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authorOmarSquircleArt <omar.squircleart@gmail.com>2019-08-22 15:26:09 +0300
committerOmarSquircleArt <omar.squircleart@gmail.com>2019-08-22 15:26:09 +0300
commit08ab3cbcce1eb9c2de4953a83b50cabc44479d3c (patch)
treeef169595562509b0e3338cecb36a3b3210bd64ce /source/blender/draw/intern/draw_manager_data.c
parenta2443848646cdb5d13980157a8c62eb4cd578388 (diff)
Shading: Add object color to Object Info node.
The object color property is added as an additional output in the Object Info node. Reviewers: brecht Differential Revision: https://developer.blender.org/D5554
Diffstat (limited to 'source/blender/draw/intern/draw_manager_data.c')
-rw-r--r--source/blender/draw/intern/draw_manager_data.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 99ab25645d2..8b7cb9c1dad 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -387,6 +387,10 @@ static void drw_call_state_update_matflag(DRWCallState *state,
}
state->ob_random = random * (1.0f / (float)0xFFFFFFFF);
}
+
+ if (new_flags & DRW_CALL_OBJECTCOLOR) {
+ copy_v4_v4(state->ob_color, ob->color);
+ }
}
static DRWCallState *drw_call_state_create(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob)
@@ -836,6 +840,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
+ shgroup->objectcolor = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_COLOR);
shgroup->callid = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CALLID);
shgroup->matflag = 0;
@@ -851,6 +856,9 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
if (shgroup->objectinfo > -1) {
shgroup->matflag |= DRW_CALL_OBJECTINFO;
}
+ if (shgroup->objectcolor > -1) {
+ shgroup->matflag |= DRW_CALL_OBJECTCOLOR;
+ }
}
static DRWShadingGroup *drw_shgroup_create_ex(struct GPUShader *shader, DRWPass *pass)