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authorCampbell Barton <ideasman42@gmail.com>2007-05-02 04:01:23 +0400
committerCampbell Barton <ideasman42@gmail.com>2007-05-02 04:01:23 +0400
commitc24aa10561c3e301989df0d7f227f478f846143a (patch)
treec0a0f86cc48f4a6f9ecedeaf479ca353abe55fde
parent0b0f0b0ffb0075ce889b7515ebfd822bf99426cb (diff)
Made it so blender has an active render layer for Uv and Vertex color mesh layers.
This means changing the active UV/VCol layers wont change what renders. needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer. boxpack2d.py - redoen in C now, dont need python version.
-rw-r--r--release/scripts/bpymodules/boxpack2d.py498
-rw-r--r--source/blender/blenkernel/BKE_blender.h2
-rw-r--r--source/blender/blenkernel/BKE_customdata.h2
-rw-r--r--source/blender/blenkernel/intern/customdata.c41
-rw-r--r--source/blender/blenloader/intern/readfile.c19
-rw-r--r--source/blender/include/butspace.h2
-rw-r--r--source/blender/makesdna/DNA_customdata_types.h2
-rw-r--r--source/blender/render/intern/source/convertblender.c8
-rw-r--r--source/blender/src/buttons_editing.c66
9 files changed, 118 insertions, 522 deletions
diff --git a/release/scripts/bpymodules/boxpack2d.py b/release/scripts/bpymodules/boxpack2d.py
deleted file mode 100644
index 2268b9154dc..00000000000
--- a/release/scripts/bpymodules/boxpack2d.py
+++ /dev/null
@@ -1,498 +0,0 @@
-'''
-# 2D Box packing function used by archimap
-# packs any list of 2d boxes into a square and returns a list of packed boxes.
-# Example of usage.
-import boxpack2d
-
-# Build boxe list.
-# the unique ID is not used.
-# just the width and height.
-boxes2Pack = []
-anyUniqueID = 0; w = 2.2; h = 3.8
-boxes2Pack.append([anyUniqueID, w,h])
-anyUniqueID = 1; w = 4.1; h = 1.2
-boxes2Pack.append([anyUniqueID, w,h])
-anyUniqueID = 2; w = 5.2; h = 9.2
-boxes2Pack.append([anyUniqueID, w,h])
-anyUniqueID = 3; w = 8.3; h = 7.3
-boxes2Pack.append([anyUniqueID, w,h])
-anyUniqueID = 4; w = 1.1; h = 5.1
-boxes2Pack.append([anyUniqueID, w,h])
-anyUniqueID = 5; w = 2.9; h = 8.1
-boxes2Pack.append([anyUniqueID, w,h])
-anyUniqueID = 6; w = 4.2; h = 6.2
-boxes2Pack.append([anyUniqueID, w,h])
-# packedLs is a list of [(anyUniqueID, left, bottom, width, height)...]
-packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack)
-'''
-
-from Blender import NMesh, Window, Object, Scene
-'''
-def debug_(x,y,z):
- ob = Object.New("Empty")
- ob.loc= x,y,z
- Scene.GetCurrent().link(ob)
-'''
-
-# a box packing vert
-class vt:
- def __init__(self, x,y):
- self.x, self.y = x, y
-
- self.free = 15
-
- # Set flags so cant test bottom left of 0/0
- #~ BLF = 1; TRF = 2; TLF = 4; BRF = 8
-
- #self.users = [] # A list of boxes.
- # Rather then users, store Quadrents
- self.blb = self.tlb = self.brb = self.trb = None
-
-
- # A hack to remember the box() that last intersectec this vert
- self.intersectCache = ([], [], [], [])
-
-class vertList:
- def __init__(self, verts=[]):
- self.verts = verts
-
- def sortCorner(self,w,h):
- '''
- Sorts closest first. - uses the box w/h as a bias,
- this makes it so its less likely to have lots of poking out bits
- that use too much
- Lambada based sort
- '''
- # self.verts.sort(lambda A, B: cmp(max(A.x+w, A.y+h) , max(B.x+w, B.y+h))) # Reverse area sort
- try: self.verts.sort(key = lambda b: max(b.x+w, b.y+h) ) # Reverse area sort
- except: self.verts.sort(lambda A, B: cmp(max(A.x+w, A.y+h) , max(B.x+w, B.y+h))) # Reverse area sort
-
-
-
-class box:
- def __init__(self, width, height, id=None):
-
- self.id= id
-
- self.area = width * height # real area
- self.farea = width + height # fake area
- #self.farea = float(min(width, height)) / float(max(width, height)) # fake area
-
- self.width = width
- self.height = height
-
- # Append 4 new verts
- # (BL,TR,TL,BR) / 0,1,2,3
- self.v=v= [vt(0,0), vt(width,height), vt(0,height), vt(width,0)]
-
- # Set the interior quadrents as used.
