This ignores the scene color managment view settings for solid mode and lookdev when not using scene lights and world. The scene settings are intended for tweaking renders and should not affect studio lighting and matcaps. There may be cases where a simple sRGB transform is better than Filmic and we could add configuration for this. Not sure if it really matters and it may be better if we just assume matcaps and studiolights are all created for one view transform. Differential Revision: https://developer.blender.org/D3569
314 lines
12 KiB
C++
314 lines
12 KiB
C++
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file workbench_private.h
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* \ingroup draw_engine
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*/
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#ifndef __WORKBENCH_PRIVATE_H__
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#define __WORKBENCH_PRIVATE_H__
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#include "BKE_studiolight.h"
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#include "DNA_image_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "DNA_userdef_types.h"
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#include "DRW_render.h"
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#include "workbench_engine.h"
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#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
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#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
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#define MAX_SHADERS (1 << 10)
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#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type & V3D_SHADING_TEXTURE_COLOR)
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#define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT)
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#define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO)
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#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP)
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#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD))
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#define STUDIOLIGHT_ORIENTATION_CAMERA_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_CAMERA))
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#define STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd) (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL))
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#define CAVITY_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_CAVITY)
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#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
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#define IS_NAVIGATING(wpd) ((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING))
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#define FXAA_ENABLED(wpd) ((!DRW_state_is_opengl_render()) && \
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(IN_RANGE(wpd->user_preferences->gpu_viewport_quality, GPU_VIEWPORT_QUALITY_FXAA, GPU_VIEWPORT_QUALITY_TAA8) || \
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((IS_NAVIGATING(wpd) || wpd->is_playback) && (wpd->user_preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8))))
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#define TAA_ENABLED(wpd) (wpd->user_preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback)
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#define SPECULAR_HIGHLIGHT_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)))
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#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
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#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd))
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#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || CAVITY_ENABLED(wpd))
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#define NORMAL_ENCODING_ENABLED() (true)
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struct RenderEngine;
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struct RenderLayer;
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struct rcti;
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typedef struct WORKBENCH_FramebufferList {
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/* Deferred render buffers */
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struct GPUFrameBuffer *prepass_fb;
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struct GPUFrameBuffer *cavity_fb;
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struct GPUFrameBuffer *composite_fb;
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struct GPUFrameBuffer *effect_fb;
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struct GPUFrameBuffer *effect_taa_fb;
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struct GPUFrameBuffer *depth_buffer_fb;
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struct GPUFrameBuffer *volume_fb;
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/* Forward render buffers */
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struct GPUFrameBuffer *object_outline_fb;
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struct GPUFrameBuffer *transparent_accum_fb;
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struct GPUFrameBuffer *transparent_revealage_fb;
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} WORKBENCH_FramebufferList;
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typedef struct WORKBENCH_TextureList {
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struct GPUTexture *history_buffer_tx;
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struct GPUTexture *depth_buffer_tx;
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} WORKBENCH_TextureList;
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typedef struct WORKBENCH_StorageList {
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struct WORKBENCH_PrivateData *g_data;
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struct WORKBENCH_EffectInfo *effects;
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} WORKBENCH_StorageList;
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typedef struct WORKBENCH_PassList {
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/* deferred rendering */
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struct DRWPass *prepass_pass;
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struct DRWPass *prepass_hair_pass;
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struct DRWPass *cavity_pass;
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struct DRWPass *shadow_depth_pass_pass;
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struct DRWPass *shadow_depth_pass_mani_pass;
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struct DRWPass *shadow_depth_fail_pass;
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struct DRWPass *shadow_depth_fail_mani_pass;
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struct DRWPass *shadow_depth_fail_caps_pass;
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struct DRWPass *shadow_depth_fail_caps_mani_pass;
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struct DRWPass *composite_pass;
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struct DRWPass *composite_shadow_pass;
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struct DRWPass *effect_aa_pass;
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struct DRWPass *volume_pass;
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/* forward rendering */
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struct DRWPass *transparent_accum_pass;
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struct DRWPass *object_outline_pass;
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struct DRWPass *depth_pass;
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struct DRWPass *checker_depth_pass;
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} WORKBENCH_PassList;
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typedef struct WORKBENCH_Data {
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void *engine_type;
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WORKBENCH_FramebufferList *fbl;
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WORKBENCH_TextureList *txl;
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WORKBENCH_PassList *psl;
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WORKBENCH_StorageList *stl;
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} WORKBENCH_Data;
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typedef struct WORKBENCH_UBO_Light {
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float light_direction_vs[4];
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float specular_color[3];
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float energy;
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} WORKBENCH_UBO_Light;
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typedef struct WORKBENCH_UBO_World {
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float spherical_harmonics_coefs[STUDIOLIGHT_SPHERICAL_HARMONICS_MAX_COMPONENTS][4];
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float background_color_low[4];
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float background_color_high[4];
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float object_outline_color[4];
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float shadow_direction_vs[4];
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WORKBENCH_UBO_Light lights[3];
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int num_lights;
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int matcap_orientation;
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float background_alpha;
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int pad[1];
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} WORKBENCH_UBO_World;
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BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
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typedef struct WORKBENCH_PrivateData {
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struct GHash *material_hash;
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struct GPUShader *prepass_solid_sh;
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struct GPUShader *prepass_solid_hair_sh;
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struct GPUShader *prepass_texture_sh;
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struct GPUShader *prepass_texture_hair_sh;
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struct GPUShader *composite_sh;
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struct GPUShader *transparent_accum_sh;
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struct GPUShader *transparent_accum_hair_sh;
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struct GPUShader *transparent_accum_texture_sh;
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struct GPUShader *transparent_accum_texture_hair_sh;
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View3DShading shading;
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StudioLight *studio_light;
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UserDef *user_preferences;
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struct GPUUniformBuffer *world_ubo;
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struct DRWShadingGroup *shadow_shgrp;
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struct DRWShadingGroup *depth_shgrp;
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WORKBENCH_UBO_World world_data;
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float shadow_multiplier;
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float cached_shadow_direction[3];
