From e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 17 Apr 2019 06:17:24 +0200 Subject: ClangFormat: apply to source, most of intern Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat --- .../draw/engines/workbench/workbench_materials.c | 442 +++++++++++---------- 1 file changed, 230 insertions(+), 212 deletions(-) (limited to 'source/blender/draw/engines/workbench/workbench_materials.c') diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 2cec691a62f..d73eee37a98 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -37,260 +37,278 @@ #define HSV_SATURATION 0.5 #define HSV_VALUE 0.8 -void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data) +void workbench_material_update_data(WORKBENCH_PrivateData *wpd, + Object *ob, + Material *mat, + WORKBENCH_MaterialData *data) { - /* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */ - int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ? V3D_SHADING_MATERIAL_COLOR : wpd->shading.color_type; - copy_v3_fl3(data->diffuse_color, 0.8f, 0.8f, 0.8f); - copy_v3_v3(data->base_color, data->diffuse_color); - copy_v3_fl3(data->specular_color, 0.05f, 0.05f, 0.05f); /* Dielectric: 5% reflective. */ - data->metallic = 0.0f; - data->roughness = 0.5f; /* sqrtf(0.25f); */ + /* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */ + int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ? + V3D_SHADING_MATERIAL_COLOR : + wpd->shading.color_type; + copy_v3_fl3(data->diffuse_color, 0.8f, 0.8f, 0.8f); + copy_v3_v3(data->base_color, data->diffuse_color); + copy_v3_fl3(data->specular_color, 0.05f, 0.05f, 0.05f); /* Dielectric: 5% reflective. */ + data->metallic = 0.0f; + data->roughness = 0.5f; /* sqrtf(0.25f); */ - if (color_type == V3D_SHADING_SINGLE_COLOR) { - copy_v3_v3(data->diffuse_color, wpd->shading.single_color); - copy_v3_v3(data->base_color, data->diffuse_color); - } - else if (color_type == V3D_SHADING_RANDOM_COLOR) { - uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name); - if (ob->id.lib) { - hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name); - } + if (color_type == V3D_SHADING_SINGLE_COLOR) { + copy_v3_v3(data->diffuse_color, wpd->shading.single_color); + copy_v3_v3(data->base_color, data->diffuse_color); + } + else if (color_type == V3D_SHADING_RANDOM_COLOR) { + uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name); + if (ob->id.lib) { + hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name); + } - float hue = BLI_hash_int_01(hash); - float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE}; - hsv_to_rgb_v(hsv, data->diffuse_color); - copy_v3_v3(data->base_color, data->diffuse_color); - } - else if (color_type == V3D_SHADING_OBJECT_COLOR) { - copy_v3_v3(data->diffuse_color, ob->color); - copy_v3_v3(data->base_color, data->diffuse_color); - } - else { - /* V3D_SHADING_MATERIAL_COLOR */ - if (mat) { - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { - copy_v3_v3(data->base_color, &mat->r); - mul_v3_v3fl(data->diffuse_color, &mat->r, 1.0f - mat->metallic); - mul_v3_v3fl(data->specular_color, &mat->r, mat->metallic); - add_v3_fl(data->specular_color, 0.05f * (1.0f - mat->metallic)); - data->metallic = mat->metallic; - data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */ - } - else { - copy_v3_v3(data->base_color, &mat->r); - copy_v3_v3(data->diffuse_color, &mat->r); - } - } - } + float hue = BLI_hash_int_01(hash); + float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE}; + hsv_to_rgb_v(hsv, data->diffuse_color); + copy_v3_v3(data->base_color, data->diffuse_color); + } + else if (color_type == V3D_SHADING_OBJECT_COLOR) { + copy_v3_v3(data->diffuse_color, ob->color); + copy_v3_v3(data->base_color, data->diffuse_color); + } + else { + /* V3D_SHADING_MATERIAL_COLOR */ + if (mat) { + if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { + copy_v3_v3(data->base_color, &mat->r); + mul_v3_v3fl(data->diffuse_color, &mat->r, 1.0f - mat->metallic); + mul_v3_v3fl(data->specular_color, &mat->r, mat->metallic); + add_v3_fl(data->specular_color, 0.05f * (1.0f - mat->metallic)); + data->metallic = mat->metallic; + data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */ + } + else { + copy_v3_v3(data->base_color, &mat->r); + copy_v3_v3(data->diffuse_color, &mat->r); + } + } + } } char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair) { - char *str = NULL; + char *str = NULL; - DynStr *ds = BLI_dynstr_new(); + DynStr *ds = BLI_dynstr_new(); - if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) { - BLI_dynstr_append(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n"); - } - if (wpd->shading.flag & V3D_SHADING_SHADOW) { - BLI_dynstr_append(ds, "#define V3D_SHADING_SHADOW\n"); - } - if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) { - BLI_dynstr_append(ds, "#define WB_CAVITY\n"); - } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { - BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n"); - } - if (STUDIOLIGHT_ENABLED(wpd)) { - BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n"); - } - if (FLAT_ENABLED(wpd)) { - BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n"); - } - if (MATCAP_ENABLED(wpd)) { - BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n"); - } - if (OBJECT_ID_PASS_ENABLED(wpd)) { - BLI_dynstr_append(ds, "#define OBJECT_ID_PASS_ENABLED\n"); - } - if (MATDATA_PASS_ENABLED(wpd)) { - BLI_dynstr_append(ds, "#define MATDATA_PASS_ENABLED\n"); - } - if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { - BLI_dynstr_append(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n"); - } - if (use_textures) { - BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n"); - } - if (NORMAL_ENCODING_ENABLED()) { - BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n"); - } - if (is_hair) { - BLI_dynstr_append(ds, "#define HAIR_SHADER\n"); - } + if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) { + BLI_dynstr_append(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n"); + } + if (wpd->shading.flag & V3D_SHADING_SHADOW) { + BLI_dynstr_append(ds, "#define V3D_SHADING_SHADOW\n"); + } + if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) { + BLI_dynstr_append(ds, "#define WB_CAVITY\n"); + } + if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { + BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n"); + } + if (STUDIOLIGHT_ENABLED(wpd)) { + BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n"); + } + if (FLAT_ENABLED(wpd)) { + BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n"); + } + if (MATCAP_ENABLED(wpd)) { + BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n"); + } + if (OBJECT_ID_PASS_ENABLED(wpd)) { + BLI_dynstr_append(ds, "#define OBJECT_ID_PASS_ENABLED\n"); + } + if (MATDATA_PASS_ENABLED(wpd)) { + BLI_dynstr_append(ds, "#define MATDATA_PASS_ENABLED\n"); + } + if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { + BLI_dynstr_append(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n"); + } + if (use_textures) { + BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n"); + } + if (NORMAL_ENCODING_ENABLED()) { + BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n"); + } + if (is_hair) { + BLI_dynstr_append(ds, "#define HAIR_SHADER\n"); + } - str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; + str = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + return str; } uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost) { - uint input[4]; - uint result; - float *color = material_template->diffuse_color; - input[0] = (uint)(color[0] * 512); - input[1] = (uint)(color[1] * 512); - input[2] = (uint)(color[2] * 512); - input[3] = material_template->object_id; - result = BLI_ghashutil_uinthash_v4_murmur(input); + uint input[4]; + uint result; + float *color = material_template->diffuse_color; + input[0] = (uint)(color[0] * 512); + input[1] = (uint)(color[1] * 512); + input[2] = (uint)(color[2] * 512); + input[3] = material_template->object_id; + result = BLI_ghashutil_uinthash_v4_murmur(input); - color = material_template->specular_color; - input[0] = (uint)(color[0] * 512); - input[1] = (uint)(color[1] * 512); - input[2] = (uint)(color[2] * 512); - input[3] = (uint)(material_template->roughness * 512); - result += BLI_ghashutil_uinthash_v4_murmur(input); + color = material_template->specular_color; + input[0] = (uint)(color[0] * 512); + input[1] = (uint)(color[1] * 512); + input[2] = (uint)(color[2] * 512); + input[3] = (uint)(material_template->roughness * 512); + result += BLI_ghashutil_uinthash_v4_murmur(input); - result += BLI_ghashutil_uinthash((uint)is_ghost); + result += BLI_ghashutil_uinthash((uint)is_ghost); - /* add texture reference */ - if (material_template->ima) { - result += BLI_ghashutil_inthash_p_murmur(material_template->ima); - } + /* add texture reference */ + if (material_template->ima) { + result += BLI_ghashutil_inthash_p_murmur(material_template->ima); + } - return result; + return result; } int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd) { - /* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */ - int index = 0; - /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ - index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; - SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2); - SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3); - SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4); - SET_FLAG_FROM_TEST(index, MATDATA_PASS_ENABLED(wpd), 1 << 5); - BLI_assert(index < MAX_COMPOSITE_SHADERS); - return index; + /* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */ + int index = 0; + /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ + index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; + SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2); + SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3); + SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4); + SET_FLAG_FROM_TEST(index, MATDATA_PASS_ENABLED(wpd), 1 << 5); + BLI_assert(index < MAX_COMPOSITE_SHADERS); + return index; } -int workbench_material_get_prepass_shader_index( - WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair) +int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd, + bool use_textures, + bool is_hair) { - /* NOTE: change MAX_PREPASS_SHADERS accordingly when modifying this function. */ - int index = 0; - SET_FLAG_FROM_TEST(index, is_hair, 1 << 0); - SET_FLAG_FROM_TEST(index, MATDATA_PASS_ENABLED(wpd), 1 << 1); - SET_FLAG_FROM_TEST(index, OBJECT_ID_PASS_ENABLED(wpd), 1 << 2); - SET_FLAG_FROM_TEST(index, NORMAL_VIEWPORT_PASS_ENABLED(wpd), 1 << 3); - SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4); - SET_FLAG_FROM_TEST(index, use_textures, 1 << 5); - BLI_assert(index < MAX_PREPASS_SHADERS); - return index; + /* NOTE: change MAX_PREPASS_SHADERS accordingly when modifying this function. */ + int index = 0; + SET_FLAG_FROM_TEST(index, is_hair, 1 << 0); + SET_FLAG_FROM_TEST(index, MATDATA_PASS_ENABLED(wpd), 1 << 1); + SET_FLAG_FROM_TEST(index, OBJECT_ID_PASS_ENABLED(wpd), 1 << 2); + SET_FLAG_FROM_TEST(index, NORMAL_VIEWPORT_PASS_ENABLED(wpd), 1 << 3); + SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4); + SET_FLAG_FROM_TEST(index, use_textures, 1 << 5); + BLI_assert(index < MAX_PREPASS_SHADERS); + return index; } -int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair) +int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, + bool use_textures, + bool is_hair) { - /* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */ - int index = 0; - /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ - index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; - SET_FLAG_FROM_TEST(index, use_textures, 1 << 2); - SET_FLAG_FROM_TEST(index, is_hair, 1 << 3); - /* 1 bits SHADOWS (only facing factor) */ - SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 4); - BLI_assert(index < MAX_ACCUM_SHADERS); - return index; + /* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */ + int index = 0; + /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ + index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; + SET_FLAG_FROM_TEST(index, use_textures, 1 << 2); + SET_FLAG_FROM_TEST(index, is_hair, 1 << 3); + /* 1 bits SHADOWS (only facing factor) */ + SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 4); + BLI_assert(index < MAX_ACCUM_SHADERS); + return index; } int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob) { - int color_type = wpd->shading.color_type; - if ((color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) || (ob->dt < OB_TEXTURE)) { - color_type = V3D_SHADING_MATERIAL_COLOR; - } - return color_type; + int color_type = wpd->shading.color_type; + if ((color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) || (ob->dt < OB_TEXTURE)) { + color_type = V3D_SHADING_MATERIAL_COLOR; + } + return color_type; } -void workbench_material_get_image_and_mat(Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat) +void workbench_material_get_image_and_mat( + Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat) { - bNode *node; - *r_mat = give_current_material(ob, mat_nr); - ED_object_get_active_image(ob, mat_nr, r_image, r_iuser, &node, NULL); - if (node && *r_image) { - switch (node->type) { - case SH_NODE_TEX_IMAGE: - { - NodeTexImage *storage = node->storage; - *r_interp = storage->interpolation; - break; - } - case SH_NODE_TEX_ENVIRONMENT: - { - NodeTexEnvironment *storage = node->storage; - *r_interp = storage->interpolation; - break; - } - default: - BLI_assert(!"Node type not supported by workbench"); - *r_interp = 0; - } - } - else { - *r_interp = 0; - } + bNode *node; + *r_mat = give_current_material(ob, mat_nr); + ED_object_get_active_image(ob, mat_nr, r_image, r_iuser, &node, NULL); + if (node && *r_image) { + switch (node->type) { + case