static void material_changed(Main *bmain, Material *ma)
{
	Material *parent;
	Object *ob;
	Scene *scene;
	int texture_draw = false;

	/* icons */
	BKE_icon_changed(BKE_icon_id_ensure(&ma->id));

	/* glsl */
	if (ma->gpumaterial.first)
		GPU_material_free(&ma->gpumaterial);

	/* find node materials using this */
	for (parent = bmain->mat.first; parent; parent = parent->id.next) {
		if (parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma)) {
			/* pass */
		}
		else {
			continue;
		}

		BKE_icon_changed(BKE_icon_id_ensure(&parent->id));

		if (parent->gpumaterial.first)
			GPU_material_free(&parent->gpumaterial);
	}

	/* find if we have a scene with textured display */
	for (scene = bmain->scene.first; scene; scene = scene->id.next) {
		if (scene->customdata_mask & CD_MASK_MTFACE) {
			texture_draw = true;
			break;
		}
	}

	/* find textured objects */
	if (texture_draw) {
		for (ob = bmain->object.first; ob; ob = ob->id.next) {
			DerivedMesh *dm = ob->derivedFinal;
			Material ***material = give_matarar(ob);
			short a, *totmaterial = give_totcolp(ob);

			if (dm && totmaterial && material) {
				for (a = 0; a < *totmaterial; a++) {
					if ((*material)[a] == ma) {
						GPU_drawobject_free(dm);
						break;
					}
				}
			}
		}
	}

}
Esempio n. 2
0
/* call this with NULL to restore assigned ID pointers in preview scene */
static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
	Scene *sce;
	Base *base;
	
	if(pr_main==NULL) return NULL;
	
	sce= pr_main->scene.first;
	if(sce) {
		
		/* this flag tells render to not execute depsgraph or ipos etc */
		sce->r.scemode |= R_PREVIEWBUTS;
		/* set world always back, is used now */
		sce->world= pr_main->world.first;
		/* now: exposure copy */
		if(scene->world) {
			sce->world->exp= scene->world->exp;
			sce->world->range= scene->world->range;
		}
		
		sce->r.color_mgt_flag = scene->r.color_mgt_flag;
		
		/* prevent overhead for small renders and icons (32) */
		if(id && sp->sizex < 40)
			sce->r.xparts= sce->r.yparts= 1;
		else
			sce->r.xparts= sce->r.yparts= 4;
		
		/* exception: don't color manage texture previews or icons */
		if((id && sp->pr_method==PR_ICON_RENDER) || id_type == ID_TE)
			sce->r.color_mgt_flag &= ~R_COLOR_MANAGEMENT;
		
		if((id && sp->pr_method==PR_ICON_RENDER) && id_type != ID_WO)
			sce->r.alphamode= R_ALPHAPREMUL;
		else
			sce->r.alphamode= R_ADDSKY;

		sce->r.cfra= scene->r.cfra;
		strcpy(sce->r.engine, scene->r.engine);
		
		if(id_type==ID_MA) {
			Material *mat= NULL, *origmat= (Material *)id;
			
			if(origmat) {
				/* work on a copy */
				mat= localize_material(origmat);
				sp->matcopy= mat;
				BLI_addtail(&pr_main->mat, mat);
				
				init_render_material(mat, 0, NULL);		/* call that retrieves mode_l */
				end_render_material(mat);
				
				/* un-useful option */
				if(sp->pr_method==PR_ICON_RENDER)
					mat->shade_flag &= ~MA_OBCOLOR;

				/* turn on raytracing if needed */
				if(mat->mode_l & MA_RAYMIRROR)
					sce->r.mode |= R_RAYTRACE;
				if(mat->material_type == MA_TYPE_VOLUME)
					sce->r.mode |= R_RAYTRACE;
				if((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
					sce->r.mode |= R_RAYTRACE;
				if(preview_mat_has_sss(mat, NULL))
					sce->r.mode |= R_SSS;
				
