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Diffstat (limited to 'source/blender/src/buttons_shading.c')
-rw-r--r--source/blender/src/buttons_shading.c137
1 files changed, 94 insertions, 43 deletions
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index 1b580381ca5..6d5e1a62ad4 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -113,6 +113,8 @@
#include "RE_pipeline.h"
+#include "GPU_material.h"
+
/* -----includes for this file specific----- */
#include "butspace.h" // own module
@@ -209,6 +211,7 @@ static void load_image_cb(char *str, void *ima_pp_v, void *iuser_v) /* called fr
if(GS(tex->id.name)==ID_TE) {
BIF_preview_changed(ID_TE);
allqueue(REDRAWBUTSSHADING, 0);
+ allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWOOPS, 0);
}
}
@@ -1542,10 +1545,35 @@ static void texture_panel_colors(Tex *tex)
uiDefButF(block, NUMSLI, B_TEXPRV, "Contr", 160,10,150,20, &tex->contrast, 0.01, 5.0, 0, 0, "Changes the contrast of the color or intensity of a texture");
}
+static int texture_channels_num_display(MTex **mtex)
+{
+ int a, num_mtex;
+
+ if(!mtex)
+ return 0;
+
+ /* compute number of texture channels to draw, 1 more
+ * than the last, used texture channel, and at least 10 */
+ num_mtex = 0;
+
+ for(a=MAX_MTEX-1; a>=0; a--) {
+ if (mtex[a]) {
+ num_mtex = a+1;
+ break;
+ }
+ }
-static void texture_panel_texture(MTex *mtex, Material *ma, World *wrld, Lamp *la, bNode *node, Brush *br, SculptData *sd)
+ if (num_mtex < 10)
+ return 10;
+ else if(num_mtex < MAX_MTEX)
+ return num_mtex + 1;
+ else
+ return MAX_MTEX;
+}
+
+static void texture_panel_texture(MTex *actmtex, Material *ma, World *wrld, Lamp *la, bNode *node, Brush *br, SculptData *sd)
{
- MTex *mt=NULL;
+ MTex **mtex, *mt;
uiBlock *block;
ID *id=NULL, *idfrom;
int a, yco, loos;
@@ -1556,17 +1584,35 @@ static void texture_panel_texture(MTex *mtex, Material *ma, World *wrld, Lamp *l
if(uiNewPanel(curarea, block, "Texture", "Texture", 320, 0, 318, 204)==0) return;
/* first do the browse but */
- if(mtex)
- id= (ID *)mtex->tex;
+ if(actmtex)
+ id= (ID *)actmtex->tex;
else if(node)
id= node->id;
- if(ma) idfrom= &ma->id;
- else if(wrld) idfrom= &wrld->id;
- else if(la) idfrom= &la->id;
- else if(br) idfrom= &br->id;
- else if(sd) idfrom= NULL; /* Not sure what this does */
- else idfrom= NULL;
+ if(ma) {
+ idfrom= &ma->id;
+ mtex= ma->mtex;
+ }
+ else if(wrld) {
+ idfrom= &wrld->id;
+ mtex= wrld->mtex;
+ }
+ else if(la) {
+ idfrom= &la->id;
+ mtex= la->mtex;
+ }
+ else if(br) {
+ idfrom= &br->id;
+ mtex= br->mtex;
+ }
+ else if(sd) {
+ idfrom= NULL; /* Not sure what this does */
+ mtex= sd->mtex;
+ }
+ else {
+ idfrom= NULL;
+ mtex= NULL;
+ }
uiBlockSetCol(block, TH_BUT_SETTING2);
if(ma) {
@@ -1595,15 +1641,13 @@ static void texture_panel_texture(MTex *mtex, Material *ma, World *wrld, Lamp *l
/* CHANNELS */
if(node==NULL) {
+ int num_mtex;
