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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
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* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#ifndef __WORKBENCH_PRIVATE_H__
#define __WORKBENCH_PRIVATE_H__
#include "BKE_studiolight.h"
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#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "DNA_userdef_types.h"
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#include "DRW_render.h"
#include "workbench_engine.h"
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#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_COMPOSITE_SHADERS (1 << 7)
#define MAX_PREPASS_SHADERS (1 << 7)
#define MAX_ACCUM_SHADERS (1 << 7)
#define MAX_CAVITY_SHADERS (1 << 3)
#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR)
#define VERTEX_COLORS_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR)
#define MATERIAL_COLORS_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_MATERIAL_COLOR)
#define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT)
#define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO)
#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP)
#define USE_WORLD_ORIENTATION(wpd) ((wpd->shading.flag & V3D_SHADING_WORLD_ORIENTATION) != 0)
#define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) \
(STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD))
#define STUDIOLIGHT_TYPE_STUDIO_ENABLED(wpd) \
(STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_STUDIO))
#define STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd) \
(MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_MATCAP))
#define SSAO_ENABLED(wpd) \
((wpd->shading.flag & V3D_SHADING_CAVITY) && \
((wpd->shading.cavity_type == V3D_SHADING_CAVITY_SSAO) || \
(wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH)))
#define CURVATURE_ENABLED(wpd) \
((wpd->shading.flag & V3D_SHADING_CAVITY) && \
((wpd->shading.cavity_type == V3D_SHADING_CAVITY_CURVATURE) || \
(wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH)))
#define CAVITY_ENABLED(wpd) (CURVATURE_ENABLED(wpd) || SSAO_ENABLED(wpd))
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define GHOST_ENABLED(psl) \
(!DRW_pass_is_empty(psl->ghost_prepass_pass) || !DRW_pass_is_empty(psl->ghost_prepass_hair_pass))
#define CULL_BACKFACE_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_BACKFACE_CULLING) != 0)
#define OIT_ENABLED(wpd) \
(ELEM(wpd->shading.color_type, \
V3D_SHADING_MATERIAL_COLOR, \
V3D_SHADING_OBJECT_COLOR, \
V3D_SHADING_TEXTURE_COLOR, \
V3D_SHADING_VERTEX_COLOR))
#define IS_NAVIGATING(wpd) \
((DRW_context_state_get()->rv3d) && \
(DRW_context_state_get()->rv3d->rflag & (RV3D_NAVIGATING | RV3D_PAINTING)))
#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))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) \
(NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
#define WORLD_CLIPPING_ENABLED(wpd) (wpd->world_clip_planes != NULL)
struct RenderEngine;
struct RenderLayer;
struct rcti;
typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
struct GPUFrameBuffer *prepass_fb;
struct GPUFrameBuffer *ghost_prepass_fb;
struct GPUFrameBuffer *cavity_fb;
struct GPUFrameBuffer *composite_fb;
struct GPUFrameBuffer *id_clear_fb;
struct GPUFrameBuffer *effect_fb;
struct GPUFrameBuffer *effect_taa_fb;
struct GPUFrameBuffer *depth_buffer_fb;
struct GPUFrameBuffer *color_only_fb;
struct GPUFrameBuffer *dof_downsample_fb;
struct GPUFrameBuffer *dof_coc_tile_h_fb;
