[Bf-blender-cvs] [88d8f3a7650] master: Workbench: Support for MatCap + Textured models
Jeroen Bakker
noreply at git.blender.org
Thu Jul 4 15:43:30 CEST 2019
Commit: 88d8f3a7650c4e632ef436b71751212ff04f8fe0
Author: Jeroen Bakker
Date: Thu Jul 4 13:50:25 2019 +0200
Branches: master
https://developer.blender.org/rB88d8f3a7650c4e632ef436b71751212ff04f8fe0
Workbench: Support for MatCap + Textured models
Now it is possible to enable MatCap lighting on top of textured models
in the workbench engine.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5182
===================================================================
M source/blender/makesrna/intern/rna_space.c
===================================================================
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 2b51b1eee97..d3eb7a9258b 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -1058,21 +1058,6 @@ static PointerRNA rna_View3DShading_selected_studio_light_get(PointerRNA *ptr)
}
/* shading.light */
-static int rna_View3DShading_light_get(PointerRNA *ptr)
-{
- View3DShading *shading = (View3DShading *)ptr->data;
- return shading->light;
-}
-
-static void rna_View3DShading_light_set(PointerRNA *ptr, int value)
-{
- View3DShading *shading = (View3DShading *)ptr->data;
- if (value == V3D_LIGHTING_MATCAP && shading->color_type == V3D_SHADING_TEXTURE_COLOR) {
- shading->color_type = V3D_SHADING_MATERIAL_COLOR;
- }
- shading->light = value;
-}
-
static const EnumPropertyItem *rna_View3DShading_color_type_itemf(bContext *UNUSED(C),
PointerRNA *ptr,
PropertyRNA *UNUSED(prop),
@@ -1081,36 +1066,27 @@ static const EnumPropertyItem *rna_View3DShading_color_type_itemf(bContext *UNUS
View3DShading *shading = (View3DShading *)ptr->data;
int totitem = 0;
- EnumPropertyItem *item = NULL;
if (shading->type == OB_SOLID) {
- RNA_enum_items_add_value(
- &item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_MATERIAL_COLOR);
- RNA_enum_items_add_value(
- &item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_SINGLE_COLOR);
- RNA_enum_items_add_value(
- &item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_OBJECT_COLOR);
- RNA_enum_items_add_value(
- &item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_RANDOM_COLOR);
- RNA_enum_items_add_value(
- &item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_VERTEX_COLOR);
- if (shading->light != V3D_LIGHTING_MATCAP) {
- RNA_enum_items_add_value(
- &item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_TEXTURE_COLOR);
- }
+ r_free = false;
+ return rna_enum_shading_color_type_items;
}
else if (shading->type == OB_WIRE) {
+ EnumPropertyItem *item = NULL;
RNA_enum_items_add_value(
&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_SINGLE_COLOR);
RNA_enum_items_add_value(
&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_OBJECT_COLOR);
RNA_enum_items_add_value(
&item, &totitem, rna_enum_shading_color_type_items, V3D_SHADING_RANDOM_COLOR);
+ RNA_enum_item_end(&item, &totitem);
+ *r_free = true;
+ return item;
+ }
+ else {
+ *r_free = false;
+ return NULL;
}
-
- RNA_enum_item_end(&item, &totitem);
- *r_free = true;
- return item;
}
/* Studio light */
@@ -2997,8 +2973,6 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
prop = RNA_def_property(srna, "light", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "light");
RNA_def_property_enum_items(prop, rna_enum_viewport_lighting_items);
- RNA_def_property_enum_funcs(
- prop, "rna_View3DShading_light_get", "rna_View3DShading_light_set", NULL);
RNA_def_property_ui_text(prop, "Lighting", "Lighting Method for Solid/Texture Viewport Shading");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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