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authorJacques Lucke <jacques@blender.org>2021-05-19 11:23:09 +0300
committerJacques Lucke <jacques@blender.org>2021-05-19 11:23:09 +0300
commit1a81d268a19f2f1402f408ad1dadf92c7a399607 (patch)
treed3f1b657efc1676b6b1f4b1cc34b4623529c379c /source/blender/blenkernel
parentd373b43f07f5403826035b5dee71b09f433b0540 (diff)
Materials: support changing materials during evaluation
This commit allows that the evaluated geometry of an object has different materials from the original geometry. This is needed for geometry nodes. The main thing that changes for render engines and exporters is that the number of material slots on an object and its geometry might not match anymore. For original data, the slot counts are still equal, but not for evaluated data. Accessing material slots though rna stays the same. The behavior adapts automatically depending on whether the object is evaluated. When accessing materials of an object through `BKE_object_material_*` one has to use a new api for evaluated objects: `BKE_object_material_get_eval` and `BKE_object_material_count_eval`. In the future, the different behavior might be hidden behind a more general C api, but that would require quite a few more changes. The ground truth for the number of materials is the number of materials on the geometry now. This is important in the current design, because Eevee needs to know the number of materials just based on the mesh in `mesh_render_mat_len_get` and similar places. In a few places I had to add a special case for mesh edit mode to get it to work properly. This is unfortunate, but I don't see a way around that for now. Differential Revision: https://developer.blender.org/D11236
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/BKE_material.h5
-rw-r--r--source/blender/blenkernel/intern/material.c68
2 files changed, 73 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_material.h b/source/blender/blenkernel/BKE_material.h
index 14ea50f808a..96aae2d2d42 100644
--- a/source/blender/blenkernel/BKE_material.h
+++ b/source/blender/blenkernel/BKE_material.h
@@ -105,6 +105,11 @@ struct Material *BKE_id_material_pop(struct Main *bmain,
/* index is an int because of RNA. */
int index);
void BKE_id_material_clear(struct Main *bmain, struct ID *id);
+
+/* eval api */
+struct Material *BKE_object_material_get_eval(struct Object *ob, short act);
+int BKE_object_material_count_eval(struct Object *ob);
+
/* rendering */
void ramp_blend(int type, float r_col[3], const float fac, const float col[3]);
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 37d47a984cc..73afea98163 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -77,6 +77,7 @@
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
+#include "DEG_depsgraph_query.h"
#include "GPU_material.h"
@@ -700,6 +701,73 @@ Material *BKE_object_material_get(Object *ob, short act)
return ma_p ? *ma_p : NULL;
}
+static ID *get_evaluated_object_data_with_materials(Object *ob)
+{
+ ID *data = ob->data;
+ /* Meshes in edit mode need special handling. */
+ if (ob->type == OB_MESH && ob->mode == OB_MODE_EDIT) {
+ Mesh *mesh = ob->data;
+ if (mesh->edit_mesh && mesh->edit_mesh->mesh_eval_final) {
+ data = &mesh->edit_mesh->mesh_eval_final->id;
+ }
+ }
+ return data;
+}
+
+/**
+ * On evaluated objects the number of materials on an object and its data might go out of sync.
+ * This is because during evaluation materials can be added/removed on the object data.
+ *
+ * For rendering or exporting we generally use the materials on the object data. However, some
+ * material indices might be overwritten by the object.
+ */
+Material *BKE_object_material_get_eval(Object *ob, short act)
+{
+ BLI_assert(DEG_is_evaluated_object(ob));
+ const int slot_index = act - 1;
+
+ if (slot_index < 0) {
+ return NULL;
+ }
+ ID *data = get_evaluated_object_data_with_materials(ob);
+ const short *tot_slots_data_ptr = BKE_id_material_len_p(data);
+ const int tot_slots_data = tot_slots_data_ptr ? *tot_slots_data_ptr : 0;
+ if (slot_index >= tot_slots_data) {
+ return NULL;
+ }
+ const int tot_slots_object = ob->totcol;
+
+ Material ***materials_data_ptr = BKE_id_material_array_p(data);
+ Material **materials_data = materials_data_ptr ? *materials_data_ptr : NULL;
+ Material **materials_object = ob->mat;
+
+ /* Check if slot is overwritten by object. */
+ if (slot_index < tot_slots_object) {
+ if (ob->matbits) {
+ if (ob->matbits[slot_index]) {
+ Material *material = materials_object[slot_index];
+ if (material != NULL) {
+ return material;
+ }
+ }
+ }
+ }
+ /* Otherwise use data from object-data. */
+ if (slot_index < tot_slots_data) {
+ Material *material = materials_data[slot_index];
+ return material;
+ }
+ return NULL;
+}
+
+int BKE_object_material_count_eval(Object *ob)
+{
+ BLI_assert(DEG_is_evaluated_object(ob));
+ ID *id = get_evaluated_object_data_with_materials(ob);
+ const short *len_p = BKE_id_material_len_p(id);
+ return len_p ? *len_p : 0;
+}
+
Material *BKE_gpencil_material(Object *ob, short act)
{
Material *ma = BKE_object_material_get(ob, act);