/* * ***** 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_anim_types.h" #include "DNA_curve_types.h" #include "DNA_group_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_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 BKE_material_free(Material *ma) { BKE_material_free_ex(ma, TRUE); } /* not material itself */ void BKE_material_free_ex(Material *ma, bool do_id_user) { MTex *mtex; int a; for (a = 0; a < MAX_MTEX; a++) { mtex = ma->mtex[a]; if (do_id_user && 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_ex(ma->nodetree, do_id_user); 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->vcol_alpha = 0; 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 *BKE_material_add(Main *bmain, const char *name) { Material *ma; ma = BKE_libblock_alloc(bmain, ID_MA, name); init_material(ma); return ma; } /* XXX keep synced with next function */ Material *BKE_material_copy(Material *ma) { Material *man; int a; man = BKE_libblock_copy(&ma->id); id_lib_extern((ID *)man->group); for (a = 0; a < MAX_MTEX; a++) { if (ma->mtex[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); } BLI_listbase_clear(&man->gpumaterial); return man; } /* XXX (see above) material copy without adding to main dbase */ Material *localize_material(Material *ma) { Material *man; int a; man = BKE_libblock_copy_nolib(&ma->id); /* no increment for texture ID users, in previewrender.c it prevents decrement */ for (a = 0; a < MAX_MTEX; a++) { if (ma->mtex[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); BLI_listbase_clear(&man->gpumaterial); 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 BKE_material_make_local(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; a < ob->totcol; 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; a < me->totcol; 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; a < cu->totcol; 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; a < mb->totcol; 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 = BKE_material_copy(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; a < ob->totcol; 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; a < me->totcol; 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; a < cu->totcol; 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; a < mb->totcol; 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) { /* ensure we don't try get materials from non-obdata */ BLI_assert(OB_DATA_SUPPORT_ID(GS(id->name))); 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) { /* ensure we don't try get materials from non-obdata */ BLI_assert(OB_DATA_SUPPORT_ID(GS(id->name))); 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 material_data_index_remove_id(ID *id, short index) { /* ensure we don't try get materials from non-obdata */ BLI_assert(OB_DATA_SUPPORT_ID(GS(id->name))); switch (GS(id->name)) { case ID_ME: BKE_mesh_material_index_remove((Mesh *)id, index); break; case ID_CU: BKE_curve_material_index_remove((Curve *)id, index); break; case ID_MB: /* meta-elems don't have materials atm */ break; } } static void material_data_index_clear_id(ID *id) { /* ensure we don't try get materials from non-obdata */ BLI_assert(OB_DATA_SUPPORT_ID(GS(id->name))); switch (GS(id->name)) { case ID_ME: BKE_mesh_material_index_clear((Mesh *)id); break; case ID_CU: BKE_curve_material_index_clear((Curve *)id); break; case ID_MB: /* meta-elems don't have materials atm */ break; } } void BKE_material_resize_id(struct ID *id, short totcol, bool do_id_user) { Material ***matar = give_matarar_id(id); short *totcolp = give_totcolp_id(id); if (matar == NULL) { return; } if (do_id_user && totcol < (*totcolp)) { short i; for (i = totcol; i < (*totcolp); i++) { id_us_min((ID *)(*matar)[i]); } } if (totcol == 0) { if (*totcolp) { MEM_freeN(*matar); *matar = NULL; } } else { *matar = MEM_recallocN(*matar, sizeof(void *) * totcol); } *totcolp = totcol; } void BKE_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(G.main, id); } } Material *BKE_material_pop_id(ID *id, int index_i, bool update_data) { 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 (*totcol <= 1) { *totcol = 0; MEM_freeN(*matar); *matar = NULL; } else { if (index + 1 != (*totcol)) memmove((*matar) + index, (*matar) + (index + 1), sizeof(void *) * ((*totcol) - (index + 1))); (*totcol)--; *matar = MEM_reallocN(*matar, sizeof(void *) * (*totcol)); test_object_materials(G.main, id); } if (update_data) { /* decrease mat_nr index */ material_data_index_remove_id(id, index); } } } return ret; } void BKE_material_clear_id(struct ID *id, bool update_data) { Material ***matar; if ((matar = give_matarar_id(id))) { short *totcol = give_totcolp_id(id); *totcol = 0; if (*matar) { MEM_freeN(*matar); *matar = NULL; } if (update_data) { /* decrease mat_nr index */ material_data_index_clear_id(id); } } } 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("Negative material index!