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authorTon Roosendaal <ton@blender.org>2018-04-19 18:34:44 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-19 18:35:25 +0300
commit51b796ff1528c52cc8b4079fab1003671652a4d9 (patch)
tree0dfc2d2dabe5e77959264f5b6667897569290a41 /source/blender/blenkernel/intern/material.c
parent785e8a636a293941a4295e669cb5aeecfafae039 (diff)
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r--source/blender/blenkernel/intern/material.c546
1 files changed, 40 insertions, 506 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index fee91865d35..39ad95e9183 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -89,17 +89,8 @@ void init_def_material(void)
/** Free (or release) any data used by this material (does not free the material itself). */
void BKE_material_free(Material *ma)
{
- int a;
-
BKE_animdata_free((ID *)ma, false);
- for (a = 0; a < MAX_MTEX; a++) {
- MEM_SAFE_FREE(ma->mtex[a]);
- }
-
- MEM_SAFE_FREE(ma->ramp_col);
- MEM_SAFE_FREE(ma->ramp_spec);
-
/* Free gpu material before the ntree */
GPU_material_free(&ma->gpumaterial);
@@ -120,90 +111,16 @@ void BKE_material_init(Material *ma)
{
BLI_assert(MEMCMP_STRUCT_OFS_IS_ZERO(ma, id));
- ma->r = ma->g = ma->b = ma->ref = 0.8;
+ ma->r = ma->g = ma->b = 0.8;
ma->specr = ma->specg = ma->specb = 1.0;
- ma->mirr = ma->mirg = ma->mirb = 1.0;
- ma->spectra = 1.0;
- ma->amb = 1.0;
ma->alpha = 1.0;
- ma->spec = ma->hasize = 0.5;
- ma->har = 50;
- ma->starc = ma->ringc = 4;
- ma->linec = 12;
- ma->flarec = 1;
- ma->flaresize = ma->subsize = 1.0;
- ma->flareboost = 1;
- ma->seed2 = 6;
- ma->friction = 0.5;
- ma->refrac = 4.0;
- ma->roughness = 0.5;
- ma->param[0] = 0.5;
- ma->param[1] = 0.1;
- ma->param[2] = 0.5;
- ma->param[3] = 0.1;
- ma->rms = 0.1;
- ma->darkness = 1.0;
-
- ma->strand_sta = ma->strand_end = 1.0f;
-
- ma->ang = 1.0;
- ma->ray_depth = 2;
- ma->ray_depth_tra = 2;
- ma->fresnel_mir = 0.0;
- ma->fresnel_tra = 0.0;
- ma->fresnel_tra_i = 1.25;
- ma->fresnel_mir_i = 1.25;
- ma->tx_limit = 0.0;
- ma->tx_falloff = 1.0;
- ma->shad_alpha = 1.0f;
- ma->vcol_alpha = 0;
-
- ma->gloss_mir = ma->gloss_tra = 1.0;
- ma->samp_gloss_mir = ma->samp_gloss_tra = 18;
- ma->adapt_thresh_mir = ma->adapt_thresh_tra = 0.005;
- ma->dist_mir = 0.0;
- ma->fadeto_mir = MA_RAYMIR_FADETOSKY;
+ ma->spec = 0.5;
+
+ ma->gloss_mir = 1.0;
- ma->rampfac_col = 1.0;
- ma->rampfac_spec = 1.0;
ma->pr_lamp = 3; /* two lamps, is bits */
ma->pr_type = MA_SPHERE;
- ma->sss_radius[0] = 1.0f;
- ma->sss_radius[1] = 1.0f;
- ma->sss_radius[2] = 1.0f;
- ma->sss_col[0] = 1.0f;
- ma->sss_col[1] = 1.0f;
- ma->sss_col[2] = 1.0f;
- ma->sss_error = 0.05f;
- ma->sss_scale = 0.1f;
- ma->sss_ior = 1.3f;
- ma->sss_colfac = 1.0f;
- ma->sss_texfac = 0.0f;
- ma->sss_front = 1.0f;
- ma->sss_back = 1.0f;
-
- ma->vol.density = 1.0f;
- ma->vol.emission = 0.0f;
- ma->vol.scattering = 1.0f;
- ma->vol.reflection = 1.0f;
- ma->vol.transmission_col[0] = ma->vol.transmission_col[1] = ma->vol.transmission_col[2] = 1.0f;
- ma->vol.reflection_col[0] = ma->vol.reflection_col[1] = ma->vol.reflection_col[2] = 1.0f;
