diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-20 13:26:06 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-20 13:29:09 +0300 |
commit | c17ba4a9032246cc674cdc03a2f39b91b32fecd9 (patch) | |
tree | 09d81d8c0818df35a4b51b2ab603b74dfee1241a /source/blender/draw/engines/workbench/workbench_deferred.c | |
parent | 84c2ef0eaf9d9901f6a88c6e095490378ac5d677 (diff) |
T55550: Workbench Shadows are incorrect in first draw cycle
Shadows uses the old location for light_direction. Maybe a merge
conflict.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_deferred.c | 10 |
1 files changed, 3 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index 3bf7c34d5eb..9b1a17a372a 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -49,7 +49,7 @@ /* *********** STATIC *********** */ -// #define DEBUG_SHADOW_VOLUME +/* #define DEBUG_SHADOW_VOLUME */ #ifdef DEBUG_SHADOW_VOLUME # include "draw_debug.h" @@ -76,7 +76,6 @@ static struct { struct GPUTexture *effect_buffer_tx; /* ref only, not alloced */ SceneDisplay display; /* world light direction for shadows */ - float light_direction_vs[3]; int next_object_id; float normal_world_matrix[3][3]; @@ -485,8 +484,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) WORKBENCH_PrivateData *wpd = stl->g_data; DRWShadingGroup *grp; const DRWContextState *draw_ctx = DRW_context_state_get(); - static float light_multiplier = 1.0f; - Scene *scene = draw_ctx->scene; @@ -494,9 +491,9 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) /* Deferred Mix Pass */ { workbench_private_data_get_light_direction(wpd, e_data.display.light_direction); + studiolight_update_light(wpd, e_data.display.light_direction); e_data.display.shadow_shift = scene->display.shadow_shift; - copy_v3_v3(e_data.light_direction_vs, wpd->world_data.lights[0].light_direction_vs); if (SHADOW_ENABLED(wpd)) { psl->composite_pass = DRW_pass_create( @@ -504,7 +501,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); workbench_composite_uniforms(wpd, grp); DRW_shgroup_stencil_mask(grp, 0x00); - DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1); + DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); @@ -548,7 +545,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); #endif - studiolight_update_light(wpd, e_data.display.light_direction); } else { psl->composite_pass = DRW_pass_create( |