diff options
Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r-- | source/blender/blenkernel/intern/material.c | 534 |
1 files changed, 39 insertions, 495 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c index f21efb71180..824151f9c98 100644 --- a/source/blender/blenkernel/intern/material.c +++ b/source/blender/blenkernel/intern/material.c @@ -58,7 +58,6 @@ #include "BKE_animsys.h" #include "BKE_displist.h" #include "BKE_global.h" -#include "BKE_depsgraph.h" #include "BKE_icons.h" #include "BKE_image.h" #include "BKE_library.h" @@ -73,6 +72,8 @@ #include "BKE_editmesh.h" #include "BKE_font.h" +#include "DEG_depsgraph_build.h" + #include "GPU_material.h" /* used in UI and render */ @@ -228,6 +229,7 @@ Material *BKE_material_copy(Main *bmain, const Material *ma) man = BKE_libblock_copy(bmain, &ma->id); id_lib_extern((ID *)man->group); + id_lib_extern((ID *)man->edit_image); for (a = 0; a < MAX_MTEX; a++) { if (ma->mtex[a]) { @@ -248,6 +250,8 @@ Material *BKE_material_copy(Main *bmain, const Material *ma) BLI_listbase_clear(&man->gpumaterial); + /* TODO Duplicate Engine Settings and set runtime to NULL */ + BKE_id_copy_ensure_local(bmain, &ma->id, &man->id); return man; @@ -279,6 +283,8 @@ Material *localize_material(Material *ma) man->nodetree = ntreeLocalize(ma->nodetree); BLI_listbase_clear(&man->gpumaterial); + + /* TODO Duplicate Engine Settings and set runtime to NULL */ return man; } @@ -426,7 +432,7 @@ void BKE_material_resize_id(Main *bmain, ID *id, short totcol, bool do_id_user) } *totcolp = totcol; - DAG_relations_tag_update(bmain); + DEG_relations_tag_update(bmain); } void BKE_material_append_id(Main *bmain, ID *id, Material *ma) @@ -443,7 +449,7 @@ void BKE_material_append_id(Main *bmain, ID *id, Material *ma) id_us_plus((ID *)ma); test_all_objects_materials(bmain, id); - DAG_relations_tag_update(bmain); + DEG_relations_tag_update(bmain); } } @@ -477,7 +483,7 @@ Material *BKE_material_pop_id(Main *bmain, ID *id, int index_i, bool update_data material_data_index_remove_id(id, index); } - DAG_relations_tag_update(bmain); + DEG_relations_tag_update(bmain); } } @@ -504,7 +510,7 @@ void BKE_material_clear_id(Main *bmain, ID *id, bool update_data) material_data_index_clear_id(id); } - DAG_relations_tag_update(bmain); + DEG_relations_tag_update(bmain); } } @@ -599,7 +605,7 @@ void BKE_material_resize_object(Main *bmain, Object *ob, const short totcol, boo if (ob->totcol && ob->actcol == 0) ob->actcol = 1; if (ob->actcol > ob->totcol) ob->actcol = ob->totcol; - DAG_relations_tag_update(bmain); + DEG_relations_tag_update(bmain); } void test_object_materials(Object *ob, ID *id) @@ -939,7 +945,7 @@ static void do_init_render_material(Material *ma, int r_mode, float *amb) if (needtang) ma->mode |= MA_NORMAP_TANG; else ma->mode &= ~MA_NORMAP_TANG; - if (ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) { + if (ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) { needuv = 1; if (r_mode & R_OSA) ma->texco |= TEXCO_OSA; /* for texfaces */ } @@ -1300,6 +1306,14 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma) bool use_nodes = BKE_scene_use_new_shading_nodes(scene); bool is_bi = BKE_scene_uses_blender_internal(scene) || BKE_scene_uses_blender_game(scene); + + /* 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; @@ -1698,6 +1712,7 @@ void copy_matcopybuf(Material *ma) matcopybuf.nodetree = ntreeCopyTree_ex(ma->nodetree, G.main, false); matcopybuf.preview = NULL; BLI_listbase_clear(&matcopybuf.gpumaterial); + /* TODO Duplicate Engine Settings and set runtime to NULL */ matcopied = 1; } @@ -1753,501 +1768,30 @@ void paste_matcopybuf(Material *ma) ma->nodetree = ntreeCopyTree_ex(matcopybuf.nodetree, G.main, false); } - -/*********************** texface to material convert functions **********************/ -/* encode all the TF information into a single int */ -static int encode_tfaceflag(MTFace *tf, int convertall) -{ - /* calculate the flag */ - int flag = tf->mode; - - /* options that change the material offline render */ - if (!convertall) { - flag &= ~TF_OBCOL; - } - - /* clean flags that are not being converted */ - flag &= ~TF_TEX; - flag &= ~TF_SHAREDVERT; - flag &= ~TF_SHAREDCOL; - flag &= ~TF_CONVERTED; - - /* light tface flag is ignored in GLSL mode */ - flag &= ~TF_LIGHT; - - /* 15 is how big the flag can be - hardcoded here and in decode_tfaceflag() */ - flag |= tf->transp << 15; - - /* increase 1 so flag 0 is different than no flag yet */ - return flag + 1; -} - -/* set the material options based in the tface flag */ -static void decode_tfaceflag(Material *ma, int flag, int convertall) -{ - int alphablend; - GameSettings *game = &ma->game; - - /* flag is shifted in 1 to make 0 != no flag yet (see encode_tfaceflag) */ - flag -= 1; - - alphablend = flag >> 15; /* encoded in the encode_tfaceflag function */ - (*game).flag = 0; - - /* General Material Options */ - if ((flag & TF_DYNAMIC) == 0) (*game).flag |= GEMAT_NOPHYSICS; - - /* Material Offline Rendering Properties */ - if (convertall) { - if (flag & TF_OBCOL) ma->shade_flag |= MA_OBCOLOR; - } - - /* Special Face Properties */ - if ((flag & TF_TWOSIDE) == 0) (*game).flag |= GEMAT_BACKCULL; - if (flag & TF_INVISIBLE) (*game).flag |= GEMAT_INVISIBLE; - if (flag & TF_BMFONT) (*game).flag |= GEMAT_TEXT; - - /* Face Orientation */ - if (flag & TF_BILLBOARD) (*game).face_orientation |= GEMAT_HALO; - else if (flag & TF_BILLBOARD2) (*game).face_orientation |= GEMAT_BILLBOARD; - else if (flag & TF_SHADOW) (*game).face_orientation |= GEMAT_SHADOW; - - /* Alpha Blend */ - if (flag & TF_ALPHASORT && ELEM(alphablend, TF_ALPHA, TF_ADD)) (*game).alpha_blend = GEMAT_ALPHA_SORT; - else if (alphablend & TF_ALPHA) (*game).alpha_blend = GEMAT_ALPHA; - else if (alphablend & TF_ADD) (*game).alpha_blend = GEMAT_ADD; - else if (alphablend & TF_CLIP) (*game).alpha_blend = GEMAT_CLIP; -} - -/* boolean check to see if the mesh needs a material */ -static int check_tfaceneedmaterial(int flag) -{ - /* check if the flags we have are not deprecated != than default material options - * also if only flags are visible and collision see if all objects using this mesh have this option in physics */ - - /* flag is shifted in 1 to make 0 != no flag yet (see encode_tfaceflag) */ - flag -= 1; - - /* deprecated flags */ - flag &= ~TF_OBCOL; - flag &= ~TF_SHAREDVERT; - flag &= ~TF_SHAREDCOL; - - /* light tface flag is ignored in GLSL mode */ - flag &= ~TF_LIGHT; - - /* automatic detected if tex image has alpha */ - flag &= ~(TF_ALPHA << 15); - /* automatic detected if using texture */ - flag &= ~TF_TEX; - - /* settings for the default NoMaterial */ - if (flag == TF_DYNAMIC) - return 0; - - else - return 1; -} - -/* return number of digits of an integer */ -/* XXX to be optmized or replaced by an equivalent blender internal function */ -static int integer_getdigits(int number) -{ - int i = 0; - if (number == 0) return 1; - - while (number != 0) { - number = (int)(number / 10); - i++; - } - return i; -} - -static void calculate_tface_materialname(char *matname, char *newname, int flag) -{ - /* if flag has only light and collision and material matches those values - * you can do strcpy(name, mat_name); - * otherwise do: */ - int digits = integer_getdigits(flag); - /* clamp the old name, remove the MA prefix and add the .TF.flag suffix - * e.g. matname = "MALoooooooooooooongName"; newname = "Loooooooooooooon.TF.2" */ - BLI_snprintf(newname, MAX_ID_NAME, "%.