forked from bartvdbraak/blender
Code cleanup: reorder BKE_scene_use_new_shading_nodes checks last
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b72eca435e
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477f35559c
@ -299,10 +299,10 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
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sce->r.cfra = scene->r.cfra;
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if (id_type == ID_TE && ELEM(sp->pr_method, PR_ICON_RENDER, PR_NODE_RENDER)) {
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/* Force blender internal for texture icons and nodes render,
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if (id_type == ID_TE && sp->pr_method == PR_ICON_RENDER) {
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/* force blender internal for texture icons render,
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* seems commonly used render engines does not support
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* such kind of rendering.
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* such kind of rendering
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*/
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BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
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}
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@ -1137,6 +1137,11 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
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wmJob *wm_job;
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ShaderPreview *sp;
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Scene *scene = CTX_data_scene(C);
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const bool use_new_shading = BKE_scene_use_new_shading_nodes(scene);
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/* node previews not supported for cycles */
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if ((method == PR_NODE_RENDER) && use_new_shading)
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return;
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wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview",
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WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
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@ -1154,7 +1159,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
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/* hardcoded preview .blend for cycles/internal, this should be solved
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* once with custom preview .blend path for external engines */
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if (BKE_scene_use_new_shading_nodes(scene) && method != PR_NODE_RENDER)
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if (use_new_shading)
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sp->pr_main = G_pr_main_cycles;
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else
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sp->pr_main = G_pr_main;
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@ -947,7 +947,10 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
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Object *ob, DerivedMesh *dm, const int draw_flags)
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{
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/* if not cycles, or preview-modifiers, or drawing matcaps */
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if ((!BKE_scene_use_new_shading_nodes(scene)) || (draw_flags & DRAW_MODIFIERS_PREVIEW) || (v3d->flag2 & V3D_SHOW_SOLID_MATCAP)) {
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if ((draw_flags & DRAW_MODIFIERS_PREVIEW) ||
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(v3d->flag2 & V3D_SHOW_SOLID_MATCAP) ||
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(BKE_scene_use_new_shading_nodes(scene) == false))
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{
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draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags);
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return;
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}
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@ -79,7 +79,9 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre
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Scene *scene = CTX_data_scene(C);
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Object *ob = OBACT;
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if (!BKE_scene_use_new_shading_nodes(scene) || snode->shaderfrom == SNODE_SHADER_OBJECT) {
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if ((snode->shaderfrom == SNODE_SHADER_OBJECT) ||
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(BKE_scene_use_new_shading_nodes(scene) == false))
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{
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if (ob) {
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*r_from = &ob->id;
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if (ob->type == OB_LAMP) {
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