diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_materials.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_materials.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index d6d3ff8610b..e04063c4487 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -162,7 +162,7 @@ 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; @@ -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; @@ -275,7 +275,7 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd, const bool infront = (ob->dtx & OB_DRAWXRAY) != 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. */ |