebfc8a8f0f 100644
--- a/source/blender/draw/engines/eevee/eevee_renderpasses.c
+++ b/source/blender/draw/engines/eevee/eevee_renderpasses.c
@@ -75,8 +75,6 @@ bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata)
return (g_data->render_passes & ~EEVEE_RENDERPASSES_POST_PROCESS_ON_FIRST_SAMPLE) == 0;
}
-/* Calculate the hash for an AOV. The least significant bit is used to store the AOV
- * type the rest of the bits are used for the name hash. */
int EEVEE_renderpasses_aov_hash(const ViewLayerAOV *aov)
{
int hash = BLI_hash_string(aov->name) << 1;
@@ -257,15 +255,6 @@ void EEVEE_renderpasses_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ve
}
}
-/* Post-process data to construct a specific render-pass
- *
- * This method will create a shading group to perform the post-processing for the given
- * `renderpass_type`. The post-processing will be done and the result will be stored in the
- * `vedata->txl->renderpass` texture.
- *
- * Only invoke this function for passes that need post-processing.
- *
- * After invoking this function the active frame-buffer is set to `vedata->fbl->renderpass_fb`. */
void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
eViewLayerEEVEEPassType renderpass_type,
diff --git a/source/blender/draw/engines/eevee/eevee_sampling.c b/source/blender/draw/engines/eevee/eevee_sampling.c
index da4bd20106c..99d14bd2c82 100644
--- a/source/blender/draw/engines/eevee/eevee_sampling.c
+++ b/source/blender/draw/engines/eevee/eevee_sampling.c
@@ -24,12 +24,6 @@
#include "BLI_rand.h"
-/**
- * Special ball distribution:
- * Point are distributed in a way that when they are orthogonally
- * projected into any plane, the resulting distribution is (close to)
- * a uniform disc distribution.
- */
void EEVEE_sample_ball(int sample_ofs, float radius, float rsample[3])
{
double ht_point[3];
diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c
index 56ae7185b51..adede7676d5 100644
--- a/source/blender/draw/engines/eevee/eevee_shaders.c
+++ b/source/blender/draw/engines/eevee/eevee_shaders.c
@@ -830,6 +830,7 @@ struct GPUShader *EEVEE_shaders_subsurface_translucency_sh_get()
}
/** \} */
+
/* -------------------------------------------------------------------- */
/** \name Volumes
* \{ */
@@ -1274,7 +1275,6 @@ Material *EEVEE_material_default_error_get(void)
return e_data.error_mat;
}
-/* Configure a default nodetree with the given material. */
struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
@@ -1302,7 +1302,6 @@ struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma)
return e_data.surface.ntree;
}
-/* Configure a default nodetree with the given world. */
struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
@@ -1493,7 +1492,6 @@ static struct GPUMaterial *eevee_material_get_ex(
return mat;
}
-/* NOTE: Compilation is not deferred. */
struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options)
{
Material *def_ma = (ma && (options & VAR_MAT_VOLUME)) ? BKE_material_default_volume() :
diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c
index ee1a6652809..d8a40fd13cc 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows.c
@@ -123,7 +123,6 @@ void EEVEE_shadows_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-/* Make that object update shadow casting lights inside its influence bounding box. */
void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob)
{
EEVEE_LightsInfo *linfo = sldata->lights;
@@ -300,7 +299,6 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-/* this refresh lights shadow buffers */
void EEVEE_shadows_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWView *view)
{
EEVEE_LightsInfo *linfo = sldata->lights;
diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cube.c b/source/blender/draw/engines/eevee/eevee_shadows_cube.c
index 89caa0dd193..ed9f05df13c 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows_cube.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows_cube.c
@@ -95,7 +95,6 @@ start:
add_v3_v3(ws_sample_pos, jitter);
}
-/* Return true if sample has changed and light needs to be updated. */
bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli, int sample_ofs)
{
EEVEE_Shadow *shdw_data = linfo->shadow_data + (int)evli->shadow_id;
diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
index b03172a1270..361fa2704c9 100644
--- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
+++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
@@ -196,8 +196,6 @@ void EEVEE_temporal_sampling_matrices_calc(EEVEE_EffectsInfo *effects, const dou
DRW_view_update_sub(effects->taa_view, viewmat, winmat);
}
-/* Update the matrices based on the current sample.
