/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/material.c * \ingroup bke */ #include #include #include #include "MEM_guardedalloc.h" #include "DNA_curve_types.h" #include "DNA_material_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_customdata_types.h" #include "DNA_ID.h" #include "DNA_meta_types.h" #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BLI_math.h" #include "BLI_listbase.h" #include "BLI_utildefines.h" #include "BLI_bpath.h" #include "BLI_string.h" #include "BKE_animsys.h" #include "BKE_displist.h" #include "BKE_global.h" #include "BKE_icons.h" #include "BKE_image.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_material.h" #include "BKE_mesh.h" #include "BKE_node.h" #include "BKE_curve.h" #include "GPU_material.h" /* used in UI and render */ Material defmaterial; /* called on startup, creator.c */ void init_def_material(void) { init_material(&defmaterial); } /* not material itself */ void free_material(Material *ma) { MTex *mtex; int a; for (a=0; amtex[a]; if (mtex && mtex->tex) mtex->tex->id.us--; if (mtex) MEM_freeN(mtex); } if (ma->ramp_col) MEM_freeN(ma->ramp_col); if (ma->ramp_spec) MEM_freeN(ma->ramp_spec); BKE_free_animdata((ID *)ma); if (ma->preview) BKE_previewimg_free(&ma->preview); BKE_icon_delete((struct ID*)ma); ma->id.icon_id = 0; /* is no lib link block, but material extension */ if (ma->nodetree) { ntreeFreeTree(ma->nodetree); MEM_freeN(ma->nodetree); } if (ma->gpumaterial.first) GPU_material_free(ma); } void init_material(Material *ma) { ma->r= ma->g= ma->b= ma->ref= 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->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->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->game.flag = GEMAT_BACKCULL; ma->game.alpha_blend=0; ma->game.face_orientation=0; ma->mode= MA_TRACEBLE|MA_SHADBUF|MA_SHADOW|MA_RAYBIAS|MA_TANGENT_STR|MA_ZTRANSP; ma->shade_flag= MA_APPROX_OCCLUSION; ma->preview = NULL; } Material *add_material(const char *name) { Material *ma; ma= alloc_libblock(&G.main->mat, ID_MA, name); init_material(ma); return ma; } /* XXX keep synced with next function */ Material *copy_material(Material *ma) { Material *man; int a; man= copy_libblock(&ma->id); id_lib_extern((ID *)man->group); for (a=0; amtex[a]) { man->mtex[a]= MEM_mallocN(sizeof(MTex), "copymaterial"); memcpy(man->mtex[a], ma->mtex[a], sizeof(MTex)); id_us_plus((ID *)man->mtex[a]->tex); } } if (ma->ramp_col) man->ramp_col= MEM_dupallocN(ma->ramp_col); if (ma->ramp_spec) man->ramp_spec= MEM_dupallocN(ma->ramp_spec); if (ma->preview) man->preview = BKE_previewimg_copy(ma->preview); if (ma->nodetree) { man->nodetree= ntreeCopyTree(ma->nodetree); /* 0 == full new tree */ } man->gpumaterial.first= man->gpumaterial.last= NULL; return man; } /* XXX (see above) material copy without adding to main dbase */ Material *localize_material(Material *ma) { Material *man; int a; man= copy_libblock(&ma->id); BLI_remlink(&G.main->mat, man); /* no increment for texture ID users, in previewrender.c it prevents decrement */ for (a=0; amtex[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->preview = NULL; if (ma->nodetree) man->nodetree= ntreeLocalize(ma->nodetree); man->gpumaterial.first= man->gpumaterial.last= NULL; return man; } static void extern_local_material(Material *ma) { int i; for (i=0; i < MAX_MTEX; i++) { if (ma->mtex[i]) id_lib_extern((ID *)ma->mtex[i]->tex); } } void make_local_material(Material *ma) { Main *bmain= G.main; Object *ob; Mesh *me; Curve *cu; MetaBall *mb; int