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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/nodes/shader/node_shader_util.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/nodes/shader/node_shader_util.c')
-rw-r--r--source/blender/nodes/shader/node_shader_util.c23
1 files changed, 23 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index ebcef97404d..dcfdb97f91a 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -242,6 +242,29 @@ static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNode
node_data_from_gpu_stack(ns[i], &gs[i]);
}
+bNode *nodeGetActiveTexture(bNodeTree *ntree)
+{
+ /* this is the node we texture paint and draw in textured draw */
+ bNode *node;
+
+ if(!ntree)
+ return NULL;
+
+ /* check for group edit */
+ for(node= ntree->nodes.first; node; node= node->next)
+ if(node->flag & NODE_GROUP_EDIT)
+ break;
+
+ if(node)
+ ntree= (bNodeTree*)node->id;
+
+ for(node= ntree->nodes.first; node; node= node->next)
+ if(node->flag & NODE_ACTIVE_TEXTURE)
+ return node;
+
+ return NULL;
+}
+
void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs)
{
bNodeExec *nodeexec;