- v[0].free &= ~TRF
- v[1].free &= ~BLF
- v[2].free &= ~BRF
- v[3].free &= ~TLF
-
- #for v in self.v:
- # v.users.append(self)
- v[0].trb = self
- v[1].blb = self
- v[2].brb = self
- v[3].tlb = self
-
-
- def updateV34(self):
- '''
- Updates verts 3 & 4 from 1 and 2
- since 3 and 4 are only there foill need is resizing/ rotating of patterns on the fly while I painr new box placement
- but may be merged later with other verts
- '''
- self.v[TL].x = self.v[BL].x
- self.v[TL].y = self.v[TR].y
-
- self.v[BR].x = self.v[TR].x
- self.v[BR].y = self.v[BL].y
-
-
- def setLeft(self, lft):
- self.v[TR].x = lft + self.v[TR].x - self.v[BL].x
- self.v[BL].x = lft
- # update othere verts
- self.updateV34()
-
- def setRight(self, rgt):
- self.v[BL].x = rgt - (self.v[TR].x - self.v[BL].x)
- self.v[TR].x = rgt
- self.updateV34()
-
- def setBottom(self, btm):
- self.v[TR].y = btm + self.v[TR].y - self.v[BL].y
- self.v[BL].y = btm
- self.updateV34()
-
- def setTop(self, tp):
- self.v[BL].y = tp - (self.v[TR].y - self.v[BL].y)
- self.v[TR].y = tp
- self.updateV34()
-
- def getLeft(self):
- return self.v[BL].x
-
- def getRight(self):
- return self.v[TR].x
-
- def getBottom(self):
- return self.v[BL].y
-
- def getTop(self):
- return self.v[TR].y
-
- def overlapAll(self, boxLs, intersectCache): # Flag index lets us know which quadere
- ''' Returns none, meaning it didnt overlap any new boxes '''
- v= self.v
- if v[BL].x < 0:
- return True
- elif v[BL].y < 0:
- return True
- else:
- bIdx = len(intersectCache)
- while bIdx:
- bIdx-=1
- b = intersectCache[bIdx]
- if not ( v[TR].y <= b.v[BL].y or\
- v[BL].y >= b.v[TR].y or\
- v[BL].x >= b.v[TR].x or\
- v[TR].x <= b.v[BL].x ):
-
- return True # Intersection with existing box
- #return 0 # Must keep looking
-
- for b in boxLs.boxes:
- if not (v[TR].y <= b.v[BL].y or\
- v[BL].y >= b.v[TR].y or\
- v[BL].x >= b.v[TR].x or\
- v[TR].x <= b.v[BL].x ):
-
- return b # Intersection with new box.
- return False
-
-
-
- def place(self, vert, quad):
- '''
- Place the box on the free quadrent of the vert
- '''
- if quad == BLF:
- self.setRight(vert.x)
- self.setTop(vert.y)
-
- elif quad == TRF:
- self.setLeft(vert.x)
- self.setBottom(vert.y)
-
- elif quad == TLF:
- self.setRight(vert.x)
- self.setBottom(vert.y)
-
- elif quad == BRF:
- self.setLeft(vert.x)
- self.setTop(vert.y)
-
- # Trys to lock a box onto another box's verts
- # cleans up double verts after
- def tryVert(self, boxes, baseVert):
- for flagIndex, freeQuad in enumerate(quadFlagLs):
- #print 'Testing ', self.width
- if baseVert.free & freeQuad:
-
- self.place(baseVert, freeQuad)
- overlapBox = self.overlapAll(boxes, baseVert.intersectCache[flagIndex])
- if overlapBox is False: # There is no overlap
- baseVert.free &= ~freeQuad # Removes quad
- # Appends all verts but the one that matches. this removes the need for remove doubles
- for vIdx in (0,1,2,3): # (BL,TR,TL,BR) / 0,1,2,3
- self_v= self.v[vIdx] # shortcut
- if not (self_v.x == baseVert.x and self_v.y == baseVert.y):
- boxList.packedVerts.verts.append(self_v)
- else:
- baseVert.free &= self_v.free # make sure the that any unfree areas are wiped.
