[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23664] trunk/blender: Material buttons now view the active node material shading settings.

Campbell Barton ideasman42 at gmail.com
Tue Oct 6 17:31:25 CEST 2009


Revision: 23664
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23664
Author:   campbellbarton
Date:     2009-10-06 17:31:25 +0200 (Tue, 06 Oct 2009)

Log Message:
-----------
Material buttons now view the active node material shading settings.
Selecting a material in the node tree sets this as the active material and the buttons view redraws.

Added rna prop material.active_node_material

Currently its not clear what settings are used by the node material and the base material (needs some tedious research) so I made most panels use the node material with the exceptions of volumetrics, physics and halo settings.

We'll probably need to split the panels up to do this properly.

Modified Paths:
--------------
    trunk/blender/release/scripts/ui/buttons_material.py
    trunk/blender/source/blender/blenkernel/BKE_node.h
    trunk/blender/source/blender/blenkernel/intern/node.c
    trunk/blender/source/blender/editors/sculpt_paint/sculpt.c
    trunk/blender/source/blender/editors/space_node/node_select.c
    trunk/blender/source/blender/makesrna/intern/rna_material.c

Modified: trunk/blender/release/scripts/ui/buttons_material.py
===================================================================
--- trunk/blender/release/scripts/ui/buttons_material.py	2009-10-06 15:01:46 UTC (rev 23663)
+++ trunk/blender/release/scripts/ui/buttons_material.py	2009-10-06 15:31:25 UTC (rev 23664)
@@ -1,6 +1,17 @@
 	
 import bpy
 
+def active_node_mat(mat):
+	# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
+	# which settings from node-materials are used
+	if mat:
+		mat_node = mat.active_node_material
+		if mat_node:
+			return mat_node
+
+	return None
+
+
 class MaterialButtonsPanel(bpy.types.Panel):
 	__space_type__ = 'PROPERTIES'
 	__region_type__ = 'WINDOW'
@@ -74,14 +85,14 @@
 	COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 
 	def poll(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		engine = context.scene.render_data.engine
 		return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
 
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = active_node_mat(context.material)
 
 		if mat.type in ('SURFACE', 'WIRE'):
 			split = layout.split()
@@ -117,7 +128,7 @@
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = context.material # dont use node material
 		tan = mat.strand
 		
 		split = layout.split()
@@ -152,7 +163,7 @@
 	def draw(self, context):
 		layout = self.layout
 		
-		phys = context.material.physics
+		phys = context.material.physics # dont use node material
 		
 		split = layout.split()
 		
@@ -171,14 +182,14 @@
 	COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 
 	def poll(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		engine = context.scene.render_data.engine
 		return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
 
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = active_node_mat(context.material)
 		
 		split = layout.split()
 		
@@ -211,14 +222,14 @@
 	COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 	
 	def poll(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		engine = context.scene.render_data.engine
 		return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = active_node_mat(context.material)
 		
 		split = layout.split()
 		
@@ -244,14 +255,14 @@
 	COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 
 	def poll(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		engine = context.scene.render_data.engine
 		return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material	
+		mat = active_node_mat(context.material)
 		
 		split = layout.split()
 		
@@ -298,14 +309,14 @@
 	COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 
 	def poll(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		engine = context.scene.render_data.engine
 		return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = active_node_mat(context.material)
 		
 		layout.active = (not mat.shadeless)
 		
@@ -351,12 +362,12 @@
 	COMPAT_ENGINES = set(['BLENDER_RENDER'])
 	
 	def poll(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		engine = context.scene.render_data.engine
 		return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 
 	def draw_header(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		sss = mat.subsurface_scattering
 		
 		self.layout.active = (not mat.shadeless)
@@ -365,7 +376,7 @@
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = active_node_mat(context.material)
 		sss = mat.subsurface_scattering
 
 		layout.active = sss.enabled	
@@ -396,19 +407,19 @@
 	COMPAT_ENGINES = set(['BLENDER_RENDER'])
 	
 	def poll(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		engine = context.scene.render_data.engine
 		return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 	
 	def draw_header(self, context):	
-		raym = context.material.raytrace_mirror
+		raym = active_node_mat(context.material).raytrace_mirror
 
 		self.layout.itemR(raym, "enabled", text="")
 	
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = active_node_mat(context.material)
 		raym = mat.raytrace_mirror
 		
 		layout.active = raym.enabled
@@ -451,19 +462,19 @@
 	COMPAT_ENGINES = set(['BLENDER_RENDER'])
 		
 	def poll(self, context):
-		mat = context.material
+		mat = active_node_mat(context.material)
 		engine = context.scene.render_data.engine
 		return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 
 	def draw_header(self, context):	
-		mat = context.material
+		mat = active_node_mat(context.material)
 
 		self.layout.itemR(mat, "transparency", text="")
 
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = active_node_mat(context.material)
 		rayt = mat.raytrace_transparency
 		
 		row = layout.row()
@@ -517,7 +528,7 @@
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = context.material # dont use node material
 		halo = mat.halo
 
 		split = layout.split()
@@ -569,7 +580,7 @@
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = context.material # dont use node material
 		halo = mat.halo
 
 		layout.active = halo.flare_mode
@@ -618,8 +629,7 @@
 	def draw(self, context):
 		layout = self.layout
 