a, is_local= FALSE, is_lib= FALSE; /* - only lib users: do nothing * - only local users: set flag * - mixed: make copy */ if (ma->id.lib==NULL) return; /* One local user; set flag and return. */ if (ma->id.us==1) { id_clear_lib_data(bmain, &ma->id); extern_local_material(ma); return; } /* Check which other IDs reference this one to determine if it's used by * lib or local */ /* test objects */ ob= bmain->object.first; while(ob) { if (ob->mat) { for (a=0; atotcol; a++) { if (ob->mat[a]==ma) { if (ob->id.lib) is_lib= TRUE; else is_local= TRUE; } } } ob= ob->id.next; } /* test meshes */ me= bmain->mesh.first; while(me) { if (me->mat) { for (a=0; atotcol; a++) { if (me->mat[a]==ma) { if (me->id.lib) is_lib= TRUE; else is_local= TRUE; } } } me= me->id.next; } /* test curves */ cu= bmain->curve.first; while(cu) { if (cu->mat) { for (a=0; atotcol; a++) { if (cu->mat[a]==ma) { if (cu->id.lib) is_lib= TRUE; else is_local= TRUE; } } } cu= cu->id.next; } /* test mballs */ mb= bmain->mball.first; while(mb) { if (mb->mat) { for (a=0; atotcol; a++) { if (mb->mat[a]==ma) { if (mb->id.lib) is_lib= TRUE; else is_local= TRUE; } } } mb= mb->id.next; } /* Only local users. */ if (is_local && is_lib == FALSE) { id_clear_lib_data(bmain, &ma->id); extern_local_material(ma); } /* Both user and local, so copy. */ else if (is_local && is_lib) { Material *ma_new= copy_material(ma); ma_new->id.us= 0; /* Remap paths of new ID using old library as base. */ BKE_id_lib_local_paths(bmain, ma->id.lib, &ma_new->id); /* do objects */ ob= bmain->object.first; while(ob) { if (ob->mat) { for (a=0; atotcol; a++) { if (ob->mat[a]==ma) { if (ob->id.lib==NULL) { ob->mat[a]= ma_new; ma_new->id.us++; ma->id.us--; } } } } ob= ob->id.next; } /* do meshes */ me= bmain->mesh.first; while(me) { if (me->mat) { for (a=0; atotcol; a++) { if (me->mat[a]==ma) { if (me->id.lib==NULL) { me->mat[a]= ma_new; ma_new->id.us++; ma->id.us--; } } } } me= me->id.next; } /* do curves */ cu= bmain->curve.first; while(cu) { if (cu->mat) { for (a=0; atotcol; a++) { if (cu->mat[a]==ma) { if (cu->id.lib==NULL) { cu->mat[a]= ma_new; ma_new->id.us++; ma->id.us--; } } } } cu= cu->id.next; } /* do mballs */ mb= bmain->mball.first; while(mb) { if (mb->mat) { for (a=0; atotcol; a++) { if (mb->mat[a]==ma) { if (mb->id.lib==NULL) { mb->mat[a]= ma_new; ma_new->id.us++; ma->id.us--; } } } } mb= mb->id.next; } } } /* for curve, mball, mesh types */ void extern_local_matarar(struct Material **matar, short totcol) { short i; for (i= 0; i < totcol; i++) { id_lib_extern((ID *)matar[i]); } } Material ***give_matarar(Object *ob) { Mesh *me; Curve *cu; MetaBall *mb; if (ob->type==OB_MESH) { me= ob->data; return &(me->mat); } else if ELEM3(ob->type, OB_CURVE, OB_FONT, OB_SURF) { cu= ob->data; return &(cu->mat); } else if (ob->type==OB_MBALL) { mb= ob->data; return &(mb->mat); } return NULL; } short *give_totcolp(Object *ob) { Mesh *me; Curve *cu; MetaBall *mb; if (ob->type==OB_MESH) { me= ob->data; return &(me->totcol); } else if ELEM3(ob->type, OB_CURVE, OB_FONT, OB_SURF) { cu= ob->data; return &(cu->totcol); } else if (ob->type==OB_MBALL) { mb= ob->data; return &(mb->totcol); } return NULL; } /* same as above but for ID's */ Material ***give_matarar_id(ID *id) { switch(GS(id->name)) { case ID_ME: return &(((Mesh *)id)->mat); break; case ID_CU: return &(((Curve *)id)->mat); break; case ID_MB: return &(((MetaBall *)id)->mat); break; } return NULL; } short *give_totcolp_id(ID *id) { switch(GS(id->name)) { case ID_ME: return &(((Mesh *)id)->totcol); break; case ID_CU: return &(((Curve *)id)->totcol); break; case ID_MB: return &(((MetaBall *)id)->totcol); break; } return NULL; } static void data_delete_material_index_id(ID *id, short index) { switch(GS(id->name)) { case ID_ME: mesh_delete_material_index((Mesh *)id, index); break; case ID_CU: curve_delete_material_index((Curve *)id, index); break; case ID_MB: /* meta-elems dont have materials atm */ break; } } void material_append_id(ID *id, Material *ma) { Material ***matar; if ((matar= give_matarar_id(id))) { short *totcol= give_totcolp_id(id); Material **mat= MEM_callocN(sizeof(void *) * ((*totcol) + 1), "newmatar"); if (*totcol) memcpy(mat, *matar, sizeof(void *) * (*totcol)); if (*matar) MEM_freeN(*matar); *matar= mat; (*matar)[(*totcol)++]= ma; id_us_plus((ID *)ma); test_object_materials(id); } } Material *material_pop_id(ID *id, int index_i, int remove_material_slot) { short index= (short)index_i; Material *ret= NULL; Material ***matar; if ((matar= give_matarar_id(id))) { short *totcol= give_totcolp_id(id); if (index >= 0 && index < (*totcol)) { ret= (*matar)[index]; id_us_min((ID *)ret); if (remove_material_slot) { if (*totcol <= 1) { *totcol= 0; MEM_freeN(*matar); *matar= NULL; } else { Material **mat; if (index + 1 != (*totcol)) memmove((*matar)+index, (*matar)+(index+1), sizeof(void *) * ((*totcol) - (index + 1))); (*totcol)--; mat= MEM_callocN(sizeof(void *) * (*totcol), "newmatar"); memcpy(mat, *matar, sizeof(void *) * (*totcol)); MEM_freeN(*matar); *matar= mat; test_object_materials(id); } /* decrease mat_nr index */ data_delete_material_index_id(id, index); } /* don't remove material slot, only clear it*/ else (*matar)[index]= NULL; } } return ret; } Material *give_current_material(Object *ob, short act) { Material ***matarar, *ma; short *totcolp; if (ob==NULL) return NULL; /* if object cannot have material, totcolp==NULL */ totcolp= give_totcolp(ob); if (totcolp==NULL || ob->totcol==0) return NULL; if (act<0) { printf("no!\n"); } if (act>ob->totcol) act= ob->totcol; else if (act<=0) act= 1; if (ob->matbits && ob->matbits[act-1]) { /* in object */ ma= ob->mat[act-1]; } else { /* in data */ /* check for inconsistency */ if (*totcolp < ob->totcol) ob->totcol= *totcolp; if (act>ob->totcol) act= ob->totcol; matarar= give_matarar(ob); if (matarar && *matarar) ma= (*matarar)[act-1]; else ma= NULL; } return ma; } ID *material_from(Object *ob, short act) { if (ob==NULL) return NULL; if (ob->totcol==0) return ob->data; if (act==0) act= 1; if (ob->matbits[act-1]) return (ID *)ob; else return ob->data; } Material *give_node_material(Material *ma) { if (ma && ma->use_nodes && ma->nodetree) { bNode *node= nodeGetActiveID(ma->nodetree, ID_MA); if (node) return (Material *)node->id; } return NULL; } /* GS reads the memory pointed at in a specific ordering. There are, * however two definitions for it. I have jotted them down here, both, * but I think the first one is actually used. The thing is that * big-endian systems might read this the wrong way round. OTOH, we * constructed the IDs that are read out with this macro explicitly as * well. I expect we'll sort it out soon... */ /* from blendef: */ #define GS(a) (*((short *)(a))) /* from misc_util: flip the bytes from x */ /* #define GS(x) (((unsigned char *)(x))[0] << 8 | ((unsigned char *)(x))[1]) */ void resize_object_material(Object *ob, const short totcol) { Material **newmatar; char *newmatbits; if (totcol==0) { if (ob->totcol) { MEM_freeN(ob->mat); MEM_freeN(ob->matbits); ob->mat= NULL; ob->matbits= NULL; } } else