-
- # Inherit used boxes from old verts
- if self_v.blb: baseVert.blb = self_v.blb
- if self_v.brb: baseVert.brb = self_v.brb #print 'inherit2'
- if self_v.tlb: baseVert.tlb = self_v.tlb #print 'inherit3'
- if self_v.trb: baseVert.trb = self_v.trb #print 'inherit4'
- self.v[vIdx] = baseVert
-
-
-
- # Logical checking for used verts by compares box sized and works out verts that may be free.
- # Verticle
-
- if baseVert.tlb and baseVert.trb and\
- (self == baseVert.tlb or self == baseVert.trb):
- if baseVert.tlb.height > baseVert.trb.height:
- baseVert.trb.v[TL].free &= ~(TLF|BLF)
- elif baseVert.tlb.height < baseVert.trb.height:
- baseVert.tlb.v[TR].free &= ~(TRF|BRF)
- else: # same
- baseVert.tlb.v[TR].free &= ~BLF
- baseVert.trb.v[TL].free &= ~BRF
-
-
- elif baseVert.blb and baseVert.brb and\
- (self == baseVert.blb or self == baseVert.brb):
- if baseVert.blb.height > baseVert.brb.height:
- baseVert.brb.v[BL].free &= ~(TLF|BLF)
- elif baseVert.blb.height < baseVert.brb.height:
- baseVert.blb.v[BR].free &= ~(TRF|BRF)
- else: # same
- baseVert.blb.v[BR].free &= ~TRF
- baseVert.brb.v[BL].free &= ~TLF
-
- # Horizontal
- if baseVert.tlb and baseVert.blb and\
- (self == baseVert.tlb or self == baseVert.blb):
- if baseVert.tlb.width > baseVert.blb.width:
- baseVert.blb.v[TL].free &= ~(TLF|TRF)
- elif baseVert.tlb.width < baseVert.blb.width:
- baseVert.tlb.v[BL].free &= ~(BLF|BRF)
- else: # same
- baseVert.blb.v[TL].free &= ~TRF
- baseVert.tlb.v[BL].free &= ~BRF
-
-
- elif baseVert.trb and baseVert.brb and\
- (self == baseVert.trb or self == baseVert.brb):
- if baseVert.trb.width > baseVert.brb.width:
- baseVert.brb.v[TR].free &= ~(TRF|TRF)
- elif baseVert.trb.width < baseVert.brb.width:
- baseVert.trb.v[BR].free &= ~(BLF|BRF)
- else: # same
- baseVert.brb.v[TR].free &= ~TLF
- baseVert.trb.v[BR].free &= ~BLF
- # END LOGICAL VREE SIZE REMOVAL
-
-
-
-
- return 1 # Working
-
- # We have a box that intersects that quadrent.
- elif overlapBox is not False and overlapBox is not True: # True is used for a box thats alredt in the freq list or out of bounds error.
- # There was an overlap, add this box to the verts list
- #quadFlagLs = (BLF,BRF,TLF,TRF)
- baseVert.intersectCache[flagIndex].append(overlapBox)
-
- # Limit the cache size
- if len(baseVert.intersectCache[flagIndex]) > 8:
- del baseVert.intersectCache[flagIndex][0]
-
- return 0
-
-
-class boxList:
- #Global vert pool, stores used lists
- packedVerts = vertList() # will be vertList()
-
- def __init__(self, boxes):
- self.boxes = boxes
-
- # keep a running update of the width and height so we know the area
- # initialize with first box, fixes but where we whwere only packing 1 box
- # At the moment we only start with 1 box so the code below will loop over 1. but thats ok.
- width = height = 0.0
- if boxes:
- for b in boxes:
- if width < b.width: width= b.width
- if height < b.height: height= b.height
- self.width= width
- self.height= height
-
- # boxArea is the total area of all boxes in the list,
- # can be used with packArea() to determine waistage.
- self.boxArea = 0 # incremented with addBox()
-
-
- # Just like MyBoxLs.boxes.append(), but sets bounds
- def addBoxPack(self, box):
- '''Adds the box to the boxlist and resized the main bounds and adds area. '''
- self.width = max(self.width, box.getRight())
- self.height = max(self.height, box.getTop())
-
- self.boxArea += box.area
-
- # iterate through these
- #~ quadFlagLs = (1,8,4,2)
- #~ # Flags for vert idx used quads
- #~ BLF = 1; TRF = 2; TLF = 4; BRF = 8
- #~ quadFlagLs = (BLF,BRF,TLF,TRF)
-
- # Look through all the free vert quads and see if there are some we can remove
- #
-
- for v in box.v:
-
- # Is my bottom being used.
