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-rw-r--r--release/scripts/startup/bl_ui/properties_material.py6
-rw-r--r--source/blender/blenkernel/intern/material.c2
-rw-r--r--source/blender/blenloader/intern/versioning_legacy.c2
-rw-r--r--source/blender/editors/render/render_preview.c2
-rw-r--r--source/blender/editors/space_view3d/drawobject.c2
-rw-r--r--source/blender/makesdna/DNA_material_types.h2
-rw-r--r--source/blender/makesrna/intern/rna_material.c12
-rw-r--r--source/blender/render/intern/raytrace/rayobject.cpp2
-rw-r--r--source/blender/render/intern/source/convertblender.c2
-rw-r--r--source/blender/render/intern/source/shadbuf.c4
-rw-r--r--source/blender/render/intern/source/strand.c2
-rw-r--r--source/blender/render/intern/source/zbuf.c6
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
13 files changed, 26 insertions, 20 deletions
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 9e56c269b2b..ee3e90591e7 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -222,7 +222,7 @@ class MATERIAL_PT_pipeline(MaterialButtonsPanel, Panel):
col.prop(mat, "use_cast_shadows_only", text="Cast Only")
col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
- col.prop(mat, "use_cast_buffer_shadows")
+ col.prop(mat, "use_cast_shadows")
col.prop(mat, "use_cast_approximate")
col.prop(mat, "pass_index")
@@ -824,9 +824,9 @@ class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel):
col = split.column()
if simple_material(base_mat):
- col.prop(mat, "use_cast_buffer_shadows")
+ col.prop(mat, "use_cast_shadows")
sub = col.column()
- sub.active = mat.use_cast_buffer_shadows
+ sub.active = mat.use_cast_shadows
sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
col.prop(mat, "use_ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 5f6331315f8..40257141ffa 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -202,7 +202,7 @@ void init_material(Material *ma)
ma->game.alpha_blend = 0;
ma->game.face_orientation = 0;
- ma->mode = MA_TRACEBLE | MA_SHADBUF | MA_SHADOW | MA_RAYBIAS | MA_TANGENT_STR | MA_ZTRANSP;
+ ma->mode = MA_TRACEBLE | MA_CASTSHADOW | MA_SHADOW | MA_RAYBIAS | MA_TANGENT_STR | MA_ZTRANSP;
ma->shade_flag = MA_APPROX_OCCLUSION;
ma->preview = NULL;
}
diff --git a/source/blender/blenloader/intern/versioning_legacy.c b/source/blender/blenloader/intern/versioning_legacy.c
index 0283d9b04fb..e82e5b21e7f 100644
--- a/source/blender/blenloader/intern/versioning_legacy.c
+++ b/source/blender/blenloader/intern/versioning_legacy.c
@@ -2171,7 +2171,7 @@ void blo_do_versions_pre250(FileData *fd, Library *lib, Main *main)
ma->mode |= MA_TANGENT_STR;
}
if (ma->mode & MA_TRACEBLE)
- ma->mode |= MA_SHADBUF;
+ ma->mode |= MA_CASTSHADOW;
}
}
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index 482c855f067..aecd4e1aa17 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -350,7 +350,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
if (base->object->id.name[2] == 'c') {
Material *shadmat = give_current_material(base->object, base->object->actcol);
if (shadmat) {
- if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
+ if (mat->mode & MA_CASTSHADOW) shadmat->septex = 0;
else shadmat->septex |= 1;
}
}
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 8a4714eeded..0a387af7e7e 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -3620,7 +3620,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
if (v3d->flag2 & V3D_RENDER_SHADOW) {
for (i = 0; i < ob->totcol; ++i) {
Material *ma = give_current_material(ob, i);
- if (ma && !(ma->mode & MA_SHADBUF)) {
+ if (ma && !(ma->mode & MA_CASTSHADOW)) {
return true;
}
}
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index a6478f2ae69..8dc46ec95d9 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -267,7 +267,7 @@ typedef struct Material {
#define MA_RAYBIAS 0x400000
#define MA_FULL_OSA 0x800000
#define MA_TANGENT_STR 0x1000000
-#define MA_SHADBUF 0x2000000
+#define MA_CASTSHADOW 0x2000000
/* note; we drop MA_TANGENT_STR later to become tangent_u */
#define MA_TANGENT_V 0x4000000
/* qdn: a bit clumsy this, tangents needed for normal maps separated from shading */
diff --git a/source/blender/makesrna/intern/rna_material.c b/source/blender/makesrna/intern/rna_material.c
index 807d9fc35e1..76c115c93d6 100644
--- a/source/blender/makesrna/intern/rna_material.c
+++ b/source/blender/makesrna/intern/rna_material.c
@@ -1937,10 +1937,16 @@ void RNA_def_material(BlenderRNA *brna)
"Force this material to render full shading/textures for all anti-aliasing samples");
RNA_def_property_update(prop, 0, "rna_Material_update");
+ prop = RNA_def_property(srna, "use_cast_shadows", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "mode", MA_CASTSHADOW);