uiBlockBeginAlign(block);
yco= 150;
- for(a= 0; a<MAX_MTEX; a++) {
-
- if(ma) mt= ma->mtex[a];
- else if(wrld) mt= wrld->mtex[a];
- else if(la) mt= la->mtex[a];
- else if(br) mt= br->mtex[a];
- else if(sd) mt= sd->mtex[a];
+
+ num_mtex= texture_channels_num_display(mtex);
+ for(a=0; a<num_mtex; a++) {
+ mt= mtex[a];
if(mt && mt->tex) splitIDname(mt->tex->id.name+2, str, &loos);
else strcpy(str, "");
@@ -2030,7 +2074,7 @@ static void world_panel_texture(World *wrld)
uiBlock *block;
MTex *mtex;
ID *id;
- int a, loos;
+ int a, loos, num_mtex;
char str[64], *strp;
block= uiNewBlock(&curarea->uiblocks, "world_panel_texture", UI_EMBOSS, UI_HELV, curarea->win);
@@ -2041,7 +2085,8 @@ static void world_panel_texture(World *wrld)
/* TEX CHANNELS */
uiBlockSetCol(block, TH_BUT_NEUTRAL);
uiBlockBeginAlign(block);
- for(a= 0; a<MAX_MTEX; a++) {
+ num_mtex= texture_channels_num_display(wrld->mtex);
+ for(a= 0; a<num_mtex; a++) {
mtex= wrld->mtex[a];
if(mtex && mtex->tex) splitIDname(mtex->tex->id.name+2, str, &loos);
else strcpy(str, "");
@@ -2506,7 +2551,7 @@ static void lamp_panel_texture(Object *ob, Lamp *la)
uiBlock *block;
MTex *mtex;
ID *id;
- int a, loos;
+ int a, loos, num_mtex;
char *strp, str[64];
block= uiNewBlock(&curarea->uiblocks, "lamp_panel_texture", UI_EMBOSS, UI_HELV, curarea->win);
@@ -2517,7 +2562,8 @@ static void lamp_panel_texture(Object *ob, Lamp *la)
/* TEX CHANNELS */
uiBlockSetCol(block, TH_BUT_NEUTRAL);
uiBlockBeginAlign(block);
- for(a= 0; a<MAX_MTEX; a++) {
+ num_mtex= texture_channels_num_display(la->mtex);
+ for(a= 0; a<num_mtex; a++) {
mtex= la->mtex[a];
if(mtex && mtex->tex) splitIDname(mtex->tex->id.name+2, str, &loos);
else strcpy(str, "");
@@ -2603,9 +2649,9 @@ static void lamp_panel_spot(Object *ob, Lamp *la)
uiBlockSetCol(block, TH_BUT_SETTING1);
uiBlockBeginAlign(block);
- uiDefButBitS(block, TOG, LA_SHAD_RAY, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
+ uiDefButBitI(block, TOG, LA_SHAD_RAY, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
if(la->type==LA_SPOT) {
- uiDefButBitS(block, TOG, LA_SHAD_BUF, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets spotlight produce shadows using shadow buffer");
+ uiDefButBitI(block, TOG, LA_SHAD_BUF, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets spotlight produce shadows using shadow buffer");
if(la->mode & LA_SHAD_BUF) {
char *tip= "Regular buffer type";
if(la->buftype==LA_SHADBUF_IRREGULAR)
@@ -2618,12 +2664,15 @@ static void lamp_panel_spot(Object *ob, Lamp *la)
}
uiBlockEndAlign(block);
- uiDefButBitS(block, TOG, LA_ONLYSHADOW, B_LAMPPRV,"OnlyShadow", 10,110,80,19,&la->mode, 0, 0, 0, 0, "Causes light to cast shadows only without illuminating objects");
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, LA_ONLYSHADOW, B_LAMPPRV,"OnlyShadow", 10,110,80,19,&la->mode, 0, 0, 0, 0, "Causes light to cast shadows only without illuminating objects");