- * NOTE: `DRW_MAT_PERS` and `DRW_MAT_VIEW` needs to read the original matrices. */
void EEVEE_temporal_sampling_update_matrices(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 41d6db7f726..1061b2f91a2 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -283,7 +283,7 @@ void occlusion_eval(OcclusionData data,
bent_normal = N;
}
else {
- /* Note: using pow(visibility, 6.0) produces NaN (see T87369). */
+ /* NOTE: using pow(visibility, 6.0) produces NaN (see T87369). */
float tmp = saturate(pow6(visibility));
bent_normal = normalize(mix(bent_normal, N, tmp));
}
@@ -337,7 +337,7 @@ float diffuse_occlusion(
* radius1 : First cap’s radius (arc length in radians)
* radius2 : Second caps’ radius (in radians)
* dist : Distance between caps (radians between centers of caps)
- * Note: Result is divided by pi to save one multiply.
+ * NOTE: Result is divided by pi to save one multiply.
*/
float spherical_cap_intersection(float radius1, float radius2, float dist)
{
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
index 5fd00986adc..051a08d25e6 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
@@ -50,10 +50,10 @@ float circle_to_polygon_angle(float sides_count, float theta)
float ratio = (local_theta - halfside_angle) / halfside_angle;
float halfside_len = polygon_sides_length(sides_count) * 0.5;
- float oposite = ratio * halfside_len;
+ float opposite = ratio * halfside_len;
/* NOTE: atan(y_over_x) has output range [-M_PI_2..M_PI_2]. */
- float final_local_theta = atan(oposite / adjacent);
+ float final_local_theta = atan(opposite / adjacent);
return side * side_angle + final_local_theta;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
index c09365cdcb4..db9ae0f7034 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
@@ -2,8 +2,8 @@
/**
* Gather pass: Convolve foreground and background parts in separate passes.
*
- * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
- * A fast gather path is taken if there is not many CoC variation inside the tile.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ * color. A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
* rotation to ensure maximum coverage.
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index 3c49caf11a9..c54621f123d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -24,7 +24,7 @@ out vec4 FragColor;
*/
vec3 clip_to_aabb(vec3 color, vec3 minimum, vec3 maximum, vec3 average)
{
- /* note: only clips towards aabb center (but fast!) */
+ /* NOTE: only clips towards aabb center (but fast!) */
vec3 center = 0.5 * (maximum + minimum);
vec3 extents = 0.5 * (maximum - minimum);
vec3 dist = color - center;
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
index cc548a53a8e..1d899c3935b 100644
--- a/source/blender/draw/engines/external/external_engine.c
+++ b/source/blender/draw/engines/external/external_engine.c
@@ -88,6 +88,8 @@ typedef struct EXTERNAL_Data {
EXTERNAL_TextureList *txl;
EXTERNAL_PassList *psl;
EXTERNAL_StorageList *stl;
+ void *instance_data;
+
char info[GPU_INFO_SIZE];
} EXTERNAL_Data;
@@ -451,6 +453,7 @@ DrawEngineType draw_engine_external_type = {
&external_data_size,
&external_engine_init,
&external_engine_free,
+ NULL, /* instance_free */
&external_cache_init,
&external_cache_populate,
&external_cache_finish,
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
index 4636b9e949a..8aba1090b58 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -176,11 +176,6 @@ static MaterialGPencilStyle *gpencil_viewport_material_overrides(
return gp_style;
}
-/**
- * Creates a linked list of material pool containing all materials assigned for a given object.
- * We merge the material pools together if object does not contain a huge amount of materials.
- * Also return an offset to the first material of the object in the ubo.
- */
GPENCIL_MaterialPool *gpencil_material_pool_create(GPENCIL_PrivateData *pd, Object *ob, int *ofs)
{
GPENCIL_MaterialPool *matpool = pd->last_material_pool;
@@ -429,9 +424,6 @@ void gpencil_light_pool_populate(GPENCIL_LightPool *lightpool, Object *ob)
}
}
-/**
- * Creates a single pool containing all lights assigned (light linked) for a given object.