- ma->vol.emission_col[0] = ma->vol.emission_col[1] = ma->vol.emission_col[2] = 1.0f;
- ma->vol.density_scale = 1.0f;
- ma->vol.depth_cutoff = 0.01f;
- ma->vol.stepsize_type = MA_VOL_STEP_RANDOMIZED;
- ma->vol.stepsize = 0.2f;
- ma->vol.shade_type = MA_VOL_SHADE_SHADED;
- ma->vol.shadeflag |= MA_VOL_PRECACHESHADING;
- ma->vol.precache_resolution = 50;
- ma->vol.ms_spread = 0.2f;
- ma->vol.ms_diff = 1.f;
- ma->vol.ms_intensity = 1.f;
-
- ma->mode = MA_TRACEBLE | MA_SHADBUF | MA_SHADOW | MA_RAYBIAS | MA_TANGENT_STR | MA_ZTRANSP;
- ma->mode2 = MA_CASTSHADOW;
- ma->shade_flag = MA_APPROX_OCCLUSION;
ma->preview = NULL;
ma->alpha_threshold = 0.5f;
@@ -230,20 +147,6 @@ Material *BKE_material_add(Main *bmain, const char *name)
*/
void BKE_material_copy_data(Main *bmain, Material *ma_dst, const Material *ma_src, const int flag)
{
- for (int a = 0; a < MAX_MTEX; a++) {
- if (ma_src->mtex[a]) {
- ma_dst->mtex[a] = MEM_mallocN(sizeof(*ma_dst->mtex[a]), __func__);
- *ma_dst->mtex[a] = *ma_src->mtex[a];
- }
- }
-
- if (ma_src->ramp_col) {
- ma_dst->ramp_col = MEM_dupallocN(ma_src->ramp_col);
- }
- if (ma_src->ramp_spec) {
- ma_dst->ramp_spec = MEM_dupallocN(ma_src->ramp_spec);
- }
-
if (ma_src->nodetree) {
/* Note: nodetree is *not* in bmain, however this specific case is handled at lower level
* (see BKE_libblock_copy_ex()). */
@@ -284,21 +187,9 @@ Material *BKE_material_localize(Material *ma)
* ... Once f*** nodes are fully converted to that too :( */
Material *man;
- int a;
man = BKE_libblock_copy_nolib(&ma->id, false);
- /* no increment for texture ID users, in previewrender.c it prevents decrement */
- for (a = 0; a < MAX_MTEX; a++) {
- if (ma->mtex[a]) {
- man->mtex[a] = MEM_mallocN(sizeof(MTex), "copymaterial");
- memcpy(man->mtex[a], ma->mtex[a], sizeof(MTex));
- }
- }
-
- if (ma->ramp_col) man->ramp_col = MEM_dupallocN(ma->ramp_col);
- if (ma->ramp_spec) man->ramp_spec = MEM_dupallocN(ma->ramp_spec);
-
man->texpaintslot = NULL;
man->preview = NULL;
@@ -941,221 +832,6 @@ bool BKE_object_material_slot_add(Object *ob)
return true;
}
-static void do_init_render_material(Material *ma, int r_mode, float *amb)
-{
- MTex *mtex;
- int a, needuv = 0, needtang = 0;
-
- if (ma->flarec == 0) ma->flarec = 1;
-
- /* add all texcoflags from mtex, texco and mapto were cleared in advance */
- for (a = 0; a < MAX_MTEX; a++) {
-
- /* separate tex switching */
- if (ma->septex & (1 << a)) continue;
-
- mtex = ma->mtex[a];
- if (mtex && mtex->tex && (mtex->tex->type | (mtex->tex->use_nodes && mtex->tex->nodetree) )) {
-
- ma->texco |= mtex->texco;
- ma->mapto |= mtex->mapto;
-
- /* always get derivatives for these textures */
- if (ELEM(mtex->tex->type, TEX_IMAGE, TEX_ENVMAP)) ma->texco |= TEXCO_OSA;
- else if (mtex->texflag & (MTEX_COMPAT_BUMP | MTEX_3TAP_BUMP | MTEX_5TAP_BUMP | MTEX_BICUBIC_BUMP)) ma->texco |= TEXCO_OSA;
-
- if (ma->texco & (TEXCO_ORCO | TEXCO_REFL | TEXCO_NORM | TEXCO_STRAND | TEXCO_STRESS)) needuv = 1;
- else if (ma->texco & (TEXCO_GLOB | TEXCO_UV | TEXCO_OBJECT | TEXCO_SPEED)) needuv = 1;
- else if (ma->texco & (TEXCO_LAVECTOR | TEXCO_VIEW)) needuv = 1;