struct GPUFrameBuffer *dof_coc_tile_v_fb;
struct GPUFrameBuffer *dof_coc_dilate_fb;
struct GPUFrameBuffer *dof_blur1_fb;
struct GPUFrameBuffer *dof_blur2_fb;
/* Forward render buffers */
struct GPUFrameBuffer *object_outline_fb;
struct GPUFrameBuffer *transparent_accum_fb;
struct GPUFrameBuffer *transparent_revealage_fb;
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_TextureList {
struct GPUTexture *dof_source_tx;
struct GPUTexture *coc_halfres_tx;
struct GPUTexture *history_buffer_tx;
struct GPUTexture *depth_buffer_tx;
} WORKBENCH_TextureList;
typedef struct WORKBENCH_StorageList {
struct WORKBENCH_PrivateData *g_data;
struct WORKBENCH_EffectInfo *effects;
float *dof_ubo_data;
} WORKBENCH_StorageList;
typedef struct WORKBENCH_PassList {
/* deferred rendering */
struct DRWPass *prepass_pass;
struct DRWPass *prepass_hair_pass;
struct DRWPass *ghost_prepass_pass;
struct DRWPass *ghost_prepass_hair_pass;
struct DRWPass *cavity_pass;
struct DRWPass *shadow_depth_pass_pass;
struct DRWPass *shadow_depth_pass_mani_pass;
struct DRWPass *shadow_depth_fail_pass;
struct DRWPass *shadow_depth_fail_mani_pass;
struct DRWPass *shadow_depth_fail_caps_pass;
struct DRWPass *shadow_depth_fail_caps_mani_pass;
struct DRWPass *composite_pass;
struct DRWPass *composite_shadow_pass;
struct DRWPass *oit_composite_pass;
struct DRWPass *background_pass;
struct DRWPass *background_pass_clip;
struct DRWPass *ghost_resolve_pass;
struct DRWPass *effect_aa_pass;
struct DRWPass *dof_down_ps;
struct DRWPass *dof_down2_ps;
struct DRWPass *dof_flatten_v_ps;
struct DRWPass *dof_flatten_h_ps;
struct DRWPass *dof_dilate_h_ps;
struct DRWPass *dof_dilate_v_ps;
struct DRWPass *dof_blur1_ps;
struct DRWPass *dof_blur2_ps;
struct DRWPass *dof_resolve_ps;
struct DRWPass *volume_pass;
/* forward rendering */
struct DRWPass *transparent_accum_pass;
struct DRWPass *object_outline_pass;
struct DRWPass *depth_pass;
struct DRWPass *checker_depth_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
void *engine_type;
WORKBENCH_FramebufferList *fbl;
WORKBENCH_TextureList *txl;
WORKBENCH_PassList *psl;
WORKBENCH_StorageList *stl;
} WORKBENCH_Data;
typedef struct WORKBENCH_UBO_Light {
float light_direction[4];
float specular_color[3], pad;
float diffuse_color[3], wrapped;
} WORKBENCH_UBO_Light;
typedef struct WORKBENCH_UBO_World {
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];
float shadow_direction_vs[4];
WORKBENCH_UBO_Light lights[4];
float ambient_color[4];
int num_lights;
int matcap_orientation;
float background_alpha;
float curvature_ridge;
float curvature_valley;
float background_dither_factor;
int pad[2];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
typedef struct WORKBENCH_PrivateData {
struct GHash *material_hash;
struct GHash *material_transp_hash;
struct GPUShader *prepass_sh;
struct GPUShader *prepass_hair_sh;
struct GPUShader *prepass_uniform_sh;
struct GPUShader *prepass_uniform_hair_sh;
struct GPUShader *prepass_textured_sh;
struct GPUShader *prepass_vertex_sh;
struct GPUShader *composite_sh;
struct GPUShader *background_sh;
struct GPUShader *transparent_accum_sh;
struct GPUShader *transparent_accum_hair_sh;
struct GPUShader *transparent_accum_uniform_sh;
struct GPUShader *transparent_accum_uniform_hair_sh;
struct GPUShader *transparent_accum_textured_sh;
struct GPUShader *transparent_accum_vertex_sh;
View3DShading shading;
StudioLight *studio_light;
const UserDef *preferences;
/* Does this instance owns the `world_ubo` field.
