Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
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@@ -2416,7 +2416,7 @@ 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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SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL;
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BLI_listbase_clear(&shadows);
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@@ -137,7 +137,7 @@ 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(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock);
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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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int GPU_material_bound(GPUMaterial *material);
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@@ -1375,6 +1375,7 @@ static struct GPUMaterialState {
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Object *gob;
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Scene *gscene;
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int glay;
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bool gscenelock;
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float (*gviewmat)[4];
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float (*gviewinv)[4];
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@@ -1463,6 +1464,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
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GMS.gscene = scene;
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GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
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GMS.glay= (v3d->localvd)? v3d->localvd->lay: v3d->lay; /* keep lamps visible in local view */
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GMS.gscenelock = (v3d->scenelock != 0);
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GMS.gviewmat= rv3d->viewmat;
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GMS.gviewinv= rv3d->viewinv;
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@@ -1623,7 +1625,7 @@ int GPU_enable_material(int nr, void *attribs)
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gpumat = GPU_material_from_blender(GMS.gscene, mat);
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GPU_material_vertex_attributes(gpumat, gattribs);
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GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv);
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GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gscenelock);
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auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
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GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale);
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@@ -270,13 +270,13 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m
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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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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock)
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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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SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
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if (srl)
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viewlay &= srl->lay;
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@@ -77,7 +77,7 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
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view.getValue((float*)viewmat);
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viewinv.getValue((float*)viewinvmat);
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GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat);
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GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, false);
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}
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else
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GPU_material_unbind(mGPUMat);
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