if (ob->totcoltotcol) { memcpy(newmatar, ob->mat, sizeof(void *)*ob->totcol); memcpy(newmatbits, ob->matbits, sizeof(char)*ob->totcol); MEM_freeN(ob->mat); MEM_freeN(ob->matbits); } ob->mat= newmatar; ob->matbits= newmatbits; } ob->totcol= totcol; if (ob->totcol && ob->actcol==0) ob->actcol= 1; if (ob->actcol>ob->totcol) ob->actcol= ob->totcol; } void test_object_materials(ID *id) { /* make the ob mat-array same size as 'ob->data' mat-array */ Object *ob; short *totcol; if (id==NULL || (totcol=give_totcolp_id(id))==NULL) { return; } for (ob= G.main->object.first; ob; ob= ob->id.next) { if (ob->data==id) { resize_object_material(ob, *totcol); } } } void assign_material_id(ID *id, Material *ma, short act) { Material *mao, **matar, ***matarar; short *totcolp; if (act>MAXMAT) return; if (act<1) act= 1; /* prevent crashing when using accidentally */ BLI_assert(id->lib == NULL); if (id->lib) return; /* test arraylens */ totcolp= give_totcolp_id(id); matarar= give_matarar_id(id); if (totcolp==NULL || matarar==NULL) return; if (act > *totcolp) { matar= MEM_callocN(sizeof(void *)*act, "matarray1"); if (*totcolp) { memcpy(matar, *matarar, sizeof(void *)*(*totcolp)); MEM_freeN(*matarar); } *matarar= matar; *totcolp= act; } /* in data */ mao= (*matarar)[act-1]; if (mao) mao->id.us--; (*matarar)[act-1]= ma; if (ma) id_us_plus((ID *)ma); test_object_materials(id); } void assign_material(Object *ob, Material *ma, short act) { Material *mao, **matar, ***matarar; char *matbits; short *totcolp; if (act>MAXMAT) return; if (act<1) act= 1; /* prevent crashing when using accidentally */ BLI_assert(ob->id.lib == NULL); if (ob->id.lib) return; /* test arraylens */ totcolp= give_totcolp(ob); matarar= give_matarar(ob); if (totcolp==NULL || matarar==NULL) return; if (act > *totcolp) { matar= MEM_callocN(sizeof(void *)*act, "matarray1"); if (*totcolp) { memcpy(matar, *matarar, sizeof(void *)*(*totcolp)); MEM_freeN(*matarar); } *matarar= matar; *totcolp= act; } if (act > ob->totcol) { matar= MEM_callocN(sizeof(void *)*act, "matarray2"); matbits= MEM_callocN(sizeof(char)*act, "matbits1"); if ( ob->totcol) { memcpy(matar, ob->mat, sizeof(void *)*( ob->totcol )); memcpy(matbits, ob->matbits, sizeof(char)*(*totcolp)); MEM_freeN(ob->mat); MEM_freeN(ob->matbits); } ob->mat= matar; ob->matbits= matbits; ob->totcol= act; /* copy object/mesh linking, or assign based on userpref */ if (ob->actcol) ob->matbits[act-1]= ob->matbits[ob->actcol-1]; else ob->matbits[act-1]= (U.flag & USER_MAT_ON_OB)? 1: 0; } /* do it */ if (ob->matbits[act-1]) { /* in object */ mao= ob->mat[act-1]; if (mao) mao->id.us--; ob->mat[act-1]= ma; } else { /* in data */ mao= (*matarar)[act-1]; if (mao) mao->id.us--; (*matarar)[act-1]= ma; } if (ma) id_us_plus((ID *)ma); test_object_materials(ob->data); } /* XXX - this calls many more update calls per object then are needed, could be optimized */ void assign_matarar(struct Object *ob, struct Material ***matar, short totcol) { int actcol_orig= ob->actcol; short i; while(object_remove_material_slot(ob)) {}; /* now we have the right number of slots */ for (i=0; i ob->totcol) actcol_orig= ob->totcol; ob->actcol= actcol_orig; } short find_material_index(Object *ob, Material *ma) { Material ***matarar; short a, *totcolp; if (ma==NULL) return 0; totcolp= give_totcolp(ob); matarar= give_matarar(ob); if (totcolp==NULL || matarar==NULL) return 0; for (a=0; a<*totcolp; a++) if ((*matarar)[a]==ma) break; if (a<*totcolp) return a+1; return 0; } int