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source/blender/gpu/intern/gpu_lamp.c
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| #include "GPU_glew.h" | #include "GPU_glew.h" | ||||
| #include "GPU_lamp.h" | #include "GPU_lamp.h" | ||||
| #include "GPU_material.h" | #include "GPU_material.h" | ||||
| #include "GPU_shader.h" | #include "GPU_shader.h" | ||||
| #include "GPU_texture.h" | #include "GPU_texture.h" | ||||
| #include "gpu_lamp_private.h" | #include "gpu_lamp_private.h" | ||||
| bool GPU_lamp_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma) | bool GPU_lamp_visible(GPULamp *lamp, Material *ma) | ||||
| { | { | ||||
| if (lamp->hide) | if (lamp->hide) | ||||
| return false; | return false; | ||||
| else if (srl && srl->light_override) | |||||
| return BKE_group_object_exists(srl->light_override, lamp->ob); | |||||
| else if (ma && ma->group) | else if (ma && ma->group) | ||||
| return BKE_group_object_exists(ma->group, lamp->ob); | return BKE_group_object_exists(ma->group, lamp->ob); | ||||
| else | else | ||||
| return true; | return true; | ||||
| } | } | ||||
| static void gpu_lamp_calc_winmat(GPULamp *lamp) | static void gpu_lamp_calc_winmat(GPULamp *lamp) | ||||
| { | { | ||||
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