static int buttons_context_path_material(ButsContextPath *path, bool for_texture, bool new_shading) { Object *ob; PointerRNA *ptr = &path->ptr[path->len - 1]; Material *ma; /* if we already have a (pinned) material, we're done */ if (RNA_struct_is_a(ptr->type, &RNA_Material)) { return 1; } /* if we have an object, use the object material slot */ else if (buttons_context_path_object(path)) { ob = path->ptr[path->len - 1].data; if (ob && OB_TYPE_SUPPORT_MATERIAL(ob->type)) { ma = give_current_material(ob, ob->actcol); RNA_id_pointer_create(&ma->id, &path->ptr[path->len]); path->len++; if (for_texture && give_current_material_texture_node(ma)) return 1; if (!new_shading) { /* Only try to get mat from node in case of old shading system (see T40331). */ ma = give_node_material(ma); if (ma) { RNA_id_pointer_create(&ma->id, &path->ptr[path->len]); path->len++; } } return 1; } } /* no path to a material possible */ return 0; }
int buttons_context(const bContext *C, const char *member, bContextDataResult *result) { SpaceButs *sbuts = CTX_wm_space_buts(C); ButsContextPath *path = sbuts ? sbuts->path : NULL; if (!path) return 0; /* here we handle context, getting data from precomputed path */ if (CTX_data_dir(member)) { /* in case of new shading system we skip texture_slot, complex python * UI script logic depends on checking if this is available */ if (sbuts->texuser) CTX_data_dir_set(result, buttons_context_dir + 1); else CTX_data_dir_set(result, buttons_context_dir); return 1; } else if (CTX_data_equals(member, "scene")) { /* Do not return one here if scene not found in path, in this case we want to get default context scene! */ return set_pointer_type(path, result, &RNA_Scene); } else if (CTX_data_equals(member, "world")) { set_pointer_type(path, result, &RNA_World); return 1; } else if (CTX_data_equals(member, "object")) { set_pointer_type(path, result, &RNA_Object); return 1; } else if (CTX_data_equals(member, "mesh")) { set_pointer_type(path, result, &RNA_Mesh); return 1; } else if (CTX_data_equals(member, "armature")) { set_pointer_type(path, result, &RNA_Armature); return 1; } else if (CTX_data_equals(member, "lattice")) { set_pointer_type(path, result, &RNA_Lattice); return 1; } else if (CTX_data_equals(member, "curve")) { set_pointer_type(path, result, &RNA_Curve); return 1; } else if (CTX_data_equals(member, "meta_ball")) { set_pointer_type(path, result, &RNA_MetaBall); return 1; } else if (CTX_data_equals(member, "lamp")) { set_pointer_type(path, result, &RNA_Lamp); return 1; } else if (CTX_data_equals(member, "camera")) { set_pointer_type(path, result, &RNA_Camera); return 1; } else if (CTX_data_equals(member, "speaker")) { set_pointer_type(path, result, &RNA_Speaker); return 1; } else if (CTX_data_equals(member, "material")) { set_pointer_type(path, result, &RNA_Material); return 1; } else if (CTX_data_equals(member, "texture")) { ButsContextTexture *ct = sbuts->texuser; if (ct) { /* new shading system */ CTX_data_pointer_set(result, &ct->texture->id, &RNA_Texture, ct->texture); } else { /* old shading system */ set_pointer_type(path, result, &RNA_Texture); } return 1; } else if (CTX_data_equals(member, "material_slot")) { PointerRNA *ptr = get_pointer_type(path, &RNA_Object); if (ptr) { Object *ob = ptr->data; if (ob && OB_TYPE_SUPPORT_MATERIAL(ob->type) && ob->totcol) { /* a valid actcol isn't ensured [#27526] */ int matnr = ob->actcol - 1; if (matnr < 0) matnr = 0; CTX_data_pointer_set(result, &ob->id, &RNA_MaterialSlot, &ob->mat[matnr]); } } return 1; } else if (CTX_data_equals(member, "texture_user")) { ButsContextTexture *ct = sbuts->texuser; if (!ct) return -1; /* old shading system (found but not available) */ if (ct->user && ct->user->ptr.data) { ButsTextureUser *user = ct->user; CTX_data_pointer_set(result, user->ptr.id.data, user->ptr.type, user->ptr.data); } return 1; } else if (CTX_data_equals(member, "texture_user_property")) { ButsContextTexture *ct = sbuts->texuser; if (!ct) return -1; /* old shading system (found but not available) */ if (ct->user && ct->user->ptr.data) { ButsTextureUser *user = ct->user; CTX_data_pointer_set(result, NULL, &RNA_Property, user->prop); } return 1; } else if (CTX_data_equals(member, "texture_node")) { ButsContextTexture *ct = sbuts->texuser; if (ct) { /* new shading system */ if (ct->user && ct->user->node) { CTX_data_pointer_set(result, &ct->user->ntree->id, &RNA_Node, ct->user->node); } return 1; } else { /* old shading system */ PointerRNA *ptr; if ((ptr = get_pointer_type(path, &RNA_Material))) { Material *ma = ptr->data; if (ma) { bNode *node = give_current_material_texture_node(ma); CTX_data_pointer_set(result, &ma->nodetree->id, &RNA_Node, node); } } return 1; } } else if (CTX_data_equals(member, "texture_slot")) { ButsContextTexture *ct = sbuts->texuser; PointerRNA *ptr; /* Particles slots are used in both old and new textures handling. */ if ((ptr = get_pointer_type(path, &RNA_ParticleSystem))) { ParticleSettings *part = ((ParticleSystem *)ptr->data)->part; if (part) CTX_data_pointer_set(result, &part->id, &RNA_ParticleSettingsTextureSlot, part->mtex[(int)part->texact]); } else if (ct) { return 0; /* new shading system */ } else if ((ptr = get_pointer_type(path, &RNA_Material))) { Material *ma = ptr->data; /* if we have a node material, get slot from material in material node */ if (ma && ma->use_nodes && ma->nodetree) { /* if there's an active texture node in the node tree, * then that texture is in context directly, without a texture slot */ if (give_current_material_texture_node(ma)) return 0; ma = give_node_material(ma); if (ma) CTX_data_pointer_set(result, &ma->id, &RNA_MaterialTextureSlot, ma->mtex[(int)ma->texact]); else return 0; } else if (ma) { CTX_data_pointer_set(result, &ma->id, &RNA_MaterialTextureSlot, ma->mtex[(int)ma->texact]); } } else if ((ptr = get_pointer_type(path, &RNA_Lamp))) { Lamp *la = ptr->data; if (la) CTX_data_pointer_set(result, &la->id, &RNA_LampTextureSlot, la->mtex[(int)la->texact]); } else if ((ptr = get_pointer_type(path, &RNA_World))) { World *wo = ptr->data; if (wo) CTX_data_pointer_set(result, &wo->id, &RNA_WorldTextureSlot, wo->mtex[(int)wo->texact]); } else if ((ptr = get_pointer_type(path, &RNA_FreestyleLineStyle))) { FreestyleLineStyle *ls = ptr->data; if (ls) CTX_data_pointer_set(result, &ls->id, &RNA_LineStyleTextureSlot, ls->mtex[(int)ls->texact]); } return 1; } else if (CTX_data_equals(member, "bone")) { set_pointer_type(path, result, &RNA_Bone); return 1; } else if (CTX_data_equals(member, "edit_bone")) { set_pointer_type(path, result, &RNA_EditBone); return 1; } else if (CTX_data_equals(member, "pose_bone")) { set_pointer_type(path, result, &RNA_PoseBone); return 1; } else if (CTX_data_equals(member, "particle_system")) { set_pointer_type(path, result, &RNA_ParticleSystem); return 1; } else if (CTX_data_equals(member, "particle_system_editable")) { if (PE_poll((bContext *)C)) set_pointer_type(path, result, &RNA_ParticleSystem); else CTX_data_pointer_set(result, NULL, &RNA_ParticleSystem, NULL); return 1; } else if (CTX_data_equals(member, "particle_settings")) { /* only available when pinned */ PointerRNA *ptr = get_pointer_type(path, &RNA_ParticleSettings); if (ptr && ptr->data) { CTX_data_pointer_set(result, ptr->id.data, &RNA_ParticleSettings, ptr->data); return 1; } else { /* get settings from active particle system instead */ ptr = get_pointer_type(path, &RNA_ParticleSystem); if (ptr && ptr->data) { ParticleSettings *part = ((ParticleSystem *)ptr->data)->part; CTX_data_pointer_set(result, ptr->id.data, &RNA_ParticleSettings, part); return 1; } } set_pointer_type(path, result, &RNA_ParticleSettings); return 1; } else if (CTX_data_equals(member, "cloth")) { PointerRNA *ptr = get_pointer_type(path, &RNA_Object); if (ptr && ptr->data) { Object *ob = ptr->data; ModifierData *md = modifiers_findByType(ob, eModifierType_Cloth); CTX_data_pointer_set(result, &ob->id, &RNA_ClothModifier, md); return 1; } } else if (CTX_data_equals(member, "soft_body")) { PointerRNA *ptr = get_pointer_type(path, &RNA_Object); if (ptr && ptr->data) { Object *ob = ptr->data; ModifierData *md = modifiers_findByType(ob, eModifierType_Softbody); CTX_data_pointer_set(result, &ob->id, &RNA_SoftBodyModifier, md); return 1; } } else if (CTX_data_equals(member, "fluid")) { PointerRNA *ptr = get_pointer_type(path, &RNA_Object); if (ptr && ptr->data) { Object *ob = ptr->data; ModifierData *md = modifiers_findByType(ob, eModifierType_Fluidsim); CTX_data_pointer_set(result, &ob->id, &RNA_FluidSimulationModifier, md); return 1; } } else if (CTX_data_equals(member, "smoke")) { PointerRNA *ptr = get_pointer_type(path, &RNA_Object); if (ptr && ptr->data) { Object *ob = ptr->data; ModifierData *md = modifiers_findByType(ob, eModifierType_Smoke); CTX_data_pointer_set(result, &ob->id, &RNA_SmokeModifier, md); return 1; } } else if (CTX_data_equals(member, "collision")) { PointerRNA *ptr = get_pointer_type(path, &RNA_Object); if (ptr && ptr->data) { Object *ob = ptr->data; ModifierData *md = modifiers_findByType(ob, eModifierType_Collision); CTX_data_pointer_set(result, &ob->id, &RNA_CollisionModifier, md); return 1; } } else if (CTX_data_equals(member, "brush")) { set_pointer_type(path, result, &RNA_Brush); return 1; } else if (CTX_data_equals(member, "dynamic_paint")) { PointerRNA *ptr = get_pointer_type(path, &RNA_Object); if (ptr && ptr->data) { Object *ob = ptr->data; ModifierData *md = modifiers_findByType(ob, eModifierType_DynamicPaint); CTX_data_pointer_set(result, &ob->id, &RNA_DynamicPaintModifier, md); return 1; } } else if (CTX_data_equals(member, "line_style")) { set_pointer_type(path, result, &RNA_FreestyleLineStyle); return 1; } else { return 0; /* not found */ } return -1; /* found but not available */ }
/* 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; Base *base; Main *pr_main = sp->pr_main; memcpy(pr_main->name, bmain->name, sizeof(pr_main->name)); sce = preview_get_scene(pr_main); if (sce) { /* 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->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 && !check_engine_supports_textures(scene)) { /* Force blender internal for texture icons and nodes render, * seems commonly used render engines does not support * such kind of rendering. */ BLI_strncpy(sce->r.engine, RE_engine_id_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->mode2 & MA_CASTSHADOW) shadmat->septex = 0; else shadmat->septex |= 1; } } } /* turn off bounce lights for volume, * doesn't make much visual difference and slows it down too */ 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 (!STREQ(base->object->id.name + 2, "Lamp.002")) { if (mat->material_type == MA_TYPE_VOLUME) base->object->restrictflag |= OB_RESTRICT_RENDER; else 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 = BKE_texture_localize(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; }
/* 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(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= 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; }
/* 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; }