Commit: c11aea538fba391b8c6416f598f03ba3df1e88cb
Author: Clément Foucault
Date: Sat May 9 03:43:24 2020 +0200
Branches: tmp-eevee-material-refactor
https://developer.blender.org/rBc11aea538fba391b8c6416f598f03ba3df1e88cb
Cleanup: DRW: Remove unused
DRW_shgroup_hair_create/DRW_shgroup_material_hair_create
===================================================================
M source/blender/draw/intern/draw_common.h
M source/blender/draw/intern/draw_hair.c
===================================================================
diff --git a/source/blender/draw/intern/draw_common.h
b/source/blender/draw/intern/draw_common.h
index f14cdc0dbde..656d72b2808 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -172,23 +172,11 @@ bool DRW_object_axis_orthogonal_to_view(Object *ob, int
axis);
/* This creates a shading group with display hairs.
* The draw call is already added by this function, just add additional
uniforms. */
-struct DRWShadingGroup *DRW_shgroup_hair_create(struct Object *object,
- struct ParticleSystem *psys,
- struct ModifierData *md,
- struct DRWPass *hair_pass,
- struct GPUShader *shader);
-
struct DRWShadingGroup *DRW_shgroup_hair_create_sub(struct Object *object,
struct ParticleSystem
*psys,
struct ModifierData *md,
struct DRWShadingGroup
*shgrp);
-struct DRWShadingGroup *DRW_shgroup_material_hair_create(struct Object *object,
- struct ParticleSystem
*psys,
- struct ModifierData
*md,
- struct DRWPass
*hair_pass,
- struct GPUMaterial
*material);
-
void DRW_hair_init(void);
void DRW_hair_update(void);
void DRW_hair_free(void);
diff --git a/source/blender/draw/intern/draw_hair.c
b/source/blender/draw/intern/draw_hair.c
index ed7c72ac116..8c1c68ec156 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -124,13 +124,10 @@ void DRW_hair_init(void)
}
}
-static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
- ParticleSystem
*psys,
- ModifierData *md,
- DRWPass
*hair_pass,
- DRWShadingGroup
*shgrp_parent,
- struct
GPUMaterial *gpu_mat,
- GPUShader
*gpu_shader)
+DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
+ ParticleSystem *psys,
+ ModifierData *md,
+ DRWShadingGroup *shgrp_parent)
{
/* TODO(fclem): Pass the scene as parameter */
const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -154,24 +151,7 @@ static DRWShadingGroup
*drw_shgroup_create_hair_procedural_ex(Object *object,
need_ft_update = hair_ensure_procedural_data(object, &hair_cache, subdiv,
thickness_res);
}
- DRWShadingGroup *shgrp;
- if (shgrp_parent) {
- shgrp = DRW_shgroup_create_sub(shgrp_parent);
- }
- else if (gpu_mat) {
- shgrp = DRW_shgroup_material_create(gpu_mat, hair_pass);
- }
- else if (gpu_shader) {
- shgrp = DRW_shgroup_create(gpu_shader, hair_pass);
- }
- else {
- shgrp = NULL;
- BLI_assert(0);
- }
-
- if (shgrp == NULL) {
- return NULL;
- }
+ DRWShadingGroup *shgrp = DRW_shgroup_create_sub(shgrp_parent);
/* TODO optimize this. Only bind the ones GPUMaterial needs. */
for (int i = 0; i < hair_cache->num_uv_layers; i++) {
@@ -287,29 +267,6 @@ static DRWShadingGroup
*drw_shgroup_create_hair_procedural_ex(Object *object,
return shgrp;
}
-DRWShadingGroup *DRW_shgroup_hair_create(
- Object *object, ParticleSystem *psys, ModifierData *md, DRWPass
*hair_pass, GPUShader *shader)
-{
- return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass,
NULL, NULL, shader);
-}
-
-DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
- ParticleSystem *psys,
- ModifierData *md,
- DRWShadingGroup *shgrp)
-{
- return drw_shgroup_create_hair_procedural_ex(object, psys, md, NULL, shgrp,
NULL, NULL);
-}
-
-DRWShadingGroup *DRW_shgroup_material_hair_create(Object *object,
- ParticleSystem *psys,
- ModifierData *md,
- DRWPass *hair_pass,
- struct GPUMaterial *material)
-{
- return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass,
NULL, material, NULL);
-}
-
void DRW_hair_update(void)
{
#ifndef USE_TRANSFORM_FEEDBACK
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