diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl index 7533d4891a6..4e20787d651 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl @@ -84,7 +84,7 @@ CullingTile tile_culling_get(uvec2 tile_co) tile.bounds = (is_persp) ? tile_bound_cone(corners[0], corners[4], corners[7], corners[3]) : tile_bound_cylinder(corners[0], corners[4], corners[7], corners[3]); - tile.frustum = isect_data_setup(shape_frustum(corners)); + tile.frustum = isect_frustum_setup(shape_frustum(corners)); return tile; } diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_lightprobe_irradiance_bounds_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_lightprobe_irradiance_bounds_comp.glsl index 5af241ea504..60cacabe3de 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_lightprobe_irradiance_bounds_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_lightprobe_irradiance_bounds_comp.glsl @@ -27,10 +27,10 @@ void main() return; } - IsectBox box = isect_data_setup(bounds.bounding_corners[0].xyz, - bounds.bounding_corners[1].xyz, - bounds.bounding_corners[2].xyz, - bounds.bounding_corners[3].xyz); + IsectBox box = isect_box_setup(bounds.bounding_corners[0].xyz, + bounds.bounding_corners[1].xyz, + bounds.bounding_corners[2].xyz, + bounds.bounding_corners[3].xyz); vec3 local_min = vec3(FLT_MAX); vec3 local_max = vec3(-FLT_MAX); diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tag_update_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tag_update_comp.glsl index 4f73288d052..1542c287ae5 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tag_update_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tag_update_comp.glsl @@ -32,16 +32,16 @@ void main() IsectPyramid frustum; if (tilemap.projection_type == SHADOW_PROJECTION_CUBEFACE) { Pyramid pyramid = shadow_tilemap_cubeface_bounds(tilemap, ivec2(0), ivec2(SHADOW_TILEMAP_RES)); - frustum = isect_data_setup(pyramid); + frustum = isect_pyramid_setup(pyramid); } uint resource_id = resource_ids_buf[gl_GlobalInvocationID.x]; resource_id = (resource_id & 0x7FFFFFFFu); - IsectBox box = isect_data_setup(bounds_buf[resource_id].bounding_corners[0].xyz, - bounds_buf[resource_id].bounding_corners[1].xyz, - bounds_buf[resource_id].bounding_corners[2].xyz, - bounds_buf[resource_id].bounding_corners[3].xyz); + IsectBox box = isect_box_setup(bounds_buf[resource_id].bounding_corners[0].xyz, + bounds_buf[resource_id].bounding_corners[1].xyz, + bounds_buf[resource_id].bounding_corners[2].xyz, + bounds_buf[resource_id].bounding_corners[3].xyz); int clipped = 0; /* NDC space post projection [-1..1] (unclamped). */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tilemap_bounds_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tilemap_bounds_comp.glsl index 0a6237ec778..fcce6b8a0c2 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tilemap_bounds_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tilemap_bounds_comp.glsl @@ -30,14 +30,14 @@ void main() resource_id = (resource_id & 0x7FFFFFFFu); ObjectBounds bounds = bounds_buf[resource_id]; - box = isect_data_setup(bounds.bounding_corners[0].xyz, - bounds.bounding_corners[1].xyz, - bounds.bounding_corners[2].xyz, - bounds.bounding_corners[3].xyz); + box = isect_box_setup(bounds.bounding_corners[0].xyz, + bounds.bounding_corners[1].xyz, + bounds.bounding_corners[2].xyz, + bounds.bounding_corners[3].xyz); } else { /* Create a dummy box so initialization happens even when there are no shadow casters. */ - box = isect_data_setup( + box = isect_box_setup( vec3(-1.0), vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0)); } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_visibility_comp.