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authorTon Roosendaal <ton@blender.org>2011-01-05 18:10:35 +0300
committerTon Roosendaal <ton@blender.org>2011-01-05 18:10:35 +0300
commitb067a85aa3a67baca561641609b11e9d37f6f228 (patch)
tree05bf4b38e44728c11f91304ab34efc2ee0d1e593 /source/blender/editors/render
parent01b7299bdb9ac1643a3053b3b6b34ac6c62f10ab (diff)
Todo item:
Object color option now is incorporated in preview render, and in display in 3D window. Note that Object-color is "modulating" the render result, it just multiplies... which is very limited for practical use. This was added for Apricot game project. The original meaning however was to replace diffuse only... so specular and light work still correct. ALso made header for properties editor start on top, to reflect default (report in tracker).
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_preview.c13
1 files changed, 12 insertions, 1 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index 9589c46d726..10f5ed20b0c 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -151,6 +151,7 @@ typedef struct ShaderPreview {
/* node materials need full copy during preview render, glsl uses it too */
Material *matcopy;
+ float col[4]; /* active object color */
int sizex, sizey;
unsigned int *pr_rect;
@@ -389,6 +390,10 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
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)
@@ -452,6 +457,9 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
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);
@@ -1230,7 +1238,7 @@ void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *r
{
wmJob *steve;
ShaderPreview *sp;
-
+
/* suspended start means it starts after 1 timer step, see WM_jobs_timer below */
steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Icon Preview", WM_JOB_EXCL_RENDER|WM_JOB_SUSPEND);
sp= MEM_callocN(sizeof(ShaderPreview), "shader preview");
@@ -1254,6 +1262,7 @@ void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *r
void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, MTex *slot, int sizex, int sizey, int method)
{
+ Object *ob= CTX_data_active_object(C);
wmJob *steve;
ShaderPreview *sp;
@@ -1269,6 +1278,8 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
sp->id = id;
sp->parent= parent;
sp->slot= slot;
+ if(ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
+ else sp->col[0]= sp->col[1]= sp->col[2]= sp->col[3]= 1.0f;
/* setup job */
WM_jobs_customdata(steve, sp, shader_preview_free);