SceneRenderLayer > SceneLayer: Remove light_override

This commit is contained in:
Dalai Felinto
2017-11-14 16:32:13 -02:00
parent 9ce2370ce4
commit f15c63b0c2
19 changed files with 4 additions and 56 deletions

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@@ -112,7 +112,6 @@ typedef struct RenderLayer {
int layflag, passflag, pass_xor;
struct Material *mat_override;
struct Group *light_override;
/* MULTIVIEW_TODO: acolrect and scolrect are not supported by multiview at the moment.
* If they are really required they should be in RenderView instead */

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@@ -179,7 +179,6 @@ typedef struct ShadeInput {
unsigned int lay;
int layflag, passflag, combinedflag;
short object_pass_index;
struct Group *light_override;
struct Material *mat_override;
#ifdef RE_RAYCOUNTER

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@@ -4030,16 +4030,6 @@ static void set_material_lightgroups(Render *re)
}
}
static void set_renderlayer_lightgroups(Render *re, Scene *sce)
{
SceneRenderLayer *srl;
for (srl= sce->r.layers.first; srl; srl= srl->next) {
if (srl->light_override)
add_lightgroup(re, srl->light_override, 0);
}
}
/* ------------------------------------------------------------------------- */
/* World */
/* ------------------------------------------------------------------------- */
@@ -5184,7 +5174,6 @@ static void database_init_objects(Render *re, unsigned int UNUSED(renderlay), in
/* used to be 'rotate scene' */
void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int lay, int use_camera_view)
{
Scene *sce;
Object *camera;
float mat[4][4];
float amb[3];
@@ -5261,8 +5250,6 @@ void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int l
if (!re->test_break(re->tbh)) {
set_material_lightgroups(re);
for (sce= re->scene; sce; sce= sce->set)
set_renderlayer_lightgroups(re, sce);
/* for now some clumsy copying still */
re->i.totvert= re->totvert;

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@@ -742,7 +742,6 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, con
shi.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */
shi.combinedflag= 0xFFFFFF; /* ray trace does all options */
//shi.do_preview = false; // memset above, so don't need this
shi.light_override= origshi->light_override;
shi.mat_override= origshi->mat_override;
shade_ray(&isec, &shi, &shr);

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@@ -318,7 +318,6 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
rl->layflag = srl->layflag;
rl->passflag = srl->passflag; /* for debugging: srl->passflag | SCE_PASS_RAYHITS; */
rl->pass_xor = srl->pass_xor;
rl->light_override = srl->light_override;
rl->mat_override = srl->mat_override;
rl->rectx = rectx;
rl->recty = recty;

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@@ -1661,7 +1661,6 @@ void zbufshade_sss_tile(RenderPart *pa)
ssamp.shi[0].passflag |= SCE_PASS_RGBA|SCE_PASS_COMBINED;
ssamp.shi[0].combinedflag &= ~(SCE_PASS_SPEC);
ssamp.shi[0].mat_override= NULL;
ssamp.shi[0].light_override= NULL;
lay= ssamp.shi[0].lay;
/* create the pixelstrs to be used later */

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@@ -1305,7 +1305,6 @@ void shade_input_initialize(ShadeInput *shi, RenderPart *pa, RenderLayer *rl, in
shi->passflag = rl->passflag;
shi->combinedflag = ~rl->pass_xor;
shi->mat_override = rl->mat_override;
shi->light_override = rl->light_override;
// shi->rl= rl;
/* note shi.depth==0 means first hit, not raytracing */

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@@ -73,8 +73,6 @@ ListBase *get_lights(ShadeInput *shi)
if (R.r.scemode & R_BUTS_PREVIEW)
return &R.lights;
if (shi->light_override)
return &shi->light_override->gobject;
if (shi->mat && shi->mat->group)
return &shi->mat->group->gobject;
@@ -2090,13 +2088,6 @@ float RE_lamp_get_data(ShadeInput *shi, Object *lamp_obj, float col[4], float lv
return 0.0f;
}
if (shi->light_override) {
for (go = shi->light_override->gobject.first; go; go = go->next) {
if (go->ob == lamp_obj)
return lamp_get_data_internal(shi, go, col, lv, dist, shadow);
}
}
if (shi->mat && shi->mat->group) {
for (go = shi->mat->group->gobject.first; go; go = go->next) {
if (go->ob == lamp_obj)

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@@ -172,7 +172,6 @@ static void shade_intersection(ShadeInput *shi, float col_r[4], Isect *is)
shi_new.lay = shi->lay;
shi_new.passflag = SCE_PASS_COMBINED; /* result of tracing needs no pass info */
shi_new.combinedflag = 0xFFFFFF; /* ray trace does all options */
shi_new.light_override = shi->light_override;
shi_new.mat_override = shi->mat_override;
copy_v3_v3(shi_new.camera_co, is->start);