diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-11-15 16:44:36 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-11-22 12:13:33 +0300 |
commit | 05306d97663b4281d4b17bfc7e1ed913ce07966f (patch) | |
tree | 4c3ed1c62684c317ded5217cf4f40b4589d395dc /source/blender/render | |
parent | f15c63b0c2216fdebe559a0ed0f93765e6e763dc (diff) |
SceneRenderLayer > SceneLayer: Convert material_override
Diffstat (limited to 'source/blender/render')
7 files changed, 2 insertions, 10 deletions
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h index 89136da9749..97b3af6c1b4 100644 --- a/source/blender/render/extern/include/RE_pipeline.h +++ b/source/blender/render/extern/include/RE_pipeline.h @@ -111,8 +111,6 @@ typedef struct RenderLayer { unsigned int lay, lay_zmask; int layflag, passflag, pass_xor; - struct Material *mat_override; - /* MULTIVIEW_TODO: acolrect and scolrect are not supported by multiview at the moment. * If they are really required they should be in RenderView instead */ diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h index 870e80257ea..0b392c122db 100644 --- a/source/blender/render/extern/include/RE_shader_ext.h +++ b/source/blender/render/extern/include/RE_shader_ext.h @@ -179,7 +179,6 @@ typedef struct ShadeInput { unsigned int lay; int layflag, passflag, combinedflag; short object_pass_index; - struct Material *mat_override; #ifdef RE_RAYCOUNTER RayCounter raycounter; diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c index 8b268f7d844..7bac7f29c5a 100644 --- a/source/blender/render/intern/source/rayshade.c +++ b/source/blender/render/intern/source/rayshade.c @@ -742,7 +742,6 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, con shi.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */ shi.combinedflag= 0xFFFFFF; /* ray trace does all options */ //shi.do_preview = false; // memset above, so don't need this - shi.mat_override= origshi->mat_override; shade_ray(&isec, &shi, &shr); /* ray has traveled inside the material, so shade by transmission */ diff --git a/source/blender/render/intern/source/render_result.c b/source/blender/render/intern/source/render_result.c index bc9bd60315e..ecd8d853586 100644 --- a/source/blender/render/intern/source/render_result.c +++ b/source/blender/render/intern/source/render_result.c @@ -318,7 +318,6 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf rl->layflag = srl->layflag; rl->passflag = srl->passflag; /* for debugging: srl->passflag | SCE_PASS_RAYHITS; */ rl->pass_xor = srl->pass_xor; - rl->mat_override = srl->mat_override; rl->rectx = rectx; rl->recty = recty; diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c index fa6d6d42c6b..4e8e1b9a5e8 100644 --- a/source/blender/render/intern/source/rendercore.c +++ b/source/blender/render/intern/source/rendercore.c @@ -1660,7 +1660,6 @@ void zbufshade_sss_tile(RenderPart *pa) rl= rr->layers.first; ssamp.shi[0].passflag |= SCE_PASS_RGBA|SCE_PASS_COMBINED; ssamp.shi[0].combinedflag &= ~(SCE_PASS_SPEC); - ssamp.shi[0].mat_override= NULL; lay= ssamp.shi[0].lay; /* create the pixelstrs to be used later */ diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c index 0e97a334420..067e7861b51 100644 --- a/source/blender/render/intern/source/shadeinput.c +++ b/source/blender/render/intern/source/shadeinput.c @@ -268,7 +268,7 @@ void shade_input_set_triangle_i(ShadeInput *shi, ObjectInstanceRen *obi, VlakRen shi->i3 = i3; /* note, shi->mat is set in node shaders */ - shi->mat = shi->mat_override ? shi->mat_override : vlr->mat; + shi->mat = vlr->mat; shi->osatex = (shi->mat->texco & TEXCO_OSA); shi->mode = shi->mat->mode_l; /* or-ed result for all nodes */ @@ -325,7 +325,7 @@ void shade_input_copy_triangle(ShadeInput *shi, ShadeInput *from) void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spoint) { /* note, shi->mat is set in node shaders */ - shi->mat = shi->mat_override ? shi->mat_override : strand->buffer->ma; + shi->mat = strand->buffer->ma; shi->osatex = (shi->mat->texco & TEXCO_OSA); shi->mode = shi->mat->mode_l; /* or-ed result for all nodes */ @@ -1304,7 +1304,6 @@ void shade_input_initialize(ShadeInput *shi, RenderPart *pa, RenderLayer *rl, in shi->layflag = rl->layflag; shi->passflag = rl->passflag; shi->combinedflag = ~rl->pass_xor; - shi->mat_override = rl->mat_override; // shi->rl= rl; /* note shi.depth==0 means first hit, not raytracing */ diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c index 16fba22404a..e12a7246254 100644 --- a/source/blender/render/intern/source/volumetric.c +++ b/source/blender/render/intern/source/volumetric.c @@ -172,7 +172,6 @@ static void shade_intersection(ShadeInput *shi, float col_r[4], Isect *is) shi_new.lay = shi->lay; shi_new.passflag = SCE_PASS_COMBINED; /* result of tracing needs no pass info */ shi_new.combinedflag = 0xFFFFFF; /* ray trace does all options */ - shi_new.mat_override = shi->mat_override; copy_v3_v3(shi_new.camera_co, is->start); |