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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-08 17:07:16 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-08 17:07:16 +0400
commit28ee0f92184af8ba6f44d08eda23ce5eb3815697 (patch)
tree6aada8d509c7470bd3bff6e52ba32e1fd54ef2ee /source/blender/editors/space_buttons/buttons_texture.c
parent19df3147f6920a2856bccb6e4601d57288119999 (diff)
Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short: * No longer uses images assigned to faces in the uv layer, rather the active image texture node is what is edited/painted/drawn. * Textured draw type now shows the active image texture node, with solid lighting. * Material draw mode shows GLSL shader of a simplified material node tree, using solid lighting. * Textures for modifiers, brushes, etc, are now available from a dropdown in the texture tab in the properties editor. These do not use new shading nodes yet. http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
Diffstat (limited to 'source/blender/editors/space_buttons/buttons_texture.c')
-rw-r--r--source/blender/editors/space_buttons/buttons_texture.c469
1 files changed, 469 insertions, 0 deletions
diff --git a/source/blender/editors/space_buttons/buttons_texture.c b/source/blender/editors/space_buttons/buttons_texture.c
new file mode 100644
index 00000000000..dd9f3c57896
--- /dev/null
+++ b/source/blender/editors/space_buttons/buttons_texture.c
@@ -0,0 +1,469 @@
+/*
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2009 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/space_buttons/buttons_texture.c
+ * \ingroup spbuttons
+ */
+
+
+#include <stdlib.h>
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_brush_types.h"
+#include "DNA_ID.h"
+#include "DNA_lamp_types.h"
+#include "DNA_material_types.h"
+#include "DNA_node_types.h"
+#include "DNA_object_types.h"
+#include "DNA_object_force.h"
+#include "DNA_particle_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_space_types.h"
+#include "DNA_world_types.h"
+
+#include "BKE_context.h"
+#include "BKE_material.h"
+#include "BKE_modifier.h"
+#include "BKE_node.h"
+#include "BKE_paint.h"
+#include "BKE_particle.h"
+#include "BKE_scene.h"
+
+#include "RNA_access.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "ED_node.h"
+#include "ED_screen.h"
+
+#include "../interface/interface_intern.h"
+
+#include "buttons_intern.h" // own include
+
+/************************* Texture User **************************/
+
+static void buttons_texture_user_property_add(ListBase *users, ID *id,
+ PointerRNA ptr, PropertyRNA *prop,
+ const char *category, int icon, const char *name)
+{
+ ButsTextureUser *user = MEM_callocN(sizeof(ButsTextureUser), "ButsTextureUser");
+
+ user->id= id;
+ user->ptr = ptr;
+ user->prop = prop;
+ user->category = category;
+ user->icon = icon;
+ user->name = name;
+ user->index = BLI_countlist(users);
+
+ BLI_addtail(users, user);
+}
+
+static void buttons_texture_user_node_add(ListBase *users, ID *id,
+ bNodeTree *ntree, bNode *node,
+ const char *category, int icon, const char *name)
+{
+ ButsTextureUser *user = MEM_callocN(sizeof(ButsTextureUser), "ButsTextureUser");
+
+ user->id= id;
+ user->ntree = ntree;
+ user->node = node;
+ user->category = category;
+ user->icon = icon;