				/* turn off fake shadows if needed */
				/* this only works in a specific case where the preview.blend contains
				 * an object starting with 'c' which has a material linked to it (not the obdata)
				 * and that material has a fake shadow texture in the active texture slot */
				for(base= sce->base.first; base; base= base->next) {
					if(base->object->id.name[2]=='c') {
						Material *shadmat= give_current_material(base->object, base->object->actcol);
						if(shadmat) {
							if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
							else shadmat->septex |= 1;
						}
					}
				}
				
				/* turn off bounce lights for volume, 
				 * doesn't make much visual difference and slows it down too */
				if(mat->material_type == MA_TYPE_VOLUME) {
					for(base= sce->base.first; base; base= base->next) {
						if(base->object->type == OB_LAMP) {
							/* if doesn't match 'Lamp.002' --> main key light */
							if( strcmp(base->object->id.name+2, "Lamp.002") != 0 ) {
								base->object->restrictflag |= OB_RESTRICT_RENDER;
							}
						}
					}
				}

				
				if(sp->pr_method==PR_ICON_RENDER) {
					if (mat->material_type == MA_TYPE_HALO) {
						sce->lay= 1<<MA_FLAT;
					} 
					else {
						sce->lay= 1<<MA_SPHERE_A;
					}
				}
				else {
					sce->lay= 1<<mat->pr_type;
					if(mat->nodetree && sp->pr_method==PR_NODE_RENDER) {
						/* two previews, they get copied by wmJob */
						ntreeInitPreview(mat->nodetree, sp->sizex, sp->sizey);
						ntreeInitPreview(origmat->nodetree, sp->sizex, sp->sizey);
					}
				}
			}
			else {
				sce->r.mode &= ~(R_OSA|R_RAYTRACE|R_SSS);
				
			}
			
			for(base= sce->base.first; base; base= base->next) {
				if(base->object->id.name[2]=='p') {
					/* copy over object color, in case material uses it */
					copy_v4_v4(base->object->col, sp->col);
					
					if(ELEM4(base->object->type, OB_MESH, OB_CURVE, OB_SURF, OB_MBALL)) {
						/* don't use assign_material, it changed mat->id.us, which shows in the UI */
						Material ***matar= give_matarar(base->object);
						int actcol= MAX2(base->object->actcol > 0, 1) - 1;

						if(matar && actcol < base->object->totcol)
							(*matar)[actcol]= mat;
					} else if (base->object->type == OB_LAMP) {
						base->object->restrictflag &= ~OB_RESTRICT_RENDER;
					}
				}
			}
		}
		else if(id_type==ID_TE) {
			Tex *tex= NULL, *origtex= (Tex *)id;
			
			if(origtex) {
				tex= localize_texture(origtex);
				sp->texcopy= tex;
				BLI_addtail(&pr_main->tex, tex);
			}			
			sce->lay= 1<<MA_TEXTURE;
			
			for(base= sce->base.first; base; base= base->next) {
				if(base->object->id.name[2]=='t') {
					Material *mat= give_current_material(base->object, base->object->actcol);
					if(mat && mat->mtex[0]) {
						mat->mtex[0]->tex= tex;
						
						if(tex && sp->slot)
							mat->mtex[0]->which_output = sp->slot->which_output;
						
						/* show alpha in this case */
						if(tex==NULL || (tex->flag & TEX_PRV_ALPHA)) {
							mat->mtex[0]->mapto |= MAP_ALPHA;
							mat->alpha= 0.0f;
						}
						else {
							mat->mtex[0]->mapto &= ~MAP_ALPHA;
							mat->alpha= 1.0f;
						}
					}
				}
			}

			if(tex && tex->nodetree && sp->pr_method==PR_NODE_RENDER) {
				/* two previews, they get copied by wmJob */
				ntreeInitPreview(origtex->nodetree, sp->sizex, sp->sizey);
				ntreeInitPreview(tex->nodetree, sp->sizex, sp->sizey);
			}
		}
		else if(id_type==ID_LA) {
			Lamp *la= NULL, *origla= (Lamp *)id;