-
- if ((ma->mapto & MAP_NORM) && (mtex->normapspace == MTEX_NSPACE_TANGENT))
- needtang = 1;
- }
- }
-
- if (needtang) ma->mode |= MA_NORMAP_TANG;
- else ma->mode &= ~MA_NORMAP_TANG;
-
- if (ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) {
- needuv = 1;
- if (r_mode & R_OSA) ma->texco |= TEXCO_OSA; /* for texfaces */
- }
- if (needuv) ma->texco |= NEED_UV;
-
- /* since the raytracer doesnt recalc O structs for each ray, we have to preset them all */
- if (r_mode & R_RAYTRACE) {
- if ((ma->mode & (MA_RAYMIRROR | MA_SHADOW_TRA)) || ((ma->mode & MA_TRANSP) && (ma->mode & MA_RAYTRANSP))) {
- ma->texco |= NEED_UV | TEXCO_ORCO | TEXCO_REFL | TEXCO_NORM;
- if (r_mode & R_OSA) ma->texco |= TEXCO_OSA;
- }
- }
-
- if (amb) {
- ma->ambr = ma->amb * amb[0];
- ma->ambg = ma->amb * amb[1];
- ma->ambb = ma->amb * amb[2];
- }
-
- /* local group override */
- if ((ma->shade_flag & MA_GROUP_LOCAL) && ma->id.lib && ma->group && ma->group->id.lib) {
- Group *group;
-
- for (group = G.main->group.first; group; group = group->id.next) {
- if (!ID_IS_LINKED(group) && STREQ(group->id.name, ma->group->id.name)) {
- ma->group = group;
- }
- }
- }
-}
-
-static void init_render_nodetree(bNodeTree *ntree, Material *basemat, int r_mode, float *amb)
-{
- bNode *node;
-
- /* parses the geom+tex nodes */
- ntreeShaderGetTexcoMode(ntree, r_mode, &basemat->texco, &basemat->mode_l);
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->id) {
- if (GS(node->id->name) == ID_MA) {
- Material *ma = (Material *)node->id;
- if (ma != basemat) {
- do_init_render_material(ma, r_mode, amb);
- basemat->texco |= ma->texco;
- }
-
- basemat->mode_l |= ma->mode & ~(MA_MODE_PIPELINE | MA_SHLESS);
- basemat->mode2_l |= ma->mode2 & ~MA_MODE2_PIPELINE;
- /* basemat only considered shadeless if all node materials are too */
- if (!(ma->mode & MA_SHLESS))
- basemat->mode_l &= ~MA_SHLESS;
-
- if (ma->strand_surfnor > 0.0f)
- basemat->mode_l |= MA_STR_SURFDIFF;
- }
- else if (node->type == NODE_GROUP)
- init_render_nodetree((bNodeTree *)node->id, basemat, r_mode, amb);
- }
- else if (node->typeinfo->type == SH_NODE_NORMAL_MAP) {
- basemat->mode2_l |= MA_TANGENT_CONCRETE;
- NodeShaderNormalMap *nm = node->storage;
- bool taken_into_account = false;
- for (int i = 0; i < basemat->nmap_tangent_names_count; i++) {
- if (STREQ(basemat->nmap_tangent_names[i], nm->uv_map)) {
- taken_into_account = true;
- break;
- }
- }
- if (!taken_into_account) {
- BLI_assert(basemat->nmap_tangent_names_count < MAX_MTFACE + 1);
- strcpy(basemat->nmap_tangent_names[basemat->nmap_tangent_names_count++], nm->uv_map);
- }
- }
- }
-}
-
-void init_render_material(Material *mat, int r_mode, float *amb)
-{
-
- do_init_render_material(mat, r_mode, amb);
-
- if (mat->nodetree && mat->use_nodes) {
- /* mode_l will take the pipeline options from the main material, and the or-ed
- * result of non-pipeline options from the nodes. shadeless is an exception,
- * mode_l will have it set when all node materials are shadeless. */
- mat->mode_l = (mat->mode & MA_MODE_PIPELINE) | MA_SHLESS;