+ user->name = name;
+ user->index = BLI_countlist(users);
+
+ BLI_addtail(users, user);
+}
+
+static void buttons_texture_users_find_nodetree(ListBase *users, ID *id,
+ bNodeTree *ntree, const char *category)
+{
+ bNode *node;
+
+ if(ntree) {
+ for(node=ntree->nodes.first; node; node=node->next) {
+ if(node->typeinfo->nclass == NODE_CLASS_TEXTURE) {
+ PointerRNA ptr;
+ PropertyRNA *prop;
+
+ RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
+ prop = RNA_struct_find_property(&ptr, "texture");
+
+ buttons_texture_user_node_add(users, id, ntree, node,
+ category, RNA_struct_ui_icon(ptr.type), node->name);
+ }
+ else if(node->type == NODE_GROUP && node->id) {
+ buttons_texture_users_find_nodetree(users, id, (bNodeTree*)node->id, category);
+ }
+ }
+ }
+}
+
+static void buttons_texture_modifier_foreach(void *userData, Object *ob, ModifierData *md, const char *propname)
+{
+ PointerRNA ptr;
+ PropertyRNA *prop;
+ ListBase *users = userData;
+
+ RNA_pointer_create(&ob->id, &RNA_Modifier, md, &ptr);
+ prop = RNA_struct_find_property(&ptr, propname);
+
+ buttons_texture_user_property_add(users, &ob->id, ptr, prop,
+ "Modifiers", RNA_struct_ui_icon(ptr.type), md->name);
+}
+
+static void buttons_texture_users_from_context(ListBase *users, const bContext *C, SpaceButs *sbuts)
+{
+ Scene *scene= NULL;
+ Object *ob= NULL;
+ Material *ma= NULL;
+ Lamp *la= NULL;
+ World *wrld= NULL;
+ Brush *brush= NULL;
+ ID *pinid = sbuts->pinid;
+
+ /* get data from context */
+ if(pinid) {
+ if(GS(pinid->name) == ID_SCE)
+ scene= (Scene*)pinid;
+ else if(GS(pinid->name) == ID_OB)
+ ob= (Object*)pinid;
+ else if(GS(pinid->name) == ID_LA)
+ la= (Lamp*)pinid;
+ else if(GS(pinid->name) == ID_WO)
+ wrld= (World*)pinid;
+ else if(GS(pinid->name) == ID_MA)
+ ma= (Material*)pinid;
+ else if(GS(pinid->name) == ID_BR)
+ brush= (Brush*)pinid;
+ }
+
+ if(!scene)
+ scene= CTX_data_scene(C);
+
+ if(!(pinid || pinid == &scene->id)) {
+ ob= (scene->basact)? scene->basact->object: NULL;
+ wrld= scene->world;
+ brush= paint_brush(paint_get_active(scene));
+ }
+
+ if(ob && ob->type == OB_LAMP && !la)
+ la= ob->data;
+ if(ob && !ma)
+ ma= give_current_material(ob, ob->actcol);
+
+ /* fill users */
+ users->first = users->last = NULL;
+
+ if(ma)
+ buttons_texture_users_find_nodetree(users, &ma->id, ma->nodetree, "Material");
+ if(la)
+ buttons_texture_users_find_nodetree(users, &la->id, la->nodetree, "Lamp");
+ if(wrld)
+ buttons_texture_users_find_nodetree(users, &wrld->id, wrld->nodetree, "World");
+
+ if(ob) {
+ ParticleSystem *psys= psys_get_current(ob);
+ MTex *mtex;
+ int a;
+
+ /* modifiers */
+ modifiers_foreachTexLink(ob, buttons_texture_modifier_foreach, users);
+
+ /* particle systems */
+ if(psys) {
+ /* todo: these slots are not in the UI */
+ for(a=0; a<MAX_MTEX; a++) {
+ mtex = psys->part->mtex[a];
+
+ if(mtex) {
+ PointerRNA ptr;
+ PropertyRNA *prop;
+
+ RNA_pointer_create(&psys->part->id, &RNA_ParticleSettingsTextureSlot, mtex, &ptr);
+ prop = RNA_struct_find_property(&ptr, "texture");
+
+ buttons_texture_user_property_add(users, &psys->part->id, ptr, prop,
+ "Particles", RNA_struct_ui_icon(&RNA_ParticleSettings), psys->name);
+ }
+ }
+ }
+
+ /* field */
+ if(ob->pd && ob->pd->forcefield == PFIELD_TEXTURE) {
+ PointerRNA ptr;
