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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*/
#include "eevee_instance.hh"
namespace blender::eevee {
void Instance::mesh_sync(Object *ob, ObjectHandle &ob_handle)
{
MaterialArray &material_array = materials.material_array_get(ob);
GPUBatch **mat_geom = DRW_cache_object_surface_material_get(
ob, material_array.gpu_materials.data(), material_array.gpu_materials.size());
if (mat_geom == nullptr) {
return;
}
bool is_shadow_caster = false;
bool is_alpha_blend = false;
for (auto i : material_array.gpu_materials.index_range()) {
GPUBatch *geom = mat_geom[i];
if (geom == nullptr) {
continue;
}
Material *material = material_array.materials[i];
shgroup_geometry_call(material->shading.shgrp, ob, geom);
shgroup_geometry_call(material->prepass.shgrp, ob, geom);
shgroup_geometry_call(material->shadow.shgrp, ob, geom);
is_shadow_caster = is_shadow_caster || material->shadow.shgrp != nullptr;
is_alpha_blend = is_alpha_blend || material->is_alpha_blend_transparent;
}
shading_passes.velocity.mesh_add(ob, ob_handle);
shadows.sync_object(ob, ob_handle, is_shadow_caster, is_alpha_blend);
}
} // namespace blender::eevee
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