			/* work on a copy */
			if(origla) {
				la= localize_lamp(origla);
				sp->lampcopy= la;
				BLI_addtail(&pr_main->lamp, la);
			}
			
			if(la && la->type==LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
				sce->lay= 1<<MA_ATMOS;
				sce->world= scene->world;
				sce->camera= (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name)+2);
			}
			else {
				sce->lay= 1<<MA_LAMP;
				sce->world= NULL;
				sce->camera= (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name)+2);
			}
			sce->r.mode &= ~R_SHADOW;
			
			for(base= sce->base.first; base; base= base->next) {
				if(base->object->id.name[2]=='p') {
					if(base->object->type==OB_LAMP)
						base->object->data= la;
				}
			}
		}
		else if(id_type==ID_WO) {
			World *wrld= NULL, *origwrld= (World *)id;

			if(origwrld) {
				wrld= localize_world(origwrld);
				sp->worldcopy= wrld;
				BLI_addtail(&pr_main->world, wrld);
			}

			sce->lay= 1<<MA_SKY;
			sce->world= wrld;
		}
		
		return sce;
	}
	
	return NULL;
}
Esempio n. 3
0
/* call this with NULL to restore assigned ID pointers in preview scene */
static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
	Scene *sce;
	Base *base;
	Main *pr_main = sp->pr_main;
	
	sce = preview_get_scene(pr_main);
	if (sce) {
		
		/* this flag tells render to not execute depsgraph or ipos etc */
		sce->r.scemode |= R_PREVIEWBUTS;
		/* set world always back, is used now */
		sce->world = pr_main->world.first;
		/* now: exposure copy */
		if (scene->world) {
			sce->world->exp = scene->world->exp;
			sce->world->range = scene->world->range;
		}
		
		sce->r.color_mgt_flag = scene->r.color_mgt_flag;
		BKE_color_managed_display_settings_copy(&sce->display_settings, &scene->display_settings);

		BKE_color_managed_view_settings_free(&sce->view_settings);
		BKE_color_managed_view_settings_copy(&sce->view_settings, &scene->view_settings);
		
		/* prevent overhead for small renders and icons (32) */
		if (id && sp->sizex < 40) {
			sce->r.tilex = sce->r.tiley = 64;
		}
		else {
			sce->r.tilex = sce->r.xsch / 4;
			sce->r.tiley = sce->r.ysch / 4;
		}
		
		if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO)
			sce->r.alphamode = R_ALPHAPREMUL;
		else
			sce->r.alphamode = R_ADDSKY;

		sce->r.cfra = scene->r.cfra;

		if (id_type == ID_TE && sp->pr_method == PR_ICON_RENDER) {
			/* force blender internal for texture icons render,
			 * seems commonly used render engines does not support
			 * such kind of rendering
			 */
			BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
		}
		else {
			BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
		}
		
		if (id_type == ID_MA) {
			Material *mat = NULL, *origmat = (Material *)id;
			
			if (origmat) {
				/* work on a copy */
				mat = localize_material(origmat);
				sp->matcopy = mat;
				BLI_addtail(&pr_main->mat, mat);
				
				if (!BKE_scene_use_new_shading_nodes(scene)) {
					init_render_material(mat, 0, NULL);     /* call that retrieves mode_l */
					end_render_material(mat);
					
					/* un-useful option */
					if (sp->pr_method == PR_ICON_RENDER)
						mat->shade_flag &= ~MA_OBCOLOR;

					/* turn on raytracing if needed */
					if (mat->mode_l & MA_RAYMIRROR)
						sce->r.mode |= R_RAYTRACE;
					if (mat->material_type == MA_TYPE_VOLUME)
						sce->r.mode |= R_RAYTRACE;
					if ((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
						sce->r.mode |= R_RAYTRACE;
					if (preview_mat_has_sss(mat, NULL))
						sce->r.mode |= R_SSS;
					
