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-rw-r--r--source/blender/src/drawnode.c78
-rw-r--r--source/blender/src/drawscene.c4
-rw-r--r--source/blender/src/editnode.c1
-rw-r--r--source/blender/src/interface.c5
-rw-r--r--source/blender/src/renderwin.c29
-rw-r--r--source/blender/src/sequence.c2
-rw-r--r--source/blender/src/space.c4
7 files changed, 91 insertions, 32 deletions
diff --git a/source/blender/src/drawnode.c b/source/blender/src/drawnode.c
index ed8f6d81ba9..c510c34c9a1 100644
--- a/source/blender/src/drawnode.c
+++ b/source/blender/src/drawnode.c
@@ -663,22 +663,77 @@ static int node_composit_buts_image(uiBlock *block, bNodeTree *ntree, bNode *nod
return 19;
}
-static char *scene_layer_menu(void)
+/* if we use render result from other scene, we make a nice title */
+static void set_render_result_title(void *node_v, void *unused)
{
+ bNode *node= node_v;
+ Scene *sce;
SceneRenderLayer *srl;
- int len= 32 + 32*BLI_countlist(&G.scene->r.layers);
+ char str[64];
+
+ if(node->id) {
+ BLI_strncpy(str, node->id->name+2, 21);
+ strcat(str, "|");
+ sce= (Scene *)node->id;
+ }
+ else {
+ str[0]= 0;
+ sce= G.scene;
+ }
+ srl= BLI_findlink(&sce->r.layers, node->custom1);
+ if(srl==NULL) {
+ node->custom1= 0;
+ srl= sce->r.layers.first;
+ }
+
+ strcat(str, srl->name);
+ BLI_strncpy(node->name, str, 32);
+}
+
+static char *scene_layer_menu(Scene *sce)
+{
+ SceneRenderLayer *srl;
+ int len= 32 + 32*BLI_countlist(&sce->r.layers);
short a, nr;
char *str= MEM_callocN(len, "menu layers");
strcpy(str, "Active Layer %t");
a= strlen(str);
- for(nr=0, srl= G.scene->r.layers.first; srl; srl= srl->next, nr++) {
+ for(nr=0, srl= sce->r.layers.first; srl; srl= srl->next, nr++) {
a+= sprintf(str+a, "|%s %%x%d", srl->name, nr);
}
return str;
}
+static void node_browse_scene_cb(void *ntree_v, void *node_v)
+{
+ bNodeTree *ntree= ntree_v;
+ bNode *node= node_v;
+ Scene *sce;
+
+ if(node->menunr<1) return;
+
+ if(node->id) {
+ node->id->us--;
+ node->id= NULL;
+ }
+ sce= BLI_findlink(&G.main->scene, node->menunr-1);
+ if(sce!=G.scene) {
+ node->id= &sce->id;
+ id_us_plus(node->id);
+ }
+
+ set_render_result_title(node, NULL);
+ nodeSetActive(ntree, node);
+
+ allqueue(REDRAWBUTSSHADING, 0);
+ allqueue(REDRAWNODE, 0);
+ NodeTagChanged(ntree, node);
+
+ node->menunr= 0;
+}
+
static int node_composit_buts_renderresult(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
{
@@ -686,11 +741,22 @@ static int node_composit_buts_renderresult(uiBlock *block, bNodeTree *ntree, bNo
uiBut *bt;
char *strp;
- strp= scene_layer_menu();
+ /* browse button scene */
+ uiBlockBeginAlign(block);
+ IDnames_to_pupstring(&strp, NULL, "", &(G.main->scene), NULL, NULL);
+ node->menunr= 0;
+ bt= uiDefButS(block, MENU, B_NOP, strp,
+ butr->xmin, butr->ymin, 20, 19,
+ &node->menunr, 0, 0, 0, 0, "Browse Scene to use RenderLayer from");
+ uiButSetFunc(bt, node_browse_scene_cb, ntree, node);
+ if(strp) MEM_freeN(strp);
+
+ /* browse button layer */
+ strp= scene_layer_menu(node->id?(Scene *)node->id:G.scene);
bt= uiDefButS(block, MENU, B_NODE_EXEC+node->nr, strp,
- butr->xmin, butr->ymin, (butr->xmax-butr->xmin), 19,
+ butr->xmin+20, butr->ymin, (butr->xmax-butr->xmin)-20, 19,
&node->custom1, 0, 0, 0, 0, "Choose Render Layer");
- uiButSetFunc(bt, node_but_title_cb, node, bt);
+ uiButSetFunc(bt, set_render_result_title, node, NULL);
MEM_freeN(strp);
}
return 19;
diff --git a/source/blender/src/drawscene.c b/source/blender/src/drawscene.c
index 2bf3eb7bae7..4528c2125f4 100644
--- a/source/blender/src/drawscene.c
+++ b/source/blender/src/drawscene.c
@@ -128,7 +128,9 @@ void set_scene(Scene *sce) /* also see scene.c: set_scene_bg() */
sc= sc->id.next;
}
- set_scene_bg(G.scene);
+ set_scene_bg(G.scene);
+ scene_update_for_newframe(G.scene, G.scene->lay);
+
set_radglobal();
/* complete redraw */
diff --git a/source/blender/src/editnode.c b/source/blender/src/editnode.c
index 5330531d32a..2aca3e7d4bc 100644
--- a/source/blender/src/editnode.c
+++ b/source/blender/src/editnode.c
@@ -1603,7 +1603,6 @@ static int node_uiDoBlocks(SpaceNode *snode, ListBase *lb, short event)
lb->first= lb->last= node->block;
retval= uiDoBlocks(lb, event);
-
((struct Link *)node->block)->prev= prev;
break;
diff --git a/source/blender/src/interface.c b/source/blender/src/interface.c
index 3d534744ed3..24995f22422 100644
--- a/source/blender/src/interface.c
+++ b/source/blender/src/interface.c
@@ -1263,9 +1263,12 @@ static int ui_do_but_MENU(uiBut *but)
ui_check_but(but);
/* no draw of button now, for floating panels the matrix now is invalid...
