Code cleanup: reorder BKE_scene_use_new_shading_nodes checks last

This commit is contained in:
Campbell Barton 2014-05-29 02:32:25 +10:00
parent b72eca435e
commit 477f35559c
3 changed files with 16 additions and 6 deletions

@ -299,10 +299,10 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
sce->r.cfra = scene->r.cfra;
if (id_type == ID_TE && ELEM(sp->pr_method, PR_ICON_RENDER, PR_NODE_RENDER)) {
/* Force blender internal for texture icons and nodes render,
if (id_type == ID_TE && sp->pr_method == PR_ICON_RENDER) {
/* force blender internal for texture icons render,
* seems commonly used render engines does not support
* such kind of rendering.
* such kind of rendering
*/
BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
}
@ -1137,6 +1137,11 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
wmJob *wm_job;
ShaderPreview *sp;
Scene *scene = CTX_data_scene(C);
const bool use_new_shading = BKE_scene_use_new_shading_nodes(scene);
/* node previews not supported for cycles */
if ((method == PR_NODE_RENDER) && use_new_shading)
return;
wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview",
WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
@ -1154,7 +1159,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
/* hardcoded preview .blend for cycles/internal, this should be solved
* once with custom preview .blend path for external engines */
if (BKE_scene_use_new_shading_nodes(scene) && method != PR_NODE_RENDER)
if (use_new_shading)
sp->pr_main = G_pr_main_cycles;
else
sp->pr_main = G_pr_main;

@ -947,7 +947,10 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
Object *ob, DerivedMesh *dm, const int draw_flags)
{
/* if not cycles, or preview-modifiers, or drawing matcaps */
if ((!BKE_scene_use_new_shading_nodes(scene)) || (draw_flags & DRAW_MODIFIERS_PREVIEW) || (v3d->flag2 & V3D_SHOW_SOLID_MATCAP)) {
if ((draw_flags & DRAW_MODIFIERS_PREVIEW) ||
(v3d->flag2 & V3D_SHOW_SOLID_MATCAP) ||
(BKE_scene_use_new_shading_nodes(scene) == false))
{
draw_mesh_textured_old(scene, v3d, rv3d, ob, dm, draw_flags);
return;
}

@ -79,7 +79,9 @@ static void shader_get_from_context(const bContext *C, bNodeTreeType *UNUSED(tre
Scene *scene = CTX_data_scene(C);
Object *ob = OBACT;
if (!BKE_scene_use_new_shading_nodes(scene) || snode->shaderfrom == SNODE_SHADER_OBJECT) {
if ((snode->shaderfrom == SNODE_SHADER_OBJECT) ||
(BKE_scene_use_new_shading_nodes(scene) == false))
{
if (ob) {
*r_from = &ob->id;
if (ob->type == OB_LAMP) {