					/* turn off fake shadows if needed */
					/* this only works in a specific case where the preview.blend contains
					 * an object starting with 'c' which has a material linked to it (not the obdata)
					 * and that material has a fake shadow texture in the active texture slot */
					for (base = sce->base.first; base; base = base->next) {
						if (base->object->id.name[2] == 'c') {
							Material *shadmat = give_current_material(base->object, base->object->actcol);
							if (shadmat) {
								if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
								else shadmat->septex |= 1;
							}
						}
					}
					
					/* turn off bounce lights for volume, 
					 * doesn't make much visual difference and slows it down too */
					if (mat->material_type == MA_TYPE_VOLUME) {
						for (base = sce->base.first; base; base = base->next) {
							if (base->object->type == OB_LAMP) {
								/* if doesn't match 'Lamp.002' --> main key light */
								if (strcmp(base->object->id.name + 2, "Lamp.002") != 0) {
									base->object->restrictflag |= OB_RESTRICT_RENDER;
								}
							}
						}
					}
				}
				else {
					/* use current scene world to light sphere */
					if (mat->pr_type == MA_SPHERE_A)
						sce->world = scene->world;
				}
				
				if (sp->pr_method == PR_ICON_RENDER) {
					if (mat->material_type == MA_TYPE_HALO) {
						sce->lay = 1 << MA_FLAT;
					}
					else {
						sce->lay = 1 << MA_SPHERE_A;

						/* same as above, use current scene world to light sphere */
						if (BKE_scene_use_new_shading_nodes(scene))
							sce->world = scene->world;
					}
				}
				else {
					sce->lay = 1 << mat->pr_type;
					if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) {
						/* two previews, they get copied by wmJob */
						BKE_node_preview_init_tree(mat->nodetree, sp->sizex, sp->sizey, TRUE);
						BKE_node_preview_init_tree(origmat->nodetree, sp->sizex, sp->sizey, TRUE);
					}
				}
			}
			else {
				sce->r.mode &= ~(R_OSA | R_RAYTRACE | R_SSS);
				
			}
			
			for (base = sce->base.first; base; base = base->next) {
				if (base->object->id.name[2] == 'p') {
					/* copy over object color, in case material uses it */
					copy_v4_v4(base->object->col, sp->col);
					
					if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
						/* don't use assign_material, it changed mat->id.us, which shows in the UI */
						Material ***matar = give_matarar(base->object);
						int actcol = max_ii(base->object->actcol - 1, 0);

						if (matar && actcol < base->object->totcol)
							(*matar)[actcol] = mat;
					}
					else if (base->object->type == OB_LAMP) {
						base->object->restrictflag &= ~OB_RESTRICT_RENDER;
					}
				}
			}
		}
		else if (id_type == ID_TE) {
			Tex *tex = NULL, *origtex = (Tex *)id;
			
			if (origtex) {
				tex = localize_texture(origtex);
				sp->texcopy = tex;
				BLI_addtail(&pr_main->tex, tex);
			}
			sce->lay = 1 << MA_TEXTURE;
			
			for (base = sce->base.first; base; base = base->next) {
				if (base->object->id.name[2] == 't') {
					Material *mat = give_current_material(base->object, base->object->actcol);
					if (mat && mat->mtex[0]) {
						mat->mtex[0]->tex = tex;
						
						if (tex && sp->slot)
							mat->mtex[0]->which_output = sp->slot->which_output;

						mat->mtex[0]->mapto &= ~MAP_ALPHA;
						mat->alpha = 1.0f;

						/* show alpha in this case */
						if (tex == NULL || (tex->flag & TEX_PRV_ALPHA)) {
							if (!(tex && tex->type == TEX_IMAGE && (tex->imaflag & (TEX_USEALPHA | TEX_CALCALPHA)) == 0)) {
								mat->mtex[0]->mapto |= MAP_ALPHA;
								mat->alpha = 0.0f;
							}
						}
					}
				}
			}

			if (tex && tex->nodetree && sp->pr_method == PR_NODE_RENDER) {
				/* two previews, they get copied by wmJob */
				BKE_node_preview_init_tree(origtex->nodetree, sp->sizex, sp->sizey, TRUE);
				BKE_node_preview_init_tree(tex->nodetree, sp->sizex, sp->sizey, TRUE);
			}
		}
		else if (id_type == ID_LA) {
			Lamp *la = NULL, *origla = (Lamp *)id;

