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Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r--source/blender/blenkernel/intern/material.c76
1 files changed, 60 insertions, 16 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index eeca60f7ef4..9b682f101ad 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -116,7 +116,7 @@ void BKE_material_free_ex(Material *ma, bool do_id_user)
MEM_freeN(ma->texpaintslot);
if (ma->gpumaterial.first)
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
}
void init_material(Material *ma)
@@ -252,6 +252,10 @@ Material *BKE_material_copy(Material *ma)
BLI_listbase_clear(&man->gpumaterial);
+ if (ma->id.lib) {
+ BKE_id_lib_local_paths(G.main, ma->id.lib, &man->id);
+ }
+
return man;
}
@@ -681,16 +685,16 @@ Material *give_current_material(Object *ob, short act)
/* if object cannot have material, (totcolp == NULL) */
totcolp = give_totcolp(ob);
if (totcolp == NULL || ob->totcol == 0) return NULL;
-
- if (act < 0) {
- printf("Negative material index!\n");
- }
-
+
/* return NULL for invalid 'act', can happen for mesh face indices */
if (act > ob->totcol)
return NULL;
- else if (act <= 0)
+ else if (act <= 0) {
+ if (act < 0) {
+ printf("Negative material index!\n");
+ }
return NULL;
+ }
if (ob->matbits && ob->matbits[act - 1]) { /* in object */
ma = ob->mat[act - 1];
@@ -1023,7 +1027,7 @@ static void do_init_render_material(Material *ma, int r_mode, float *amb)
Group *group;
for (group = G.main->group.first; group; group = group->id.next) {
- if (!group->id.lib && strcmp(group->id.name, ma->group->id.name) == 0) {
+ if (!group->id.lib && STREQ(group->id.name, ma->group->id.name)) {
ma->group = group;
}
}
@@ -1137,28 +1141,28 @@ static bool material_in_nodetree(bNodeTree *ntree, Material *mat)
if (node->id) {
if (GS(node->id->name) == ID_MA) {
if (node->id == (ID *)mat) {
- return 1;
+ return true;
}
}
else if (node->type == NODE_GROUP) {
if (material_in_nodetree((bNodeTree *)node->id, mat)) {
- return 1;
+ return true;
}
}
}
}
- return 0;
+ return false;
}
bool material_in_material(Material *parmat, Material *mat)
{
if (parmat == mat)
- return 1;
+ return true;
else if (parmat->nodetree && parmat->use_nodes)
return material_in_nodetree(parmat->nodetree, mat);
else
- return 0;
+ return false;
}
@@ -1313,6 +1317,26 @@ static bool get_mtex_slot_valid_texpaint(struct MTex *mtex)
mtex->tex->ima);
}
+static bNode *nodetree_uv_node_recursive(bNode *node)
+{
+ bNode *inode;
+ bNodeSocket *sock;
+
+ for (sock = node->inputs.first; sock; sock = sock->next) {
+ if (sock->link) {
+ inode = sock->link->fromnode;
+ if (inode->typeinfo->nclass == NODE_CLASS_INPUT && inode->typeinfo->type == SH_NODE_UVMAP) {
+ return inode;
+ }
+ else {
+ return nodetree_uv_node_recursive(inode);
+ }
+ }
+ }
+
+ return NULL;
+}
+
void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
{
MTex **mtex;
@@ -1320,7 +1344,7 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
short index = 0, i;
bool use_nodes = BKE_scene_use_new_shading_nodes(scene);
- bool is_bi = BKE_scene_uses_blender_internal(scene);
+ bool is_bi = BKE_scene_uses_blender_internal(scene) || BKE_scene_uses_blender_game(scene);
if (!ma)
return;
@@ -1364,7 +1388,27 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
if (active_node == node)
ma->paint_active_slot = index;
- ma->texpaintslot[index++].ima = (Image *)node->id;
+ ma->texpaintslot[index].ima = (Image *)node->id;
+
+ /* for new renderer, we need to traverse the treeback in search of a UV node */
+ if (use_nodes) {
+ bNode *uvnode = nodetree_uv_node_recursive(node);
+
+ if (uvnode) {
+ NodeShaderUVMap *storage = (NodeShaderUVMap *)uvnode->storage;
+ ma->texpaintslot[index].uvname = storage->uv_map;
+ /* set a value to index so UI knows that we have a valid pointer for the mesh */
+ ma->texpaintslot[index].index = 0;
+ }
+ else {
+ /* just invalidate the index here so UV map does not get displayed on the UI */
+ ma->texpaintslot[index].index = -1;
+ }
+ }
+ else {
+ ma->texpaintslot[index].index = -1;
+ }
+ index++;
}
}
}
@@ -1724,7 +1768,7 @@ void paste_matcopybuf(Material *ma)
MEM_freeN(ma->nodetree);
}
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
id = (ma->id);
memcpy(ma, &matcopybuf, sizeof(Material));