the button still is active, and will be redrawn in main loop to de-activate it */
+ /* but, if no hilites, we send redraw to queue */
+ if(but->flag & UI_NO_HILITE)
+ addqueue(but->block->winq, REDRAW, 1);
uibut_do_func(but);
-
+
/* return no existing event, because the menu sends events instead */
return -1;
}
diff --git a/source/blender/src/renderwin.c b/source/blender/src/renderwin.c
index 8b2c0093b3e..5d98753fdae 100644
--- a/source/blender/src/renderwin.c
+++ b/source/blender/src/renderwin.c
@@ -643,7 +643,7 @@ void calc_renderwin_rectangle(int rectx, int recty, int posmask, int renderpos_r
/* init renderwin, alloc/open/resize */
static void renderwin_init_display_cb(RenderResult *rr)
{
- if (G.afbreek == 0) {
+ if (G.afbreek != 1) {
int rendersize[2], renderpos[2], imagesize[2];
calc_renderwin_rectangle(rr->rectx, rr->recty, G.winpos, renderpos, rendersize);
@@ -808,6 +808,9 @@ static void printrenderinfo_cb(RenderStats *rs)
BLI_timestr(rs->lastframetime, info_time_str);
spos+= sprintf(spos, " Time:%s ", info_time_str);
+ if(rs->infostr)
+ spos+= sprintf(spos, " | %s", rs->infostr);
+
if(render_win) {
if(render_win->render_text) MEM_freeN(render_win->render_text);
render_win->render_text= BLI_strdup(str);
@@ -1026,28 +1029,12 @@ void BIF_do_render(int anim)
}
}
- /* if start render in 3d win, use layer from window (e.g also local view) */
- if(curarea && curarea->spacetype==SPACE_VIEW3D) {
- int lay= G.scene->lay;
- /*
- * if view is defined (might not be if called form script), check
- * and set layers
- */
- if(G.vd) {
- if(G.vd->lay & 0xFF000000) // localview
- G.scene->lay |= G.vd->lay;
- else
- G.scene->lay= G.vd->lay;
- }
-
- do_render(anim);
-
- G.scene->lay= lay;
- }
- else do_render(anim);
+ do_render(anim);
- if(G.scene->use_nodes)
+ if(G.scene->use_nodes) {
allqueue(REDRAWNODE, 1);
+ allqueue(REDRAWIMAGE, 1);
+ }
if (slink_flag) G.f |= G_DOSCRIPTLINKS;
if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_POSTRENDER);
}
diff --git a/source/blender/src/sequence.c b/source/blender/src/sequence.c
index cc39294231f..65446317a3f 100644
--- a/source/blender/src/sequence.c
+++ b/source/blender/src/sequence.c
@@ -1993,7 +1993,7 @@ void do_build_seqar_cfra(ListBase *seqbase, Sequence ***seqar, int cfra)
int redisplay= (!G.background && !(G.rendering));
oldsce= G.scene;
- if(seq->scene!=G.scene) set_scene_bg(seq->scene); /* set_scene does full dep updates */
+ if(seq->scene!=G.scene) set_scene_bg(seq->scene);
/* prevent eternal loop */
doseq= G.scene->r.scemode & R_DOSEQ;
diff --git a/source/blender/src/space.c b/source/blender/src/space.c
index ec16fb89fa3..c7926d00715 100644
--- a/source/blender/src/space.c
+++ b/source/blender/src/space.c
@@ -459,6 +459,7 @@ void start_game(void)
* Better would be to make a better routine
* in the game engine for finding the camera.
* - zr
+ * Note: yes, this is all very badly hacked! (ton)
*/
for (sc= G.main->scene.first; sc; sc= sc->id.next) {
if (!sc->camera) {
@@ -500,7 +501,8 @@ void start_game(void)
restore_all_scene_cfra(scene_cfra_store);
set_scene_bg(startscene);
-
+ scene_update_for_newframe(G.scene, G.scene->lay);
+
if (G.flags & G_FILE_AUTOPLAY)
exit_usiblender();