			/* work on a copy */
			if (origla) {
				la = localize_lamp(origla);
				sp->lampcopy = la;
				BLI_addtail(&pr_main->lamp, la);
			}

			sce->lay = 1 << MA_LAMP;

			if (!BKE_scene_use_new_shading_nodes(scene)) {
				if (la && la->type == LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
					sce->lay = 1 << MA_ATMOS;
					sce->world = scene->world;
					sce->camera = (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name) + 2);
				}
				else {
					sce->world = NULL;
					sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2);
				}
			}
				
			for (base = sce->base.first; base; base = base->next) {
				if (base->object->id.name[2] == 'p') {
					if (base->object->type == OB_LAMP)
						base->object->data = la;
				}
			}

			if (la && la->nodetree && sp->pr_method == PR_NODE_RENDER) {
				/* two previews, they get copied by wmJob */
				BKE_node_preview_init_tree(origla->nodetree, sp->sizex, sp->sizey, TRUE);
				BKE_node_preview_init_tree(la->nodetree, sp->sizex, sp->sizey, TRUE);
			}
		}
		else if (id_type == ID_WO) {
			World *wrld = NULL, *origwrld = (World *)id;

			if (origwrld) {
				wrld = localize_world(origwrld);
				sp->worldcopy = wrld;
				BLI_addtail(&pr_main->world, wrld);
			}

			sce->lay = 1 << MA_SKY;
			sce->world = wrld;

			if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) {
				/* two previews, they get copied by wmJob */
				BKE_node_preview_init_tree(wrld->nodetree, sp->sizex, sp->sizey, TRUE);
				BKE_node_preview_init_tree(origwrld->nodetree, sp->sizex, sp->sizey, TRUE);
			}
		}
		
		return sce;
	}
	
	return NULL;
}
static void texture_changed(Main *bmain, Tex *tex)
{
	Material *ma;
	Lamp *la;
	World *wo;
	Scene *scene;
	Object *ob;
	bNode *node;
	bool texture_draw = false;

	/* icons */
	BKE_icon_changed(BKE_icon_id_ensure(&tex->id));

	/* paint overlays */
	for (scene = bmain->scene.first; scene; scene = scene->id.next)
		BKE_paint_invalidate_overlay_tex(scene, tex);

	/* find materials */
	for (ma = bmain->mat.first; ma; ma = ma->id.next) {
		if (!material_uses_texture(ma, tex))
			continue;

		BKE_icon_changed(BKE_icon_id_ensure(&ma->id));

		if (ma->gpumaterial.first)
			GPU_material_free(&ma->gpumaterial);
	}

	/* find lamps */
	for (la = bmain->lamp.first; la; la = la->id.next) {
		if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) {
			lamp_changed(bmain, la);
		}
		else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) {
			lamp_changed(bmain, la);
		}
		else {
			continue;
		}
	}

	/* find worlds */
	for (wo = bmain->world.first; wo; wo = wo->id.next) {
		if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) {
			/* pass */
		}
		else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) {
			/* pass */
		}
		else {
			continue;
		}

		BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
		
		if (wo->gpumaterial.first)
			GPU_material_free(&wo->gpumaterial);		
	}

	/* find compositing nodes */
	for (scene = bmain->scene.first; scene; scene = scene->id.next) {
		if (scene->use_nodes && scene->nodetree) {
			for (node = scene->nodetree->nodes.first; node; node = node->next) {
				if (node->id == &tex->id)
					ED_node_tag_update_id(&scene->id);
			}
		}

		if (scene->customdata_mask & CD_MASK_MTFACE)
			texture_draw = true;
	}

	/* find textured objects */
	if (texture_draw) {
		for (ob = bmain->object.first; ob; ob = ob->id.next) {
			DerivedMesh *dm = ob->derivedFinal;
			Material ***material = give_matarar(ob);
			short a, *totmaterial = give_totcolp(ob);

