Freestyle: Fix for git merge glitches.
Also made minor code cleanup.
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@@ -1075,20 +1075,7 @@ def process(layer_name, lineset_name):
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elif m.type == '2D_TRANSFORM':
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shaders_list.append(Transform2DShader(
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m.pivot, m.scale_x, m.scale_y, m.angle, m.pivot_u, m.pivot_x, m.pivot_y))
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has_tex = False
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if scene.render.use_shading_nodes:
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if linestyle.use_nodes and linestyle.node_tree:
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shaders_list.append(BlenderTextureShader(linestyle.node_tree))
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has_tex = True
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else:
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if linestyle.use_texture:
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for slot in linestyle.texture_slots:
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if slot is not None:
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shaders_list.append(BlenderTextureShader(slot))
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has_tex = True
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if has_tex:
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shaders_list.append(StrokeTextureStepShader(linestyle.texture_spacing))
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color = linestyle.color
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# -- Base color, alpha and thickness -- #
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if (not linestyle.use_chaining) or (linestyle.chaining == 'PLAIN' and linestyle.use_same_object):
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thickness_position = linestyle.thickness_position
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else:
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@@ -1097,11 +1084,10 @@ def process(layer_name, lineset_name):
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if bpy.app.debug_freestyle:
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print("Warning: Thickness position options are applied when chaining is disabled\n"
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" or the Plain chaining is used with the Same Object option enabled.")
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shaders_list.append(ConstantColorShader(*(linestyle.color), alpha=linestyle.alpha))
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shaders_list.append(BaseThicknessShader(linestyle.thickness, thickness_position,
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linestyle.thickness_ratio))
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# -- Modifiers and textures -- #
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# -- Modifiers -- #
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for m in linestyle.color_modifiers:
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if not m.use:
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continue
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@@ -1166,11 +1152,20 @@ def process(layer_name, lineset_name):
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thickness_position, linestyle.thickness_ratio,
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m.blend, m.influence,
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m.orientation, m.thickness_min, m.thickness_max))
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if linestyle.use_texture:
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textures = tuple(BlenderTextureShader(slot) for slot in linestyle.texture_slots if slot is not None)
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if textures:
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shaders_list.extend(textures)
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shaders_list.append(StrokeTextureStepShader(linestyle.texture_spacing))
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# -- Textures -- #
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has_tex = False
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if scene.render.use_shading_nodes:
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if linestyle.use_nodes and linestyle.node_tree:
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shaders_list.append(BlenderTextureShader(linestyle.node_tree))
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has_tex = True
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else:
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if linestyle.use_texture:
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textures = tuple(BlenderTextureShader(slot) for slot in linestyle.texture_slots if slot is not None)
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if textures:
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shaders_list.extend(textures)
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has_tex = True
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if has_tex:
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shaders_list.append(StrokeTextureStepShader(linestyle.texture_spacing))
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# -- Stroke caps -- #
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if linestyle.caps == 'ROUND':
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shaders_list.append(RoundCapShader())
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