+ PropertyRNA *prop;
+
+ RNA_pointer_create(&ob->id, &RNA_FieldSettings, ob->pd, &ptr);
+ prop = RNA_struct_find_property(&ptr, "texture");
+
+ buttons_texture_user_property_add(users, &ob->id, ptr, prop,
+ "Fields", ICON_FORCE_TEXTURE, "Texture Field");
+ }
+ }
+
+ /* brush */
+ if(brush) {
+ PointerRNA ptr;
+ PropertyRNA *prop;
+
+ RNA_pointer_create(&brush->id, &RNA_BrushTextureSlot, &brush->mtex, &ptr);
+ prop= RNA_struct_find_property(&ptr, "texture");
+
+ buttons_texture_user_property_add(users, &brush->id, ptr, prop,
+ "Brush", ICON_BRUSH_DATA, brush->id.name+2);
+ }
+}
+
+void buttons_texture_context_compute(const bContext *C, SpaceButs *sbuts)
+{
+ /* gatheravailable texture users in context. runs on every draw of
+ properties editor, before the buttons are created. */
+ ButsContextTexture *ct= sbuts->texuser;
+ Scene *scene= CTX_data_scene(C);
+
+ if(!scene_use_new_shading_nodes(scene)) {
+ if(ct) {
+ MEM_freeN(ct);
+ BLI_freelistN(&ct->users);
+ sbuts->texuser= NULL;
+ }
+
+ return;
+ }
+
+ if(!ct) {
+ ct= MEM_callocN(sizeof(ButsContextTexture), "ButsContextTexture");
+ sbuts->texuser= ct;
+ }
+ else {
+ BLI_freelistN(&ct->users);
+ }
+
+ buttons_texture_users_from_context(&ct->users, C, sbuts);
+
+ /* set one user as active based on active index */
+ if(ct->index >= BLI_countlist(&ct->users))
+ ct->index= 0;
+
+ ct->user = BLI_findlink(&ct->users, ct->index);
+ ct->texture = NULL;
+
+ if(ct->user) {
+ if(ct->user->ptr.data) {
+ PointerRNA texptr;
+ Tex *tex;
+
+ /* get texture datablock pointer if it's a property */
+ texptr = RNA_property_pointer_get(&ct->user->ptr, ct->user->prop);
+ tex = (RNA_struct_is_a(texptr.type, &RNA_Texture))? texptr.data: NULL;
+
+ ct->texture = tex;
+ }
+ else if(ct->user->node && !(ct->user->node->flag & NODE_ACTIVE_TEXTURE)) {
+ ButsTextureUser *user;
+
+ /* detect change of active texture node in same node tree, in that
+ case we also automatically switch to the other node */
+ for(user=ct->users.first; user; user=user->next) {
+ if(user->ntree == ct->user->ntree && user->node != ct->user->node) {
+ if(user->node->flag & NODE_ACTIVE_TEXTURE) {
+ ct->user = user;
+ ct->index = BLI_findindex(&ct->users, user);
+ break;
+ }
+ }
+ }
+ }
+ }
+}
+
+static void template_texture_select(bContext *C, void *user_p, void *UNUSED(arg))
+{
+ /* callback when selecting a texture user in the menu */
+ SpaceButs *sbuts = CTX_wm_space_buts(C);
+ ButsContextTexture *ct= (sbuts)? sbuts->texuser: NULL;
+ ButsTextureUser *user = (ButsTextureUser*)user_p;
+ PointerRNA texptr;
+ Tex *tex;
+
+ if(!ct)
+ return;
+
+ /* set user as active */
+ if(user->node) {
+ ED_node_set_active(CTX_data_main(C), user->ntree, user->node);
+ ct->texture = NULL;
+ }
+ else {
+ texptr = RNA_property_pointer_get(&user->ptr, user->prop);
+ tex = (RNA_struct_is_a(texptr.type, &RNA_Texture))? texptr.data: NULL;
+
+ ct->texture = tex;
+ }
+
+ ct->user = user;
+ ct->index = user->index;
+}
+
+static void template_texture_user_menu(bContext *C, uiLayout *layout, void *UNUSED(arg))
+{
+ /* callback when opening texture user selection menu, to create buttons. */
+ SpaceButs *sbuts = CTX_wm_space_buts(C);
+ ButsContextTexture *ct= (sbuts)? sbuts->texuser: NULL;
+ ButsTextureUser *user;
+ uiBlock *block = uiLayoutGetBlock(layout);