-		mat = context.material
-		vol = context.material.volume
+		vol = context.material.volume # dont use node material
 		
 		split = layout.split()
 		row = split.row()
@@ -635,7 +645,7 @@
 	def draw(self, context):
 		layout = self.layout
 
-		vol = context.material.volume
+		vol = context.material.volume # dont use node material
 		
 		split = layout.split()
 		
@@ -660,7 +670,7 @@
 	def draw(self, context):
 		layout = self.layout
 		
-		vol = context.material.volume
+		vol = context.material.volume # dont use node material
 		
 		split = layout.split()
 		
@@ -695,7 +705,7 @@
 	def draw(self, context):
 		layout = self.layout
 		
-		mat = context.material
+		mat = context.material # dont use node material
 		
 		layout.itemR(mat, "transparency_method", expand=True)
 		
@@ -707,7 +717,7 @@
 	def draw(self, context):
 		layout = self.layout
 
-		vol = context.material.volume
+		vol = context.material.volume # dont use node material
 		
 		split = layout.split()
 		

Modified: trunk/blender/source/blender/blenkernel/BKE_node.h
===================================================================
--- trunk/blender/source/blender/blenkernel/BKE_node.h	2009-10-06 15:01:46 UTC (rev 23663)
+++ trunk/blender/source/blender/blenkernel/BKE_node.h	2009-10-06 15:31:25 UTC (rev 23664)
@@ -181,6 +181,7 @@
 void			nodeSetActive(struct bNodeTree *ntree, struct bNode *node);
 struct bNode	*nodeGetActive(struct bNodeTree *ntree);
 struct bNode	*nodeGetActiveID(struct bNodeTree *ntree, short idtype);
+int				nodeSetActiveID(struct bNodeTree *ntree, short idtype, struct ID *id);
 void			nodeClearActiveID(struct bNodeTree *ntree, short idtype);
 
 void			NodeTagChanged(struct bNodeTree *ntree, struct bNode *node);

Modified: trunk/blender/source/blender/blenkernel/intern/node.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/node.c	2009-10-06 15:01:46 UTC (rev 23663)
+++ trunk/blender/source/blender/blenkernel/intern/node.c	2009-10-06 15:31:25 UTC (rev 23664)
@@ -1575,6 +1575,37 @@
 	return node;
 }
 
+int nodeSetActiveID(bNodeTree *ntree, short idtype, ID *id)
+{
+	bNode *node;
+	int ok= FALSE;
+
+	if(ntree==NULL) return ok;
+
+	/* check for group edit */
+    for(node= ntree->nodes.first; node; node= node->next)
+		if(node->flag & NODE_GROUP_EDIT)
+			break;
+
+	if(node)
+		ntree= (bNodeTree*)node->id;
+
+	/* now find active node with this id */
+	for(node= ntree->nodes.first; node; node= node->next) {
+		if(node->id && GS(node->id->name)==idtype) {
+			if(id && ok==FALSE && node->id==id) {
+				node->flag |= NODE_ACTIVE_ID;
+				ok= TRUE;
+			} else {
+				node->flag &= ~NODE_ACTIVE_ID;
+			}
+		}
+	}
+
+	return ok;
+}
+
+
 /* two active flags, ID nodes have special flag for buttons display */
 void nodeClearActiveID(bNodeTree *ntree, short idtype)
 {

Modified: trunk/blender/source/blender/editors/sculpt_paint/sculpt.c
===================================================================
--- trunk/blender/source/blender/editors/sculpt_paint/sculpt.c	2009-10-06 15:01:46 UTC (rev 23663)
+++ trunk/blender/source/blender/editors/sculpt_paint/sculpt.c	2009-10-06 15:31:25 UTC (rev 23664)
@@ -1100,17 +1100,15 @@
 	
 	for(md= modifiers_getVirtualModifierList(ob); md; md= md->next) {
 		if(md->type == eModifierType_Multires) {
-			MultiresModifierData *mmd;
+			MultiresModifierData *mmd= (MultiresModifierData*)md;
 
 			/* Check if any of the modifiers after multires are active
 			 * if not it can use the multires struct */
-			ModifierData *md_next;
-			for (md_next= md->next; md_next; md_next= md_next->next) {
-				if(md_next->mode & eModifierMode_Realtime)
+			for (md= md->next; md; md= md->next) {
+				if(md->mode & eModifierMode_Realtime)
 					return NULL;
 			}
 
-			mmd = (MultiresModifierData*)md;
 			if(mmd->lvl != 1)
 				return mmd;
 		}

Modified: trunk/blender/source/blender/editors/space_node/node_select.c
===================================================================
--- trunk/blender/source/blender/editors/space_node/node_select.c	2009-10-06 15:01:46 UTC (rev 23663)
+++ trunk/blender/source/blender/editors/space_node/node_select.c	2009-10-06 15:31:25 UTC (rev 23664)
@@ -38,6 +38,7 @@
 #include "BKE_context.h"
 #include "BKE_node.h"
 #include "BKE_global.h"
+#include "BKE_utildefines.h"
 
 #include "BLI_rect.h"
 
@@ -55,7 +56,7 @@
  
 #include "node_intern.h"
  
-static void node_mouse_select(SpaceNode *snode, ARegion *ar, short *mval, short extend)

@@ Diff output truncated at 10240 characters. @@




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