object_add_material_slot(Object *ob) { if (ob==NULL) return FALSE; if (ob->totcol>=MAXMAT) return FALSE; assign_material(ob, NULL, ob->totcol+1); ob->actcol= ob->totcol; 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; aseptex & (1<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 ELEM3(mtex->tex->type, TEX_IMAGE, TEX_PLUGIN, 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|TEXCO_STICKY)) 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|MA_FACETEXTURE)) { 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]; } /* will become or-ed result of all node modes */ ma->mode_l= ma->mode; ma->mode_l &= ~MA_SHLESS; if (ma->strand_surfnor > 0.0f) ma->mode_l |= MA_STR_SURFDIFF; /* parses the geom+tex nodes */ if (ma->nodetree && ma->use_nodes) ntreeShaderGetTexcoMode(ma->nodetree, r_mode, &ma->texco, &ma->mode_l); } static void init_render_nodetree(bNodeTree *ntree, Material *basemat, int r_mode, float *amb) { bNode *node; 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_l & ~(MA_TRANSP|MA_ZTRANSP|MA_RAYTRANSP); } } else if (node->type==NODE_GROUP) init_render_nodetree((bNodeTree *)node->id, basemat, r_mode, amb); } } } 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) { init_render_nodetree(mat->nodetree, mat, r_mode, amb); if (!mat->nodetree->execdata) mat->nodetree->execdata = ntreeShaderBeginExecTree(mat->nodetree, 1); } } void init_render_materials(Main *bmain, int r_mode, float *amb) { 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); } do_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, 1); } } 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 int material_in_nodetree(bNodeTree *ntree, Material *mat) { bNode *node; for (node=ntree->nodes.first; node; node= node->next) { if (node->id && GS(node->id->name)==ID_MA) { if (node->id==(ID*)mat) return 1; } else if (node->type==NODE_GROUP) if (material_in_nodetree((bNodeTree*)node->id, mat)) return 1; } return 0; } int material_in_material(Material *parmat, Material *mat) { if (parmat==mat) return 1; else if (parmat->nodetree && parmat->use_nodes) return material_in_nodetree(parmat->nodetree, mat); else return 0; } /* ****************** */ static char colname_array[125][20]= { "Black","DarkRed","HalfRed","Red","Red", "DarkGreen","DarkOlive","Brown","Chocolate","OrangeRed", "HalfGreen","GreenOlive","DryOlive","Goldenrod","DarkOrange", "LightGreen","Chartreuse","YellowGreen","Yellow","Gold", "Green","LawnGreen","GreenYellow","LightOlive","Yellow", "DarkBlue","DarkPurple","HotPink","VioletPink","RedPink", "SlateGray","DarkGrey","PalePurple","IndianRed","Tomato", "SeaGreen","PaleGreen","GreenKhaki","LightBrown","LightSalmon", "SpringGreen","PaleGreen","MediumOlive","YellowBrown","LightGold", "LightGreen","LightGreen","LightGreen","GreenYellow","PaleYellow", "HalfBlue","DarkSky","HalfMagenta","VioletRed","DeepPink", "SteelBlue","SkyBlue","Orchid","LightHotPink","HotPink", "SeaGreen","SlateGray","MediumGrey","Burlywood","LightPink", "SpringGreen","Aquamarine","PaleGreen","Khaki","PaleOrange", "SpringGreen","SeaGreen","PaleGreen","PaleWhite","YellowWhite", "LightBlue","Purple","MediumOrchid","Magenta","Magenta", "RoyalBlue","SlateBlue","MediumOrchid","Orchid","Magenta", "DeepSkyBlue","LightSteelBlue","LightSkyBlue","Violet","LightPink", "Cyan","DarkTurquoise","SkyBlue","Grey","Snow", "Mint","Mint","Aquamarine","MintCream","Ivory", "Blue","Blue","DarkMagenta","DarkOrchid","Magenta", "SkyBlue","RoyalBlue","LightSlateBlue","MediumOrchid","Magenta", "DodgerBlue","SteelBlue","MediumPurple","PalePurple","Plum", "DeepSkyBlue","PaleBlue","LightSkyBlue","PalePurple","Thistle", "Cyan","ColdBlue","PaleTurquoise","GhostWhite","White" }; void