SH_NODE_TEX_IMAGE: { + NodeTexImage *storage = node->storage; + *r_interp = storage->interpolation; + break; + } + case SH_NODE_TEX_ENVIRONMENT: { + NodeTexEnvironment *storage = node->storage; + *r_interp = storage->interpolation; + break; + } + default: + BLI_assert(!"Node type not supported by workbench"); + *r_interp = 0; + } + } + else { + *r_interp = 0; + } } -void workbench_material_shgroup_uniform( - WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob, - const bool use_metallic, const bool deferred, const int interp) +void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd, + DRWShadingGroup *grp, + WORKBENCH_MaterialData *material, + Object *ob, + const bool use_metallic, + const bool deferred, + const int interp) { - if (deferred && !MATDATA_PASS_ENABLED(wpd)) { - return; - } + if (deferred && !MATDATA_PASS_ENABLED(wpd)) { + return; + } - if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) { - ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, material->iuser, NULL); - const bool do_color_correction = wpd->use_color_management && - (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0); - BKE_image_release_ibuf(material->ima, ibuf, NULL); - GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D, false); - DRW_shgroup_uniform_texture(grp, "image", tex); - DRW_shgroup_uniform_bool_copy(grp, "imageSrgb", do_color_correction); - DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST)); - } - else { - DRW_shgroup_uniform_vec3(grp, "materialDiffuseColor", (use_metallic) ? material->base_color : material->diffuse_color, 1); - } + if (workbench_material_determine_color_type(wpd, material->ima, ob) == + V3D_SHADING_TEXTURE_COLOR) { + ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, material->iuser, NULL); + const bool do_color_correction = wpd->use_color_management && + (ibuf && + (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0); + BKE_image_release_ibuf(material->ima, ibuf, NULL); + GPUTexture *tex = GPU_texture_from_blender( + material->ima, material->iuser, GL_TEXTURE_2D, false); + DRW_shgroup_uniform_texture(grp, "image", tex); + DRW_shgroup_uniform_bool_copy(grp, "imageSrgb", do_color_correction); + DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST)); + } + else { + DRW_shgroup_uniform_vec3(grp, + "materialDiffuseColor", + (use_metallic) ? material->base_color : material->diffuse_color, + 1); + } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { - if (use_metallic) { - DRW_shgroup_uniform_float(grp, "materialMetallic", &material->metallic, 1); - } - else { - DRW_shgroup_uniform_vec3(grp, "materialSpecularColor", material->specular_color, 1); - } - DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1); - } + if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { + if (use_metallic) { + DRW_shgroup_uniform_float(grp, "materialMetallic", &material->metallic, 1); + } + else { + DRW_shgroup_uniform_vec3(grp, "materialSpecularColor", material->specular_color, 1); + } + DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1); + } - if (WORLD_CLIPPING_ENABLED(wpd)) { - DRW_shgroup_uniform_vec4(grp, "WorldClipPlanes", wpd->world_clip_planes[0], 6); - DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); - } + if (WORLD_CLIPPING_ENABLED(wpd)) { + DRW_shgroup_uniform_vec4(grp, "WorldClipPlanes", wpd->world_clip_planes[0], 6); + DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); + } } -void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material) +void workbench_material_copy(WORKBENCH_MaterialData *dest_material, + const WORKBENCH_MaterialData *source_material) { - dest_material->object_id = source_material->object_id; - copy_v3_v3(dest_material->base_color, source_material->base_color); - copy_v3_v3(dest_material->diffuse_color, source_material->diffuse_color); - copy_v3_v3(dest_material->specular_color, source_material->specular_color); - dest_material->metallic = source_material->metallic; - dest_material->roughness = source_material->roughness; - dest_material->ima = source_material->ima; - dest_material->iuser = source_material->iuser; + dest_material->object_id = source_material->object_id; + copy_v3_v3(dest_material->base_color, source_material->base_color); + copy_v3_v3(dest_material->diffuse_color, source_material->diffuse_color); + copy_v3_v3(dest_material->specular_color, source_material->specular_color); + dest_material->metallic = source_material->metallic; + dest_material->roughness = source_material->roughness; + dest_material->ima = source_material->ima; + dest_material->iuser = source_material->iuser; } -- cgit v1.2.3