SceneRenderLayer > SceneLayer: Convert Lay

There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead
of taking things from it bit by bit.
This commit is contained in:
Dalai Felinto
2017-11-15 15:01:57 -02:00
parent 0a6df6b173
commit 8ba6103e66
20 changed files with 33 additions and 66 deletions

View File

@@ -1463,7 +1463,6 @@ static struct GPUMaterialState {
DupliObject *dob;
Scene *gscene;
int glay;
bool gscenelock;
float (*gviewmat)[4];
float (*gviewinv)[4];
float (*gviewcamtexcofac);
@@ -1621,7 +1620,6 @@ void GPU_begin_object_materials(
GMS.is_opensubdiv = use_opensubdiv;
GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
GMS.glay = (v3d->localvd) ? v3d->localvd->lay : v3d->lay; /* keep lamps visible in local view */
GMS.gscenelock = (v3d->scenelock != 0);
GMS.gviewmat = rv3d->viewmat;
GMS.gviewinv = rv3d->viewinv;
GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
@@ -1837,7 +1835,7 @@ int GPU_object_material_bind(int nr, void *attribs)
GPU_material_bind(
gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info, object_info);