* Normally the field is borrowed from `WORKBENCH_WorldData`. In case that
* there is no World attached to the scene the UBO cannot be cached and should
* be freed after using. */
bool is_world_ubo_owner;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
WORKBENCH_UBO_World world_data;
float shadow_multiplier;
float shadow_shift;
float shadow_focus;
float cached_shadow_direction[3];
float shadow_mat[4][4];
float shadow_inv[4][4];
/* Far plane of the view frustum. */
float shadow_far_plane[4];
/* Near plane corners in shadow space. */
float shadow_near_corners[4][3];
/* min and max of shadow_near_corners. allow fast test */
float shadow_near_min[3];
float shadow_near_max[3];
/* This is a parallelogram, so only 2 normal and distance to the edges. */
float shadow_near_sides[2][4];
bool shadow_changed;
bool is_playback;
float (*world_clip_planes)[4];
struct GPUBatch *world_clip_planes_batch;
float world_clip_planes_color[4];
/* Volumes */
bool volumes_do;
ListBase smoke_domains;
/* Ssao */
float winmat[4][4];
float viewvecs[3][4];
float ssao_params[4];
float ssao_settings[4];
/* Dof */
struct GPUTexture *dof_blur_tx;
struct GPUTexture *coc_temp_tx;
struct GPUTexture *coc_tiles_tx[2];
struct GPUUniformBuffer *dof_ubo;
float dof_aperturesize;
float dof_distance;
float dof_invsensorsize;
float dof_near_far[2];
float dof_blades;
float dof_rotation;
float dof_ratio;
bool dof_enabled;
/* Color Management */
bool use_color_management;
bool use_color_render_settings;
} WORKBENCH_PrivateData; /* Transient data */
typedef struct WORKBENCH_EffectInfo {
/** View */
struct DRWView *view;
/** Last projection matrix to see if view is still valid. */
float last_mat[4][4];
int jitter_index;
float taa_mix_factor;
bool view_updated;
} WORKBENCH_EffectInfo;
typedef struct WORKBENCH_MaterialData {
float base_color[3], metallic;
float roughness, alpha;
int color_type;
int interp;
Image *ima;
ImageUser *iuser;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
/* forward rendering */
DRWShadingGroup *shgrp_object_outline;
} WORKBENCH_MaterialData;
typedef struct WORKBENCH_ObjectData {
DrawData dd;
/* Shadow direction in local object space. */
float shadow_dir[3], shadow_depth;
/* Min, max in shadow space */
float shadow_min[3], shadow_max[3];
BoundBox shadow_bbox;
bool shadow_bbox_dirty;
} WORKBENCH_ObjectData;
typedef struct WORKBENCH_WorldData {
DrawData dd;
/* The cached `GPUUniformBuffer`, that is reused between draw calls. */
struct GPUUniformBuffer *world_ubo;
} WORKBENCH_WorldData;
/* Enumeration containing override options for base color rendering.
* This is used to during painting to force the base color to show what you are
* painting using the selected lighting model. */
typedef enum WORKBENCH_ColorOverride {
WORKBENCH_COLOR_OVERRIDE_OFF = 0,
WORKBENCH_COLOR_OVERRIDE_TEXTURE = CTX_MODE_PAINT_TEXTURE,
WORKBENCH_COLOR_OVERRIDE_VERTEX = CTX_MODE_PAINT_VERTEX,
} WORKBENCH_ColorOverride;
/* inline helper functions */
BLI_INLINE bool workbench_is_specular_highlight_enabled(WORKBENCH_PrivateData *wpd)
{
if ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
if (STUDIOLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
return (wpd->studio_light->flag & STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS) != 0;
