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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-05-29 09:53:33 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-05-30 03:22:44 +0400
commit54e054cce4b013bc70df56059bf0fcd4bfee9827 (patch)
tree41f5de11763ed0de0e54a5c190b5fe404865d0e1
parent53424ec0ff664829ff4973a013f605d342838d21 (diff)
Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c2
-rw-r--r--source/blender/gpu/GPU_material.h2
-rw-r--r--source/blender/gpu/intern/gpu_draw.c4
-rw-r--r--source/blender/gpu/intern/gpu_material.c4
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp2
5 files changed, 8 insertions, 6 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 219d77a7e58..2eef7d9573c 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2416,7 +2416,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
Scene *sce_iter;
Base *base;
Object *ob;
- SceneRenderLayer *srl = BLI_findlink(&scene->r.layers, scene->r.actlay);
+ SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL;
BLI_listbase_clear(&shadows);
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 1011ac80901..a1c249d7f00 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -137,7 +137,7 @@ void GPU_material_free(struct Material *ma);
void GPU_materials_free(void);
bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4]);
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock);
void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
void GPU_material_unbind(GPUMaterial *material);
int GPU_material_bound(GPUMaterial *material);
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 1051ce590f4..68b8492926b 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1375,6 +1375,7 @@ static struct GPUMaterialState {
Object *gob;
Scene *gscene;
int glay;
+ bool gscenelock;
float (*gviewmat)[4];
float (*gviewinv)[4];
@@ -1463,6 +1464,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
GMS.gscene = scene;
GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
GMS.glay= (v3d->localvd)? v3d->localvd->lay: v3d->lay; /* keep lamps visible in local view */
+ GMS.gscenelock = (v3d->scenelock != 0);
GMS.gviewmat= rv3d->viewmat;
GMS.gviewinv= rv3d->viewinv;
@@ -1623,7 +1625,7 @@ int GPU_enable_material(int nr, void *attribs)
gpumat = GPU_material_from_blender(GMS.gscene, mat);
GPU_material_vertex_attributes(gpumat, gattribs);
- GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv);
+ GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gscenelock);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index d7fa36a2028..5594c085974 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -270,13 +270,13 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m
return true;
}
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4])
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock)
{
if (material->pass) {
LinkData *nlink;
GPULamp *lamp;
GPUShader *shader = GPU_pass_shader(material->pass);
- SceneRenderLayer *srl = BLI_findlink(&material->scene->r.layers, material->scene->r.actlay);
+ SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
if (srl)
viewlay &= srl->lay;
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index 6f6925dcf76..bcdef85bc8a 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -77,7 +77,7 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
view.getValue((float*)viewmat);
viewinv.getValue((float*)viewinvmat);
- GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat);
+ GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, false);
}
else
GPU_material_unbind(mGPUMat);