*s.TF.%0*d", MAX_ID_NAME - (digits + 5), matname, digits, flag); -} - -/* returns -1 if no match */ -static short mesh_getmaterialnumber(Mesh *me, Material *ma) -{ - short a; - - for (a = 0; a < me->totcol; a++) { - if (me->mat[a] == ma) { - return a; - } - } - - return -1; -} - -/* append material */ -static short mesh_addmaterial(Mesh *me, Material *ma) -{ - BKE_material_append_id(G.main, &me->id, NULL); - me->mat[me->totcol - 1] = ma; - - id_us_plus(&ma->id); - - return me->totcol - 1; -} - -static void set_facetexture_flags(Material *ma, Image *image) +struct Image *BKE_object_material_edit_image_get(Object *ob, short mat_nr) { - if (image) { - ma->mode |= MA_FACETEXTURE; - /* we could check if the texture has alpha, but then more meshes sharing the same - * material may need it. Let's make it simple. */ - if (BKE_image_has_alpha(image)) - ma->mode |= MA_FACETEXTURE_ALPHA; - } + Material *ma = give_current_material(ob, mat_nr + 1); + return ma ? ma->edit_image : NULL; } -/* returns material number */ -static short convert_tfacenomaterial(Main *main, Mesh *me, MTFace *tf, int flag) +struct Image **BKE_object_material_edit_image_get_array(Object *ob) { - Material *ma; - char idname[MAX_ID_NAME]; - short mat_nr = -1; - - /* new material, the name uses the flag*/ - BLI_snprintf(idname, sizeof(idname), "MAMaterial.TF.%0*d", integer_getdigits(flag), flag); - - if ((ma = BLI_findstring(&main->mat, idname + 2, offsetof(ID, name) + 2))) { - mat_nr = mesh_getmaterialnumber(me, ma); - /* assign the material to the mesh */ - if (mat_nr == -1) mat_nr = mesh_addmaterial(me, ma); - - /* if needed set "Face Textures [Alpha]" Material options */ - set_facetexture_flags(ma, tf->tpage); - } - /* create a new material */ - else { - ma = BKE_material_add(main, idname + 2); - - if (ma) { - printf("TexFace Convert: Material \"%s\" created.\n", idname + 2); - mat_nr = mesh_addmaterial(me, ma); - - /* if needed set "Face Textures [Alpha]" Material options */ - set_facetexture_flags(ma, tf->tpage); - - decode_tfaceflag(ma, flag, 1); - /* the final decoding will happen after, outside the main loop - * for now store the flag into the material and change light/tex/collision - * store the flag as a negative number */ - ma->game.flag = -flag; - id_us_min((ID *)ma); - } - else { - printf("Error: Unable to create Material \"%s\" for Mesh \"%s\".", idname + 2, me->id.name + 2); - } + 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); } - - /* set as converted, no need to go bad to this face */ - tf->mode |= TF_CONVERTED; - return mat_nr; + return image_array; } -/* Function to fully convert materials */ -static void convert_tfacematerial(Main *main, Material *ma) +bool BKE_object_material_edit_image_set(Object *ob, short mat_nr, Image *image) { - Mesh *me; - Material *mat_new; - MFace *mf; - MTFace *tf; - int flag, index; - int a; - short mat_nr; - CustomDataLayer *cdl; - char idname[MAX_ID_NAME]; - - for (me = main->mesh.first; me; me = me->id.next) { - /* check if this mesh uses this material */ - for (a = 0; a < me->totcol; a++) - if (me->mat[a] == ma) break; - - /* no material found */ - if (a == me->totcol) continue; - - /* get the active tface layer */ - index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE); - cdl = (index == -1) ? NULL : &me->fdata.layers[index]; - if (!cdl) continue; - - /* loop over all the faces and stop at the ones that use the material*/ - for (a = 0, mf = me->mface; a < me->totface; a++, mf++) { - if (me->mat[mf->mat_nr] != ma) continue; - - /* texface data for this face */ - tf = ((MTFace *)cdl->data) + a; - flag = encode_tfaceflag(tf, 1); - - /* the name of the new material */ - calculate_tface_materialname(ma->id.name, (char *)&idname, flag); - - if ((mat_new = BLI_findstring(&main->mat, idname + 2, offsetof(ID, name) + 2))) { - /* material already existent, see if the mesh has it */ - mat_nr = mesh_getmaterialnumber(me, mat_new); - /* material is not in the mesh, add it */ - if (mat_nr == -1) mat_nr = mesh_addmaterial(me, mat_new); - } - /* create a new material */ - else { - mat_new = BKE_material_copy(main, ma); - if (mat_new) { - /* rename the material*/ - BLI_strncpy(mat_new->id.name, idname, sizeof(mat_new->id.name)); - id_us_min((ID *)mat_new); - - mat_nr = mesh_addmaterial(me, mat_new); - decode_tfaceflag(mat_new, flag, 1); - } - else { - printf("Error: Unable to create Material \"%s\" for Mesh \"%s.", idname + 2, me->id.name + 2); - mat_nr = mf->mat_nr; - continue; - } - } - - /* if the material has a texture but no texture channel - * set "Face Textures [Alpha]" Material options - * actually we need to run it always, because of old behavior - * of using face texture if any texture channel was present (multitex) */ - //if ((!mat_new->mtex[0]) && (!mat_new->mtex[0]->tex)) - set_facetexture_flags(mat_new, tf->tpage); - - /* set the material number to the face*/ - mf->mat_nr = mat_nr; - } - /* remove material from mesh */ - for (a = 0; a < me->totcol; ) { - if (me->mat[a] == ma) { - BKE_material_pop_id(main, &me->id, a, true); - } - else { - a++; - } - } - } -} - - -#define MAT_BGE_DISPUTED -99999 - -int do_version_tface(Main *main) -{ - Mesh *me; - Material *ma; - MFace *mf; - MTFace *tf; - CustomDataLayer *cdl; - int a; - int flag; - int index; - - /* Operator in help menu has been removed for 2.7x */ - int fileload = 1; - - /* sometimes mesh has no materials but will need a new one. In those - * cases we need to ignore the mf->mat_nr and only look at the face - * mode because it can be zero as uninitialized or the 1st created material - */ - int nomaterialslots; - - /* alert to user to check the console */ - int nowarning = 1; - - /* mark all the materials to conversion with a flag - * if there is tface create a complete flag for that storing in flag - * if there is tface and flag > 0: creates a new flag based on this face - * if flags are different set flag to -1 - */ - - /* 1st part: marking mesh materials to update */ - for (me = main->mesh.first; me; me = me->id.next) { - if (ID_IS_LINKED_DATABLOCK(me)) continue; - - /* get the active tface layer */ - index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE); - cdl = (index == -1) ? NULL : &me->fdata.layers[index]; - if (!cdl) continue; - - nomaterialslots = (me->totcol == 0 ? 1 : 0); - - /* loop over all the faces*/ - for (a = 0, mf = me->mface; a < me->totface; a++, mf++) { - /* texface data for this face */ - tf = ((MTFace *)cdl->data) + a; - - /* conversion should happen only once */ - if (fileload) - tf->mode &= ~TF_CONVERTED; - else { - if ((tf->mode & TF_CONVERTED)) continue; - else tf->mode |= TF_CONVERTED; - } - - /* no material slots */ - if (nomaterialslots) { - flag = encode_tfaceflag(tf, 1); - - /* create/find a new material and assign to the face */ - if (check_tfaceneedmaterial(flag)) { - mf->mat_nr = convert_tfacenomaterial(main, me, tf, flag); - } - /* else mark them as no-material to be reverted to 0 later */ - else { - mf->mat_nr = -1; - } - } - else if (mf->mat_nr < me->totcol) { - ma = me->mat[mf->mat_nr]; - - /* no material create one if necessary */ - if (!ma) { - /* find a new material and assign to the face */ - flag = encode_tfaceflag(tf, 1); - - /* create/find a new material and assign to the face */ - if (check_tfaceneedmaterial(flag)) - mf->mat_nr = convert_tfacenomaterial(main, me, tf, flag); - - continue; - } - - /* we can't read from this if it comes from a library, - * at doversion time: direct_link might not have happened on it, - * so ma->mtex is not pointing to valid memory yet. - * later we could, but it's better not */ - else if (ID_IS_LINKED_DATABLOCK(ma)) - continue; - - /* material already marked as disputed */ - else if (ma->game.flag == MAT_BGE_DISPUTED) - continue; - - /* found a material */ - else { - flag = encode_tfaceflag(tf, ((fileload) ? 0 : 1)); - - /* first time changing this material */ - if (ma->game.flag == 0) - ma->game.flag = -flag; - - /* mark material as disputed */ - else if (ma->game.flag != -flag) { - ma->game.flag = MAT_BGE_DISPUTED; - continue; - } - - /* material ok so far */ - else { - ma->game.flag = -flag; - - /* some people uses multitexture with TexFace by creating a texture - * channel which not necessarily the tf->tpage image. But the game engine - * was enabling it. Now it's required to set "Face Texture [Alpha] in the - * material settings. */ - if (!fileload) - set_facetexture_flags(ma, tf->tpage); - } - } - } - else { - continue; - } - } - - /* if we didn't have material slot and now we do, we need to - * make sure the materials are correct */ - if (nomaterialslots) { - if (me->totcol > 0) { - for (a = 0, mf = me->mface; a < me->totface; a++, mf++) { - if (mf->mat_nr == -1) { - /* texface data for this face */ - tf = ((MTFace *)cdl->data) + a; - mf->mat_nr = convert_tfacenomaterial(main, me, tf, encode_tfaceflag(tf, 1)); - } - } - } - else { - for (a = 0, mf = me->mface; a < me->totface; a++, mf++) { - mf->mat_nr = 0; - } - } - } - - } - - /* 2nd part - conversion */ - /* skip library files */ - - /* we shouldn't loop through the materials created in the loop. make the loop stop at its original length) */ - for (ma = main->mat.first, a = 0; ma; ma = ma->id.next, a++) { - if (ID_IS_LINKED_DATABLOCK(ma)) continue; - - /* disputed material */ - if (ma->game.flag == MAT_BGE_DISPUTED) { - ma->game.flag = 0; - if (fileload) { - printf("Warning: material \"%s\" skipped.\n", ma->id.name + 2); - nowarning = 0; - } - else { - convert_tfacematerial(main, ma); - } - continue; - } - - /* no conflicts in this material - 90% of cases - * convert from tface system to material */ - else if (ma->game.flag < 0) { - decode_tfaceflag(ma, -(ma->game.flag), 1); - - /* material is good make sure all faces using - * this material are set to converted */ - if (fileload) { - for (me = main->mesh.first; me; me = me->id.next) { - /* check if this mesh uses this material */ - for (a = 0; a < me->totcol; a++) - if (me->mat[a] == ma) break; - - /* no material found */ - if (a == me->totcol) continue; - - /* get the active tface layer */ - index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE); - cdl = (index == -1) ? NULL : &me->fdata.layers[index]; - if (!cdl) continue; - - /* loop over all the faces and stop at the ones that use the material*/ - for (a = 0, mf = me->mface; a < me->totface; a++, mf++) { - if (me->mat[mf->mat_nr] == ma) { - /* texface data for this face */ - tf = ((MTFace *)cdl->data) + a; - tf->mode |= TF_CONVERTED; - } - } - } - } - } - /* material is not used by faces with texface - * set the default flag - do it only once */ - else { - if (fileload) { - ma->game.flag = GEMAT_BACKCULL; - } - } + 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 nowarning; + return false; } - |