-
- if v.free & BLF and v.free & BRF: # BLF and BRF
- for b in self.boxes:
- if b.v[TR].y == v.y:
- if b.v[TR].x > v.x:
- if b.v[BL].x < v.x:
- v.free &= ~(BLF|BRF) # Removes quad
-
- # Is my left being used.
- if v.free & BLF and v.free & TLF:
- for b in self.boxes:
- if b.v[TR].x == v.x:
- if b.v[TR].y > v.y:
- if b.v[BL].y < v.y:
- v.free &= ~(BLF|TLF) # Removes quad
-
- if v.free & TRF and v.free & TLF:
- # Is my top being used.
- for b in self.boxes:
- if b.v[BL].y == v.y:
- if b.v[TR].x > v.x:
- if b.v[BL].x < v.x:
- v.free &= ~(TLF|TRF) # Removes quad
-
-
- # Is my right being used.
- if v.free & TRF and v.free & BRF:
- for b in self.boxes:
- if b.v[BL].x == v.x:
- if b.v[TR].y > v.y:
- if b.v[BL].y < v.y:
- v.free &= ~(BRF|TRF) # Removes quad
-
-
- self.boxes.append(box)
-
-
-
- # Just like MyBoxLs.boxes.append(), but sets bounds
- def addBox(self, box):
- self.boxes.append(box)
- self.boxArea += box.area
-
- # The area of the backing bounds.
- def packedArea(self):
- return self.width * self.height
-
- # Sort boxes by area
- def sortArea(self):
- try: self.boxes.sort(key=lambda b: b.area )
- except: self.boxes.sort(lambda A, B: cmp(A.area, B.area) )
-
-
- # BLENDER only
- def draw(self):
- m = NMesh.GetRaw()
-
-
- for b in self.boxes:
- z = min(b.width, b.height ) / max(b.width, b.height )
- #z = b.farea
- #z=0
- f = NMesh.Face()
- m.verts.append(NMesh.Vert(b.getLeft(), b.getBottom(), z))
- f.v.append(m.verts[-1])
- m.verts.append(NMesh.Vert(b.getRight(), b.getBottom(), z))
- f.v.append(m.verts[-1])
- m.verts.append(NMesh.Vert(b.getRight(), b.getTop(), z))
- f.v.append(m.verts[-1])
- m.verts.append(NMesh.Vert(b.getLeft(), b.getTop(), z))
- f.v.append(m.verts[-1])
- m.faces.append(f)
- NMesh.PutRaw(m, 's')
- Window.Redraw(1)
-
- def pack(self):
- self.sortArea()
-
- if not self.boxes:
- return
-
- packedboxes = boxList([self.boxes[-1]])
-
- # Remove verts we KNOW cant be added to
-
- unpackedboxes = self.boxes[:-1]
-
- # Start with this box, the biggest box
- boxList.packedVerts.verts.extend(packedboxes.boxes[0].v)
-
- while unpackedboxes: # != [] - while the list of unpacked boxes is not empty.
-
- freeBoxIdx = len(unpackedboxes)
- while freeBoxIdx:
- freeBoxIdx-=1
- freeBoxContext= unpackedboxes[freeBoxIdx]
- # Sort the verts with this boxes dimensions as a bias, so less poky out bits are made.
- boxList.packedVerts.sortCorner(freeBoxContext.width, freeBoxContext.height)
-
- vertIdx = 0
-
- for baseVert in boxList.packedVerts.verts:
- if baseVert.free: # != 0
- # This will lock the box if its possibel
- if freeBoxContext.tryVert(packedboxes, baseVert):
- packedboxes.addBoxPack( unpackedboxes.pop(freeBoxIdx) ) # same as freeBoxContext. but may as well pop at the same time.
- freeBoxIdx = -1
- break
-
- freeBoxIdx +=1
-
- boxList.packedVerts.verts = [] # Free the list, so it dosent use ram between runs.
-
- self.width = packedboxes.width
- self.height = packedboxes.height
- #
- def list(self):
- ''' Once packed, return a list of all boxes as a list of tuples - (X/Y/WIDTH/HEIGHT) '''
- return [(b.id, b.getLeft(), b.getBottom(), b.width, b.height ) for b in self.boxes]
-
-
-''' Define all globals here '''
-# vert IDX's, make references easier to understand.
