Small cleanup
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e32ec677c3
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8277609810
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@ -522,7 +522,6 @@ static void EEVEE_cache_init(void *vedata)
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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psl->default_pass = DRW_pass_create("Default Shader Pass", state);
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/* NOTE : this shading grp does not contain any geom, it's just here to setup uniforms & textures. */
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stl->g_data->default_lit_grp = DRW_shgroup_create(e_data.default_lit, psl->default_pass);
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DRW_shgroup_uniform_block(stl->g_data->default_lit_grp, "light_block", stl->light_ubo, 0);
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DRW_shgroup_uniform_block(stl->g_data->default_lit_grp, "shadow_block", stl->shadow_ubo, 1);
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@ -620,13 +619,6 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
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}
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}
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else {
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/* TODO, support for all geometry types (non mesh geometry) */
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DRW_shgroup_call_add(stl->g_data->default_lit_grp, geom, ob->obmat);
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// DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat);
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// eevee_cascade_shadow_shgroup(psl, stl, geom, ob->obmat);
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// eevee_cube_shadow_shgroup(psl, stl, geom, ob->obmat);
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}
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// GPUMaterial *gpumat = GPU_material_from_nodetree(struct bNodeTree *ntree, ListBase *gpumaterials, void *engine_type, int options)
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// DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat);
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@ -649,7 +649,6 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa
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/* TODO : Ideally we should not convert. But since the whole codegen
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* is relying on GPUPass we keep it as is for now. */
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GPUPass *gpupass = GPU_material_get_pass(material);
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if (!gpupass) {
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@ -670,7 +669,6 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa
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GPUTexture *tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, 1);
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if (input->bindtex) {
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/* TODO maybe track texture slot usage to avoid clash with engine textures */
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DRW_shgroup_uniform_texture(grp, input->shadername, tex);
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}
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}
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