Fix T62328, T62209: revert recent fix for texture slots updates (T60366).
This causes other issues, revert for now until a better fix is found.
Reverts commit da1323d1c9
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This commit is contained in:
@@ -83,8 +83,8 @@ bool BKE_object_material_slot_remove(struct Main *bmain, struct Object *ob);
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struct MaterialGPencilStyle *BKE_material_gpencil_settings_get(struct Object *ob, short act);
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void BKE_texpaint_slot_refresh_cache(struct Material *ma);
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void BKE_texpaint_slots_refresh_object(struct Object *ob);
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void BKE_texpaint_slot_refresh_cache(struct Scene *scene, struct Material *ma);
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void BKE_texpaint_slots_refresh_object(struct Scene *scene, struct Object *ob);
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/* rna api */
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void BKE_material_resize_id(struct Main *bmain, struct ID *id, short totcol, bool do_id_user);
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@@ -229,7 +229,6 @@ Material *BKE_material_localize(Material *ma)
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Material *man = BKE_libblock_copy_for_localize(&ma->id);
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man->texpaintslot = NULL;
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man->tot_slots = 0;
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man->preview = NULL;
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if (ma->nodetree != NULL) {
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@@ -1048,7 +1047,7 @@ static int count_texture_nodes_recursive(bNodeTree *nodetree)
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return tex_nodes;
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}
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static void fill_texpaint_slots_recursive(bNodeTree *nodetree, bNode *active_node, Material *ma, TexPaintSlot *slots, int *index)
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static void fill_texpaint_slots_recursive(bNodeTree *nodetree, bNode *active_node, Material *ma, int *index)
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{
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for (bNode *node = nodetree->nodes.first; node; node = node->next) {
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if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
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@@ -1056,77 +1055,99 @@ static void fill_texpaint_slots_recursive(bNodeTree *nodetree, bNode *active_nod
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ma->paint_active_slot = *index;
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}
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slots[*index].ima = (Image *)node->id;
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slots[*index].interp = ((NodeTexImage *)node->storage)->interpolation;
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ma->texpaintslot[*index].ima = (Image *)node->id;
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ma->texpaintslot[*index].interp = ((NodeTexImage *)node->storage)->interpolation;
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/* for new renderer, we need to traverse the treeback in search of a UV node */
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bNode *uvnode = nodetree_uv_node_recursive(node);
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if (uvnode) {
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NodeShaderUVMap *storage = (NodeShaderUVMap *)uvnode->storage;
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slots[*index].uvname = storage->uv_map;
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ma->texpaintslot[*index].uvname = storage->uv_map;
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/* set a value to index so UI knows that we have a valid pointer for the mesh */
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slots[*index].valid = true;
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ma->texpaintslot[*index].valid = true;
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}
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else {
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/* just invalidate the index here so UV map does not get displayed on the UI */
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slots[*index].valid = false;
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ma->texpaintslot[*index].valid = false;
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}
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(*index)++;
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}
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else if (node->type == NODE_GROUP && node->id) {
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/* recurse into the node group and see if it contains any textures */
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fill_texpaint_slots_recursive((bNodeTree *)node->id, active_node, ma, slots, index);
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fill_texpaint_slots_recursive((bNodeTree *)node->id, active_node, ma, index);
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}
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}
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}
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void BKE_texpaint_slot_refresh_cache(Material *ma)
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void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
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{
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if (ma == NULL) {
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int count = 0;
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int index = 0;
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if (!ma)
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return;
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/* COW needed when adding texture slot on an object with no materials. */
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DEG_id_tag_update(&ma->id, ID_RECALC_SHADING | ID_RECALC_COPY_ON_WRITE);
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if (ma->texpaintslot) {
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MEM_freeN(ma->texpaintslot);
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ma->tot_slots = 0;
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ma->texpaintslot = NULL;
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}
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if (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_IMAGE) {
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ma->paint_active_slot = 0;
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ma->paint_clone_slot = 0;
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return;
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}
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/* Compute texture paint slots. */
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TexPaintSlot *texpaintslot = NULL;
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int tot_slots = (ma->nodetree) ? count_texture_nodes_recursive(ma->nodetree) : 0;
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if (tot_slots) {
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texpaintslot = MEM_callocN(sizeof(*texpaintslot) * tot_slots, "texpaint_slots");
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bNode *active_node = nodeGetActiveTexture(ma->nodetree);
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int index = 0;
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fill_texpaint_slots_recursive(ma->nodetree, active_node, ma, texpaintslot, &index);
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if (!(ma->nodetree)) {
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ma->paint_active_slot = 0;
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ma->paint_clone_slot = 0;
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return;
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}
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/* Keep active slots within range. */
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if (ma->paint_active_slot >= tot_slots) {
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ma->paint_active_slot = MAX2(tot_slots - 1, 0);
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count = count_texture_nodes_recursive(ma->nodetree);
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if (count == 0) {
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ma->paint_active_slot = 0;
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ma->paint_clone_slot = 0;
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return;
