[Bf-blender-cvs] [e6aa349c687] master: CodeCleanup: eevee_materials Use Struct Assignments

Jeroen Bakker noreply at git.blender.org
Fri Mar 6 10:29:41 CET 2020


Commit: e6aa349c687997451b7d7a2d7ee49be32efd21b0
Author: Jeroen Bakker
Date:   Fri Mar 6 10:28:02 2020 +0100
Branches: master
https://developer.blender.org/rBe6aa349c687997451b7d7a2d7ee49be32efd21b0

CodeCleanup: eevee_materials Use Struct Assignments

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

M	source/blender/draw/engines/eevee/eevee_materials.c

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

diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 5e62a800fc5..a37c063adf6 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -723,42 +723,24 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
   {
     /* Create RenderPass UBO */
     if (sldata->renderpass_ubo[0] == NULL) {
-      sldata->renderpass_data[0].renderPassDiffuse = true;
-      sldata->renderpass_data[0].renderPassDiffuseLight = true;
-      sldata->renderpass_data[0].renderPassGlossy = true;
-      sldata->renderpass_data[0].renderPassGlossyLight = true;
-      sldata->renderpass_data[0].renderPassEmit = true;
-      sldata->renderpass_data[0].renderPassSSSColor = false;
-      sldata->renderpass_data[1].renderPassDiffuse = true;
-      sldata->renderpass_data[1].renderPassDiffuseLight = false;
-      sldata->renderpass_data[1].renderPassGlossy = false;
-      sldata->renderpass_data[1].renderPassGlossyLight = false;
-      sldata->renderpass_data[1].renderPassEmit = false;
-      sldata->renderpass_data[1].renderPassSSSColor = true;
-      sldata->renderpass_data[2].renderPassDiffuse = true;
-      sldata->renderpass_data[2].renderPassDiffuseLight = true;
-      sldata->renderpass_data[2].renderPassGlossy = false;
-      sldata->renderpass_data[2].renderPassGlossyLight = false;
-      sldata->renderpass_data[2].renderPassEmit = false;
-      sldata->renderpass_data[2].renderPassSSSColor = false;
-      sldata->renderpass_data[3].renderPassDiffuse = false;
-      sldata->renderpass_data[3].renderPassDiffuseLight = false;
-      sldata->renderpass_data[3].renderPassGlossy = true;
-      sldata->renderpass_data[3].renderPassGlossyLight = false;
-      sldata->renderpass_data[3].renderPassEmit = false;
-      sldata->renderpass_data[3].renderPassSSSColor = false;
-      sldata->renderpass_data[4].renderPassDiffuse = false;
-      sldata->renderpass_data[4].renderPassDiffuseLight = false;
-      sldata->renderpass_data[4].renderPassGlossy = true;
-      sldata->renderpass_data[4].renderPassGlossyLight = true;
-      sldata->renderpass_data[4].renderPassEmit = false;
-      sldata->renderpass_data[4].renderPassSSSColor = false;
-      sldata->renderpass_data[5].renderPassDiffuse = false;
-      sldata->renderpass_data[5].renderPassDiffuseLight = false;
-      sldata->renderpass_data[5].renderPassGlossy = false;
-      sldata->renderpass_data[5].renderPassGlossyLight = false;
-      sldata->renderpass_data[5].renderPassEmit = true;
-      sldata->renderpass_data[5].renderPassSSSColor = false;
+      /* EEVEE_RENDER_PASS_COMBINED */
+      sldata->renderpass_data[0] = (const EEVEE_RenderPassData){
+          true, true, true, true, true, false};
+      /* EEVEE_RENDER_PASS_DIFFUSE_COLOR */
+      sldata->renderpass_data[1] = (const EEVEE_RenderPassData){
+          true, false, false, false, false, true};
+      /* EEVEE_RENDER_PASS_DIFFUSE_LIGHT */
+      sldata->renderpass_data[2] = (const EEVEE_RenderPassData){
+          true, true, false, false, false, false};
+      /* EEVEE_RENDER_PASS_SPECULAR_COLOR */
+      sldata->renderpass_data[3] = (const EEVEE_RenderPassData){
+          false, false, true, false, false, false};
+      /* EEVEE_RENDER_PASS_SPECULAR_LIGHT */
+      sldata->renderpass_data[4] = (const EEVEE_RenderPassData){
+          false, false, true, true, false, false};
+      /* EEVEE_RENDER_PASS_EMIT */
+      sldata->renderpass_data[5] = (const EEVEE_RenderPassData){
+          false, false, false, false, true, false};
 
       for (int i = 0; i < MAX_MATERIAL_RENDER_PASSES_UBO; i++) {
         sldata->renderpass_ubo[i] = DRW_uniformbuffer_create(sizeof(EEVEE_RenderPassData),



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