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_visibility_comp.glsl index 25d758c212a..8c05823a0f8 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_visibility_comp.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_visibility_comp.glsl @@ -77,10 +77,10 @@ void main() } ObjectBounds bounds = bounds_buf[gl_GlobalInvocationID.x]; - IsectBox box = isect_data_setup(bounds.bounding_corners[0].xyz, - bounds.bounding_corners[1].xyz, - bounds.bounding_corners[2].xyz, - bounds.bounding_corners[3].xyz); + IsectBox box = isect_box_setup(bounds.bounding_corners[0].xyz, + bounds.bounding_corners[1].xyz, + bounds.bounding_corners[2].xyz, + bounds.bounding_corners[3].xyz); #ifdef DYNAMIC_PASS_SELECTION if (is_visible(box)) { diff --git a/source/blender/draw/intern/shaders/common_intersect_lib.glsl b/source/blender/draw/intern/shaders/common_intersect_lib.glsl index 99c61aee838..86b3d7c2102 100644 --- a/source/blender/draw/intern/shaders/common_intersect_lib.glsl +++ b/source/blender/draw/intern/shaders/common_intersect_lib.glsl @@ -26,7 +26,7 @@ struct IsectPyramid { vec4 planes[5]; }; -IsectPyramid isect_data_setup(Pyramid shape) +IsectPyramid isect_pyramid_setup(Pyramid shape) { vec3 A1 = shape.corners[1] - shape.corners[0]; vec3 A2 = shape.corners[2] - shape.corners[0]; @@ -52,7 +52,7 @@ struct IsectBox { vec4 planes[6]; }; -IsectBox isect_data_setup(Box shape) +IsectBox isect_box_setup(Box shape) { vec3 A1 = shape.corners[1] - shape.corners[0]; vec3 A3 = shape.corners[3] - shape.corners[0]; @@ -73,7 +73,7 @@ IsectBox isect_data_setup(Box shape) } /* Construct box from 1 corner point + 3 side vectors. */ -IsectBox isect_data_setup(vec3 origin, vec3 side_x, vec3 side_y, vec3 side_z) +IsectBox isect_box_setup(vec3 origin, vec3 side_x, vec3 side_y, vec3 side_z) { IsectBox data; data.corners[0] = origin; @@ -101,7 +101,7 @@ struct IsectFrustum { vec4 planes[6]; }; -IsectFrustum isect_data_setup(Frustum shape) +IsectFrustum isect_frustum_setup(Frustum shape) { vec3 A1 = shape.corners[1] - shape.corners[0]; vec3 A3 = shape.corners[3] - shape.corners[0]; @@ -157,7 +157,7 @@ bool intersect_view(Pyramid pyramid) } /* Now do Frustum vertices vs Pyramid planes. */ - IsectPyramid i_pyramid = isect_data_setup(pyramid); + IsectPyramid i_pyramid = isect_pyramid_setup(pyramid); for (int p = 0; p < 5; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 8; ++v) { @@ -203,7 +203,7 @@ bool intersect_view(Box box) } /* Now do Frustum vertices vs Box planes. */ - IsectBox i_box = isect_data_setup(box); + IsectBox i_box = isect_box_setup(box); for (int p = 0; p < 6; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 8; ++v) { @@ -317,7 +317,7 @@ bool intersect(IsectPyramid i_pyramid, Box box) } /* Now do Pyramid vertices vs Box planes. */ - IsectBox i_box = isect_data_setup(box); + IsectBox i_box = isect_box_setup(box); for (int p = 0; p < 6; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 5; ++v) { @@ -406,7 +406,7 @@ bool intersect(IsectFrustum i_frustum, Pyramid pyramid) } /* Now do Frustum vertices vs Pyramid planes. */ - IsectPyramid i_pyramid = isect_data_setup(pyramid); + IsectPyramid i_pyramid = isect_pyramid_setup(pyramid); for (int p = 0; p < 5; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 8; ++v) { @@ -451,7 +451,7 @@ bool intersect(IsectFrustum i_frustum, Box box) } /* Now do Frustum vertices vs Box planes. */ - IsectBox i_box = isect_data_setup(box); + IsectBox i_box = isect_box_setup(box); for (int p = 0; p < 6; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 8; ++v) { diff --git a/source/blender/draw/intern/shaders/draw_intersect_lib.glsl b/source/blender/draw/intern/shaders/draw_intersect_lib.glsl