diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-10-16 22:15:03 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-10-16 22:29:04 +0300 |
commit | e4f2b2be26adbb5c34231598526a270559c6e183 (patch) | |
tree | 40601b1349372904cffe619003dcc83b7011d8be /source/blender/nodes | |
parent | e8962f90de4222d6f750d3d3478eff65490365d8 (diff) |
Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
Diffstat (limited to 'source/blender/nodes')
-rw-r--r-- | source/blender/nodes/composite/nodes/node_composite_image.c | 3 | ||||
-rw-r--r-- | source/blender/nodes/shader/node_shader_tree.c | 23 | ||||
-rw-r--r-- | source/blender/nodes/texture/node_texture_tree.c | 2 |
3 files changed, 18 insertions, 10 deletions
diff --git a/source/blender/nodes/composite/nodes/node_composite_image.c b/source/blender/nodes/composite/nodes/node_composite_image.c index a95c3233132..0ca36ef548e 100644 --- a/source/blender/nodes/composite/nodes/node_composite_image.c +++ b/source/blender/nodes/composite/nodes/node_composite_image.c @@ -41,6 +41,7 @@ #include "BKE_context.h" #include "BKE_global.h" #include "BKE_main.h" +#include "BKE_scene.h" /* **************** IMAGE (and RenderResult, multilayer image) ******************** */ @@ -218,7 +219,7 @@ static void cmp_node_rlayer_create_outputs(bNodeTree *ntree, bNode *node, LinkNo Scene *scene = (Scene *)node->id; if (scene) { - RenderEngineType *engine_type = RE_engines_find(scene->r.engine); + RenderEngineType *engine_type = RE_engines_find(scene->view_render.engine_id); if (engine_type && engine_type->update_render_passes) { SceneRenderLayer *srl = BLI_findlink(&scene->r.layers, node->custom1); if (srl) { diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c index 08205d589bf..b014da90145 100644 --- a/source/blender/nodes/shader/node_shader_tree.c +++ b/source/blender/nodes/shader/node_shader_tree.c @@ -39,6 +39,7 @@ #include "DNA_space_types.h" #include "DNA_world_types.h" #include "DNA_linestyle_types.h" +#include "DNA_workspace_types.h" #include "BLI_listbase.h" #include "BLI_threads.h" @@ -67,23 +68,29 @@ static int shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype)) { Scene *scene = CTX_data_scene(C); + WorkSpace *workspace = CTX_wm_workspace(C); + ViewRender *view_render = BKE_viewrender_get(scene, workspace); + const char *engine_id = view_render->engine_id; + /* allow empty engine string too, this is from older versions that didn't have registerable engines yet */ - return (scene->r.engine[0] == '\0' || - STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER) || - STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME) || - STREQ(scene->r.engine, RE_engine_id_CYCLES) || - !BKE_scene_use_shading_nodes_custom(scene)); + return (engine_id[0] == '\0' || + STREQ(engine_id, RE_engine_id_BLENDER_RENDER) || + STREQ(engine_id, RE_engine_id_BLENDER_GAME) || + STREQ(engine_id, RE_engine_id_CYCLES) || + !BKE_viewrender_use_shading_nodes_custom(view_render)); } static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(treetype), bNodeTree **r_ntree, ID **r_id, ID **r_from) { SpaceNode *snode = CTX_wm_space_node(C); Scene *scene = CTX_data_scene(C); + WorkSpace *workspace = CTX_wm_workspace(C); SceneLayer *sl = CTX_data_scene_layer(C); Object *ob = OBACT_NEW(sl); + ViewRender *view_render = BKE_viewrender_get(scene, workspace); if ((snode->shaderfrom == SNODE_SHADER_OBJECT) || - (BKE_scene_use_new_shading_nodes(scene) == false)) + (BKE_viewrender_use_new_shading_nodes(view_render) == false)) { if (ob) { *r_from = &ob->id; @@ -119,12 +126,12 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre } } -static void foreach_nodeclass(Scene *scene, void *calldata, bNodeClassCallback func) +static void foreach_nodeclass(ViewRender *view_render, void *calldata, bNodeClassCallback func) { func(calldata, NODE_CLASS_INPUT, N_("Input")); func(calldata, NODE_CLASS_OUTPUT, N_("Output")); - if (BKE_scene_use_new_shading_nodes(scene)) { + if (BKE_viewrender_use_new_shading_nodes(view_render)) { func(calldata, NODE_CLASS_SHADER, N_("Shader")); func(calldata, NODE_CLASS_TEXTURE, N_("Texture")); } diff --git a/source/blender/nodes/texture/node_texture_tree.c b/source/blender/nodes/texture/node_texture_tree.c index 2ac4ce2f48c..6db5e106ed7 100644 --- a/source/blender/nodes/texture/node_texture_tree.c +++ b/source/blender/nodes/texture/node_texture_tree.c @@ -121,7 +121,7 @@ static void texture_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tr } } -static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func) +static void foreach_nodeclass(ViewRender *UNUSED(view_render), void *calldata, bNodeClassCallback func) { func(calldata, NODE_CLASS_INPUT, N_("Input")); func(calldata, NODE_CLASS_OUTPUT, N_("Output")); |