automatname(Material *ma) { int nr, r, g, b; float ref; if (ma==NULL) return; if (ma->mode & MA_SHLESS) ref= 1.0; else ref= ma->ref; r= (int)(4.99f*(ref*ma->r)); g= (int)(4.99f*(ref*ma->g)); b= (int)(4.99f*(ref*ma->b)); nr= r + 5*g + 25*b; if (nr>124) nr= 124; new_id(&G.main->mat, (ID *)ma, colname_array[nr]); } int object_remove_material_slot(Object *ob) { Material *mao, ***matarar; Object *obt; short *totcolp; short a, actcol; if (ob==NULL || ob->totcol==0) { return FALSE; } /* this should never happen and used to crash */ if (ob->actcol <= 0) { printf("%s: invalid material index %d, report a bug!\n", __func__, ob->actcol); BLI_assert(0); return FALSE; } /* take a mesh/curve/mball as starting point, remove 1 index, * AND with all objects that share the ob->data * * after that check indices in mesh/curve/mball!!! */ totcolp= give_totcolp(ob); matarar= give_matarar(ob); if (*matarar==NULL) return FALSE; /* we delete the actcol */ mao= (*matarar)[ob->actcol-1]; if (mao) mao->id.us--; for (a=ob->actcol; atotcol; a++) (*matarar)[a-1]= (*matarar)[a]; (*totcolp)--; if (*totcolp==0) { MEM_freeN(*matarar); *matarar= NULL; } actcol= ob->actcol; obt= G.main->object.first; while(obt) { if (obt->data==ob->data) { /* WATCH IT: do not use actcol from ob or from obt (can become zero) */ mao= obt->mat[actcol-1]; if (mao) mao->id.us--; for (a=actcol; atotcol; a++) { obt->mat[a-1]= obt->mat[a]; obt->matbits[a-1]= obt->matbits[a]; } obt->totcol--; if (obt->actcol > obt->totcol) obt->actcol= obt->totcol; if (obt->totcol==0) { MEM_freeN(obt->mat); MEM_freeN(obt->matbits); obt->mat= NULL; obt->matbits= NULL; } } obt= obt->id.next; } /* check indices from mesh */ if (ELEM4(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) { data_delete_material_index_id((ID *)ob->data, actcol-1); freedisplist(&ob->disp); } return TRUE; } /* r_col = current value, col = new value, fac==0 is no change */ void ramp_blend(int type, float r_col[3], const float fac, const float col[3]) { float tmp, facm= 1.0f-fac; switch (type) { case MA_RAMP_BLEND: r_col[0] = facm*(r_col[0]) + fac*col[0]; r_col[1] = facm*(r_col[1]) + fac*col[1]; r_col[2] = facm*(r_col[2]) + fac*col[2]; break; case MA_RAMP_ADD: r_col[0] += fac*col[0]; r_col[1] += fac*col[1]; r_col[2] += fac*col[2]; break; case MA_RAMP_MULT: r_col[0] *= (facm + fac*col[0]); r_col[1] *= (facm + fac*col[1]); r_col[2] *= (facm + fac*col[2]); break; case MA_RAMP_SCREEN: r_col[0] = 1.0f - (facm + fac*(1.0f - col[0])) * (1.0f - r_col[0]); r_col[1] = 1.0f - (facm + fac*(1.0f - col[1])) * (1.0f - r_col[1]); r_col[2] = 1.0f - (facm + fac*(1.0f - col[2])) * (1.0f - r_col[2]); break; case MA_RAMP_OVERLAY: if (r_col[0] < 0.5f) r_col[0] *= (facm + 2.0f*fac*col[0]); else r_col[0] = 1.0f - (facm + 2.0f*fac*(1.0f - col[0])) * (1.0f - r_col[0]); if (r_col[1] < 0.5f) r_col[1] *= (facm + 2.0f*fac*col[1]); else r_col[1] = 1.0f - (facm + 2.0f*fac*(1.0f - col[1])) * (1.0f - r_col[1]); if (r_col[2] < 0.5f) r_col[2] *= (facm + 2.0f*fac*col[2]); else r_col[2] = 1.0f - (facm + 2.0f*fac*(1.0f - col[2])) * (1.0f - r_col[2]); break; case MA_RAMP_SUB: r_col[0] -= fac*col[0]; r_col[1] -= fac*col[1]; r_col[2] -= fac*col[2]; break; case MA_RAMP_DIV: if (col[0]!=0.0f) r_col[0] = facm*(r_col[0]) + fac*(r_col[0])/col[0]; if (col[1]!=0.0f) r_col[1] = facm*(r_col[1]) + fac*(r_col[1])/col[1]; if (col[2]!