View3D: Tweak GLSL preview, use only lamps enabled in active render layer and material light group.
This change makes lighting in GLSL preview more accurate, though it still doesn't support material's "Exclusive" option. Technical note: Changes in view3d_draw.c are not essential, these avoid preparing unused shadow buffers. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D457
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@@ -2381,11 +2381,12 @@ typedef struct View3DShadow {
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} View3DShadow;
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static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par,
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float obmat[4][4], ListBase *shadows)
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float obmat[4][4], ListBase *shadows, SceneRenderLayer *srl)
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{
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GPULamp *lamp;
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Lamp *la = (Lamp *)ob->data;
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View3DShadow *shadow;
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unsigned int layers;
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lamp = GPU_lamp_from_blender(scene, ob, par);
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@@ -2393,7 +2394,11 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object
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GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
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GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
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if ((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
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layers = ob->lay & v3d->lay;
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if (srl)
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layers &= srl->lay;
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if (layers && GPU_lamp_override_visible(lamp, srl, NULL) && GPU_lamp_has_shadow_buffer(lamp)) {
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shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
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shadow->lamp = lamp;
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BLI_addtail(shadows, shadow);
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@@ -2408,6 +2413,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
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Scene *sce_iter;
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Base *base;
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Object *ob;
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SceneRenderLayer *srl = BLI_findlink(&scene->r.layers, scene->r.actlay);
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BLI_listbase_clear(&shadows);
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@@ -2416,7 +2422,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
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ob = base->object;
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if (ob->type == OB_LAMP)
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gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows);
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gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows, srl);
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if (ob->transflag & OB_DUPLI) {
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DupliObject *dob;
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@@ -2424,7 +2430,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
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for (dob = lb->first; dob; dob = dob->next)
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if (dob->ob->type == OB_LAMP)
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gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows);
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gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows, srl);
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free_object_duplilist(lb);
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}
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@@ -47,6 +47,7 @@ struct Image;
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struct bNode;
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struct LinkNode;
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struct Scene;
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struct SceneRenderLayer;
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struct GPUVertexAttribs;
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struct GPUNode;
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struct GPUNodeLink;
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@@ -135,6 +136,7 @@ void GPU_material_free(struct Material *ma);
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void GPU_materials_free(void);
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bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4]);
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void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
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void GPU_material_unbind(GPUMaterial *material);
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@@ -58,6 +58,7 @@
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "BKE_texture.h"
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#include "BKE_group.h"
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#include "IMB_imbuf_types.h"
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@@ -259,18 +260,33 @@ void GPU_material_free(Material *ma)
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BLI_freelistN(&ma->gpumaterial);
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}
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bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
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{
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if (srl && srl->light_override)
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return BKE_group_object_exists(srl->light_override, lamp->ob);
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else if (ma && ma->group)
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return BKE_group_object_exists(ma->group, lamp->ob);
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else
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return true;
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}
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4])
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{
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if (material->pass) {
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LinkData *nlink;
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GPULamp *lamp;
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GPUShader *shader = GPU_pass_shader(material->pass);
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SceneRenderLayer *srl = BLI_findlink(&material->scene->r.layers, material->scene->r.actlay);
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if (srl)
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viewlay &= srl->lay;
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/* handle layer lamps */
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for (nlink=material->lamps.first; nlink; nlink=nlink->next) {
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lamp= nlink->data;
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if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) {
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if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))
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&& GPU_lamp_override_visible(lamp, srl, material->ma)) {
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lamp->dynenergy = lamp->energy;
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copy_v3_v3(lamp->dyncol, lamp->col);
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}
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