- */
GPENCIL_LightPool *gpencil_light_pool_create(GPENCIL_PrivateData *pd, Object *UNUSED(ob))
{
GPENCIL_LightPool *lightpool = pd->last_light_pool;
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 50e32040522..9bc340a2786 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -990,6 +990,7 @@ DrawEngineType draw_engine_gpencil_type = {
&GPENCIL_data_size,
&GPENCIL_engine_init,
&GPENCIL_engine_free,
+ NULL, /* instance_free */
&GPENCIL_cache_init,
&GPENCIL_cache_populate,
&GPENCIL_cache_finish,
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h
index 328e60cf60b..29a9c0211be 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.h
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.h
@@ -392,6 +392,11 @@ GPENCIL_tLayer *gpencil_layer_cache_add(GPENCIL_PrivateData *pd,
GPENCIL_tObject *tgp_ob);
GPENCIL_tLayer *gpencil_layer_cache_get(GPENCIL_tObject *tgp_ob, int number);
+/**
+ * Creates a linked list of material pool containing all materials assigned for a given object.
+ * We merge the material pools together if object does not contain a huge amount of materials.
+ * Also return an offset to the first material of the object in the UBO.
+ */
GPENCIL_MaterialPool *gpencil_material_pool_create(GPENCIL_PrivateData *pd, Object *ob, int *ofs);
void gpencil_material_resources_get(GPENCIL_MaterialPool *first_pool,
int mat_id,
@@ -402,6 +407,9 @@ void gpencil_material_resources_get(GPENCIL_MaterialPool *first_pool,
void gpencil_light_ambient_add(GPENCIL_LightPool *lightpool, const float color[3]);
void gpencil_light_pool_populate(GPENCIL_LightPool *lightpool, Object *ob);
GPENCIL_LightPool *gpencil_light_pool_add(GPENCIL_PrivateData *pd);
+/**
+ * Creates a single pool containing all lights assigned (light linked) for a given object.
+ */
GPENCIL_LightPool *gpencil_light_pool_create(GPENCIL_PrivateData *pd, Object *ob);
/* effects */
@@ -436,6 +444,10 @@ void GPENCIL_cache_finish(void *vedata);
void GPENCIL_draw_scene(void *vedata);
/* render */
+
+/**
+ * Initialize render data.
+ */
void GPENCIL_render_init(struct GPENCIL_Data *ved,
struct RenderEngine *engine,
struct RenderLayer *render_layer,
diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c
index b597a786e86..26a14c433b3 100644
--- a/source/blender/draw/engines/gpencil/gpencil_render.c
+++ b/source/blender/draw/engines/gpencil/gpencil_render.c
@@ -33,7 +33,6 @@
#include "gpencil_engine.h"
-/* init render data */
void GPENCIL_render_init(GPENCIL_Data *vedata,
RenderEngine *engine,
struct RenderLayer *render_layer,
diff --git a/source/blender/draw/engines/image/image_drawing_mode.hh b/source/blender/draw/engines/image/image_drawing_mode_image_space.hh
index d81b0971982..26f4bc28106 100644
--- a/source/blender/draw/engines/image/image_drawing_mode.hh
+++ b/source/blender/draw/engines/image/image_drawing_mode_image_space.hh
@@ -26,7 +26,7 @@
namespace blender::draw::image_engine {
-class DefaultDrawingMode : public AbstractDrawingMode {
+class ImageSpaceDrawingMode : public AbstractDrawingMode {
private:
DRWPass *create_image_pass() const
{
@@ -50,19 +50,13 @@ class DefaultDrawingMode : public AbstractDrawingMode {
