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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_materials.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c26
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 0b2d508fee5..824c3dc5ff1 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -57,7 +57,7 @@ void workbench_material_ubo_data(WORKBENCH_PrivateData *wpd,
case V3D_SHADING_RANDOM_COLOR: {
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
if (ob->id.lib) {
- hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
+ hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->filepath);
}
float hue = BLI_hash_int_01(hash);
float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE};
@@ -162,13 +162,13 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
int mat_nr,
eV3DShadingColorType color_type,
- bool hair,
+ eWORKBENCH_DataType datatype,
bool *r_transp)
{
Image *ima = NULL;
ImageUser *iuser = NULL;
eGPUSamplerState sampler;
- const bool infront = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool infront = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
if (color_type == V3D_SHADING_TEXTURE_COLOR) {
workbench_material_get_image(ob, mat_nr, &ima, &iuser, &sampler);
@@ -180,7 +180,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
switch (color_type) {
case V3D_SHADING_TEXTURE_COLOR: {
- return workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, sampler, hair);
+ return workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, sampler, datatype);
}
case V3D_SHADING_MATERIAL_COLOR: {
/* For now, we use the same ubo for material and object coloring but with different indices.
@@ -191,7 +191,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
Material *ma = workbench_object_material_get(ob, mat_nr);
const bool transp = wpd->shading.xray_alpha < 1.0f || ma->a < 1.0f;
- WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][hair];
+ WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][datatype];
if (r_transp && transp) {
*r_transp = true;
@@ -216,7 +216,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
}
case V3D_SHADING_VERTEX_COLOR: {
const bool transp = wpd->shading.xray_alpha < 1.0f;
- DRWShadingGroup *grp = wpd->prepass[transp][infront][hair].vcol_shgrp;
+ DRWShadingGroup *grp = wpd->prepass[transp][infront][datatype].vcol_shgrp;
return grp;
}
default: {
@@ -231,7 +231,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
workbench_material_ubo_data(wpd, ob, NULL, &wpd->material_ubo_data_curr[mat_id], color_type);
const bool transp = wpd->shading.xray_alpha < 1.0f || ob->color[3] < 1.0f;
- DRWShadingGroup *grp = wpd->prepass[transp][infront][hair].common_shgrp;
+ DRWShadingGroup *grp = wpd->prepass[transp][infront][datatype].common_shgrp;
if (resource_changed) {
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
@@ -251,7 +251,7 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
Image *ima,
ImageUser *iuser,
eGPUSamplerState sampler,
- bool hair)
+ eWORKBENCH_DataType datatype)
{
GPUTexture *tex = NULL, *tex_tile_data = NULL;
@@ -261,11 +261,11 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
if (ima) {
if (ima->source == IMA_SRC_TILED) {
- tex = GPU_texture_from_blender(ima, iuser, NULL, GL_TEXTURE_2D_ARRAY);
- tex_tile_data = GPU_texture_from_blender(ima, iuser, NULL, GL_TEXTURE_1D_ARRAY);
+ tex = BKE_image_get_gpu_tiles(ima, iuser, NULL);
+ tex_tile_data = BKE_image_get_gpu_tilemap(ima, iuser, NULL);
}
else {
- tex = GPU_texture_from_blender(ima, iuser, NULL, GL_TEXTURE_2D);
+ tex = BKE_image_get_gpu_texture(ima, iuser, NULL);
}
}
@@ -273,9 +273,9 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
tex = wpd->dummy_image_tx;
}
- const bool infront = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool infront = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
const bool transp = wpd->shading.xray_alpha < 1.0f;
- WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][hair];
+ WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][datatype];
DRWShadingGroup **grp_tex = NULL;
/* A hashmap stores image shgroups to pack all similar drawcalls together. */