Fix T41408: Render layer pass bug, second attempt
Missed some passes in the previous commit. Now seems all the passes are covered, at least with my understanding of the things. There're some weird things going around with the refraction pass, but that is caused by some other issue in the code. Would rather call it a TODO for now.
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blender-bot
2023-02-14 10:14:10 +01:00
Referenced by issue #41408, Render layer pass bug
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@ -1706,9 +1706,19 @@ static void wrld_exposure_correct(float diff[3])
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void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
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{
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/* Passes which might need to know material color.
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*
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* It seems to be faster to just calculate material color
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* even if the pass doesn't really need it than tryign to
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* figure out whether color is really needed or not.
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*/
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const int color_passes =
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SCE_PASS_COMBINED | SCE_PASS_RGBA | SCE_PASS_DIFFUSE | SCE_PASS_SPEC |
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SCE_PASS_REFLECT | SCE_PASS_NORMAL | SCE_PASS_REFRACT | SCE_PASS_EMIT;
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Material *ma= shi->mat;
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int passflag= shi->passflag;
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memset(shr, 0, sizeof(ShadeResult));
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if (!(shi->mode & MA_TRANSP)) shi->alpha = 1.0f;
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@ -1723,7 +1733,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
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shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f;
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/* material color itself */
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if (passflag & (SCE_PASS_COMBINED|SCE_PASS_RGBA|SCE_PASS_DIFFUSE|SCE_PASS_SPEC)) {
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if (passflag & color_passes) {
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if (ma->mode & (MA_FACETEXTURE)) {
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shi->r= shi->vcol[0];
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shi->g= shi->vcol[1];
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