}
}
return false;
}
BLI_INLINE bool workbench_is_taa_enabled(WORKBENCH_PrivateData *wpd)
{
if (DRW_state_is_image_render()) {
const DRWContextState *draw_ctx = DRW_context_state_get();
if (draw_ctx->v3d) {
return draw_ctx->scene->display.viewport_aa > SCE_DISPLAY_AA_FXAA;
}
else {
return draw_ctx->scene->display.render_aa > SCE_DISPLAY_AA_FXAA;
}
}
else {
return !(IS_NAVIGATING(wpd) || wpd->is_playback) &&
wpd->preferences->viewport_aa > SCE_DISPLAY_AA_FXAA;
}
}
BLI_INLINE bool workbench_is_fxaa_enabled(WORKBENCH_PrivateData *wpd)
{
if (DRW_state_is_image_render()) {
const DRWContextState *draw_ctx = DRW_context_state_get();
if (draw_ctx->v3d) {
return draw_ctx->scene->display.viewport_aa == SCE_DISPLAY_AA_FXAA;
}
else {
return draw_ctx->scene->display.render_aa == SCE_DISPLAY_AA_FXAA;
}
}
else {
if (wpd->preferences->viewport_aa == SCE_DISPLAY_AA_FXAA) {
return true;
}
/* when navigating or animation playback use FXAA if scene uses TAA. */
return (IS_NAVIGATING(wpd) || wpd->is_playback) &&
wpd->preferences->viewport_aa > SCE_DISPLAY_AA_FXAA;
}
}
/** Is texture paint mode enabled (globally) */
BLI_INLINE bool workbench_is_in_texture_paint_mode(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
return draw_ctx->object_mode == OB_MODE_TEXTURE_PAINT;
}
/** Is vertex paint mode enabled (globally) */
BLI_INLINE bool workbench_is_in_vertex_paint_mode(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
return draw_ctx->object_mode == OB_MODE_VERTEX_PAINT;
}
/* Must the `View3DShading.color_type` be overriden for the given object. */
BLI_INLINE WORKBENCH_ColorOverride workbench_object_color_override_get(Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob->type == OB_MESH && (draw_ctx->obact == ob)) {
const enum eContextObjectMode mode = CTX_data_mode_enum_ex(
draw_ctx->object_edit, draw_ctx->obact, draw_ctx->object_mode);
if (mode == CTX_MODE_PAINT_TEXTURE) {
return WORKBENCH_COLOR_OVERRIDE_TEXTURE;
}
else if (mode == CTX_MODE_PAINT_VERTEX) {
return WORKBENCH_COLOR_OVERRIDE_VERTEX;
}
}
return WORKBENCH_COLOR_OVERRIDE_OFF;
}
BLI_INLINE bool workbench_is_matdata_pass_enabled(WORKBENCH_PrivateData *wpd)
{
return (wpd->shading.color_type != V3D_SHADING_SINGLE_COLOR || MATCAP_ENABLED(wpd)) ||
workbench_is_in_texture_paint_mode() || workbench_is_in_vertex_paint_mode();
}
/**
* Get the default texture format to be used by the color and history buffers.
*
* Use GPU_RGBA16F for final renderings and for drawing textures. This
* allows displaying HDRI textures. Vertex Colors uses GPU_RGBA16 to resolve
* color banding issues (T66100). All other modes use GPU_RGBA8 to reduce
* bandwidth and gpu memory.
*/
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BLI_INLINE eGPUTextureFormat workbench_color_texture_format(const WORKBENCH_PrivateData *wpd)
{
eGPUTextureFormat result;
if (DRW_state_is_image_render() || workbench_is_in_texture_paint_mode() ||
TEXTURE_DRAWING_ENABLED(wpd)) {
result = GPU_RGBA16F;
}
else if (workbench_is_in_vertex_paint_mode() || VERTEX_COLORS_ENABLED(wpd)) {
result = GPU_RGBA16;
}
else {
result = GPU_RGBA8;
}
return result;
}
BLI_INLINE bool workbench_background_dither_factor(const WORKBENCH_PrivateData *wpd)
{
/* Only apply dithering when rendering on a RGBA8 texture.
