* Move the curvature computation to the cavity pass: One can argue it's not the best performance wise (it gets a tiny perf pernalty if it is done alone without the ssao), but it make the code cleaner and reduce considerably the number of shader variation possible. * Lower shader variation to 2^8 instead of 2^12
328 lines
13 KiB
C++
328 lines
13 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 << 7)
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#define MAX_CAVITY_SHADERS (1 << 3)
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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 USE_WORLD_ORIENTATION(wpd) ((wpd->shading.flag & V3D_SHADING_WORLD_ORIENTATION) != 0)
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#define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD))
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#define STUDIOLIGHT_TYPE_STUDIO_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_STUDIO))
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#define STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd) (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_MATCAP))
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#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)))
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#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)))
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#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
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#define GHOST_ENABLED(psl) (!DRW_pass_is_empty(psl->ghost_prepass_pass) || !DRW_pass_is_empty(psl->ghost_prepass_hair_pass))
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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) (DRW_state_is_image_render() || (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) (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)))
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#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
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#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
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#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd))
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#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd) || CURVATURE_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 *ghost_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 *ghost_prepass_pass;
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struct DRWPass *ghost_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 *ghost_resolve_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[4];
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float specular_color[3], pad;
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float diffuse_color[3], wrapped;
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} WORKBENCH_UBO_Light;
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#define WORKBENCH_SH_DATA_LEN ((STUDIOLIGHT_SH_BANDS == 2) ? 6 : STUDIOLIGHT_SH_EFFECTIVE_COEFS_LEN)
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typedef struct WORKBENCH_UBO_World {
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float spherical_harmonics_coefs[WORKBENCH_SH_DATA_LEN][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[4];
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float ambient_color[4];
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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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float curvature_ridge;
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float curvature_valley;
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int pad[3];
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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_draw_finish(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, Object *ob);
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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, bool is_ghost);
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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_shgroup_uniform(
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WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob);
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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(WORKBENCH_PrivateData *wpd, 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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