+ uiDefButBitI(block, TOG, LA_LAYER_SHADOW, B_LAMPPRV,"Layer", 10,90,80,19,&la->mode, 0, 0, 0, 0, "Causes only objects on the same layer to cast shadows");
+ uiBlockEndAlign(block);
if(la->type==LA_SPOT) {
uiBlockBeginAlign(block);
- uiDefButBitS(block, TOG, LA_SQUARE, B_LAMPREDRAW,"Square", 10,60,80,19,&la->mode, 0, 0, 0, 0, "Sets square spotbundles");
- uiDefButBitS(block, TOG, LA_HALO, B_LAMPREDRAW,"Halo", 10,40,80,19,&la->mode, 0, 0, 0, 0, "Renders spotlight with a volumetric halo");
+ uiDefButBitI(block, TOG, LA_SQUARE, B_LAMPREDRAW,"Square", 10,60,80,19,&la->mode, 0, 0, 0, 0, "Sets square spotbundles");
+ uiDefButBitI(block, TOG, LA_HALO, B_LAMPREDRAW,"Halo", 10,40,80,19,&la->mode, 0, 0, 0, 0, "Renders spotlight with a volumetric halo");
uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI,B_LAMPREDRAW,"SpotSi ", 100,180,200,19,&la->spotsize, 1.0, 180.0, 0, 0, "Sets the angle of the spotlight beam in degrees");
@@ -2747,12 +2796,12 @@ static void lamp_panel_yafray(Object *ob, Lamp *la)
/* in yafray arealights always cast shadows, so ray shadow flag not needed */
/* ray shadow also not used when halo for spot enabled */
if ((la->type!=LA_AREA) && (!((la->type==LA_SPOT) && (la->mode & LA_HALO))))
- uiDefButBitS(block, TOG, LA_SHAD_RAY, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
+ uiDefButBitI(block, TOG, LA_SHAD_RAY, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
/* in yafray the regular lamp can use shadowbuffers (softlight), used by spot with halo as well */
/* to prevent clash with blender shadowbuf flag, a special flag is used for yafray */
if (la->type==LA_LOCAL) {
- uiDefButBitS(block, TOG, LA_YF_SOFT, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets light produce shadows using shadow buffer");
+ uiDefButBitI(block, TOG, LA_YF_SOFT, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets light produce shadows using shadow buffer");
uiDefButF(block, NUM, B_DIFF, "GloInt:", 100,155,200,19, &la->YF_glowint, 0.0, 1.0, 1, 0, "Sets light glow intensity, 0 is off");
uiDefButF(block, NUM, B_DIFF, "GloOfs:", 100,135,100,19, &la->YF_glowofs, 0.0, 2.0, 1, 0, "Sets light glow offset, the higher, the less 'peaked' the glow");
uiDefButS(block, NUM, B_DIFF, "GlowType:", 200,135,100,19, &la->YF_glowtype, 0, 1, 1, 0, "Sets light glow type");
@@ -2780,7 +2829,7 @@ static void lamp_panel_yafray(Object *ob, Lamp *la)
if (la->type==LA_SPOT) {
- uiDefButBitS(block, TOG, LA_HALO, B_LAMPREDRAW,"Halo", 10,50,80,19,&la->mode, 0, 0, 0, 0, "Renders spotlight with a volumetric halo");
+ uiDefButBitI(block, TOG, LA_HALO, B_LAMPREDRAW,"Halo", 10,50,80,19,&la->mode, 0, 0, 0, 0, "Renders spotlight with a volumetric halo");
uiBlockSetCol(block, TH_AUTO);
uiBlockBeginAlign(block);
@@ -2900,15 +2949,15 @@ static void lamp_panel_lamp(Object *ob, Lamp *la)