-BL = 0; TR = 1; TL = 2; BR = 3
-
-# iterate through these
-# Flags for vert idx used quads
-BLF = 1; TRF = 2; TLF = 4; BRF = 8
-quadFlagLs = (BLF,BRF,TLF,TRF)
-
-
-# Packs a list w/h's into box types and places then #Iter times
-def boxPackIter(boxLs, iter=1, draw=0):
- iterIdx = 0
- bestArea = None
- # Iterate over packing the boxes to get the best FIT!
- while iterIdx < iter:
- myBoxLs = boxList([])
- for b in boxLs:
- myBoxLs.addBox( box(b[1], b[2], b[0]) ) # w/h/id
-
- myBoxLs.pack()
- # myBoxLs.draw() # Draw as we go?
-
- newArea = myBoxLs.packedArea()
-
- #print 'pack test %s of %s, area:%.2f' % (iterIdx, iter, newArea)
-
- # First time?
- if bestArea == None:
- bestArea = newArea
- bestBoxLs = myBoxLs
- elif newArea < bestArea:
- bestArea = newArea
- bestBoxLs = myBoxLs
- iterIdx+=1
-
-
- if draw:
- bestBoxLs.draw()
-
- #print 'best area: %.4f, %.2f%% efficient' % (bestArea, (float(bestBoxLs.boxArea) / (bestArea+0.000001))*100)
-
- return bestBoxLs.width, bestBoxLs.height, bestBoxLs.list() \ No newline at end of file
diff --git a/source/blender/blenkernel/BKE_blender.h b/source/blender/blenkernel/BKE_blender.h
index a96c1b43170..b40ef215a53 100644
--- a/source/blender/blenkernel/BKE_blender.h
+++ b/source/blender/blenkernel/BKE_blender.h
@@ -44,7 +44,7 @@ struct ListBase;
struct MemFile;
#define BLENDER_VERSION 243
-#define BLENDER_SUBVERSION 1
+#define BLENDER_SUBVERSION 2
#define BLENDER_MINVERSION 240
#define BLENDER_MINSUBVERSION 0
diff --git a/source/blender/blenkernel/BKE_customdata.h b/source/blender/blenkernel/BKE_customdata.h
index b41c06f046f..4a486e6795f 100644
--- a/source/blender/blenkernel/BKE_customdata.h
+++ b/source/blender/blenkernel/BKE_customdata.h
@@ -184,6 +184,7 @@ void *CustomData_get_layer_named(const struct CustomData *data, int type,
int CustomData_get_layer_index(const struct CustomData *data, int type);
int CustomData_get_named_layer_index(const struct CustomData *data, int type, char *name);
int CustomData_get_active_layer_index(const struct CustomData *data, int type);
+int CustomData_get_render_layer_index(const struct CustomData *data, int type);
/* copies the data from source to the data element at index in the first
* layer of type
@@ -204,6 +205,7 @@ void *CustomData_set_layer_n(const struct CustomData *data, int type, int n, voi
/* sets the nth layer of type as active */
void CustomData_set_layer_active(struct CustomData *data, int type, int n);
+void CustomData_set_layer_render(struct CustomData *data, int type, int n);
/* adds flag to the layer flags */
void CustomData_set_layer_flag(struct CustomData *data, int type, int flag);
diff --git a/source/blender/blenkernel/intern/customdata.c b/source/blender/blenkernel/intern/customdata.c
index 68319b799a2..e239583c4eb 100644
--- a/source/blender/blenkernel/intern/customdata.c
+++ b/source/blender/blenkernel/intern/customdata.c
@@ -410,7 +410,7 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
{
const LayerTypeInfo *typeInfo;
CustomDataLayer *layer, *newlayer;
- int i, type, number = 0, lasttype = -1, lastactive = 0;
+ int i, type, number = 0, lasttype = -1, lastactive = 0, lastrender = 0;
for(i = 0; i < source->totlayer; ++i) {
layer = &source->layers[i];
@@ -421,6 +421,7 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
if (type != lasttype) {
number = 0;
lastactive = layer->active;
+ lastrender = layer->active_rnd;
lasttype = type;
}
else
@@ -437,8 +438,10 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
newlayer = customData_add_layer__internal(dest, type, alloctype,
layer->data, totelem, layer->name);
- if(newlayer)
+ if(newlayer) {
newlayer->active = lastactive;
