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source/blender/draw/engines/eevee/eevee_engine.c
| Show All 23 Lines | |||||
| */ | */ | ||||
| #include "DNA_world_types.h" | #include "DNA_world_types.h" | ||||
| #include "DRW_render.h" | #include "DRW_render.h" | ||||
| #include "BLI_dynstr.h" | #include "BLI_dynstr.h" | ||||
| #include "BLI_rand.h" | #include "BLI_rand.h" | ||||
| #include "BKE_object.h" | |||||
| #include "GPU_material.h" | #include "GPU_material.h" | ||||
| #include "GPU_glew.h" | #include "GPU_glew.h" | ||||
| #include "eevee_engine.h" | #include "eevee_engine.h" | ||||
| #include "eevee_private.h" | #include "eevee_private.h" | ||||
| #define EEVEE_ENGINE "BLENDER_EEVEE" | #define EEVEE_ENGINE "BLENDER_EEVEE" | ||||
| ▲ Show 20 Lines • Show All 48 Lines • ▼ Show 20 Lines | static void EEVEE_cache_populate(void *vedata, Object *ob) | ||||
| const bool is_active = (ob == draw_ctx->obact); | const bool is_active = (ob == draw_ctx->obact); | ||||
| if (is_active) { | if (is_active) { | ||||
| if (DRW_object_is_mode_shade(ob) == true) { | if (DRW_object_is_mode_shade(ob) == true) { | ||||
| return; | return; | ||||
| } | } | ||||
| } | } | ||||
| if (ELEM(ob->type, OB_MESH)) { | if (ELEM(ob->type, OB_MESH)) { | ||||
| if (!BKE_object_is_visible(ob)) { | |||||
| return; | |||||
| } | |||||
| EEVEE_materials_cache_populate(vedata, sldata, ob); | EEVEE_materials_cache_populate(vedata, sldata, ob); | ||||
| const bool cast_shadow = true; | const bool cast_shadow = true; | ||||
| if (cast_shadow) { | if (cast_shadow) { | ||||
| if ((ob->base_flag & BASE_FROMDUPLI) != 0) { | if ((ob->base_flag & BASE_FROMDUPLI) != 0) { | ||||
| /* TODO: Special case for dupli objects because we cannot save the object pointer. */ | /* TODO: Special case for dupli objects because we cannot save the object pointer. */ | ||||
| } | } | ||||
| ▲ Show 20 Lines • Show All 240 Lines • Show Last 20 Lines | |||||