			if (dm && totmaterial && material) {
				for (a = 0; a < *totmaterial; a++) {
					if (ob->matbits && ob->matbits[a])
						ma = ob->mat[a];
					else
						ma = (*material)[a];

					if (ma && material_uses_texture(ma, tex)) {
						GPU_drawobject_free(dm);
						break;
					}
				}
			}
		}
	}
}
Esempio n. 5
0
/* call this with NULL to restore assigned ID pointers in preview scene */
static Scene *preview_prepare_scene(
    Main *bmain, Scene *scene, ID *id, int id_type, ShaderPreview *sp)
{
  Scene *sce;
  Main *pr_main = sp->pr_main;

  memcpy(pr_main->name, BKE_main_blendfile_path(bmain), sizeof(pr_main->name));

  sce = preview_get_scene(pr_main);
  if (sce) {
    ViewLayer *view_layer = sce->view_layers.first;

    /* this flag tells render to not execute depsgraph or ipos etc */
    sce->r.scemode |= R_BUTS_PREVIEW;
    /* set world always back, is used now */
    sce->world = pr_main->worlds.first;
    /* now: exposure copy */
    if (scene->world) {
      sce->world->exp = scene->world->exp;
      sce->world->range = scene->world->range;
    }

    sce->r.color_mgt_flag = scene->r.color_mgt_flag;
    BKE_color_managed_display_settings_copy(&sce->display_settings, &scene->display_settings);

    BKE_color_managed_view_settings_free(&sce->view_settings);
    BKE_color_managed_view_settings_copy(&sce->view_settings, &scene->view_settings);

    /* prevent overhead for small renders and icons (32) */
    if (id && sp->sizex < 40) {
      sce->r.tilex = sce->r.tiley = 64;
    }
    else {
      sce->r.tilex = sce->r.xsch / 4;
      sce->r.tiley = sce->r.ysch / 4;
    }

    if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO) {
      sce->r.alphamode = R_ALPHAPREMUL;
    }
    else {
      sce->r.alphamode = R_ADDSKY;
    }

    sce->r.cfra = scene->r.cfra;

    if (id_type == ID_TE) {
      /* Texture is not actually rendered with engine, just set dummy value. */
      BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(sce->r.engine));
    }
    else {
      BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
    }

    if (id_type == ID_MA) {
      Material *mat = NULL, *origmat = (Material *)id;

      if (origmat) {
        /* work on a copy */
        BLI_assert(sp->id_copy != NULL);
        mat = sp->matcopy = (Material *)sp->id_copy;
        sp->id_copy = NULL;
        BLI_addtail(&pr_main->materials, mat);

        /* Use current scene world for lighting. */
        if (mat->pr_flag == MA_PREVIEW_WORLD && sp->pr_method == PR_BUTS_RENDER) {
          /* Use current scene world to light sphere. */
          sce->world = preview_get_localized_world(sp, scene->world);
        }
        else if (sce->world) {
          /* Use a default world color. Using the current
           * scene world can be slow if it has big textures. */
          sce->world->use_nodes = false;
          sce->world->horr = 0.05f;
          sce->world->horg = 0.05f;
          sce->world->horb = 0.05f;
        }

        if (sp->pr_method == PR_ICON_RENDER && sp->pr_main == G_pr_main_grease_pencil) {
          /* For grease pencil, always use sphere for icon renders. */
          set_preview_visibility(sce, view_layer, MA_SPHERE_A, sp->pr_method);
        }
        else {
          /* Use specified preview shape for both preview panel and icon previews. */
          set_preview_visibility(sce, view_layer, mat->pr_type, sp->pr_method);
        }

        if (sp->pr_method != PR_ICON_RENDER) {
          if (mat->nodetree && sp->pr_method == PR_NODE_RENDER) {
            /* two previews, they get copied by wmJob */
            BKE_node_preview_init_tree(mat->nodetree, sp->sizex, sp->sizey, true);
            /* WATCH: Accessing origmat is not safe! */
            BKE_node_preview_init_tree(origmat->nodetree, sp->sizex, sp->sizey, true);
          }
        }
      }
      else {
        sce->display.render_aa = SCE_DISPLAY_AA_OFF;
      }