+ newlayer->active_rnd = lastrender;
+ }
}
}
@@ -526,6 +529,17 @@ int CustomData_get_active_layer_index(const CustomData *data, int type)
return -1;
}
+int CustomData_get_render_layer_index(const CustomData *data, int type)
+{
+ int i;
+
+ for(i=0; i < data->totlayer; ++i)
+ if(data->layers[i].type == type)
+ return i + data->layers[i].active_rnd;
+
+ return -1;
+}
+
void CustomData_set_layer_active(CustomData *data, int type, int n)
{
int i;
@@ -535,6 +549,16 @@ void CustomData_set_layer_active(CustomData *data, int type, int n)
data->layers[i].active = n;
}
+void CustomData_set_layer_render(CustomData *data, int type, int n)
+{
+ int i;
+
+ for(i=0; i < data->totlayer; ++i)
+ if(data->layers[i].type == type)
+ data->layers[i].active_rnd = n;
+}
+
+
void CustomData_set_layer_flag(struct CustomData *data, int type, int flag)
{
int i;
@@ -617,11 +641,14 @@ static CustomDataLayer *customData_add_layer__internal(CustomData *data,
else
data->layers[index].name[0] = '\0';
- if(index > 0 && data->layers[index-1].type == type)
+ if(index > 0 && data->layers[index-1].type == type) {
data->layers[index].active = data->layers[index-1].active;
- else
+ data->layers[index].active_rnd = data->layers[index-1].active_rnd;
+ } else {
data->layers[index].active = 0;
-
+ data->layers[index].active_rnd = 0;
+ }
+
customData_update_offsets(data);
return &data->layers[index];
@@ -679,8 +706,10 @@ int CustomData_free_layer(CustomData *data, int type, int totelem, int index)
i = CustomData_get_layer_index(data, type);
if (i >= 0)
- for (; i < data->totlayer && data->layers[i].type == type; i++)
+ for (; i < data->totlayer && data->layers[i].type == type; i++) {
data->layers[i].active--;
+ data->layers[i].active_rnd--;
+ }
}
if (data->totlayer <= data->maxlayer-CUSTOMDATA_GROW)
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index ceab6863aa6..ace436cf04c 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -4316,6 +4316,18 @@ static void customdata_version_242(Mesh *me)
mesh_update_customdata_pointers(me);
}
+/*only copy render texface layer from active*/
+static void customdata_version_243(Mesh *me)
+{
+ CustomDataLayer *layer;
+ int a;
+
+ for (a=0; a < me->fdata.totlayer; a++) {
+ layer= &me->fdata.layers[a];
+ layer->active_rnd = layer->active;
+ }
+}
+
/* struct NodeImageAnim moved to ImageUser, and we make it default available */
static void do_version_ntree_242_2(bNodeTree *ntree)
{
@@ -6416,6 +6428,13 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
}
+
+ /* render layer added, this is not the active layer */
+ if(main->versionfile <= 243 || main->subversionfile < 2) {
+ Mesh *me;
+ for(me=main->mesh.first; me; me=me->id.next)
+ customdata_version_243(me);
+ }
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
diff --git a/source/blender/include/butspace.h b/source/blender/include/butspace.h
index bde3db33376..142d2ae1d0b 100644
--- a/source/blender/include/butspace.h
+++ b/source/blender/include/butspace.h
@@ -406,6 +406,8 @@ void curvemap_buttons(struct uiBlock *block, struct CurveMapping *cumap, char la
#define B_SETTFACE 2079
#define B_SETMCOL 2080
#define B_JOINTRIA 2081
+#define B_SETTFACE_RND 2082
+#define B_SETMCOL_RND 2083
/* *********************** */
#define B_VGROUPBUTS 2100
diff --git a/source/blender/makesdna/DNA_customdata_types.h b/source/blender/makesdna/DNA_customdata_types.h
index 921554552ef..b9f6ab0e60b 100644
--- a/source/blender/makesdna/DNA_customdata_types.h
+++ b/source/blender/makesdna/DNA_customdata_types.h
@@ -38,6 +38,8 @@ typedef struct CustomDataLayer {
int offset; /* in editmode, offset of layer in block */