GPUBatch *geom = DRW_cache_quad_get();
- const bool is_tiled_texture = image && image->source == IMA_SRC_TILED;
- if (is_tiled_texture) {
- const float translate_x = image_mat[3][0];
- const float translate_y = image_mat[3][1];
- LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
- const int tile_x = ((tile->tile_number - 1001) % 10);
- const int tile_y = ((tile->tile_number - 1001) / 10);
- image_mat[3][0] = (float)tile_x + translate_x;
- image_mat[3][1] = (float)tile_y + translate_y;
- DRW_shgroup_call_obmat(grp, geom, image_mat);
- }
- }
- else {
+ const float translate_x = image_mat[3][0];
+ const float translate_y = image_mat[3][1];
+ LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
+ const int tile_x = ((tile->tile_number - 1001) % 10);
+ const int tile_y = ((tile->tile_number - 1001) / 10);
+ image_mat[3][0] = (float)tile_x + translate_x;
+ image_mat[3][1] = (float)tile_y + translate_y;
DRW_shgroup_call_obmat(grp, geom, image_mat);
}
}
diff --git a/source/blender/draw/engines/image/image_engine.cc b/source/blender/draw/engines/image/image_engine.cc
index 491fbec978b..be5946f34eb 100644
--- a/source/blender/draw/engines/image/image_engine.cc
+++ b/source/blender/draw/engines/image/image_engine.cc
@@ -41,7 +41,7 @@
#include "GPU_batch.h"
-#include "image_drawing_mode.hh"
+#include "image_drawing_mode_image_space.hh"
#include "image_engine.h"
#include "image_private.hh"
#include "image_space_image.hh"
@@ -63,12 +63,18 @@ static std::unique_ptr<AbstractSpaceAccessor> space_accessor_from_context(
return nullptr;
}
+template<
+ /** \brief Drawing mode to use.
+ *
+ * Useful during development to switch between drawing implementations.
+ */
+ typename DrawingMode = ImageSpaceDrawingMode>
class ImageEngine {
private:
const DRWContextState *draw_ctx;
IMAGE_Data *vedata;
std::unique_ptr<AbstractSpaceAccessor> space;
- DefaultDrawingMode drawing_mode;
+ DrawingMode drawing_mode;
public:
ImageEngine(const DRWContextState *draw_ctx, IMAGE_Data *vedata)
@@ -185,6 +191,7 @@ DrawEngineType draw_engine_image_type = {
&IMAGE_data_size, /* vedata_size */
&IMAGE_engine_init, /* engine_init */
&IMAGE_engine_free, /* engine_free */
+ nullptr, /* instance_free */
&IMAGE_cache_init, /* cache_init */
&IMAGE_cache_populate, /* cache_populate */
nullptr, /* cache_finish */
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index 1da682ff01b..2345a110134 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -26,6 +26,7 @@
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
+#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
@@ -39,6 +40,7 @@
#include "BKE_armature.h"
#include "BKE_deform.h"
#include "BKE_modifier.h"
+#include "BKE_object.h"
#include "DEG_depsgraph_query.h"
@@ -52,6 +54,8 @@
#include "overlay_private.h"
+#include "draw_cache_impl.h"
+
#define BONE_VAR(eBone, pchan, var) ((eBone) ? (eBone->var) : (pchan->var))
#define BONE_FLAG(eBone, pchan) ((eBone) ? (eBone->flag) : (pchan->bone->flag))
@@ -100,9 +104,6 @@ typedef struct ArmatureDrawContext {
const ThemeWireColor *bcolor; /* pchan color */
} ArmatureDrawContext;
-/**
- * Return true if armature should be handled by the pose mode engine.