- mat->mode2_l = mat->mode2 & MA_MODE2_PIPELINE;
- mat->nmap_tangent_names_count = 0;
- init_render_nodetree(mat->nodetree, mat, r_mode, amb);
-
- if (!mat->nodetree->execdata)
- mat->nodetree->execdata = ntreeShaderBeginExecTree(mat->nodetree);
- }
- else {
- mat->mode_l = mat->mode;
- mat->mode2_l = mat->mode2;
-
- if (mat->strand_surfnor > 0.0f)
- mat->mode_l |= MA_STR_SURFDIFF;
- }
-}
-
-void init_render_materials(Main *bmain, int r_mode, float *amb, bool do_default_material)
-{
- Material *ma;
-
- /* clear these flags before going over materials, to make sure they
- * are cleared only once, otherwise node materials contained in other
- * node materials can go wrong */
- for (ma = bmain->mat.first; ma; ma = ma->id.next) {
- if (ma->id.us) {
- ma->texco = 0;
- ma->mapto = 0;
- }
- }
-
- /* two steps, first initialize, then or the flags for layers */
- for (ma = bmain->mat.first; ma; ma = ma->id.next) {
- /* is_used flag comes back in convertblender.c */
- ma->flag &= ~MA_IS_USED;
- if (ma->id.us)
- init_render_material(ma, r_mode, amb);
- }
-
- if (do_default_material) {
- init_render_material(&defmaterial, r_mode, amb);
- }
-}
-
-/* only needed for nodes now */
-void end_render_material(Material *mat)
-{
- if (mat && mat->nodetree && mat->use_nodes) {
- if (mat->nodetree->execdata)
- ntreeShaderEndExecTree(mat->nodetree->execdata);
- }
-}
-
-void end_render_materials(Main *bmain)
-{
- Material *ma;
- for (ma = bmain->mat.first; ma; ma = ma->id.next)
- if (ma->id.us)
- end_render_material(ma);
-}
-
-static bool material_in_nodetree(bNodeTree *ntree, Material *mat)
-{
- bNode *node;
-
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->id) {
- if (GS(node->id->name) == ID_MA) {
- if (node->id == (ID *)mat) {
- return true;
- }
- }
- else if (node->type == NODE_GROUP) {
- if (material_in_nodetree((bNodeTree *)node->id, mat)) {
- return true;
- }
- }
- }
- }
-
- return false;
-}
-
-bool material_in_material(Material *parmat, Material *mat)
-{
- if (parmat == mat)
- return true;
- else if (parmat->nodetree && parmat->use_nodes)
- return material_in_nodetree(parmat->nodetree, mat);
- else
- return false;
-}
-
-
/* ****************** */
bool BKE_object_material_slot_remove(Object *ob)
@@ -1247,13 +923,6 @@ bool BKE_object_material_slot_remove(Object *ob)
return true;
}
-static bool get_mtex_slot_valid_texpaint(struct MTex *mtex)
-{
- return (mtex && (mtex->texco == TEXCO_UV) &&
- mtex->tex && (mtex->tex->type == TEX_IMAGE) &&
- mtex->tex->ima);
-}
-
static bNode *nodetree_uv_node_recursive(bNode *node)
{
bNode *inode;
@@ -1276,21 +945,9 @@ static bNode *nodetree_uv_node_recursive(bNode *node)
void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
{
- MTex **mtex;
short count = 0;
- short index = 0, i;
-
- bool use_nodes = BKE_scene_use_new_shading_nodes(scene);
- bool is_bi = BKE_scene_uses_blender_internal(scene);
+ short index = 0;
- /* XXX, for 2.8 testing & development its useful to have non Cycles/BI engines use material nodes
- * In the future we may have some way to check this which each engine can define.
- * For now use material slots for Clay/Eevee.