index 9aaf6e104e6..ed6b9fdfb6a 100644 --- a/source/blender/draw/intern/shaders/draw_intersect_lib.glsl +++ b/source/blender/draw/intern/shaders/draw_intersect_lib.glsl @@ -27,7 +27,7 @@ struct IsectPyramid { vec4 planes[5]; }; -IsectPyramid isect_data_setup(Pyramid shape) +IsectPyramid isect_pyramid_setup(Pyramid shape) { vec3 A1 = shape.corners[1] - shape.corners[0]; vec3 A2 = shape.corners[2] - shape.corners[0]; @@ -53,7 +53,7 @@ struct IsectBox { vec4 planes[6]; }; -IsectBox isect_data_setup(Box shape) +IsectBox isect_box_setup(Box shape) { vec3 A1 = shape.corners[1] - shape.corners[0]; vec3 A3 = shape.corners[3] - shape.corners[0]; @@ -74,7 +74,7 @@ IsectBox isect_data_setup(Box shape) } /* Construct box from 1 corner point + 3 side vectors. */ -IsectBox isect_data_setup(vec3 origin, vec3 side_x, vec3 side_y, vec3 side_z) +IsectBox isect_box_setup(vec3 origin, vec3 side_x, vec3 side_y, vec3 side_z) { IsectBox data; data.corners[0] = origin; @@ -102,7 +102,7 @@ struct IsectFrustum { vec4 planes[6]; }; -IsectFrustum isect_data_setup(Frustum shape) +IsectFrustum isect_frustum_setup(Frustum shape) { vec3 A1 = shape.corners[1] - shape.corners[0]; vec3 A3 = shape.corners[3] - shape.corners[0]; @@ -158,7 +158,7 @@ bool intersect_view(Pyramid pyramid) } /* Now do Frustum vertices vs Pyramid planes. */ - IsectPyramid i_pyramid = isect_data_setup(pyramid); + IsectPyramid i_pyramid = isect_pyramid_setup(pyramid); for (int p = 0; p < 5; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 8; ++v) { @@ -204,7 +204,7 @@ bool intersect_view(Box box) } /* Now do Frustum vertices vs Box planes. */ - IsectBox i_box = isect_data_setup(box); + IsectBox i_box = isect_box_setup(box); for (int p = 0; p < 6; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 8; ++v) { @@ -318,7 +318,7 @@ bool intersect(IsectPyramid i_pyramid, Box box) } /* Now do Pyramid vertices vs Box planes. */ - IsectBox i_box = isect_data_setup(box); + IsectBox i_box = isect_box_setup(box); for (int p = 0; p < 6; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 5; ++v) { @@ -407,7 +407,7 @@ bool intersect(IsectFrustum i_frustum, Pyramid pyramid) } /* Now do Frustum vertices vs Pyramid planes. */ - IsectPyramid i_pyramid = isect_data_setup(pyramid); + IsectPyramid i_pyramid = isect_pyramid_setup(pyramid); for (int p = 0; p < 5; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 8; ++v) { @@ -452,7 +452,7 @@ bool intersect(IsectFrustum i_frustum, Box box) } /* Now do Frustum vertices vs Box planes. */ - IsectBox i_box = isect_data_setup(box); + IsectBox i_box = isect_box_setup(box); for (int p = 0; p < 6; ++p) { bool is_any_vertex_on_positive_side = false; for (int v = 0; v < 8; ++v) { diff --git a/source/blender/draw/intern/shaders/draw_visibility_comp.glsl b/source/blender/draw/intern/shaders/draw_visibility_comp.glsl index ff0526d4f68..8a7a4c99d8b 100644 --- a/source/blender/draw/intern/shaders/draw_visibility_comp.glsl +++ b/source/blender/draw/intern/shaders/draw_visibility_comp.glsl @@ -33,10 +33,10 @@ void main() ObjectBounds bounds = bounds_buf[gl_GlobalInvocationID.x]; if (bounds.bounding_sphere.w != -1.0) { - IsectBox box = isect_data_setup(bounds.bounding_corners[0].xyz, - bounds.bounding_corners[1].xyz, - bounds.bounding_corners[2].xyz, - bounds.bounding_corners[3].xyz); + IsectBox box = isect_box_setup(bounds.bounding_corners[0].xyz, + bounds.bounding_corners[1].xyz, + bounds.bounding_corners[2].xyz, + bounds.bounding_corners[3].xyz); Sphere bounding_sphere = shape_sphere(bounds.bounding_sphere.xyz, bounds.bounding_sphere.w); Sphere inscribed_sphere = shape_sphere(bounds.bounding_sphere.xyz, bounds._inner_sphere_radius);