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.
This commit is contained in:
2019-03-07 19:39:50 +01:00
parent 8ca43a0c7b
commit a261d6f2d3
8 changed files with 62 additions and 44 deletions

View File

@@ -83,8 +83,8 @@ bool BKE_object_material_slot_remove(struct Main *bmain, struct Object *ob);
struct MaterialGPencilStyle *BKE_material_gpencil_settings_get(struct Object *ob, short act);
void BKE_texpaint_slot_refresh_cache(struct Material *ma);
void BKE_texpaint_slots_refresh_object(struct Object *ob);
void BKE_texpaint_slot_refresh_cache(struct Scene *scene, struct Material *ma);
void BKE_texpaint_slots_refresh_object(struct Scene *scene, struct Object *ob);
/* rna api */
void BKE_material_resize_id(struct Main *bmain, struct ID *id, short totcol, bool do_id_user);

View File

@@ -229,7 +229,6 @@ Material *BKE_material_localize(Material *ma)
Material *man = BKE_libblock_copy_for_localize(&ma->id);
man->texpaintslot = NULL;
man->tot_slots = 0;
man->preview = NULL;
if (ma->nodetree != NULL) {
@@ -1048,7 +1047,7 @@ static int count_texture_nodes_recursive(bNodeTree *nodetree)
return tex_nodes;
}
static void fill_texpaint_slots_recursive(bNodeTree *nodetree, bNode *active_node, Material *ma, TexPaintSlot *slots, int *index)
static void fill_texpaint_slots_recursive(bNodeTree *nodetree, bNode *active_node, Material *ma, int *index)
{
for (bNode *node = nodetree->nodes.first; node; node = node->next) {
if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
@@ -1056,77 +1055,99 @@ static void fill_texpaint_slots_recursive(bNodeTree *nodetree, bNode *active_nod
ma->paint_active_slot = *index;
}
slots[*index].ima = (Image *)node->id;
slots[*index].interp = ((NodeTexImage *)node->storage)->interpolation;
ma->texpaintslot[*index].ima = (Image *)node->id;
ma->texpaintslot[*index].interp = ((NodeTexImage *)node->storage)->interpolation;
/* for new renderer, we need to traverse the treeback in search of a UV node */
bNode *uvnode = nodetree_uv_node_recursive(node);
if (uvnode) {
NodeShaderUVMap *storage = (NodeShaderUVMap *)uvnode->storage;
slots[*index].uvname = storage->uv_map;
ma->texpaintslot[*index].uvname = storage->uv_map;
/* set a value to index so UI knows that we have a valid pointer for the mesh */
slots[*index].valid = true;
ma->texpaintslot[*index].valid = true;
}
else {
/* just invalidate the index here so UV map does not get displayed on the UI */
slots[*index].valid = false;
ma->texpaintslot[*index].valid = false;
}
(*index)++;
}
else if (node->type == NODE_GROUP && node->id) {
/* recurse into the node group and see if it contains any textures */
fill_texpaint_slots_recursive((bNodeTree *)node->id, active_node, ma, slots, index);
fill_texpaint_slots_recursive((bNodeTree *)node->id, active_node, ma, index);
}
}
}
void BKE_texpaint_slot_refresh_cache(Material *ma)
void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
{
if (ma == NULL) {
int count = 0;
int index = 0;
if (!ma)
return;
/* COW needed when adding texture slot on an object with no materials. */
DEG_id_tag_update(&ma->id, ID_RECALC_SHADING | ID_RECALC_COPY_ON_WRITE);
if (ma->texpaintslot) {
MEM_freeN(ma->texpaintslot);
ma->tot_slots = 0;
ma->texpaintslot = NULL;
}
if (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_IMAGE) {
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
return;
}
/* Compute texture paint slots. */
TexPaintSlot *texpaintslot = NULL;
int tot_slots = (ma->nodetree) ? count_texture_nodes_recursive(ma->nodetree) : 0;
if (tot_slots) {
texpaintslot = MEM_callocN(sizeof(*texpaintslot) * tot_slots, "texpaint_slots");
bNode *active_node = nodeGetActiveTexture(ma->nodetree);
int index = 0;
fill_texpaint_slots_recursive(ma->nodetree, active_node, ma, texpaintslot, &index);
if (!(ma->nodetree)) {
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
return;
}
/* Keep active slots within range. */
if (ma->paint_active_slot >= tot_slots) {
ma->paint_active_slot = MAX2(tot_slots - 1, 0);
count = count_texture_nodes_recursive(ma->nodetree);
if (count == 0) {
ma->paint_active_slot = 0;
ma->paint_clone_slot = 0;
return;
}
if (ma->paint_clone_slot >= tot_slots) {
ma->paint_clone_slot = MAX2(tot_slots - 1, 0);
ma->texpaintslot = MEM_callocN(sizeof(*ma->texpaintslot) * count, "texpaint_slots");
bNode *active_node = nodeGetActiveTexture(ma->nodetree);
fill_texpaint_slots_recursive(ma->nodetree, active_node, ma, &index);
ma->tot_slots = count;
if (ma->paint_active_slot >= count) {
ma->paint_active_slot = count - 1;
}
/* Replace slots. */
if (ma->texpaintslot) {
MEM_freeN(ma->texpaintslot);
if (ma->paint_clone_slot >= count) {
ma->paint_clone_slot = count - 1;
}
ma->texpaintslot = texpaintslot;
ma->tot_slots = tot_slots;
return;
}
void BKE_texpaint_slots_refresh_object(struct Object *ob)
void BKE_texpaint_slots_refresh_object(Scene *scene, struct Object *ob)
{
int i;
for (i = 1; i < ob->totcol + 1; i++) {
Material *ma = give_current_material(ob, i);
BKE_texpaint_slot_refresh_cache(ma);
BKE_texpaint_slot_refresh_cache(scene, ma);
}
}
/* r_col = current value, col = new value, (fac == 0) is no change */
void ramp_blend(int type, float r_col[3], const float fac, const float col[3])
{

