void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer)
{
+ string layername;
+
+ /* 3d view */
if(b_v3d) {
- render_layer.scene_layer = get_layer(b_v3d.layers());
- render_layer.layer = render_layer.scene_layer;
- render_layer.holdout_layer = 0;
- render_layer.material_override = PointerRNA_NULL;
+ PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+
+ if(RNA_boolean_get(&cscene, "preview_active_layer")) {
+ BL::RenderLayers layers(b_scene.render().ptr);
+ layername = layers.active().name();
+ layer = layername.c_str();
+ }
+ else {
+ render_layer.scene_layer = get_layer(b_v3d.layers());
+ render_layer.layer = render_layer.scene_layer;
+ render_layer.holdout_layer = 0;
+ render_layer.material_override = PointerRNA_NULL;
+ return;
+ }
}
- else {
- BL::RenderSettings r = b_scene.render();
- BL::RenderSettings::layers_iterator b_rlay;
- bool first_layer = true;
-
- for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
- if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
- render_layer.name = b_rlay->name();
- render_layer.scene_layer = get_layer(b_scene.layers());
- render_layer.layer = get_layer(b_rlay->layers());
- render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
- render_layer.layer |= render_layer.holdout_layer;
- render_layer.material_override = b_rlay->material_override();
- }
- first_layer = false;
+ /* render layer */
+ BL::RenderSettings r = b_scene.render();
+ BL::RenderSettings::layers_iterator b_rlay;
+ bool first_layer = true;
+
+ for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
+ if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
+ render_layer.name = b_rlay->name();
+ render_layer.scene_layer = get_layer(b_scene.layers());
+ render_layer.layer = get_layer(b_rlay->layers());
+ render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
+ render_layer.layer |= render_layer.holdout_layer;
+ render_layer.material_override = b_rlay->material_override();
}
+
+ first_layer = false;
}
}
rl->lay = ED_view3d_scene_layer_set(rl->lay, values, NULL);
}
-static void rna_SceneRenderLayer_pass_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
+static void rna_SceneRenderLayer_pass_update(Main *bmain, Scene *activescene, PointerRNA *ptr)
{
Scene *scene = (Scene*)ptr->id.data;
if (scene->nodetree)
ntreeCompositForceHidden(scene->nodetree, scene);
+
+ rna_Scene_glsl_update(bmain, activescene, ptr);
}
static void rna_Scene_use_nodes_set(PointerRNA *ptr, int value)
RNA_def_property_ui_text(prop, "Visible Layers", "Scene layers included in this render layer");
if (scene) RNA_def_property_boolean_funcs(prop, NULL, "rna_SceneRenderLayer_layer_set");
else RNA_def_property_boolean_funcs(prop, NULL, "rna_RenderLayer_layer_set");
- if (scene) RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, NULL);
+ if (scene) RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
else RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "layers_zmask", PROP_BOOLEAN, PROP_LAYER);
RNA_def_property_boolean_sdna(prop, NULL, "lay_zmask", 1);
RNA_def_property_array(prop, 20);
RNA_def_property_ui_text(prop, "Zmask Layers", "Zmask scene layers for solid faces");
- if (scene) RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, NULL);
+ if (scene) RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
else RNA_def_property_clear_flag(prop, PROP_EDITABLE);
/* layer options */
prop = RNA_def_property(srna, "use_zmask", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "layflag", SCE_LAY_ZMASK);
RNA_def_property_ui_text(prop, "Zmask", "Only render what's in front of the solid z values");
- if (scene) RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, NULL);
+ if (scene) RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
else RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "invert_zmask", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "layflag", SCE_LAY_NEG_ZMASK);
RNA_def_property_ui_text(prop, "Zmask Negate",
"For Zmask, only render what is behind solid z values instead of in front");
- if (scene) RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, NULL);
+ if (scene) RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
else RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "use_all_z", PROP_BOOLEAN, PROP_NONE);
"rna_RenderSettings_active_layer_index_set",
"rna_RenderSettings_active_layer_index_range");
RNA_def_property_ui_text(prop, "Active Layer Index", "Active index in render layer array");
- RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, NULL);
+ RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
prop = RNA_def_property(srna, "active", PROP_POINTER, PROP_UNSIGNED);
RNA_def_property_struct_type(prop, "SceneRenderLayer");
"rna_RenderSettings_active_layer_set", NULL, NULL);
RNA_def_property_flag(prop, PROP_EDITABLE|PROP_NEVER_NULL);
RNA_def_property_ui_text(prop, "Active Render Layer", "Active Render Layer");
- RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, NULL);
+ RNA_def_property_update(prop, NC_SCENE|ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
func = RNA_def_function(srna, "new", "rna_RenderLayer_new");
RNA_def_function_ui_description(func, "Add a render layer to scene");