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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-03-14 14:37:51 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-03-14 14:37:51 +0300
commitc6ca842e234024b0276e5b294455ed2dbbe998e0 (patch)
treee1c3fb393507c0fe4092e3e133f3ddaec239463e /source/blender
parentd8f1b18d9b7494070715dd7a74e0c7753a43a3aa (diff)
Fix T61937: image sequences not updating in workbench display mode.
Need to pass the image user along to get the frame number.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c23
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c19
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c9
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h5
-rw-r--r--source/blender/editors/uvedit/uvedit_ops.c12
5 files changed, 43 insertions, 25 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 21bb7c6128d..7baea8b9e39 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -793,7 +793,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
}
static WORKBENCH_MaterialData *get_or_create_material_data(
- WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int interp)
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@@ -809,6 +809,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
+ material_template.iuser = iuser;
material_template.interp = interp;
uint hash = workbench_material_get_hash(&material_template, is_ghost);
@@ -852,10 +853,11 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
if (draw_as == PART_DRAW_PATH) {
Material *mat;
Image *image;
+ ImageUser *iuser;
int interp;
- workbench_material_get_image_and_mat(ob, part->omat, &image, &interp, &mat);
+ workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
- WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ?
wpd->prepass_solid_hair_sh :
@@ -920,10 +922,11 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (geom_array != NULL && geom_array[i] != NULL) {
Material *mat;
Image *image;
+ ImageUser *iuser;
int interp;
- workbench_material_get_image_and_mat(ob, i + 1, &image, &interp, &mat);
+ workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
- material = get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
+ material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
}
@@ -936,12 +939,12 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
/* Hack */
wpd->shading.xray_alpha = ob->color[3];
- material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0);
+ material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
has_transp_mat = true;
}
else {
/* Draw solid color */
- material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0);
+ material = get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
}
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
@@ -958,7 +961,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (is_sculpt_mode) {
/* Multiple materials are not supported in sculpt mode yet. */
Material *mat = give_current_material(ob, 1);
- material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
@@ -973,11 +976,11 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
if (mat != NULL && mat->a < 1.0f) {
/* Hack */
wpd->shading.xray_alpha = mat->a;
- material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
+ material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
has_transp_mat = true;
}
else {
- material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
}
DRW_shgroup_call_object_add(material->shgrp, geoms[i], ob);
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 685c37b51df..d6a11a2b1e7 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -138,7 +138,7 @@ static void workbench_init_object_data(DrawData *dd)
}
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
- WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int interp)
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@@ -154,6 +154,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
+ material_template.iuser = iuser;
material_template.interp = interp;
uint hash = workbench_material_get_hash(&material_template, false);
@@ -189,7 +190,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(
e_data.object_outline_texture_sh, psl->object_outline_pass);
- GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false);
+ GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D, false);
DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex);
}
else {
@@ -457,10 +458,11 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
if (draw_as == PART_DRAW_PATH) {
Material *mat;
Image *image;
+ ImageUser *iuser;
int interp;
- workbench_material_get_image_and_mat(ob, part->omat, &image, &interp, &mat);
+ workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
- WORKBENCH_MaterialData *material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
+ WORKBENCH_MaterialData *material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
? wpd->transparent_accum_hair_sh
@@ -538,10 +540,11 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
for (int i = 0; i < materials_len; i++) {
Material *mat;
Image *image;
+ ImageUser *iuser;
int interp;
- workbench_material_get_image_and_mat(ob, i + 1, &image, &interp, &mat);
+ workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
- material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, color_type, interp);
+ material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
@@ -557,7 +560,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
/* No material split needed */
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
- material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0);
+ material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
if (!is_wire) {
@@ -588,7 +591,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
Material *mat = give_current_material(ob, i + 1);
- material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
+ material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
if (!is_wire) {
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index e721a4ccdb8..47895f8729b 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -220,11 +220,11 @@ int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *i
return color_type;
}
-void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, int *r_interp, Material **r_mat)
+void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat)
{
bNode *node;
*r_mat = give_current_material(ob, mat_nr);
- ED_object_get_active_image(ob, mat_nr, r_image, NULL, &node, NULL);
+ ED_object_get_active_image(ob, mat_nr, r_image, r_iuser, &node, NULL);
if (node && *r_image) {
switch (node->type) {
case SH_NODE_TEX_IMAGE:
@@ -258,11 +258,11 @@ void workbench_material_shgroup_uniform(
}
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
- ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, NULL, NULL);
+ ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, material->iuser, NULL);
const bool do_color_correction = wpd->use_color_management &&
(ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0);
BKE_image_release_ibuf(material->ima, ibuf, NULL);
- GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false);
+ GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D, false);
DRW_shgroup_uniform_texture(grp, "image", tex);
DRW_shgroup_uniform_bool_copy(grp, "imageSrgb", do_color_correction);
DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
@@ -296,4 +296,5 @@ void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBE
dest_material->metallic = source_material->metallic;
dest_material->roughness = source_material->roughness;
dest_material->ima = source_material->ima;
+ dest_material->iuser = source_material->iuser;
}
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index da6df4c93bd..115868bc268 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -278,6 +278,7 @@ typedef struct WORKBENCH_MaterialData {
int color_type;
int interp;
Image *ima;
+ ImageUser *iuser;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
@@ -322,7 +323,7 @@ void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd);
void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd);
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
- WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int interp);
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp);
/* workbench_effect_aa.c */
void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx);
@@ -350,7 +351,7 @@ void workbench_dof_draw_pass(WORKBENCH_Data *vedata);
/* workbench_materials.c */
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob);
-void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, int *r_interp, Material **r_mat);
+void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index 5d73f0c8b04..f771feeff2c 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -159,7 +159,17 @@ bool ED_object_get_active_image(
if (node && is_image_texture_node(node)) {
if (r_ima) *r_ima = (Image *)node->id;
- if (r_iuser) *r_iuser = NULL;
+ if (r_iuser) {
+ if (node->type == SH_NODE_TEX_IMAGE) {
+ *r_iuser = &((NodeTexImage *)node->storage)->iuser;
+ }
+ else if (node->type == SH_NODE_TEX_ENVIRONMENT) {
+ *r_iuser = &((NodeTexEnvironment *)node->storage)->iuser;
+ }
+ else {
+ *r_iuser = NULL;
+ }
+ }
if (r_node) *r_node = node;
if (r_ntree) *r_ntree = ntree;
return true;