uiBlockSetCol(block, TH_BUT_SETTING1);
uiDefButS(block, MENU, B_LAMPREDRAW, "Falloff %t|Constant %x0|Inverse Linear %x1|Inverse Square %x2|Custom Curve %x3|Lin/Quad Weighted %x4|",
10,150,100,19, &la->falloff_type, 0,0,0,0, "Lamp falloff - intensity decay with distance");
- uiDefButBitS(block, TOG, LA_SPHERE, B_LAMPPRV,"Sphere", 10,130,100,19,&la->mode, 0, 0, 0, 0, "Sets light intensity to zero for objects beyond the distance value");
+ uiDefButBitI(block, TOG, LA_SPHERE, B_LAMPPRV,"Sphere", 10,130,100,19,&la->mode, 0, 0, 0, 0, "Sets light intensity to zero for objects beyond the distance value");
}
uiBlockBeginAlign(block);
uiBlockSetCol(block, TH_BUT_SETTING1);
- uiDefButBitS(block, TOG, LA_LAYER, 0,"Layer", 10,70,100,19,&la->mode, 0, 0, 0, 0, "Illuminates objects in the same layer as the lamp only");
- uiDefButBitS(block, TOG, LA_NEG, B_LAMPPRV,"Negative", 10,50,100,19,&la->mode, 0, 0, 0, 0, "Sets lamp to cast negative light");
- uiDefButBitS(block, TOG, LA_NO_DIFF, B_LAMPPRV,"No Diffuse", 10,30,100,19,&la->mode, 0, 0, 0, 0, "Disables diffuse shading of material illuminated by this lamp");
- uiDefButBitS(block, TOG, LA_NO_SPEC, B_LAMPPRV,"No Specular", 10,10,100,19,&la->mode, 0, 0, 0, 0, "Disables specular shading of material illuminated by this lamp");
+ uiDefButBitI(block, TOG, LA_LAYER, 0,"Layer", 10,70,100,19,&la->mode, 0, 0, 0, 0, "Illuminates objects in the same layer as the lamp only");
+ uiDefButBitI(block, TOG, LA_NEG, B_LAMPPRV,"Negative", 10,50,100,19,&la->mode, 0, 0, 0, 0, "Sets lamp to cast negative light");
+ uiDefButBitI(block, TOG, LA_NO_DIFF, B_LAMPPRV,"No Diffuse", 10,30,100,19,&la->mode, 0, 0, 0, 0, "Disables diffuse shading of material illuminated by this lamp");
+ uiDefButBitI(block, TOG, LA_NO_SPEC, B_LAMPPRV,"No Specular", 10,10,100,19,&la->mode, 0, 0, 0, 0, "Disables specular shading of material illuminated by this lamp");
uiBlockEndAlign(block);
uiBlockSetCol(block, TH_AUTO);
@@ -3523,7 +3572,7 @@ static void material_panel_texture(Object *ob, Material *ma)
ID *id;
ParticleSystem *psys;
int loos, psys_mapto=0;
- int a;
+ int a, num_mtex;
char str[64], *strp;
block= uiNewBlock(&curarea->uiblocks, "material_panel_texture", UI_EMBOSS, UI_HELV, curarea->win);
@@ -3539,7 +3588,8 @@ static void material_panel_texture(Object *ob, Material *ma)
uiBlockSetCol(block, TH_BUT_NEUTRAL);
uiBlockBeginAlign(block);
- for(a= 0; a<MAX_MTEX; a++) {
+ num_mtex= texture_channels_num_display(ma->mtex);
+ for(a= 0; a<num_mtex; a++) {
mtex= ma->mtex[a];
if(mtex && mtex->tex) splitIDname(mtex->tex->id.name+2, str, &loos);
else strcpy(str, "");
@@ -3553,10 +3603,10 @@ static void material_panel_texture(Object *ob, Material *ma)
/* SEPTEX */
uiBlockSetCol(block, TH_AUTO);
- for(a= 0; a<MAX_MTEX; a++) {
+ for(a= 0; a<num_mtex; a++) {
mtex= ma->mtex[a];
if(mtex && mtex->tex) {