int flag; /* general purpose flag */
int active; /* number of the active layer of this type */
+ int active_rnd; /* number of the layer to render*/
+ char pad[4];
char name[32]; /* layer name */
void *data; /* layer data */
} CustomDataLayer;
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 29773d5152b..e93a509efd1 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -1757,7 +1757,7 @@ static void use_mesh_edge_lookup(Render *re, DerivedMesh *dm, MEdge *medge, Vlak
if(layer->type == CD_MTFACE && mtfn < MAX_MTFACE) {
mtface= &((MTFace*)layer->data)[edp->f];
- n= vlakren_customdata_layer_num(mtfn++, layer->active);
+ n= vlakren_customdata_layer_num(mtfn++, layer->active_rnd);
mtf= RE_vlakren_get_tface(re, vlr, n, &name, 1);
*mtf= *mtface;
@@ -1769,7 +1769,7 @@ static void use_mesh_edge_lookup(Render *re, DerivedMesh *dm, MEdge *medge, Vlak
}
else if(layer->type == CD_MCOL && mcn < MAX_MCOL) {
mcol= &((MCol*)layer->data)[edp->f*4];
- n= vlakren_customdata_layer_num(mcn++, layer->active);
+ n= vlakren_customdata_layer_num(mcn++, layer->active_rnd);
mc= RE_vlakren_get_mcol(re, vlr, n, &name, 1);
mc[0]= mcol[edp->i1];
@@ -1996,13 +1996,13 @@ static void init_render_mesh(Render *re, Object *ob, Object *par, int only_verts
name= layer->name;
if(layer->type == CD_MTFACE && mtfn < MAX_MTFACE) {
- n= vlakren_customdata_layer_num(mtfn++, layer->active);
+ n= vlakren_customdata_layer_num(mtfn++, layer->active_rnd);
mtf= RE_vlakren_get_tface(re, vlr, n, &name, 1);
mtface= (MTFace*)layer->data;
*mtf= mtface[a];
}
else if(layer->type == CD_MCOL && mcn < MAX_MCOL) {
- n= vlakren_customdata_layer_num(mcn++, layer->active);
+ n= vlakren_customdata_layer_num(mcn++, layer->active_rnd);
mc= RE_vlakren_get_mcol(re, vlr, n, &name, 1);
mcol= (MCol*)layer->data;
memcpy(mc, &mcol[a*4], sizeof(MCol)*4);
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c
index 3700dc17980..b68d81b510d 100644
--- a/source/blender/src/buttons_editing.c
+++ b/source/blender/src/buttons_editing.c
@@ -172,7 +172,7 @@
static float editbutweight= 1.0;
float editbutvweight= 1;
-static int actmcol= 0, acttface= 0;
+static int actmcol= 0, acttface= 0, acttface_rnd = 0, actmcol_rnd = 0;
extern ListBase editNurb;
@@ -691,10 +691,10 @@ static void delete_customdata_layer(void *data1, void *data2)
Mesh *me= (Mesh*)data1;
CustomData *data= (G.obedit)? &G.editMesh->fdata: &me->fdata;
CustomDataLayer *layer= (CustomDataLayer*)data2;
- void *actlayerdata, *layerdata=layer->data;
+ void *actlayerdata, *rndlayerdata, *layerdata=layer->data;
int type= layer->type;
int index= CustomData_get_layer_index(data, type);
- int i, actindex;
+ int i, actindex, rndindex;
/*ok, deleting a non-active layer needs to preserve the active layer indices.
to do this, we store a pointer to the .data member of both layer and the active layer,
@@ -704,6 +704,7 @@ static void delete_customdata_layer(void *data1, void *data2)
this is necassary because the deletion functions only support deleting the active
layer. */
actlayerdata = data->layers[CustomData_get_active_layer_index(data, type)].data;
+ rndlayerdata = data->layers[CustomData_get_render_layer_index(data, type)].data;
CustomData_set_layer_active(data, type, layer - &data->layers[index]);
/* Multires is handled seperately because the display data is separate
@@ -741,6 +742,21 @@ static void delete_customdata_layer(void *data1, void *data2)
CustomData_set_layer_active(data, type, actindex);
}
+ if (rndlayerdata != layerdata) {
+ /*find index. . .*/
+ rndindex = CustomData_get_layer_index(data, type);
+ for (i=rndindex; i<data->totlayer; i++) {
+ if (data->layers[i].data == rndlayerdata) {
