[Bf-blender-cvs] [636fe3df0e9] master: CodeCleanup: Workbench

Jeroen Bakker noreply at git.blender.org
Fri Feb 7 14:16:13 CET 2020


Commit: 636fe3df0e95999d5a2029c913a8812fd95fe25a
Author: Jeroen Bakker
Date:   Fri Feb 7 14:14:50 2020 +0100
Branches: master
https://developer.blender.org/rB636fe3df0e95999d5a2029c913a8812fd95fe25a

CodeCleanup: Workbench

Code was already hidden by a compile directive.

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

M	source/blender/draw/engines/workbench/workbench_forward.c
M	source/blender/draw/engines/workbench/workbench_studiolight.c

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

diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index fcdf24d2d2f..05494b79af0 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -665,7 +665,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
     return;
   }
 
-  WORKBENCH_MaterialData *material;
+  WORKBENCH_MaterialData *material = NULL;
   if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
     const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
                                  !DRW_state_is_image_render();
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c
index 941a6741998..1fb0b394cb1 100644
--- a/source/blender/draw/engines/workbench/workbench_studiolight.c
+++ b/source/blender/draw/engines/workbench/workbench_studiolight.c
@@ -69,63 +69,6 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd,
   }
 
   copy_v3_v3(wd->ambient_color, studiolight->light_ambient);
-
-#if 0
-  BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_SPHERICAL_HARMONICS_COEFFICIENTS_CALCULATED);
-
-#  if STUDIOLIGHT_SH_BANDS == 2
-  /* Use Geomerics non-linear SH. */
-  mul_v3_v3fl(wd->spherical_harmonics_coefs[0], sl->spherical_harmonics_coefs[0], M_1_PI);
-  /* Swizzle to make shader code simpler. */
-  for (int i = 0; i < 3; i++) {
-    copy_v3_fl3(wd->spherical_harmonics_coefs[i + 1],
-                -sl->spherical_harmonics_coefs[3][i],
-                sl->spherical_harmonics_coefs[2][i],
-                -sl->spherical_harmonics_coefs[1][i]);
-
-    /* 1.5f is to improve the contrast a bit. */
-    mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], M_1_PI * 1.5f);
-  }
-
-  /* Precompute as much as we can. See shader code for derivation. */
-  float len_r1[3], lr1_r0[3], p[3], a[3];
-  for (int i = 0; i < 3; i++) {
-    mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 0.5f);
-    len_r1[i] = len_v3(wd->spherical_harmonics_coefs[i + 1]);
-    mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 1.0f / len_r1[i]);
-  }
-  /* lr1_r0 = lenR1 / R0; */
-  copy_v3_v3(lr1_r0, wd->spherical_harmonics_coefs[0]);
-  invert_v3(lr1_r0);
-  mul_v3_v3(lr1_r0, len_r1);
-  /* p = 1.0 + 2.0 * lr1_r0; */
-  copy_v3_v3(p, lr1_r0);
-  mul_v3_fl(p, 2.0f);
-  add_v3_fl(p, 1.0f);
-  /* a = (1.0 - lr1_r0) / (1.0 + lr1_r0); */
-  copy_v3_v3(a, lr1_r0);
-  add_v3_fl(a, 1.0f);
-  invert_v3(a);
-  negate_v3(lr1_r0);
-  add_v3_fl(lr1_r0, 1.0f);
-  mul_v3_v3(a, lr1_r0);
-  /* sh_coefs[4] = p; */
-  copy_v3_v3(wd->spherical_harmonics_coefs[4], p);
-  /* sh_coefs[5] = R0 * a; */
-  mul_v3_v3v3(wd->spherical_harmonics_coefs[5], wd->spherical_harmonics_coefs[0], a);
-  /* sh_coefs[0] = R0 * (1.0 - a) * (p + 1.0); */
-  negate_v3(a);
-  add_v3_fl(a, 1.0f);
-  add_v3_fl(p, 1.0f);
-  mul_v3_v3(a, p);
-  mul_v3_v3(wd->spherical_harmonics_coefs[0], a);
-#  else
-  for (int i = 0; i < STUDIOLIGHT_SH_EFFECTIVE_COEFS_LEN; i++) {
-    /* Can't memcpy because of alignment */
-    copy_v3_v3(wd->spherical_harmonics_coefs[i], sl->spherical_harmonics_coefs[i]);
-  }
-#  endif
-#endif
 }
 
 static void compute_parallel_lines_nor_and_dist(const float v1[2],



More information about the Bf-blender-cvs mailing list