      for (Base *base = view_layer->object_bases.first; base; base = base->next) {
        if (base->object->id.name[2] == 'p') {
          /* copy over object color, in case material uses it */
          copy_v4_v4(base->object->color, sp->color);

          if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
            /* don't use assign_material, it changed mat->id.us, which shows in the UI */
            Material ***matar = give_matarar(base->object);
            int actcol = max_ii(base->object->actcol - 1, 0);

            if (matar && actcol < base->object->totcol) {
              (*matar)[actcol] = mat;
            }
          }
          else if (base->object->type == OB_LAMP) {
            base->flag |= BASE_VISIBLE;
          }
        }
      }
    }
    else if (id_type == ID_TE) {
      Tex *tex = NULL, *origtex = (Tex *)id;

      if (origtex) {
        BLI_assert(sp->id_copy != NULL);
        tex = sp->texcopy = (Tex *)sp->id_copy;
        sp->id_copy = NULL;
        BLI_addtail(&pr_main->textures, tex);
      }

      if (tex && tex->nodetree && sp->pr_method == PR_NODE_RENDER) {
        /* two previews, they get copied by wmJob */
        BKE_node_preview_init_tree(tex->nodetree, sp->sizex, sp->sizey, true);
        /* WATCH: Accessing origtex is not safe! */
        BKE_node_preview_init_tree(origtex->nodetree, sp->sizex, sp->sizey, true);
      }
    }
    else if (id_type == ID_LA) {
      Light *la = NULL, *origla = (Light *)id;

      /* work on a copy */
      if (origla) {
        BLI_assert(sp->id_copy != NULL);
        la = sp->lampcopy = (Light *)sp->id_copy;
        sp->id_copy = NULL;
        BLI_addtail(&pr_main->lights, la);
      }

      set_preview_visibility(sce, view_layer, MA_LAMP, sp->pr_method);

      if (sce->world) {
        /* Only use lighting from the light. */
        sce->world->use_nodes = false;
        sce->world->horr = 0.0f;
        sce->world->horg = 0.0f;
        sce->world->horb = 0.0f;
      }

      for (Base *base = view_layer->object_bases.first; base; base = base->next) {
        if (base->object->id.name[2] == 'p') {
          if (base->object->type == OB_LAMP) {
            base->object->data = la;
          }
        }
      }

      if (la && la->nodetree && sp->pr_method == PR_NODE_RENDER) {
        /* two previews, they get copied by wmJob */
        BKE_node_preview_init_tree(la->nodetree, sp->sizex, sp->sizey, true);
        /* WATCH: Accessing origla is not safe! */
        BKE_node_preview_init_tree(origla->nodetree, sp->sizex, sp->sizey, true);
      }
    }
    else if (id_type == ID_WO) {
      World *wrld = NULL, *origwrld = (World *)id;

      if (origwrld) {
        BLI_assert(sp->id_copy != NULL);
        wrld = sp->worldcopy = (World *)sp->id_copy;
        sp->id_copy = NULL;
        BLI_addtail(&pr_main->worlds, wrld);
      }

      set_preview_visibility(sce, view_layer, MA_SKY, sp->pr_method);
      sce->world = wrld;

      if (wrld && wrld->nodetree && sp->pr_method == PR_NODE_RENDER) {
        /* two previews, they get copied by wmJob */
        BKE_node_preview_init_tree(wrld->nodetree, sp->sizex, sp->sizey, true);
        /* WATCH: Accessing origwrld is not safe! */
        BKE_node_preview_init_tree(origwrld->nodetree, sp->sizex, sp->sizey, true);
      }
    }

    return sce;
  }

  return NULL;
}
Esempio n. 6
0
/* return 1: success */
static int mesh_separate_selected(wmOperator *op, Main *bmain, Scene *scene, Base *editbase)
{
	EditMesh *em, *emnew;
	EditVert *eve, *v1;
	EditEdge *eed, *e1;
	EditFace *efa, *f1;
	Object *obedit;
	Mesh *me, *menew;
	Base *basenew;
	
	if(editbase==NULL) return 0;
	
	obedit= editbase->object;
	me= obedit->data;
	em= BKE_mesh_get_editmesh(me);
	if(me->key) {
		BKE_report(op->reports, RPT_WARNING, "Can't separate mesh with shape keys");
		BKE_mesh_end_editmesh(me, em);
		return 0;
	}
	
	if(em->selected.first) 
		BLI_freelistN(&(em->selected)); /* clear the selection order */
		