+ rndindex = i - rndindex;
+ break;
+ }
+ }
+
+ /*set index. . .*/
+ CustomData_set_layer_render(data, type, rndindex);
+ }
+
+
DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA);
if(type == CD_MTFACE)
@@ -753,7 +769,12 @@ static void delete_customdata_layer(void *data1, void *data2)
allqueue(REDRAWBUTSEDIT, 0);
}
-static int customdata_buttons(uiBlock *block, Mesh *me, CustomData *data, int type, int *activep, int setevt, int newevt, char *label, char *shortlabel, char *browsetip, char *newtip, char *deltip, int x, int y)
+static int customdata_buttons(
+ uiBlock *block, Mesh *me, CustomData *data,
+ int type, int *activep, int *renderp,
+ int setevt, int setevt_rnd, int newevt,
+ char *label, char *shortlabel, char *browsetip, char *browsetip_rnd,
+ char *newtip, char *deltip, int x, int y)
{
CustomDataLayer *layer;
uiBut *but;
@@ -777,9 +798,11 @@ static int customdata_buttons(uiBlock *block, Mesh *me, CustomData *data, int ty
if(layer->type == type) {
*activep= layer->active + 1;
+ *renderp= layer->active_rnd + 1;
- uiDefButI(block, ROW, setevt, "", x,y,25,19, activep, 1.0, count, 0, 0, browsetip);
- but=uiDefBut(block, TEX, setevt, "", x+25,y,170,19, layer->name, 0.0, 31.0, 0, 0, label);
+ uiDefButI(block, ROW, setevt, "A", x,y,25,19, activep, 1.0, count, 0, 0, browsetip);
+ uiDefButI(block, ROW, setevt_rnd, "R", x+25,y,25,19, renderp, 1.0, count, 0, 0, browsetip_rnd);
+ but=uiDefBut(block, TEX, setevt, "", x+50,y,145,19, layer->name, 0.0, 31.0, 0, 0, label);
uiButSetFunc(but, verify_customdata_name_func, data, layer);
but= uiDefIconBut(block, BUT, B_NOP, VICON_X, x+195,y,25,19, NULL, 0.0, 0.0, 0.0, 0.0, deltip);
uiButSetFunc(but, delete_customdata_layer, me, layer);
@@ -848,14 +871,14 @@ static void editing_panel_mesh_type(Object *ob, Mesh *me)
uiBlockEndAlign(block);
fdata= (G.obedit)? &G.editMesh->fdata: &me->fdata;
- yco= customdata_buttons(block, me, fdata, CD_MTFACE, &acttface,
- B_SETTFACE, B_NEWTFACE, "UV Texture", "UV Texture:",
- "Set active UV texture", "Creates a new UV texture layer",
+ yco= customdata_buttons(block, me, fdata, CD_MTFACE, &acttface, &acttface_rnd,
+ B_SETTFACE, B_SETTFACE_RND, B_NEWTFACE, "UV Texture", "UV Texture:",
+ "Set active UV texture", "Set rendering UV texture", "Creates a new UV texture layer",
"Removes the current UV texture layer", 190, 130);
- yco= customdata_buttons(block, me, fdata, CD_MCOL, &actmcol,
- B_SETMCOL, B_NEWMCOL, "Vertex Color", "Vertex Color:",
- "Sets active vertex color layer", "Creates a new vertex color layer",
+ yco= customdata_buttons(block, me, fdata, CD_MCOL, &actmcol, &actmcol_rnd,
+ B_SETMCOL, B_SETMCOL_RND, B_NEWMCOL, "Vertex Color", "Vertex Color:",
+ "Sets active vertex color layer", "Sets rendering vertex color layer", "Creates a new vertex color layer",
"Removes the current vertex color layer", 190, yco-5);
if(yco < 0)
@@ -4147,6 +4170,15 @@ void do_meshbuts(unsigned short event)
allqueue(REDRAWBUTSEDIT, 0);
}
break;
+ case B_SETMCOL_RND:
+ if (G.obedit || me) {
+ CustomData *fdata= (G.obedit)? &em->fdata: &me->fdata;
+ CustomData_set_layer_render(fdata, CD_MCOL, actmcol_rnd-1);
+
+ BIF_undo_push("Set Render Vertex Color");
+ allqueue(REDRAWBUTSEDIT, 0);
+ }
+ break;
case B_NEWTFACE:
if(me)
@@ -4197,7 +4229,15 @@ void do_meshbuts(unsigned short event)
allqueue(REDRAWIMAGE, 0);
}
break;
-
+ case B_SETTFACE_RND:
+ if (G.obedit || me) {
+ CustomData *fdata= (G.obedit)? &em->fdata: &me->fdata;
+ CustomData_set_layer_render(fdata, CD_MTFACE, acttface_rnd-1);
+ BIF_undo_push("Set Render UV Texture");
+ allqueue(REDRAWBUTSEDIT, 0);
+ }
+ break;
+
case B_FLIPNORM:
if(G.obedit) {
flip_editnormals();