- */
bool OVERLAY_armature_is_pose_mode(Object *ob, const DRWContextState *draw_ctx)
{
Object *active_ob = draw_ctx->obact;
@@ -535,13 +536,22 @@ static void drw_shgroup_bone_custom_solid(ArmatureDrawContext *ctx,
const float outline_color[4],
Object *custom)
{
+ /* The custom object is not an evaluated object, so its object->data field hasn't been replaced
+ * by #data_eval. This is bad since it gives preference to an object's evaluated mesh over any
+ * other data type, but supporting all evaluated geometry components would require a much larger
+ * refactor of this area. */
+ Mesh *mesh = BKE_object_get_evaluated_mesh(custom);
+ if (mesh == NULL) {
+ return;
+ }
+
/* TODO(fclem): arg... less than ideal but we never iter on this object
* to assure batch cache is valid. */
- drw_batch_cache_validate(custom);
+ DRW_mesh_batch_cache_validate(mesh);
- struct GPUBatch *surf = DRW_cache_object_surface_get(custom);
- struct GPUBatch *edges = DRW_cache_object_edge_detection_get(custom, NULL);
- struct GPUBatch *ledges = DRW_cache_object_loose_edges_get(custom);
+ struct GPUBatch *surf = DRW_mesh_batch_cache_get_surface(mesh);
+ struct GPUBatch *edges = DRW_mesh_batch_cache_get_edge_detection(mesh, NULL);
+ struct GPUBatch *ledges = DRW_mesh_batch_cache_get_loose_edges(mesh);
BoneInstanceData inst_data;
DRWCallBuffer *buf;
@@ -578,12 +588,16 @@ static void drw_shgroup_bone_custom_wire(ArmatureDrawContext *ctx,
const float color[4],
Object *custom)
{
+ /* See comments in #drw_shgroup_bone_custom_solid. */
+ Mesh *mesh = BKE_object_get_evaluated_mesh(custom);
+ if (mesh == NULL) {
+ return;
+ }
/* TODO(fclem): arg... less than ideal but we never iter on this object
* to assure batch cache is valid. */
- drw_batch_cache_validate(custom);
-
- struct GPUBatch *geom = DRW_cache_object_all_edges_get(custom);
+ DRW_mesh_batch_cache_validate(mesh);
+ struct GPUBatch *geom = DRW_mesh_batch_cache_get_all_edges(mesh);
if (geom) {
DRWCallBuffer *buf = custom_bone_instance_shgroup(ctx, ctx->custom_wire, geom);
BoneInstanceData inst_data;
@@ -1906,6 +1920,7 @@ static void draw_bone_name(ArmatureDrawContext *ctx,
DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR,
color);
}
+
/** \} */
/* -------------------------------------------------------------------- */
@@ -2314,3 +2329,5 @@ void OVERLAY_pose_draw(OVERLAY_Data *vedata)
DRW_draw_pass(psl->armature_ps[1]);
}
}
+
+/** \} */
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index 2bdceb5f3db..12db2bd02cf 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -703,6 +703,7 @@ DrawEngineType draw_engine_overlay_type = {
&overlay_data_size,
&OVERLAY_engine_init,
&OVERLAY_engine_free,
+ NULL, /* instance_free */
&OVERLAY_cache_init,
&OVERLAY_cache_populate,
&OVERLAY_cache_finish,
diff --git a/source/blender/draw/engines/overlay/overlay_image.c b/source/blender/draw/engines/overlay/overlay_image.c
index 2e9a9bc5c64..0608725d342 100644
--- a/source/blender/draw/engines/overlay/overlay_image.c
+++ b/source/blender/draw/engines/overlay/overlay_image.c
@@ -462,8 +462,6 @@ void OVERLAY_image_cache_finish(OVERLAY_Data *vedata)
DRW_pass_sort_shgroup_z(psl->image_empties_back_ps);
}
-/* This function draws images that needs the view transform applied.
- * It draws these images directly into the scene color buffer. */
void OVERLAY_image_scene_background_draw(OVERLAY_Data *vedata)
{
OVERLAY_PassList *psl = vedata->psl;
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index def278f98df..8e7c3094062 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -510,6 +510,9 @@ void OVERLAY_xray_fade_draw(OVERLAY_Data *vedata);
void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata);
void OVERLAY_xray_depth_infront_copy(OVERLAY_Data *vedata);
+/**
+ * Return true if armature should be handled by the pose mode engine.
+ */
bool OVERLAY_armature_is_pose_mode(Object *ob, const struct DRWContextState *draw_ctx);
void OVERLAY_armature_cache_init(OVERLAY_Data *vedata);
void OVERLAY_armature_cache_populate(OVERLAY_Data *vedata, Object *ob);
@@ -631,6 +634,10 @@ void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_image_cache_finish(OVERLAY_Data *vedata);
void OVERLAY_image_draw(OVERLAY_Data *vedata);
void OVERLAY_image_background_draw(OVERLAY_Data *vedata);
+/**
+ * This function draws images that needs the view transform applied.
+ * It draws these images directly into the scene color buffer.