+ const char *last_category = NULL;
+
+ for(user=ct->users.first; user; user=user->next) {
+ uiBut *but;
+ char name[UI_MAX_NAME_STR];
+
+ /* add label per category */
+ if(!last_category || strcmp(last_category, user->category) != 0) {
+ uiItemL(layout, user->category, ICON_NONE);
+ but= block->buttons.last;
+ but->flag= UI_TEXT_LEFT;
+ }
+
+ /* create button */
+ BLI_snprintf(name, UI_MAX_NAME_STR, " %s", user->name);
+
+ but = uiDefIconTextBut(block, BUT, 0, user->icon, name, 0, 0, UI_UNIT_X*4, UI_UNIT_Y,
+ NULL, 0.0, 0.0, 0.0, 0.0, "");
+ uiButSetNFunc(but, template_texture_select, MEM_dupallocN(user), NULL);
+
+ last_category = user->category;
+ }
+}
+
+void uiTemplateTextureUser(uiLayout *layout, bContext *C)
+{
+ /* texture user selection dropdown menu. the available users have been
+ gathered before drawing in ButsContextTexture, we merely need to
+ display the current item. */
+ SpaceButs *sbuts = CTX_wm_space_buts(C);
+ ButsContextTexture *ct= (sbuts)? sbuts->texuser: NULL;
+ uiBlock *block = uiLayoutGetBlock(layout);
+ uiBut *but;
+ ButsTextureUser *user;
+ char name[UI_MAX_NAME_STR];
+
+ if(!ct)
+ return;
+
+ /* get current user */
+ user= ct->user;
+
+ if(!user) {
+ uiItemL(layout, "No textures in context.", ICON_NONE);
+ return;
+ }
+
+ /* create button */
+ BLI_snprintf(name, UI_MAX_NAME_STR, "%s", user->name);
+
+ if(user->icon) {
+ but= uiDefIconTextMenuBut(block, template_texture_user_menu, NULL,
+ user->icon, name, 0, 0, UI_UNIT_X*4, UI_UNIT_Y, "");
+ }
+ else {
+ but= uiDefMenuBut(block, template_texture_user_menu, NULL,
+ name, 0, 0, UI_UNIT_X*4, UI_UNIT_Y, "");
+ }
+
+ /* some cosmetic tweaks */
+ but->type= MENU;
+ but->flag |= UI_TEXT_LEFT;
+ but->flag &= ~UI_ICON_SUBMENU;
+}
+
+/************************* Texture Show **************************/
+
+static void template_texture_show(bContext *C, void *data_p, void *prop_p)
+{
+ SpaceButs *sbuts = CTX_wm_space_buts(C);
+ ButsContextTexture *ct= (sbuts)? sbuts->texuser: NULL;
+ ButsTextureUser *user;
+
+ if(!ct)
+ return;
+
+ for(user=ct->users.first; user; user=user->next)
+ if(user->ptr.data == data_p && user->prop == prop_p)
+ break;
+
+ if(user) {
+ /* select texture */
+ template_texture_select(C, user, NULL);
+
+ /* change context */
+ sbuts->mainb= BCONTEXT_TEXTURE;
+ sbuts->mainbuser= sbuts->mainb;
+ sbuts->preview= 1;
+
+ /* redraw editor */
+ ED_area_tag_redraw(CTX_wm_area(C));
+ }
+}
+
+void uiTemplateTextureShow(uiLayout *layout, bContext *C, PointerRNA *ptr, PropertyRNA *prop)
+{
+ /* button to quickly show texture in texture tab */
+ SpaceButs *sbuts = CTX_wm_space_buts(C);
+ ButsContextTexture *ct= (sbuts)? sbuts->texuser: NULL;
+ ButsTextureUser *user;
+
+ /* only show button in other tabs in properties editor */
+ if(!ct || sbuts->mainb == BCONTEXT_TEXTURE)
+ return;
+
+ /* find corresponding texture user */
+ for(user=ct->users.first; user; user=user->next)
+ if(user->ptr.data == ptr->data && user->prop == prop)
+ break;
+
+ /* draw button */
+ if(user) {
+ uiBlock *block = uiLayoutGetBlock(layout);
+ uiBut *but;
+
+ but= uiDefIconBut(block, BUT, 0, ICON_BUTS, 0, 0, UI_UNIT_X, UI_UNIT_Y,
+ NULL, 0.0, 0.0, 0.0, 0.0, "Show texture in texture tab");
+ uiButSetFunc(but, template_texture_show, user->ptr.data, user->prop);
+ }
+}
+