Freestyle: an improved workflow of line style shading nodes.

Removed the previous changes for passing a line style through the Controller, and
revised the BlenderTextureShader to assign the shader node tree of a line style
(if specified) to strokes.  This way the assignment of shading nodes can be done
through both the Freestyle GUI and Python scripting.
This commit is contained in:
2014-07-19 18:52:32 +09:00
parent c38e80d632
commit 34c133a488
17 changed files with 92 additions and 116 deletions

View File

@@ -705,8 +705,7 @@ StrokeRep::StrokeRep()
{
_stroke = 0;
_strokeType = Stroke::OPAQUE_MEDIUM;
_lineStyle = NULL;
_useShadingNodes = false;
_nodeTree = NULL;
_hasTex = false;
_textureStep = 1.0;
for (int a = 0; a < MAX_MTEX; a++) {
@@ -728,8 +727,7 @@ StrokeRep::StrokeRep(Stroke *iStroke)
{
_stroke = iStroke;
_strokeType = iStroke->getMediumType();
_lineStyle = iStroke->getLineStyle();
_useShadingNodes = iStroke->useShadingNodes();
_nodeTree = iStroke->getNodeTree();
_hasTex = iStroke->hasTex();
_textureId = iStroke->getTextureId();
_textureStep = iStroke->getTextureStep();
@@ -764,8 +762,7 @@ StrokeRep::StrokeRep(const StrokeRep& iBrother)
_strokeType = iBrother._strokeType;
_textureId = iBrother._textureId;
_textureStep = iBrother._textureStep;
_lineStyle = iBrother._lineStyle;
_useShadingNodes = iBrother._useShadingNodes;
_nodeTree = iBrother._nodeTree;
_hasTex = iBrother._hasTex;
for (int a = 0; a < MAX_MTEX; a++) {
if (iBrother._mtex[a]) {