- but=uiDefIconButBitS(block, ICONTOGN, 1<<a, B_MATPRV, ICON_CHECKBOX_HLT-1, -20, 180-18*a, 28, 20, &ma->septex, 0.0, 0.0, 0, 0, "Click to disable or enable this texture channel");
+ but=uiDefIconButBitI(block, ICONTOGN, 1<<a, B_MATPRV, ICON_CHECKBOX_HLT-1, -20, 180-18*a, 28, 20, &ma->septex, 0.0, 0.0, 0, 0, "Click to disable or enable this texture channel");
if(psys_mapto && ma->mtex[a]->mapto & MAP_PA_IVEL)
uiButSetFunc(but, particle_recalc_material, ma, NULL);
@@ -4091,13 +4141,14 @@ static void material_panel_material(Material *ma)
uiBlockSetCol(block, TH_BUT_SETTING1);
uiDefButBitI(block, TOG, MA_VERTEXCOL, B_MAT_VCOL_LIGHT, "VCol Light", 8,166,74,20, &(ma->mode), 0, 0, 0, 0, "Adds vertex colors as extra light");
uiDefButBitI(block, TOG, MA_VERTEXCOLP, B_MAT_VCOL_PAINT, "VCol Paint", 82,166,74,20, &(ma->mode), 0, 0, 0, 0, "Replaces material's colors with vertex colors");
- uiDefButBitI(block, TOG, MA_FACETEXTURE, B_REDR, "TexFace", 156,166,64,20, &(ma->mode), 0, 0, 0, 0, "Sets UV-Editor assigned texture as color and texture info for faces");
- if (ma->mode & MA_FACETEXTURE) uiDefButBitI(block, TOG, MA_FACETEXTURE_ALPHA, B_REDR, "A", 220,166,20,20, &(ma->mode), 0, 0, 0, 0, "Use alpha channel in 'TexFace' assigned images");
- uiDefButBitI(block, TOG, MA_SHLESS, B_MATPRV, "Shadeless", 240,166,63,20, &(ma->mode), 0, 0, 0, 0, "Makes material insensitive to light or shadow");
+ uiDefButBitI(block, TOG, MA_FACETEXTURE, B_MATPRV, "TexFace", 156,166,60,20, &(ma->mode), 0, 0, 0, 0, "Sets UV-Editor assigned texture as color and texture info for faces");
+ uiDefButBitI(block, TOG, MA_FACETEXTURE_ALPHA, B_MATPRV, "A", 216,166,20,20, &(ma->mode), 0, 0, 0, 0, "Use alpha channel in 'TexFace' assigned images");
+ uiDefButBitI(block, TOG, MA_SHLESS, B_MATPRV, "Shadeless", 236,166,67,20, &(ma->mode), 0, 0, 0, 0, "Makes material insensitive to light or shadow");
- uiDefButBitI(block, TOG, MA_NOMIST, B_NOP, "No Mist", 8,146,74,20, &(ma->mode), 0, 0, 0, 0, "Sets the material to ignore mist values");
+ uiDefButBitI(block, TOG, MA_NOMIST, B_MATPRV, "No Mist", 8,146,74,20, &(ma->mode), 0, 0, 0, 0, "Sets the material to ignore mist values");
uiDefButBitI(block, TOG, MA_ENV, B_MATPRV, "Env", 82,146,74,20, &(ma->mode), 0, 0, 0, 0, "Causes faces to render with alpha zero: allows sky/backdrop to show through (only for solid faces)");
- uiDefButF(block, NUM, B_NOP, "Shad A ", 156,146,147,19, &ma->shad_alpha, 0.001, 1.0f, 100, 0, "Shadow casting alpha, only in use for Irregular Shadowbuffer");
+ uiDefButBitS(block, TOG, MA_OBCOLOR, B_MATPRV, "ObColor", 156,146,60,20, &(ma->shade_flag), 0, 0, 0, 0, "Modulate the result with a per object color");
+ uiDefButF(block, NUM, B_NOP, "Shad A ", 216,146,87,20, &ma->shad_alpha, 0.001, 1.0f, 10, 2, "Shadow casting alpha, only in use for Irregular Shadowbuffer");
}
uiBlockSetCol(block, TH_AUTO);
uiBlockBeginAlign(block);