SceneRenderLayer > SceneLayer: Convert Z-Mask

Note: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).
This commit is contained in:
Dalai Felinto
2017-11-15 12:08:59 -02:00
parent e22ca0fb86
commit d276e45ee6
10 changed files with 33 additions and 16 deletions

View File

@@ -314,7 +314,6 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
BLI_strncpy(rl->name, srl->name, sizeof(rl->name));
rl->lay = srl->lay;
rl->lay_zmask = srl->lay_zmask;
rl->layflag = srl->layflag;
rl->passflag = srl->passflag; /* for debugging: srl->passflag | SCE_PASS_RAYHITS; */
rl->pass_xor = srl->pass_xor;

View File

@@ -2066,7 +2066,7 @@ void zbuffer_solid(RenderPart *pa, RenderLayer *rl, void(*fillfunc)(RenderPart *
ObjectRen *obr;
float obwinmat[4][4], winmat[4][4], bounds[4];
float ho1[4], ho2[4], ho3[4], ho4[4]={0};
unsigned int lay= rl->lay, lay_zmask= rl->lay_zmask;
unsigned int lay= rl->lay, lay_zmask= 0;
int i, v, zvlnr, zsample, samples, c1, c2, c3, c4=0;
short nofill=0, env=0, wire=0, zmaskpass=0;
const bool all_z = (rl->layflag & SCE_LAY_ALL_Z) && !(rl->layflag & SCE_LAY_ZMASK);