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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c51
1 files changed, 21 insertions, 30 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 98d8eea6036..53ef9835d1d 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1049,7 +1049,7 @@ static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
Material *ma = shi->mat;
GPUMaterial *mat = shi->gpumat;
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) {
+ {
if (ma->ramp_col) {
if (ma->rampin_col == MA_RAMP_IN_RESULT) {
GPUNodeLink *fac;
@@ -1068,9 +1068,7 @@ static void add_to_diffuse(
{
GPUNodeLink *fac, *tmp, *addcol;
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
- ma->ramp_col && (ma->mode & MA_RAMP_COL))
- {
+ if (ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
/* MA_RAMP_IN_RESULT is exceptional */
if (ma->rampin_col == MA_RAMP_IN_RESULT) {
addcol = shi->rgb;
@@ -1108,9 +1106,7 @@ static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec)
Material *ma = shi->mat;
GPUMaterial *mat = shi->gpumat;
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
- ma->ramp_spec && ma->rampin_spec == MA_RAMP_IN_RESULT)
- {
+ if (ma->ramp_spec && ma->rampin_spec == MA_RAMP_IN_RESULT) {
GPUNodeLink *fac;
GPU_link(mat, "ramp_rgbtobw", *spec, &fac);
@@ -1224,7 +1220,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
is = inp; /* Lambert */
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) {
+ {
if (ma->diff_shader == MA_DIFF_ORENNAYAR)
GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view,
GPU_uniform(&ma->roughness), &is);
@@ -1240,10 +1236,9 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
}
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS))
- if (ma->shade_flag & MA_CUBIC)
- GPU_link(mat, "shade_cubic", is, &is);
-
+ if (ma->shade_flag & MA_CUBIC)
+ GPU_link(mat, "shade_cubic", is, &is);
+
i = is;
GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i);
@@ -1260,8 +1255,8 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
/* this replaces if (i > 0.0) conditional until that is supported */
/* done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i); */
- if ((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) {
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) {
+ if (ma->mode & MA_SHADOW) {
+ {
mat->dynproperty |= DYN_LAMP_PERSMAT;
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
@@ -1300,7 +1295,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
}
}
- else if ((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
+ else if (lamp->mode & LA_ONLYSHADOW) {
add_user_list(&mat->lamps, lamp);
return;
}
@@ -1318,10 +1313,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
}
- if (mat->scene->gm.flag & GAME_GLSL_NO_SHADERS) {
- /* pass */
- }
- else if (!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) &&
+ if (!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) &&
(GPU_link_changed(shi->spec) || ma->spec != 0.0f))
{
if (lamp->type == LA_HEMI) {
@@ -1674,7 +1666,7 @@ static void do_material_tex(GPUShadeInput *shi)
texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb);
}
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) {
+ if (mtex->mapto & MAP_COLSPEC) {
GPUNodeLink *colspecfac;
if (mtex->colspecfac == 1.0f) colspecfac = stencil;
@@ -1698,7 +1690,7 @@ static void do_material_tex(GPUShadeInput *shi)
}
}
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) {
+ if (mtex->mapto & MAP_NORM) {
if (tex->type == TEX_IMAGE) {
found_deriv_map = tex->imaflag & TEX_DERIVATIVEMAP;
@@ -1905,7 +1897,7 @@ static void do_material_tex(GPUShadeInput *shi)
GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
}
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) {
+ if (mtex->mapto & MAP_REF) {
GPUNodeLink *difffac;
if (mtex->difffac == 1.0f) difffac = stencil;
@@ -1916,7 +1908,7 @@ static void do_material_tex(GPUShadeInput *shi)
mtex->blendtype, &shi->refl);
GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl);
}
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) {
+ if (mtex->mapto & MAP_SPEC) {
GPUNodeLink *specfac;
if (mtex->specfac == 1.0f) specfac = stencil;
@@ -1927,7 +1919,7 @@ static void do_material_tex(GPUShadeInput *shi)
mtex->blendtype, &shi->spec);
GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec);
}
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) {
+ if (mtex->mapto & MAP_EMIT) {
GPUNodeLink *emitfac;
if (mtex->emitfac == 1.0f) emitfac = stencil;
@@ -1938,7 +1930,7 @@ static void do_material_tex(GPUShadeInput *shi)
mtex->blendtype, &shi->emit);
GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit);
}
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) {
+ if (mtex->mapto & MAP_HAR) {
GPUNodeLink *hardfac;
if (mtex->hardfac == 1.0f) hardfac = stencil;
@@ -1961,7 +1953,7 @@ static void do_material_tex(GPUShadeInput *shi)
mtex->blendtype, &shi->alpha);
GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha);
}
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) {
+ if (mtex->mapto & MAP_AMB) {
GPUNodeLink *ambfac;
if (mtex->ambfac == 1.0f) ambfac = stencil;
@@ -2056,7 +2048,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
do_material_tex(shi);
- if ((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
+ if (ma->mode & MA_SHLESS) {
GPU_link(mat, "set_rgb", shi->rgb, &shr->diff);
GPU_link(mat, "set_rgb_zero", &shr->spec);
GPU_link(mat, "set_value", shi->alpha, &shr->alpha);
@@ -2098,8 +2090,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
}
/* environment lighting */
- if (!(mat->scene->gm.flag & GAME_GLSL_NO_ENV_LIGHTING) &&
- (world->mode & WO_ENV_LIGHT) &&
+ if ((world->mode & WO_ENV_LIGHT) &&
(mat->scene->r.mode & R_SHADOW) &&
!BKE_scene_use_new_shading_nodes(mat->scene))
{
@@ -2608,7 +2599,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_open
else if (new_shading_nodes && ma->alpha < 1.0f)
GPU_material_enable_alpha(mat);
- if (!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
+ if (ma->nodetree && ma->use_nodes) {
/* create nodes */
if (new_shading_nodes)
ntreeGPUMaterialNodes(ma->nodetree, mat, NODE_NEW_SHADING);