=0.0f) r_col[2] = facm*(r_col[2]) + fac*(r_col[2])/col[2]; break; case MA_RAMP_DIFF: r_col[0] = facm*(r_col[0]) + fac*fabsf(r_col[0]-col[0]); r_col[1] = facm*(r_col[1]) + fac*fabsf(r_col[1]-col[1]); r_col[2] = facm*(r_col[2]) + fac*fabsf(r_col[2]-col[2]); break; case MA_RAMP_DARK: tmp=col[0]+((1-col[0])*facm); if (tmp < r_col[0]) r_col[0]= tmp; tmp=col[1]+((1-col[1])*facm); if (tmp < r_col[1]) r_col[1]= tmp; tmp=col[2]+((1-col[2])*facm); if (tmp < r_col[2]) r_col[2]= tmp; break; case MA_RAMP_LIGHT: tmp= fac*col[0]; if (tmp > r_col[0]) r_col[0]= tmp; tmp= fac*col[1]; if (tmp > r_col[1]) r_col[1]= tmp; tmp= fac*col[2]; if (tmp > r_col[2]) r_col[2]= tmp; break; case MA_RAMP_DODGE: if (r_col[0] != 0.0f) { tmp = 1.0f - fac*col[0]; if (tmp <= 0.0f) r_col[0] = 1.0f; else if ((tmp = (r_col[0]) / tmp)> 1.0f) r_col[0] = 1.0f; else r_col[0] = tmp; } if (r_col[1] != 0.0f) { tmp = 1.0f - fac*col[1]; if (tmp <= 0.0f ) r_col[1] = 1.0f; else if ((tmp = (r_col[1]) / tmp) > 1.0f ) r_col[1] = 1.0f; else r_col[1] = tmp; } if (r_col[2] != 0.0f) { tmp = 1.0f - fac*col[2]; if (tmp <= 0.0f) r_col[2] = 1.0f; else if ((tmp = (r_col[2]) / tmp) > 1.0f ) r_col[2] = 1.0f; else r_col[2] = tmp; } break; case MA_RAMP_BURN: tmp = facm + fac*col[0]; if (tmp <= 0.0f) r_col[0] = 0.0f; else if (( tmp = (1.0f - (1.0f - (r_col[0])) / tmp )) < 0.0f) r_col[0] = 0.0f; else if (tmp > 1.0f) r_col[0]=1.0f; else r_col[0] = tmp; tmp = facm + fac*col[1]; if (tmp <= 0.0f) r_col[1] = 0.0f; else if (( tmp = (1.0f - (1.0f - (r_col[1])) / tmp )) < 0.0f ) r_col[1] = 0.0f; else if (tmp >1.0f) r_col[1]=1.0f; else r_col[1] = tmp; tmp = facm + fac*col[2]; if (tmp <= 0.0f) r_col[2] = 0.0f; else if (( tmp = (1.0f - (1.0f - (r_col[2])) / tmp )) < 0.0f ) r_col[2] = 0.0f; else if (tmp >1.0f) r_col[2]= 1.0f; else r_col[2] = tmp; break; case MA_RAMP_HUE: { float rH,rS,rV; float colH,colS,colV; float tmpr,tmpg,tmpb; rgb_to_hsv(col[0],col[1],col[2],&colH,&colS,&colV); if (colS != 0) { rgb_to_hsv(r_col[0],r_col[1],r_col[2],&rH,&rS,&rV); hsv_to_rgb( colH , rS, rV, &tmpr, &tmpg, &tmpb); r_col[0] = facm*(r_col[0]) + fac*tmpr; r_col[1] = facm*(r_col[1]) + fac*tmpg; r_col[2] = facm*(r_col[2]) + fac*tmpb; } } break; case MA_RAMP_SAT: { float rH,rS,rV; float colH,colS,colV; rgb_to_hsv(r_col[0],r_col[1],r_col[2],&rH,&rS,&rV); if (rS != 0) { rgb_to_hsv(col[0],col[1],col[2],&colH,&colS,&colV); hsv_to_rgb( rH, (facm*rS +fac*colS), rV, r_col+0, r_col+1, r_col+2); } } break; case MA_RAMP_VAL: { float rH,rS,rV; float colH,colS,colV; rgb_to_hsv(r_col[0],r_col[1],r_col[2],&rH,&rS,&rV); rgb_to_hsv(col[0],col[1],col[2],&colH,&colS,&colV); hsv_to_rgb( rH, rS, (facm*rV +fac*colV), r_col+0, r_col+1, r_col+2); } break; case MA_RAMP_COLOR: { float rH,rS,rV; float colH,colS,colV; float tmpr,tmpg,tmpb; rgb_to_hsv(col[0],col[1],col[2],&colH,&colS,&colV); if (colS != 0) { rgb_to_hsv(r_col[0],r_col[1],r_col[2],&rH,&rS,&rV); hsv_to_rgb( colH, colS, rV, &tmpr, &tmpg, &tmpb); r_col[0] = facm*(r_col[0]) + fac*tmpr; r_col[1] = facm*(r_col[1]) + fac*tmpg; r_col[2] = facm*(r_col[2]) + fac*tmpb; } } break; case MA_RAMP_SOFT: { float scr, scg, scb; /* first calculate non-fac based Screen mix */ scr = 1.0f - (1.0f - col[0]) * (1.0f - r_col[0]); scg = 1.0f - (1.0f - col[1]) * (1.0f - r_col[1]); scb = 1.0f - (1.0f - col[2]) * (1.0f - r_col[2]); r_col[0] = facm*(r_col[0]) + fac*(((1.0f - r_col[0]) * col[0] * (r_col[0])) + (r_col[0] * scr)); r_col[1] = facm*(r_col[1]) + fac*(((1.0f - r_col[1]) * col[1] * (r_col[1])) + (r_col[1] * scg)); r_col[2] = facm*(r_col[2]) + fac*(((1.0f - r_col[2]) * col[2] * (r_col[2])) + (r_col[2] * scb)); } break; case MA_RAMP_LINEAR: if (col[0] > 0.5f) r_col[0] = r_col[0] + fac*(2.0f*(col[0]-0.5f)); else r_col[0] = r_col[0] + fac*(2.0f*(col[0]) - 1.0f); if (col[1] > 0.5f) r_col[1] = r_col[1] + fac*(2.0f*(col[1]-0.5f)); else r_col[1] = r_col[1] + fac*(2.0f*(col[1]) -1.0f); if (col[2] > 0.5f) r_col[2] = r_col[2] + fac*(2.0f*(col[2]-0.5f)); else r_col[2] = r_col[2] + fac*(2.0f*(col[2]) - 1.0f); break; } } /* copy/paste buffer, if we had a propper py api that would be better */ static Material matcopybuf; static short matcopied= 0; void clear_matcopybuf(void) { memset(&matcopybuf, 0, sizeof(Material)); matcopied= 0; } void free_matcopybuf(void) { int a; for (a=0; anodetree); matcopybuf.preview= NULL; matcopybuf.gpumaterial.first= matcopybuf.gpumaterial.last= NULL; matcopied= 1; } 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; amtex[a]; if (mtex && mtex->tex) mtex->tex->id.us--; if (mtex) MEM_freeN(mtex); } if (ma->nodetree) { ntreeFreeTree(ma->nodetree); MEM_freeN(ma->nodetree); } GPU_material_free(ma); id= (ma->id); 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; amtex[a]; if (mtex) { ma->mtex[a]= MEM_dupallocN(mtex); if (mtex->tex) id_us_plus((ID *)mtex->tex); } } ma->nodetree= ntreeCopyTree(matcopybuf.nodetree); } /*********************** 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; atotcol; a++) { if (me->mat[a] == ma) { return a; } } return -1; } /* append material */ static short mesh_addmaterial(Mesh *me, Material *ma) { material_append_id(&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) { 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; } } /* returns material number */ static short convert_tfacenomaterial(Main *main, Mesh *me, MTFace *tf, int flag) { 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= add_material(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); } /* set as converted, no need to go bad to this face */ tf->mode |= TF_CONVERTED; return mat_nr; } /* Function to fully convert materials */ static void convert_tfacematerial(Main *main, Material *ma) { 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;atotcol;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; atotface; 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=copy_material(ma); if (mat_new) { /* rename the material*/ strcpy(mat_new->id.name, idname); 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;atotcol;) if (me->mat[a] == ma) material_pop_id(&me->id, a, 1);else a++; } } #define MAT_BGE_DISPUTED -99999 int do_version_tface(Main *main, int fileload) { Mesh *me; Material *ma; MFace *mf; MTFace *tf; CustomDataLayer *cdl; int a; int flag; int index; /* 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 (me->id.lib) 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; atotface; 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 (ma->id.lib) 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; atotface; 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; atotface; 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 (ma->id.lib) continue; /* disputed material */ if (ma->game.flag == MAT_BGE_DISPUTED) { ma->game.flag = 0; if (fileload) { printf("Warning: material \"%s\" skipped - to convert old game texface to material go to the Help menu.\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;atotcol;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; atotface; 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; } } } return nowarning; }