[Bf-blender-cvs] [60ab0b84182] master: Fix T52298: hidden lamps still compute shadow buffers in viewport.

Brecht Van Lommel noreply at git.blender.org
Sat Aug 12 14:10:51 CEST 2017


Commit: 60ab0b841827457fe0f8a321afca5bbc8ea9ff50
Author: Brecht Van Lommel
Date:   Sat Aug 12 13:22:26 2017 +0200
Branches: master
https://developer.blender.org/rB60ab0b841827457fe0f8a321afca5bbc8ea9ff50

Fix T52298: hidden lamps still compute shadow buffers in viewport.

===================================================================

M	source/blender/editors/space_view3d/view3d_draw.c
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_material.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 250e6559b8f..6f8120a747b 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2592,7 +2592,7 @@ static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
 		if (layers &&
 		    GPU_lamp_has_shadow_buffer(lamp) &&
 		    /* keep last, may do string lookup */
-		    GPU_lamp_override_visible(lamp, srl, NULL))
+		    GPU_lamp_visible(lamp, srl, NULL))
 		{
 			shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
 			shadow->lamp = lamp;
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 6db23686832..dbfcd4d1ea4 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -226,7 +226,7 @@ void GPU_material_free(struct ListBase *gpumaterial);
 
 void GPU_materials_free(void);
 
-bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
+bool GPU_lamp_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
 void GPU_material_bind(
         GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
         float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 1f3ae7f708a..f39cad20b9b 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -312,9 +312,11 @@ void GPU_material_free(ListBase *gpumaterial)
 	BLI_freelistN(gpumaterial);
 }
 
-bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
+bool GPU_lamp_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
 {
-	if (srl && srl->light_override)
+	if (lamp->hide)
+		return false;
+	else if (srl && srl->light_override)
 		return BKE_group_object_exists(srl->light_override, lamp->ob);
 	else if (ma && ma->group)
 		return BKE_group_object_exists(ma->group, lamp->ob);
@@ -338,8 +340,8 @@ void GPU_material_bind(
 			for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) {
 				GPULamp *lamp = nlink->data;
 				
-				if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) &&
-				    GPU_lamp_override_visible(lamp, srl, material->ma))
+				if ((lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) &&
+				    GPU_lamp_visible(lamp, srl, material->ma))
 				{
 					lamp->dynenergy = lamp->energy;
 					copy_v3_v3(lamp->dyncol, lamp->col);




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