diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-02-02 14:04:19 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-02-07 14:18:15 +0300 |
commit | d9c5f0d25fc91b069158ae1ab4fddc21bfd85846 (patch) | |
tree | 18f55163c5b06385d055d5a79a4c653d3da6e595 /intern/cycles/render/shader.cpp | |
parent | 46c9872afaa8053f8b2894c038402b1beb3ac66c (diff) |
Cleanup: split Cycles Hair and Mesh classes, with Geometry base class
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r-- | intern/cycles/render/shader.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index 661208c6463..60f38aa14da 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -214,7 +214,7 @@ Shader::Shader() : Node(node_type) used = false; need_update = true; - need_update_mesh = true; + need_update_geometry = true; need_sync_object = false; } @@ -288,7 +288,7 @@ void Shader::set_graph(ShaderGraph *graph_) const char *new_hash = (graph_) ? graph_->displacement_hash.c_str() : ""; if (strcmp(old_hash, new_hash) != 0) { - need_update_mesh = true; + need_update_geometry = true; } } @@ -347,14 +347,14 @@ void Shader::tag_update(Scene *scene) } /* compare if the attributes changed, mesh manager will check - * need_update_mesh, update the relevant meshes and clear it. */ + * need_update_geometry, update the relevant meshes and clear it. */ if (attributes.modified(prev_attributes)) { - need_update_mesh = true; - scene->mesh_manager->need_update = true; + need_update_geometry = true; + scene->geometry_manager->need_update = true; } if (has_volume != prev_has_volume) { - scene->mesh_manager->need_flags_update = true; + scene->geometry_manager->need_flags_update = true; scene->object_manager->need_flags_update = true; } } @@ -489,8 +489,8 @@ void ShaderManager::device_update_shaders_used(Scene *scene) if (scene->background->shader) scene->background->shader->used = true; - foreach (Mesh *mesh, scene->meshes) - foreach (Shader *shader, mesh->used_shaders) + foreach (Geometry *geom, scene->geometry) + foreach (Shader *shader, geom->used_shaders) shader->used = true; foreach (Light *light, scene->lights) |