	EM_selectmode_set(em);	// enforce full consistent selection flags 
	
	EM_stats_update(em);
	
	if(em->totvertsel==0) {
		BKE_mesh_end_editmesh(me, em);
		return 0;
	}
	
	/* we are going to work as follows:
	 * 1. add a linked duplicate object: this will be the new one, we remember old pointer
	 * 2. give new object empty mesh and put in editmode
	 * 3: do a split if needed on current editmesh.
	 * 4. copy over: all NOT selected verts, edges, faces
	 * 5. call load_editMesh() on the new object
	 */
	
	/* 1 */
	basenew= ED_object_add_duplicate(bmain, scene, editbase, 0);	/* 0 = fully linked */
	ED_base_object_select(basenew, BA_DESELECT);
	
	/* 2 */
	basenew->object->data= menew= add_mesh(me->id.name+2);	/* empty */
	assign_matarar(basenew->object, give_matarar(obedit), *give_totcolp(obedit)); /* new in 2.5 */
	me->id.us--;
	make_editMesh(scene, basenew->object);
	emnew= menew->edit_mesh;
	CustomData_copy(&em->vdata, &emnew->vdata, CD_MASK_EDITMESH, CD_DEFAULT, 0);
	CustomData_copy(&em->edata, &emnew->edata, CD_MASK_EDITMESH, CD_DEFAULT, 0);
	CustomData_copy(&em->fdata, &emnew->fdata, CD_MASK_EDITMESH, CD_DEFAULT, 0);
	
	/* 3 */
	/* SPLIT: first make duplicate */
	adduplicateflag(em, SELECT);
	/* SPLIT: old faces have 3x flag 128 set, delete these ones */
	delfaceflag(em, 128);
	/* since we do tricky things with verts/edges/faces, this makes sure all is selected coherent */
	EM_selectmode_set(em);
	
	/* 4 */
	/* move over: everything that is selected */
	for(eve= em->verts.first; eve; eve= v1) {
		v1= eve->next;
		if(eve->f & SELECT) {
			BLI_remlink(&em->verts, eve);
			BLI_addtail(&emnew->verts, eve);
		}
	}
	
	for(eed= em->edges.first; eed; eed= e1) {
		e1= eed->next;
		if(eed->f & SELECT) {
			BLI_remlink(&em->edges, eed);
			BLI_addtail(&emnew->edges, eed);
		}
	}
	
	for(efa= em->faces.first; efa; efa= f1) {
		f1= efa->next;
		if (efa == em->act_face && (efa->f & SELECT)) {
			EM_set_actFace(em, NULL);
		}

		if(efa->f & SELECT) {
			BLI_remlink(&em->faces, efa);
			BLI_addtail(&emnew->faces, efa);
		}
	}

	/* 5 */
	load_editMesh(scene, basenew->object);
	free_editMesh(emnew);
	MEM_freeN(menew->edit_mesh);
	menew->edit_mesh= NULL;

	/* copy settings */
	menew->texflag= me->texflag;
	menew->drawflag= me->drawflag;
	menew->flag= me->flag;
	menew->editflag= me->editflag;
	menew->smoothresh= me->smoothresh;

	/* hashedges are invalid now, make new! */
	editMesh_set_hash(em);

	DAG_id_tag_update(&obedit->id, OB_RECALC_DATA);	
	DAG_id_tag_update(&basenew->object->id, OB_RECALC_DATA);	

	BKE_mesh_end_editmesh(me, em);

	return 1;
}