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authorBastien Montagne <mont29>2022-09-05 16:46:00 +0300
committerBastien Montagne <bastien@blender.org>2022-09-05 17:12:54 +0300
commitcd49fee741148dc9dcc0cbefce0b70ea0f2d55c6 (patch)
treee8dc62543d0706f127a4e80683ab18dc72ec0494 /source/blender/draw/engines/eevee_next
parentdd19d6456abf9ee230bcce62fd67f6ab7ab91f16 (diff)
IDMAnagement: Add owner ID pointer to embedded ones.
Add a dedicated `owner_id` pointer to ID types that can be embedded (Collections and NodeTrees), and modify slightly come code to make handling those more safe and consistent. This implements first part of T69169. Reviewed By: brecht Differential Revision: https://developer.blender.org/D15838
Diffstat (limited to 'source/blender/draw/engines/eevee_next')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_material.cc15
1 files changed, 6 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_material.cc b/source/blender/draw/engines/eevee_next/eevee_material.cc
index 13efbd1bd1a..a92f96e8c70 100644
--- a/source/blender/draw/engines/eevee_next/eevee_material.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_material.cc
@@ -72,10 +72,9 @@ bNodeTree *DefaultSurfaceNodeTree::nodetree_get(::Material *ma)
MaterialModule::MaterialModule(Instance &inst) : inst_(inst)
{
{
- bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
-
diffuse_mat = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default diffuse");
- diffuse_mat->nodetree = ntree;
+ bNodeTree *ntree = ntreeAddTreeEmbedded(
+ nullptr, &diffuse_mat->id, "Shader Nodetree", ntreeType_Shader->idname);
diffuse_mat->use_nodes = true;
/* To use the forward pipeline. */
diffuse_mat->blend_method = MA_BM_BLEND;
@@ -95,10 +94,9 @@ MaterialModule::MaterialModule(Instance &inst) : inst_(inst)
nodeSetActive(ntree, output);
}
{
- bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
-
glossy_mat = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default metal");
- glossy_mat->nodetree = ntree;
+ bNodeTree *ntree = ntreeAddTreeEmbedded(
+ nullptr, &glossy_mat->id, "Shader Nodetree", ntreeType_Shader->idname);
glossy_mat->use_nodes = true;
/* To use the forward pipeline. */
glossy_mat->blend_method = MA_BM_BLEND;
@@ -120,10 +118,9 @@ MaterialModule::MaterialModule(Instance &inst) : inst_(inst)
nodeSetActive(ntree, output);
}
{
- bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
-
error_mat_ = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default error");
- error_mat_->nodetree = ntree;
+ bNodeTree *ntree = ntreeAddTreeEmbedded(
+ nullptr, &error_mat_->id, "Shader Nodetree", ntreeType_Shader->idname);
error_mat_->use_nodes = true;
/* Use emission and output material to be compatible with both World and Material. */