+ */
void OVERLAY_image_scene_background_draw(OVERLAY_Data *vedata);
void OVERLAY_image_in_front_draw(OVERLAY_Data *vedata);
diff --git a/source/blender/draw/engines/overlay/overlay_wireframe.c b/source/blender/draw/engines/overlay/overlay_wireframe.c
index fde376beeb2..449130c4c5b 100644
--- a/source/blender/draw/engines/overlay/overlay_wireframe.c
+++ b/source/blender/draw/engines/overlay/overlay_wireframe.c
@@ -237,7 +237,21 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
if (dupli && !init_dupli) {
if (dupli->wire_shgrp && dupli->wire_geom) {
if (dupli->base_flag == ob->base_flag) {
- DRW_shgroup_call(dupli->wire_shgrp, dupli->wire_geom, ob);
+ /* Check for the special cases used below, assign specific theme colors to the shaders. */
+ OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob);
+ if (dupli->wire_shgrp == cb->extra_loose_points) {
+ float *color;
+ DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color);
+ OVERLAY_extra_loose_points(cb, dupli->wire_geom, ob->obmat, color);
+ }
+ else if (dupli->wire_shgrp == cb->extra_wire) {
+ float *color;
+ DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color);
+ OVERLAY_extra_wire(cb, dupli->wire_geom, ob->obmat, color);
+ }
+ else {
+ DRW_shgroup_call(dupli->wire_shgrp, dupli->wire_geom, ob);
+ }
return;
}
}
@@ -268,6 +282,9 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
}
}
+ DRWShadingGroup *shgrp = NULL;
+ struct GPUBatch *geom = NULL;
+
/* Don't do that in edit Mesh mode, unless there is a modifier preview. */
if (use_wire && (!is_mesh || (!is_edit_mode || has_edit_mesh_cage))) {
const bool is_sculpt_mode = ((ob->mode & OB_MODE_SCULPT) != 0) && (ob->sculpt != NULL);
@@ -275,8 +292,7 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
!DRW_state_is_image_render();
const bool use_coloring = (use_wire && !is_edit_mode && !is_sculpt_mode &&
!has_edit_mesh_cage);
- DRWShadingGroup *shgrp = NULL;
- struct GPUBatch *geom = DRW_cache_object_face_wireframe_get(ob);
+ geom = DRW_cache_object_face_wireframe_get(ob);
if (geom || use_sculpt_pbvh) {
if (use_sculpt_pbvh) {
@@ -300,11 +316,6 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
DRW_shgroup_call(shgrp, geom, ob);
}
}
-
- if (dupli) {
- dupli->wire_shgrp = shgrp;
- dupli->wire_geom = geom;
- }
}
else if (is_mesh && (!is_edit_mode || has_edit_mesh_cage)) {
OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob);
@@ -313,18 +324,25 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
/* Draw loose geometry. */
if (is_mesh_verts_only) {
- struct GPUBatch *geom = DRW_cache_mesh_all_verts_get(ob);
+ geom = DRW_cache_mesh_all_verts_get(ob);
if (geom) {
OVERLAY_extra_loose_points(cb, geom, ob->obmat, color);
+ shgrp = cb->extra_loose_points;
}
}
else {
- struct GPUBatch *geom = DRW_cache_mesh_loose_edges_get(ob);
+ geom = DRW_cache_mesh_loose_edges_get(ob);
if (geom) {
OVERLAY_extra_wire(cb, geom, ob->obmat, color);
+ shgrp = cb->extra_wire;
}
}
}
+
+ if (dupli) {
+ dupli->wire_shgrp = shgrp;
+ dupli->wire_geom = geom;
+ }
}
void OVERLAY_wireframe_draw(OVERLAY_Data *data)
diff --git a/source/blender/draw/engines/select/select_debug_engine.c b/source/blender/draw/engines/select/select_debug_engine.c
index e9437c5ab92..f66eabdcdcc 100644
--- a/source/blender/draw/engines/select/select_debug_engine.c
+++ b/source/blender/draw/engines/select/select_debug_engine.c
@@ -120,6 +120,7 @@ DrawEngineType draw_engine_debug_select_type = {
&select_debug_data_size,
&select_debug_engine_init,
&select_debug_engine_free,
+ NULL, /* instance_free */
NULL,
NULL,
NULL,
diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c
index 20edd78597b..7f9645013ce 100644
--- a/source/blender/draw/engines/select/select_engine.c
+++ b/source/blender/draw/engines/select/select_engine.c
@@ -363,6 +363,7 @@ DrawEngineType draw_engine_select_type = {
&select_data_size,
&select_engine_init,
&select_engine_free,
+ NULL, /* instance_free */
&select_cache_init,
&select_cache_populate,
NULL,
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index fd4d00d96dd..3f113fd4b2e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -11,7 +11,7 @@
layout(location = 0) out vec4 transparentAccum;
layout(location = 1) out vec4 revealageAccum;
-/* Note: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
+/* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
layout(location = 2) out uint objectId;
/* Special function only to be used with calculate_transparent_weight(). */
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
index 8206add7412..f4014fac41f 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
@@ -371,7 +371,6 @@ void workbench_antialiasing_cache_init(WORKBENCH_Data *vedata)
}
}
-/* Return true if render is not cached. */
bool workbench_antialiasing_setup(WORKBENCH_Data *vedata)
{
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
index 4706aeb4477..5bc2c53e253 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.c
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -473,8 +473,6 @@ void workbench_cache_finish(void *ved)
}
}
-/* Used by viewport rendering & final rendering.
