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authorCampbell Barton <ideasman42@gmail.com>2016-03-21 08:06:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-03-21 08:06:04 +0300
commitfb5c6333f9aa8f05b030262d321e0233a034ab8a (patch)
tree89bad1c1c31770ebc402c949de957e6f5808871a /source
parent72bf5d13e6e65b055326e840d68f8fd9e237c1df (diff)
GPU: avoid redundant logic for non-spot lamps
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c6
-rw-r--r--source/blender/gpu/intern/gpu_material.c14
2 files changed, 14 insertions, 6 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 1b6435f214e..4d7cc28ca3f 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2508,7 +2508,11 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
if (srl)
layers &= srl->lay;
- if (layers && GPU_lamp_override_visible(lamp, srl, NULL) && GPU_lamp_has_shadow_buffer(lamp)) {
+ if (layers &&
+ GPU_lamp_has_shadow_buffer(lamp) &&
+ /* keep last, may do string lookup */
+ GPU_lamp_override_visible(lamp, srl, NULL))
+ {
shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
shadow->lamp = lamp;
BLI_addtail(shadows, shadow);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 2624bf2865a..bf9fb4cb718 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -2193,12 +2193,16 @@ void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
copy_m4_m4(lamp->obmat, mat);
invert_m4_m4(lamp->imat, mat);
- /* update spotlamp scale on X and Y axis */
- lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
- lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
+ if (lamp->type == LA_SPOT) {
+ /* update spotlamp scale on X and Y axis */
+ lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
+ lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
+ }
- /* makeshadowbuf */
- gpu_lamp_calc_winmat(lamp);
+ if (GPU_lamp_has_shadow_buffer(lamp)) {
+ /* makeshadowbuf */
+ gpu_lamp_calc_winmat(lamp);
+ }
}
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)