- spec hardness was missing redraw update
- missed rna rename in image ui - use BLI_math functions in gpu_draw.c (no functional changes)
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@@ -391,7 +391,7 @@ class IMAGE_PT_game_properties(bpy.types.Panel):
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col.prop(ima, "use_tiles")
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sub = col.column(align=True)
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sub.active = ima.tiles or ima.use_animation
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sub.active = ima.use_tiles or ima.use_animation
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sub.prop(ima, "tiles_x", text="X")
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sub.prop(ima, "tiles_y", text="Y")
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@@ -903,9 +903,7 @@ static struct GPUMaterialState {
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static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma)
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{
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if (bmat->mode & MA_SHLESS) {
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smat->diff[0]= bmat->r;
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smat->diff[1]= bmat->g;
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smat->diff[2]= bmat->b;
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copy_v3_v3(smat->diff, &bmat->r);
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smat->diff[3]= 1.0;
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if(gamma) {
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@@ -913,14 +911,10 @@ static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat,
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}
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}
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else {
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smat->diff[0]= (bmat->ref + bmat->emit) * bmat->r;
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smat->diff[1]= (bmat->ref + bmat->emit) * bmat->g;
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smat->diff[2]= (bmat->ref + bmat->emit) * bmat->b;
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madd_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
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smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
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smat->spec[0]= bmat->spec * bmat->specr;
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smat->spec[1]= bmat->spec * bmat->specg;
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smat->spec[2]= bmat->spec * bmat->specb;
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madd_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
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smat->spec[3]= 1.0; /* always 1 */
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smat->hard= CLAMPIS(bmat->har, 0, 128);
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@@ -1049,14 +1043,10 @@ int GPU_enable_material(int nr, void *attribs)
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memset(&GMS, 0, sizeof(GMS));
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diff[0]= (defmaterial.ref+defmaterial.emit)*defmaterial.r;
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diff[1]= (defmaterial.ref+defmaterial.emit)*defmaterial.g;
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diff[2]= (defmaterial.ref+defmaterial.emit)*defmaterial.b;
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madd_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
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diff[3]= 1.0;
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spec[0]= defmaterial.spec*defmaterial.specr;
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spec[1]= defmaterial.spec*defmaterial.specg;
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spec[2]= defmaterial.spec*defmaterial.specb;
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madd_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
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spec[3]= 1.0;
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
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@@ -1269,14 +1259,14 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4
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if(la->type==LA_SUN) {
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/* sun lamp */
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VECCOPY(direction, base->object->obmat[2]);
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copy_v3_v3(direction, base->object->obmat[2]);
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direction[3]= 0.0;
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glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
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}
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else {
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/* other lamps with attenuation */
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VECCOPY(position, base->object->obmat[3]);
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copy_v3_v3(position, base->object->obmat[3]);
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position[3]= 1.0f;
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glLightfv(GL_LIGHT0+count, GL_POSITION, position);
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@@ -1286,9 +1276,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4
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if(la->type==LA_SPOT) {
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/* spot lamp */
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direction[0]= -base->object->obmat[2][0];
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direction[1]= -base->object->obmat[2][1];
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direction[2]= -base->object->obmat[2][2];
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negate_v3_v3(direction, base->object->obmat[2]);
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glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
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glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0);
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glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0*la->spotblend);
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@@ -1298,9 +1286,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4
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}
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/* setup energy */
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energy[0]= la->energy*la->r;
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energy[1]= la->energy*la->g;
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energy[2]= la->energy*la->b;
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madd_v3_v3fl(energy, &la->r, la->energy);
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energy[3]= 1.0;
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glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy);
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@@ -1383,7 +1383,7 @@ static void rna_def_material_specularity(StructRNA *srna)
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RNA_def_property_int_sdna(prop, NULL, "har");
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RNA_def_property_range(prop, 1, 511);
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RNA_def_property_ui_text(prop, "Specular Hardness", "");
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RNA_def_property_update(prop, 0, "rna_Material_update");
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RNA_def_property_update(prop, 0, "rna_Material_draw_update");
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prop= RNA_def_property(srna, "specular_ior", PROP_FLOAT, PROP_NONE);
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RNA_def_property_float_sdna(prop, NULL, "refrac");
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