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float shadow_mat[4][4];
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float shadow_inv[4][4];
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float shadow_far_plane[4]; /* Far plane of the view frustum. */
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float shadow_near_corners[4][3]; /* Near plane corners in shadow space. */
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float shadow_near_min[3]; /* min and max of shadow_near_corners. allow fast test */
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float shadow_near_max[3];
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float shadow_near_sides[2][4]; /* This is a parallelogram, so only 2 normal and distance to the edges. */
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bool shadow_changed;
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bool is_playback;
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/* Volumes */
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bool volumes_do;
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ListBase smoke_domains;
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/* Ssao */
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float winmat[4][4];
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float viewvecs[3][4];
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float ssao_params[4];
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float ssao_settings[4];
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/* Color Management */
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bool use_color_view_settings;
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} WORKBENCH_PrivateData; /* Transient data */
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typedef struct WORKBENCH_EffectInfo {
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float override_persmat[4][4];
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float override_persinv[4][4];
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float override_winmat[4][4];
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float override_wininv[4][4];
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float last_mat[4][4];
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float curr_mat[4][4];
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int jitter_index;
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float taa_mix_factor;
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bool view_updated;
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} WORKBENCH_EffectInfo;
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typedef struct WORKBENCH_MaterialData {
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float diffuse_color[4];
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float specular_color[4];
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float roughness;
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int object_id;
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int color_type;
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Image *ima;
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/* Linked shgroup for drawing */
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DRWShadingGroup *shgrp;
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/* forward rendering */
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DRWShadingGroup *shgrp_object_outline;
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} WORKBENCH_MaterialData;
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typedef struct WORKBENCH_ObjectData {
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DrawData dd;
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/* Shadow direction in local object space. */
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float shadow_dir[3], shadow_depth;
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float shadow_min[3], shadow_max[3]; /* Min, max in shadow space */
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BoundBox shadow_bbox;
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bool shadow_bbox_dirty;
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int object_id;
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} WORKBENCH_ObjectData;
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/* workbench_engine.c */
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void workbench_solid_materials_init(WORKBENCH_Data *vedata);
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void workbench_solid_materials_cache_init(WORKBENCH_Data *vedata);
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void workbench_solid_materials_cache_populate(WORKBENCH_Data *vedata, Object *ob);
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void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata);
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void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata);
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void workbench_solid_materials_free(void);
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/* workbench_deferred.c */
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void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
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void workbench_deferred_engine_free(void);
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void workbench_deferred_draw_background(WORKBENCH_Data *vedata);
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void workbench_deferred_draw_scene(WORKBENCH_Data *vedata);
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void workbench_deferred_draw_finish(WORKBENCH_Data *vedata);
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void workbench_deferred_cache_init(WORKBENCH_Data *vedata);
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void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
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void workbench_deferred_cache_finish(WORKBENCH_Data *vedata);
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/* workbench_forward.c */
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void workbench_forward_engine_init(WORKBENCH_Data *vedata);
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void workbench_forward_engine_free(void);
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void workbench_forward_draw_background(WORKBENCH_Data *vedata);
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void workbench_forward_draw_scene(WORKBENCH_Data *vedata);
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void workbench_forward_cache_init(WORKBENCH_Data *vedata);
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void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
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void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
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/* workbench_effect_aa.c */
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void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx);
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void workbench_aa_draw_pass(WORKBENCH_Data *vedata, GPUTexture *tx);
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/* workbench_effect_fxaa.c */
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void workbench_fxaa_engine_init(void);
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void workbench_fxaa_engine_free(void);
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DRWPass *workbench_fxaa_create_pass(GPUTexture **color_buffer_tx);
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/* workbench_effect_taa.c */
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void workbench_taa_engine_init(WORKBENCH_Data *vedata);
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void workbench_taa_engine_free(void);
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DRWPass *workbench_taa_create_pass(WORKBENCH_Data *vedata, GPUTexture **color_buffer_tx);
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void workbench_taa_draw_scene_start(WORKBENCH_Data *vedata);
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void workbench_taa_draw_scene_end(WORKBENCH_Data *vedata);
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void workbench_taa_view_updated(WORKBENCH_Data *vedata);
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int workbench_taa_calculate_num_iterations(WORKBENCH_Data *vedata);
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/* workbench_materials.c */
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int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima);
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char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
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void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
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uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template);
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int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
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void workbench_material_set_normal_world_matrix(
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DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);
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void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material);
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void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material);
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/* workbench_studiolight.c */
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void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd);
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void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3]);
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bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed);
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float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed);
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bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed);
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/* workbench_data.c */
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void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info);
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void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
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void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
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void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float r_light_direction[3]);
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/* workbench_volume.c */
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void workbench_volume_engine_init(void);
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void workbench_volume_engine_free(void);
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void workbench_volume_cache_init(WORKBENCH_Data *vedata);
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void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Object *ob, struct ModifierData *md);
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void workbench_volume_smoke_textures_free(WORKBENCH_PrivateData *wpd);
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/* workbench_render.c */
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void workbench_render(WORKBENCH_Data *vedata, struct RenderEngine *engine, struct RenderLayer *render_layer, const struct rcti *rect);
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void workbench_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
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#endif
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