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Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.c')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c23
1 files changed, 15 insertions, 8 deletions
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"));
}