View File

@@ -4513,7 +4513,6 @@ static void direct_link_material(FileData *fd, Material *ma)
direct_link_animdata(fd, ma->adt);
ma->texpaintslot = NULL;
ma->tot_slots = 0;
ma->nodetree = newdataadr(fd, ma->nodetree);
if (ma->nodetree) {

View File

@@ -206,8 +206,6 @@ void ED_render_engine_changed(Main *bmain)
static void material_changed(Main *UNUSED(bmain), Material *ma)
{
BKE_texpaint_slot_refresh_cache(ma);
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
}
@@ -268,7 +266,7 @@ static void scene_changed(Main *bmain, Scene *scene)
/* glsl */
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
BKE_texpaint_slots_refresh_object(ob);
BKE_texpaint_slots_refresh_object(scene, ob);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
}
}

View File

@@ -1095,7 +1095,7 @@ static int texture_paint_toggle_exec(bContext *C, wmOperator *op)
/* This has to stay here to regenerate the texture paint
* cache in case we are loading a file */
BKE_texpaint_slots_refresh_object(ob);
BKE_texpaint_slots_refresh_object(scene, ob);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);

View File

@@ -5991,7 +5991,7 @@ bool BKE_paint_proj_mesh_data_check(Scene *scene, Object *ob, bool *uvs, bool *m
hasmat = true;
if (!ma->texpaintslot) {
/* refresh here just in case */
BKE_texpaint_slot_refresh_cache(ma);
BKE_texpaint_slot_refresh_cache(scene, ma);
/* if still no slots, we have to add */
if (ma->texpaintslot) {
@@ -6251,13 +6251,13 @@ static bool proj_paint_add_slot(bContext *C, wmOperator *op)
nodePositionPropagate(out_node);
if (ima) {
BKE_texpaint_slot_refresh_cache(ma);
BKE_texpaint_slot_refresh_cache(scene, ma);
BKE_image_signal(bmain, ima, NULL, IMA_SIGNAL_USER_NEW_IMAGE);
WM_event_add_notifier(C, NC_IMAGE | NA_ADDED, ima);
}
DEG_id_tag_update(&ntree->id, 0);
DEG_id_tag_update(&ma->id, ID_RECALC_SHADING | ID_RECALC_COPY_ON_WRITE);
DEG_id_tag_update(&ma->id, ID_RECALC_SHADING);
ED_area_tag_redraw(CTX_wm_area(C));
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)
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
Scene *scene = WM_window_get_active_scene(win);
BKE_texpaint_slots_refresh_object(ob);
BKE_texpaint_slots_refresh_object(scene, ob);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
}
}

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@@ -451,7 +451,7 @@ static void rna_ImaPaint_mode_update(bContext *C, PointerRNA *UNUSED(ptr))
if (ob && ob->type == OB_MESH) {
/* of course we need to invalidate here */
BKE_texpaint_slots_refresh_object(ob);
BKE_texpaint_slots_refresh_object(scene, ob);
/* we assume that changing the current mode will invalidate the uv layers so we need to refresh display */
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);