This was in fact really nasty bug, caused by multitex_nodes function using global variable R (which is a copy of current renderer). this variable is not initialized to anything meaningful for until first rendering (preview or final) happened. Since multitex_nodes might be used outside of render pipeline, made it so whether CM is on or off as an argument to functions multitex_ext_safe and multitex_ext. Now multitex_nodes() is only shall be used for stuff happening from render pipeline! Also needed to make some changes to other places, so all the usages of texture sampling knows for the fact whether CM is on or off. And one more change is related on behavior of dispalcement, wave, warp, weightvg modifiers and smoke. They'll be always using CM off since texture is used for influence, not for color. It's rather bigger patch, but it's mostly straightforward changes, which we really need to be done. Reviewed by Brecht, thanks!
59 lines
2.5 KiB
C++
59 lines
2.5 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "COM_TextureNode.h"
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#include "COM_ExecutionSystem.h"
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#include "COM_TextureOperation.h"
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TextureNode::TextureNode(bNode *editorNode) : Node(editorNode)
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{
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/* pass */
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}
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void TextureNode::convertToOperations(ExecutionSystem *system, CompositorContext *context)
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{
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bNode *editorNode = this->getbNode();
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Tex *texture = (Tex *)editorNode->id;
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TextureOperation *operation = new TextureOperation();
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const ColorManagedDisplaySettings *displaySettings = context->getDisplaySettings();
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bool sceneColorManage = strcmp(displaySettings->display_device, "None") != 0;
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this->getOutputSocket(1)->relinkConnections(operation->getOutputSocket());
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this->getInputSocket(0)->relinkConnections(operation->getInputSocket(0), 0, system);
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this->getInputSocket(1)->relinkConnections(operation->getInputSocket(1), 1, system);
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operation->setTexture(texture);
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operation->setRenderData(context->getRenderData());
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operation->setSceneColorManage(sceneColorManage);
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system->addOperation(operation);
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addPreviewOperation(system, context, operation->getOutputSocket());
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if (this->getOutputSocket(0)->isConnected()) {
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TextureAlphaOperation *alphaOperation = new TextureAlphaOperation();
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this->getOutputSocket(0)->relinkConnections(alphaOperation->getOutputSocket());
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addLink(system, operation->getInputSocket(0)->getConnection()->getFromSocket(), alphaOperation->getInputSocket(0));
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addLink(system, operation->getInputSocket(1)->getConnection()->getFromSocket(), alphaOperation->getInputSocket(1));
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alphaOperation->setTexture(texture);
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alphaOperation->setRenderData(context->getRenderData());
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alphaOperation->setSceneColorManage(sceneColorManage);
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system->addOperation(alphaOperation);
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}
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}
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