Especially through DRW_render.hh, there were a lot of unnecessary includes almost everywhere in the module. This typically makes dependencies less explicit and slows down compile times, so switch to including what files actual use. Pull Request: https://projects.blender.org/blender/blender/pulls/133450
47 lines
1.2 KiB
C++
47 lines
1.2 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw
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*/
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#include "BKE_duplilist.hh"
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#include "GPU_material.hh"
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#include "draw_handle.hh"
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#include "draw_shader_shared.hh"
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/* -------------------------------------------------------------------- */
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/** \name ObjectAttributes
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* \{ */
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bool ObjectAttribute::sync(const blender::draw::ObjectRef &ref, const GPUUniformAttr &attr)
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{
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/* This function mirrors `lookup_instance_property` in `cycles/blender/blender_object.cpp`. */
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hash_code = attr.hash_code;
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/* If requesting instance data, check the parent particle system and object. */
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if (attr.use_dupli) {
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return BKE_object_dupli_find_rgba_attribute(
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ref.object, ref.dupli_object, ref.dupli_parent, attr.name, &data_x);
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}
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return BKE_object_dupli_find_rgba_attribute(ref.object, nullptr, nullptr, attr.name, &data_x);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name LayerAttributes
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* \{ */
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bool LayerAttribute::sync(const Scene *scene, const ViewLayer *layer, const GPULayerAttr &attr)
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{
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hash_code = attr.hash_code;
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return BKE_view_layer_find_rgba_attribute(scene, layer, attr.name, &data.x);
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}
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/** \} */
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