- * Do one render loop iteration (i.e: One TAA sample). */
void workbench_draw_sample(void *ved)
{
WORKBENCH_Data *vedata = ved;
@@ -629,6 +627,7 @@ DrawEngineType draw_engine_workbench = {
&workbench_data_size,
&workbench_engine_init,
&workbench_engine_free,
+ NULL, /* instance_free */
&workbench_cache_init,
&workbench_cache_populate,
&workbench_cache_finish,
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index aaa1a5a6ff6..d70633eaa85 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -244,7 +244,6 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
}
}
-/* If ima is null, search appropriate image node but will fallback to purple texture otherwise. */
DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
int mat_nr,
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index e17bd7d9956..42c873c7691 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -414,6 +414,10 @@ void workbench_opaque_cache_init(WORKBENCH_Data *data);
/* workbench_transparent.c */
void workbench_transparent_engine_init(WORKBENCH_Data *data);
void workbench_transparent_cache_init(WORKBENCH_Data *data);
+/**
+ * Redraw the transparent passes but with depth test
+ * to output correct outline IDs and depth.
+ */
void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data);
/* workbench_shadow.c */
@@ -463,6 +467,9 @@ int workbench_antialiasing_sample_count_get(WORKBENCH_PrivateData *wpd);
void workbench_antialiasing_engine_init(WORKBENCH_Data *vedata);
void workbench_antialiasing_cache_init(WORKBENCH_Data *vedata);
void workbench_antialiasing_view_updated(WORKBENCH_Data *vedata);
+/**
+ * Return true if render is not cached.
+ */
bool workbench_antialiasing_setup(WORKBENCH_Data *vedata);
void workbench_antialiasing_draw_pass(WORKBENCH_Data *vedata);
@@ -491,6 +498,9 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
eV3DShadingColorType color_type,
eWORKBENCH_DataType datatype,
bool *r_transp);
+/**
+ * If `ima` is null, search appropriate image node but will fallback to purple texture otherwise.
+ */
DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
int mat_nr,
@@ -535,6 +545,10 @@ void workbench_engine_init(void *ved);
void workbench_cache_init(void *ved);
void workbench_cache_populate(void *ved, Object *ob);
void workbench_cache_finish(void *ved);
+/**
+ * Used by viewport rendering & final rendering.
+ * Do one render loop iteration (i.e: One TAA sample).
+ */
void workbench_draw_sample(void *ved);
void workbench_draw_finish(void *ved);
diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c
index ad855cb284c..3be005b43d0 100644
--- a/source/blender/draw/engines/workbench/workbench_transparent.c
+++ b/source/blender/draw/engines/workbench/workbench_transparent.c
@@ -149,8 +149,6 @@ void workbench_transparent_cache_init(WORKBENCH_Data *vedata)
}
}
-/* Redraw the transparent passes but with depth test
- * to output correct outline IDs and depth. */
void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data)
{
WORKBENCH_PrivateData *wpd = data->stl->wpd;