* The dithering will remove banding when using a gradient as background */
return workbench_color_texture_format(wpd) == GPU_RGBA8;
}
/* workbench_deferred.c */
void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
void workbench_deferred_engine_free(void);
void workbench_deferred_draw_background(WORKBENCH_Data *vedata);
void workbench_deferred_draw_scene(WORKBENCH_Data *vedata);
void workbench_deferred_draw_finish(WORKBENCH_Data *vedata);
void workbench_deferred_cache_init(WORKBENCH_Data *vedata);
void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_deferred_cache_finish(WORKBENCH_Data *vedata);
/* workbench_forward.c */
void workbench_forward_engine_init(WORKBENCH_Data *vedata);
void workbench_forward_engine_free(void);
void workbench_forward_draw_background(WORKBENCH_Data *vedata);
void workbench_forward_draw_scene(WORKBENCH_Data *vedata);
void workbench_forward_draw_finish(WORKBENCH_Data *vedata);
void workbench_forward_cache_init(WORKBENCH_Data *vedata);
void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
/* For OIT in deferred */
void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg);
void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg);
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_Data *vedata,
Object *ob,
Material *mat,
Image *ima,
ImageUser *iuser,
int color_type,
int interp);
/* workbench_effect_aa.c */
void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx);
void workbench_aa_draw_pass(WORKBENCH_Data *vedata, GPUTexture *tx);
/* workbench_effect_fxaa.c */
void workbench_fxaa_engine_init(void);
void workbench_fxaa_engine_free(void);
DRWPass *workbench_fxaa_create_pass(GPUTexture **color_buffer_tx);
/* workbench_effect_taa.c */
void workbench_taa_engine_init(WORKBENCH_Data *vedata);
void workbench_taa_engine_free(void);
DRWPass *workbench_taa_create_pass(WORKBENCH_Data *vedata, GPUTexture **color_buffer_tx);
void workbench_taa_draw_scene_start(WORKBENCH_Data *vedata);
void workbench_taa_draw_scene_end(WORKBENCH_Data *vedata);
void workbench_taa_view_updated(WORKBENCH_Data *vedata);
int workbench_taa_calculate_num_iterations(WORKBENCH_Data *vedata);
int workbench_num_viewport_rendering_iterations(WORKBENCH_Data *vedata);
/* workbench_effect_dof.c */
void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera);
void workbench_dof_engine_free(void);
void workbench_dof_create_pass(WORKBENCH_Data *vedata,
GPUTexture **dof_input,
GPUTexture *noise_tex);
void workbench_dof_draw_pass(WORKBENCH_Data *vedata);
/* workbench_materials.c */
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd,
Image *ima,
Object *ob,
bool use_sculpt_pbvh);
void workbench_material_get_image_and_mat(
Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
const WORKBENCH_ColorOverride color_override);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
Object *ob,
Material *mat,
WORKBENCH_MaterialData *data,
int color_type);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);
int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd);
int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
const WORKBENCH_ColorOverride color_override);
int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
const WORKBENCH_ColorOverride color_override);
void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp,
WORKBENCH_MaterialData *material,
Object *ob,
const bool deferred,
const int interp);
void workbench_material_copy(WORKBENCH_MaterialData *dest_material,
const WORKBENCH_MaterialData *source_material);
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/* workbench_studiolight.c */
void studiolight_update_world(WORKBENCH_PrivateData *wpd,
StudioLight *sl,
WORKBENCH_UBO_World *wd);
void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3]);
bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd,
Object *ob,
WORKBENCH_ObjectData *oed);
float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd,
Object *ob,
WORKBENCH_ObjectData *oed);
bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd,
Object *ob,
WORKBENCH_ObjectData *oed);
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/* workbench_data.c */
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info);
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
void workbench_private_data_get_light_direction(float r_light_direction[3]);
/* workbench_volume.c */
void workbench_volume_engine_init(void);
void workbench_volume_engine_free(void);
void workbench_volume_cache_init(WORKBENCH_Data *vedata);
void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
Scene *scene,
Object *ob,
struct ModifierData *md);
void workbench_volume_smoke_textures_free(WORKBENCH_PrivateData *wpd);
/* workbench_render.c */
void workbench_render(WORKBENCH_Data *vedata,
struct RenderEngine *engine,
struct RenderLayer *render_layer,
const struct rcti *rect);
void workbench_render_update_passes(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
#endif