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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-08 10:28:52 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-13 15:38:59 +0300
commit7b9fb3259157cea2df5e7b461d04f55cfa380031 (patch)
treea54e7d066283aeae384beb2ae99cc9a0e158bec5 /intern/cycles/blender/blender_shader.cpp
parenta1e2415ed51e2da97e3b182f18f462345a02ce14 (diff)
Python API: remove preview/render resolution settings from API functions.
For correct results these must have been set already when the depsgraph was created and evaluated, so all dependencies have appropriate resolutions too. For particle we no longer backup and restore the viewport particles to avoid overwriting them during render, as copy-on-write solves this for us. Even without COW particles seem to work ok. This also removes the particle simplification options based on camera. This was never used much and only available in Blender Internal. Differential Revision: https://developer.blender.org/D3148
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r--intern/cycles/blender/blender_shader.cpp18
1 files changed, 4 insertions, 14 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index d6e3f33fa9d..21137562152 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -236,7 +236,6 @@ static ShaderNode *add_node(Scene *scene,
BL::BlendData& b_data,
BL::Depsgraph& b_depsgraph,
BL::Scene& b_scene,
- const bool background,
ShaderGraph *graph,
BL::ShaderNodeTree& b_ntree,
BL::ShaderNode& b_node)
@@ -843,12 +842,9 @@ static ShaderNode *add_node(Scene *scene,
point_density->interpolation = get_image_interpolation(b_point_density_node);
point_density->builtin_data = b_point_density_node.ptr.data;
- /* 1 - render settings, 0 - vewport settings. */
- int settings = background ? 1 : 0;
-
/* TODO(sergey): Use more proper update flag. */
if(true) {
- b_point_density_node.cache_point_density(b_depsgraph, settings);
+ b_point_density_node.cache_point_density(b_depsgraph);
scene->image_manager->tag_reload_image(
point_density->filename.string(),
point_density->builtin_data,
@@ -868,7 +864,6 @@ static ShaderNode *add_node(Scene *scene,
float3 loc, size;
point_density_texture_space(b_depsgraph,
b_point_density_node,
- settings,
loc,
size);
point_density->tfm =
@@ -1008,7 +1003,6 @@ static void add_nodes(Scene *scene,
BL::BlendData& b_data,
BL::Depsgraph& b_depsgraph,
BL::Scene& b_scene,
- const bool background,
ShaderGraph *graph,
BL::ShaderNodeTree& b_ntree,
const ProxyMap &proxy_input_map,
@@ -1095,7 +1089,6 @@ static void add_nodes(Scene *scene,
b_data,
b_depsgraph,
b_scene,
- background,
graph,
b_group_ntree,
group_proxy_input_map,
@@ -1143,7 +1136,6 @@ static void add_nodes(Scene *scene,
b_data,
b_depsgraph,
b_scene,
- background,
graph,
b_ntree,
b_shader_node);
@@ -1207,7 +1199,6 @@ static void add_nodes(Scene *scene,
BL::BlendData& b_data,
BL::Depsgraph& b_depsgraph,
BL::Scene& b_scene,
- const bool background,
ShaderGraph *graph,
BL::ShaderNodeTree& b_ntree)
{
@@ -1217,7 +1208,6 @@ static void add_nodes(Scene *scene,
b_data,
b_depsgraph,
b_scene,
- background,
graph,
b_ntree,
empty_proxy_map,
@@ -1255,7 +1245,7 @@ void BlenderSync::sync_materials(BL::Depsgraph& b_depsgraph, bool update_all)
if(b_mat->use_nodes() && b_mat->node_tree()) {
BL::ShaderNodeTree b_ntree(b_mat->node_tree());
- add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, !preview, graph, b_ntree);
+ add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
}
else {
DiffuseBsdfNode *diffuse = new DiffuseBsdfNode();
@@ -1326,7 +1316,7 @@ void BlenderSync::sync_world(BL::Depsgraph& b_depsgraph, bool update_all)
if(b_world && b_world.use_nodes() && b_world.node_tree()) {
BL::ShaderNodeTree b_ntree(b_world.node_tree());
- add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, !preview, graph, b_ntree);
+ add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
/* volume */
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
@@ -1428,7 +1418,7 @@ void BlenderSync::sync_lamps(BL::Depsgraph& b_depsgraph, bool update_all)
BL::ShaderNodeTree b_ntree(b_lamp->node_tree());
- add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, !preview, graph, b_ntree);
+ add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
}
else {
float strength = 1.0f;