+ RNA_def_property_ui_text(prop, "Cast Shadows",
+ "Allow this material to cast shadows");
+ RNA_def_property_update(prop, 0, "rna_Material_update");
+
prop = RNA_def_property(srna, "use_cast_buffer_shadows", PROP_BOOLEAN, PROP_NONE);
- RNA_def_property_boolean_sdna(prop, NULL, "mode", MA_SHADBUF);
- RNA_def_property_ui_text(prop, "Cast Buffer Shadows",
- "Allow this material to cast shadows from shadow buffer lamps");
+ RNA_def_property_boolean_sdna(prop, NULL, "mode", MA_CASTSHADOW);
+ RNA_def_property_ui_text(prop, "Cast Shadows",
+ "This is obsolete RNA path, please use 'use_cast_shadows' instead");
RNA_def_property_update(prop, 0, "rna_Material_update");
prop = RNA_def_property(srna, "use_cast_approximate", PROP_BOOLEAN, PROP_NONE);
diff --git a/source/blender/render/intern/raytrace/rayobject.cpp b/source/blender/render/intern/raytrace/rayobject.cpp
index 9e639501fdd..fd3d2b5083b 100644
--- a/source/blender/render/intern/raytrace/rayobject.cpp
+++ b/source/blender/render/intern/raytrace/rayobject.cpp
@@ -118,7 +118,7 @@ MALWAYS_INLINE int vlr_check_intersect(Isect *is, ObjectInstanceRen *obi, VlakRe
if (is->mode == RE_RAY_MIRROR)
return !(vlr->mat->mode & MA_ONLYCAST);
else
- return (is->lay & obi->lay);
+ return (vlr->mat->mode & MA_CASTSHADOW) && (is->lay & obi->lay);
}
MALWAYS_INLINE int vlr_check_intersect_solid(Isect *UNUSED(is), ObjectInstanceRen *UNUSED(obi), VlakRen *vlr)
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index bcde98aea8f..56080357dce 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -746,7 +746,7 @@ static Material *give_render_material(Render *re, Object *ob, short nr)
if (ma->material_type == MA_TYPE_VOLUME) {
ma->mode |= MA_TRANSP;
- ma->mode &= ~MA_SHADBUF;
+ ma->mode &= ~MA_CASTSHADOW;
}
if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
re->flag |= R_ZTRA;
diff --git a/source/blender/render/intern/source/shadbuf.c b/source/blender/render/intern/source/shadbuf.c
index 0c3bf85cd24..676e0436bfd 100644
--- a/source/blender/render/intern/source/shadbuf.c
+++ b/source/blender/render/intern/source/shadbuf.c
@@ -660,7 +660,7 @@ static void shadowbuf_autoclip(Render *re, LampRen *lar)
if (vlr->mat!= ma) {
ma= vlr->mat;
ok= 1;
- if ((ma->mode & MA_SHADBUF)==0) ok= 0;
+ if ((ma->mode & MA_CASTSHADOW)==0) ok= 0;
}
if (ok && (obi->lay & lay)) {
@@ -2013,7 +2013,7 @@ static void isb_bsp_fillfaces(Render *re, LampRen *lar, ISBBranch *root)
if (vlr->mat!= ma) {
ma= vlr->mat;
ok= 1;
- if ((ma->mode & MA_SHADBUF)==0) ok= 0;
+ if ((ma->mode & MA_CASTSHADOW)==0) ok= 0;
if (ma->material_type == MA_TYPE_WIRE) ok= 0;
zspanstrand.shad_alpha= zspan.shad_alpha= ma->shad_alpha;
}
diff --git a/source/blender/render/intern/source/strand.c b/source/blender/render/intern/source/strand.c
index f2d4a7afd94..6c13bffdd17 100644
--- a/source/blender/render/intern/source/strand.c
+++ b/source/blender/render/intern/source/strand.c
@@ -860,7 +860,7 @@ int zbuffer_strands_abuf(Render *re, RenderPart *pa, APixstrand *apixbuf, ListBa
/* test if we should skip it */
ma = obr->strandbuf->ma;
- if (shadow && !(ma->mode & MA_SHADBUF))
+ if (shadow && !(ma->mode & MA_CASTSHADOW))
continue;
else if (!shadow && (ma->mode & MA_ONLYCAST))
continue;
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index a8ccd1f362f..6885768261f 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -2368,7 +2368,7 @@ void zbuffer_shadow(Render *re, float winmat[4][4], LampRen *lar, int *rectz, in
if (vlr->mat!= ma) {
ma= vlr->mat;
ok= 1;
- if ((ma->mode & MA_SHADBUF)==0) ok= 0;
+ if ((ma->mode & MA_CASTSHADOW)==0) ok= 0;
}
if (ok && (obi->lay & lay) && !(vlr->flag & R_HIDDEN)) {
@@ -2421,7 +2421,7 @@ void zbuffer_shadow(Render *re, float winmat[4][4], LampRen *lar, int *rectz, in
if (sseg.buffer->ma!= ma) {
ma= sseg.buffer->ma;
ok= 1;
- if ((ma->mode & MA_SHADBUF)==0) ok= 0;
+ if ((ma->mode & MA_CASTSHADOW)==0) ok= 0;
}
if (ok && (sseg.buffer->lay & lay)) {
@@ -3349,7 +3349,7 @@ static int zbuffer_abuf(Render *re, RenderPart *pa, APixstr *APixbuf, ListBase *
if (vlr->mat!=ma) {
ma= vlr->mat;
if (shadow)
- dofill= (ma->mode & MA_SHADBUF);
+ dofill= (ma->mode & MA_CASTSHADOW);
else
dofill= (((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) && !(ma->mode & MA_ONLYCAST));
}
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index b5d9c5b01dd..ebd9430401c 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -596,7 +596,7 @@ static bool ConvertMaterial(
material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED;
// cast shadows?
- material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0;
+ material->ras_mode |= ( mat->mode & MA_CASTSHADOW )?CAST_SHADOW:0;
MTex *mttmp = 0;
int valid_index = 0;