- * - Campbell */
- if (!(use_nodes || is_bi)) {
- is_bi = true;
- }
-
if (!ma)
return;
@@ -1306,88 +963,50 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
return;
}
- if (use_nodes || ma->use_nodes) {
- bNode *node, *active_node;
+ bNode *node, *active_node;
- if (!(ma->nodetree)) {
- ma->paint_active_slot = 0;
- ma->paint_clone_slot = 0;
- return;
- }
-
- for (node = ma->nodetree->nodes.first; node; node = node->next) {
- if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id)
- count++;
- }
+ if (!(ma->nodetree)) {
+ ma->paint_active_slot = 0;
+ ma->paint_clone_slot = 0;
+ return;
+ }
- if (count == 0) {
- ma->paint_active_slot = 0;
- ma->paint_clone_slot = 0;
- return;
- }
- ma->texpaintslot = MEM_callocN(sizeof(*ma->texpaintslot) * count, "texpaint_slots");
-
- active_node = nodeGetActiveTexture(ma->nodetree);
-
- for (node = ma->nodetree->nodes.first; node; node = node->next) {
- if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
- if (active_node == node)
- ma->paint_active_slot = index;
- ma->texpaintslot[index].ima = (Image *)node->id;
-
- /* for new renderer, we need to traverse the treeback in search of a UV node */
- if (use_nodes) {
- bNode *uvnode = nodetree_uv_node_recursive(node);
-
- if (uvnode) {
- NodeShaderUVMap *storage = (NodeShaderUVMap *)uvnode->storage;
- ma->texpaintslot[index].uvname = storage->uv_map;
- /* set a value to index so UI knows that we have a valid pointer for the mesh */
- ma->texpaintslot[index].index = 0;
- }
- else {
- /* just invalidate the index here so UV map does not get displayed on the UI */
- ma->texpaintslot[index].index = -1;
- }
- }
- else {
- ma->texpaintslot[index].index = -1;
- }
- index++;
- }
- }
+ for (node = ma->nodetree->nodes.first; node; node = node->next) {
+ if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id)
+ count++;
}
- else if (is_bi) {
- for (mtex = ma->mtex, i = 0; i < MAX_MTEX; i++, mtex++) {
- if (get_mtex_slot_valid_texpaint(*mtex)) {
- count++;
- }
- }
- if (count == 0) {
- ma->paint_active_slot = 0;
- ma->paint_clone_slot = 0;
- return;
- }
+ if (count == 0) {
+ ma->paint_active_slot = 0;
+ ma->paint_clone_slot = 0;
+ return;
+ }
+ ma->texpaintslot = MEM_callocN(sizeof(*ma->texpaintslot) * count, "texpaint_slots");
- ma->texpaintslot = MEM_callocN(sizeof(*ma->texpaintslot) * count, "texpaint_slots");
+ active_node = nodeGetActiveTexture(ma->nodetree);
- for (mtex = ma->mtex, i = 0; i < MAX_MTEX; i++, mtex++) {
- if (get_mtex_slot_valid_texpaint(*mtex)) {
- ma->texpaintslot[index].ima = (*mtex)->tex->ima;
- ma->texpaintslot[index].uvname = (*mtex)->uvname;
- ma->texpaintslot[index].index = i;
-
- index++;
+ for (node = ma->nodetree->nodes.first; node; node = node->next) {
+ if (node->typeinfo->nclass == NODE_CLASS_TEXTURE && node->typeinfo->type == SH_NODE_TEX_IMAGE && node->id) {
+ if (active_node == node)
+ ma->paint_active_slot = index;
+ ma->texpaintslot[index].ima = (Image *)node->id;
+
+ /* for new renderer, we need to traverse the treeback in search of a UV node */
+ bNode *uvnode = nodetree_uv_node_recursive(node);
+
+ if (uvnode) {
+ NodeShaderUVMap *storage = (NodeShaderUVMap *)uvnode->storage;
+ ma->texpaintslot[index].uvname = storage->uv_map;
+ /* set a value to index so UI knows that we have a valid pointer for the mesh */
+ ma->texpaintslot[index].valid = true;
+ }
+ else {
+ /* just invalidate the index here so UV map does not get displayed on the UI */
