diff options
author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-05-29 09:53:33 +0400 |
---|---|---|
committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-05-30 03:22:44 +0400 |
commit | 54e054cce4b013bc70df56059bf0fcd4bfee9827 (patch) | |
tree | 41f5de11763ed0de0e54a5c190b5fe404865d0e1 /source/blender/gpu | |
parent | 53424ec0ff664829ff4973a013f605d342838d21 (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.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_material.h | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 4 |
3 files changed, 6 insertions, 4 deletions
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; |