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authorDalai Felinto <dfelinto@gmail.com>2017-11-15 20:01:57 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-22 12:13:33 +0300
commit8ba6103e66b0e8bcbe70e6ed8f91500fdc7df3ee (patch)
tree024497bcfb48a42b969471fcb96119f2dcc0e442 /source/blender/gpu
parent0a6df6b173c5af2a38d2b808634adb2c6432ce3e (diff)
SceneRenderLayer > SceneLayer: Convert Lay
There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
Diffstat (limited to 'source/blender/gpu')
-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.c6
3 files changed, 3 insertions, 9 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 71bf6c897e7..e1b20cefe99 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -254,7 +254,7 @@ void GPU_materials_free(void);
void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
- float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
+ float viewmat[4][4], float viewinv[4][4], float cameraborder[4]);
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi, float object_info[3]);
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 3d50d3840fb..4e2a492367a 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1463,7 +1463,6 @@ static struct GPUMaterialState {
DupliObject *dob;
Scene *gscene;
int glay;
- bool gscenelock;
float (*gviewmat)[4];
float (*gviewinv)[4];
float (*gviewcamtexcofac);
@@ -1621,7 +1620,6 @@ void GPU_begin_object_materials(
GMS.is_opensubdiv = use_opensubdiv;
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;
GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
@@ -1837,7 +1835,7 @@ int GPU_object_material_bind(int nr, void *attribs)
GPU_material_bind(
gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
- GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
+ GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info, object_info);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 4668ea2998d..0a8ef9dffc5 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -295,14 +295,10 @@ void GPU_material_free(ListBase *gpumaterial)
void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
- float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
+ float viewmat[4][4], float viewinv[4][4], float camerafactors[4])
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
- SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
-
- if (srl)
- viewlay &= srl->lay;
/* handle layer lamps */
if (material->type == GPU_MATERIAL_TYPE_MESH) {