+ ma->texpaintslot[index].valid = false;
}
+ index++;
}
}
- else {
- ma->paint_active_slot = 0;
- ma->paint_clone_slot = 0;
- return;
- }
-
ma->tot_slots = count;
@@ -1643,21 +1262,6 @@ void clear_matcopybuf(void)
void free_matcopybuf(void)
{
- int a;
-
- for (a = 0; a < MAX_MTEX; a++) {
- if (matcopybuf.mtex[a]) {
- MEM_freeN(matcopybuf.mtex[a]);
- matcopybuf.mtex[a] = NULL;
- }
- }
-
- if (matcopybuf.ramp_col) MEM_freeN(matcopybuf.ramp_col);
- if (matcopybuf.ramp_spec) MEM_freeN(matcopybuf.ramp_spec);
-
- matcopybuf.ramp_col = NULL;
- matcopybuf.ramp_spec = NULL;
-
if (matcopybuf.nodetree) {
ntreeFreeTree(matcopybuf.nodetree);
MEM_freeN(matcopybuf.nodetree);
@@ -1669,22 +1273,11 @@ void free_matcopybuf(void)
void copy_matcopybuf(Material *ma)
{
- int a;
- MTex *mtex;
-
if (matcopied)
free_matcopybuf();
memcpy(&matcopybuf, ma, sizeof(Material));
- if (matcopybuf.ramp_col) matcopybuf.ramp_col = MEM_dupallocN(matcopybuf.ramp_col);
- if (matcopybuf.ramp_spec) matcopybuf.ramp_spec = MEM_dupallocN(matcopybuf.ramp_spec);
- for (a = 0; a < MAX_MTEX; a++) {
- mtex = matcopybuf.mtex[a];
- if (mtex) {
- matcopybuf.mtex[a] = MEM_dupallocN(mtex);
- }
- }
matcopybuf.nodetree = ntreeCopyTree_ex(ma->nodetree, G.main, false);
matcopybuf.preview = NULL;
BLI_listbase_clear(&matcopybuf.gpumaterial);
@@ -1694,22 +1287,10 @@ void copy_matcopybuf(Material *ma)
void paste_matcopybuf(Material *ma)
{
- int a;
- MTex *mtex;
ID id;
if (matcopied == 0)
return;
- /* free current mat */
- if (ma->ramp_col) MEM_freeN(ma->ramp_col);
- if (ma->ramp_spec) MEM_freeN(ma->ramp_spec);
- for (a = 0; a < MAX_MTEX; a++) {
- mtex = ma->mtex[a];
- if (mtex && mtex->tex)
- id_us_min(&mtex->tex->id);
- if (mtex)
- MEM_freeN(mtex);
- }
/* Free gpu material before the ntree */
GPU_material_free(&ma->gpumaterial);
@@ -1723,56 +1304,9 @@ void paste_matcopybuf(Material *ma)
memcpy(ma, &matcopybuf, sizeof(Material));
(ma->id) = id;
- if (matcopybuf.ramp_col) ma->ramp_col = MEM_dupallocN(matcopybuf.ramp_col);
- if (matcopybuf.ramp_spec) ma->ramp_spec = MEM_dupallocN(matcopybuf.ramp_spec);
-
- for (a = 0; a < MAX_MTEX; a++) {
- mtex = ma->mtex[a];
- if (mtex) {
- ma->mtex[a] = MEM_dupallocN(mtex);
- if (mtex->tex) {
- /* first check this is in main (we may have loaded another file) [#35500] */
- if (BLI_findindex(&G.main->tex, mtex->tex) != -1) {
- id_us_plus((ID *)mtex->tex);
- }
- else {
- ma->mtex[a]->tex = NULL;
- }
- }
- }
- }
-
ma->nodetree = ntreeCopyTree_ex(matcopybuf.nodetree, G.main, false);
}
-struct Image *BKE_object_material_edit_image_get(Object *ob, short mat_nr)
-{
- Material *ma = give_current_material(ob, mat_nr + 1);
- return ma ? ma->edit_image : NULL;
-}
-
-struct Image **BKE_object_material_edit_image_get_array(Object *ob)
-{
- Image **image_array = MEM_mallocN(sizeof(Material *) * ob->totcol, __func__);
- for (int i = 0; i < ob->totcol; i++) {
- image_array[i] = BKE_object_material_edit_image_get(ob, i);
- }
- return image_array;
-}
-
-bool BKE_object_material_edit_image_set(Object *ob, short mat_nr, Image *image)
-{
- Material *ma = give_current_material(ob, mat_nr + 1);
- if (ma) {
- /* both may be NULL */
- id_us_min((ID *)ma->edit_image);
- ma->edit_image = image;
- id_us_plus((ID *)ma->edit_image);
- return true;
- }
- return false;
-}
-
void BKE_material_eval(struct Depsgraph *UNUSED(depsgraph), Material *material)
{
DEG_debug_print_eval(__func__, material->id.name, material);