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}
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if (ma->paint_clone_slot >= tot_slots) {
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ma->paint_clone_slot = MAX2(tot_slots - 1, 0);
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ma->texpaintslot = MEM_callocN(sizeof(*ma->texpaintslot) * count, "texpaint_slots");
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bNode *active_node = nodeGetActiveTexture(ma->nodetree);
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fill_texpaint_slots_recursive(ma->nodetree, active_node, ma, &index);
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ma->tot_slots = count;
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if (ma->paint_active_slot >= count) {
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ma->paint_active_slot = count - 1;
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}
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/* Replace slots. */
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if (ma->texpaintslot) {
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MEM_freeN(ma->texpaintslot);
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if (ma->paint_clone_slot >= count) {
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ma->paint_clone_slot = count - 1;
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}
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ma->texpaintslot = texpaintslot;
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ma->tot_slots = tot_slots;
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return;
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}
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void BKE_texpaint_slots_refresh_object(struct Object *ob)
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void BKE_texpaint_slots_refresh_object(Scene *scene, struct Object *ob)
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{
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int i;
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for (i = 1; i < ob->totcol + 1; i++) {
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Material *ma = give_current_material(ob, i);
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BKE_texpaint_slot_refresh_cache(ma);
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BKE_texpaint_slot_refresh_cache(scene, ma);
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}
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}
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/* r_col = current value, col = new value, (fac == 0) is no change */
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void ramp_blend(int type, float r_col[3], const float fac, const float col[3])
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{
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@@ -4513,7 +4513,6 @@ static void direct_link_material(FileData *fd, Material *ma)
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direct_link_animdata(fd, ma->adt);
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ma->texpaintslot = NULL;
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ma->tot_slots = 0;
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ma->nodetree = newdataadr(fd, ma->nodetree);
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if (ma->nodetree) {
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@@ -206,8 +206,6 @@ void ED_render_engine_changed(Main *bmain)
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static void material_changed(Main *UNUSED(bmain), Material *ma)
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{
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BKE_texpaint_slot_refresh_cache(ma);
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/* icons */
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BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
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}
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@@ -268,7 +266,7 @@ static void scene_changed(Main *bmain, Scene *scene)
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/* glsl */
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for (ob = bmain->object.first; ob; ob = ob->id.next) {
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if (ob->mode & OB_MODE_TEXTURE_PAINT) {
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BKE_texpaint_slots_refresh_object(ob);
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BKE_texpaint_slots_refresh_object(scene, ob);
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BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
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}
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}
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@@ -1095,7 +1095,7 @@ static int texture_paint_toggle_exec(bContext *C, wmOperator *op)
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/* This has to stay here to regenerate the texture paint
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* cache in case we are loading a file */
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BKE_texpaint_slots_refresh_object(ob);
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BKE_texpaint_slots_refresh_object(scene, ob);
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BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
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@@ -5991,7 +5991,7 @@ bool BKE_paint_proj_mesh_data_check(Scene *scene, Object *ob, bool *uvs, bool *m
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hasmat = true;
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if (!ma->texpaintslot) {
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/* refresh here just in case */
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BKE_texpaint_slot_refresh_cache(ma);
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BKE_texpaint_slot_refresh_cache(scene, ma);
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/* if still no slots, we have to add */
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if (ma->texpaintslot) {
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@@ -6251,13 +6251,13 @@ static bool proj_paint_add_slot(bContext *C, wmOperator *op)
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nodePositionPropagate(out_node);
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if (ima) {
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BKE_texpaint_slot_refresh_cache(ma);
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BKE_texpaint_slot_refresh_cache(scene, ma);
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BKE_image_signal(bmain, ima, NULL, IMA_SIGNAL_USER_NEW_IMAGE);
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WM_event_add_notifier(C, NC_IMAGE | NA_ADDED, ima);
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}
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DEG_id_tag_update(&ntree->id, 0);
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DEG_id_tag_update(&ma->id, ID_RECALC_SHADING | ID_RECALC_COPY_ON_WRITE);
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DEG_id_tag_update(&ma->id, ID_RECALC_SHADING);
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ED_area_tag_redraw(CTX_wm_area(C));
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BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
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@@ -90,7 +90,7 @@ void ED_editors_init_for_undo(Main *bmain)
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if (ob->mode & OB_MODE_TEXTURE_PAINT) {
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Scene *scene = WM_window_get_active_scene(win);
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BKE_texpaint_slots_refresh_object(ob);
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BKE_texpaint_slots_refresh_object(scene, ob);
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BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
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}
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}
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@@ -451,7 +451,7 @@ static void rna_ImaPaint_mode_update(bContext *C, PointerRNA *UNUSED(ptr))
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if (ob && ob->type == OB_MESH) {
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/* of course we need to invalidate here */
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BKE_texpaint_slots_refresh_object(ob);
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BKE_texpaint_slots_refresh_object(scene, ob);
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/* we assume that changing the current mode will invalidate the uv layers so we need to refresh display */
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BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
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