From fd53b72871e045dfebfb9ddbe2b3c491491aa913 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Tue, 17 Mar 2020 16:27:08 +0100 Subject: Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud Only the volume drawing part is really finished and exposed to the user. Hair plugs into the existing hair rendering code and is fairly straightforward. The pointcloud drawing is a hack using overlays rather than Eevee and workbench. The most tricky part for volume rendering is the case where each volume grid has a different transform, which requires an additional matrix in the shader and non-trivial logic in Eevee volume drawing. In the common case were all the transforms match we don't use the additional per-grid matrix in the shader. Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6955 --- source/blender/draw/engines/eevee/eevee_private.h | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'source/blender/draw/engines/eevee/eevee_private.h') diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 52fb8b3cced..e2470b4fa76 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -902,6 +902,10 @@ void EEVEE_particle_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob, bool *cast_shadow); +void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata, + EEVEE_ViewLayerData *sldata, + Object *ob, + bool *cast_shadow); void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo); struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo); -- cgit v1.2.3