\n"); } /* return NULL for invalid 'act', can happen for mesh face indices */ if (act > ob->totcol) return NULL; else if (act <= 0) return NULL; 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; } void BKE_material_resize_object(Object *ob, const short totcol, bool do_id_user) { Material **newmatar; char *newmatbits; if (do_id_user && totcol < ob->totcol) { short i; for (i = totcol; i < ob->totcol; i++) { id_us_min((ID *)ob->mat[i]); } } if (totcol == 0) { if (ob->totcol) { MEM_freeN(ob->mat); MEM_freeN(ob->matbits); ob->mat = NULL; ob->matbits = NULL; } } else if (ob->totcol < totcol) { newmatar = MEM_callocN(sizeof(void *) * totcol, "newmatar"); newmatbits = MEM_callocN(sizeof(char) * totcol, "newmatbits"); if (ob->totcol) { 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; } /* XXX, why not realloc on shrink? - campbell */ 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(Main *bmain, 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 = bmain->object.first; ob; ob = ob->id.next) { if (ob->data == id) { BKE_material_resize_object(ob, *totcol, false); } } } 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(G.main, id); } void assign_material(Object *ob, Material *ma, short act, int assign_type) { Material *mao, **matar, ***matarar; short *totcolp; char bit = 0; 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; } /* Determine the object/mesh linking */ if (assign_type == BKE_MAT_ASSIGN_USERPREF && ob->totcol && ob->actcol) { /* copy from previous material */ bit = ob->matbits[ob->actcol - 1]; } else { switch (assign_type) { case BKE_MAT_ASSIGN_OBDATA: bit = 0; break; case BKE_MAT_ASSIGN_OBJECT: bit = 1; break; case BKE_MAT_ASSIGN_USERPREF: default: bit = (U.flag & USER_MAT_ON_OB) ? 1 : 0; break; } } if (act > ob->totcol) { /* Need more space in the material arrays */ ob->mat = MEM_recallocN_id(ob->mat, sizeof(void *) * act, "matarray2"); ob->matbits = MEM_recallocN_id(ob->matbits, sizeof(char) * act, "matbits1"); ob->totcol = act; } /* do it */ ob->matbits[act - 1] = bit; if (bit == 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(G.main, 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 < totcol; i++) assign_material(ob, (*matar)[i], i + 1, BKE_MAT_ASSIGN_USERPREF); if (actcol_orig > 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, BKE_MAT_ASSIGN_USERPREF); 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; a < MAX_MTEX; a++) { /* separate tex switching */ if (ma->septex & (1 << a)) continue; mtex = ma->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 (ELEM(mtex->tex->type, TEX_IMAGE, 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)) 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); /* local group override */ if ((ma->shade_flag & MA_GROUP_LOCAL) && ma->id.lib && ma->group && ma->group->id.lib) { Group *group; for (group = G.main->group.first; group; group = group->id.next) { if (!group->id.lib && strcmp(group->id.name, ma->group->id.name) == 0) { ma->group = group; } } } } 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); } } 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); } } 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 bool material_in_nodetree(bNodeTree *ntree, Material *mat) { bNode *node; for (node = ntree->nodes.first; node; node = node->next) { if (node->id) { if (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; } /* ****************** */ /* Update drivers for materials in a nodetree */ static void material_node_drivers_update(Scene *scene, bNodeTree *ntree, float ctime) { bNode *node; /* nodetree itself */ if (ntree->adt && ntree->adt->drivers.first) { BKE_animsys_evaluate_animdata(scene, &ntree->id, ntree->adt, ctime, ADT_RECALC_DRIVERS); } /* nodes */ for (node = ntree->nodes.first; node; node = node->next) { if (node->id) { if (GS(node->id->name) == ID_MA) { material_drivers_update(scene, (Material *)node->id, ctime); } else if (node->type == NODE_GROUP) { material_node_drivers_update(scene, (bNodeTree *)node->id, ctime); } } } } /* Calculate all drivers for materials * FIXME: this is really a terrible method which may result in some things being calculated * multiple times. However, without proper despgraph support for these things, we are forced * into this sort of thing... */ void material_drivers_update(Scene *scene, Material *ma, float ctime) { //if (G.f & G_DEBUG) // printf("material_drivers_update(%s, %s)\n", scene->id.name, ma->id.name); /* Prevent infinite recursion by checking (and tagging the material) as having been visited already * (see BKE_scene_update_tagged()). This assumes ma->id.flag & LIB_DOIT isn't set by anything else * in the meantime... [#32017] */ if (ma->id.flag & LIB_DOIT) return; ma->id.flag |= LIB_DOIT; /* material itself */ if (ma->adt && ma->adt->drivers.first) { BKE_animsys_evaluate_animdata(scene, &ma->id, ma->adt, ctime, ADT_RECALC_DRIVERS); } /* nodes */ if (ma->nodetree) { material_node_drivers_update(scene, ma->nodetree, ctime); } ma->id.flag &= ~LIB_DOIT; } 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 (ELEM(NULL, matarar, *matarar)) { return false; } /* can happen on face selection in editmode */ if (ob->actcol > ob->totcol) { ob->actcol = ob->totcol; } /* we delete the actcol */ mao = (*matarar)[ob->actcol - 1]; if (mao) mao->id.us--; for (a = ob->actcol; a < ob->totcol; 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; a < obt->totcol; 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)) { material_data_index_remove_id((ID *)ob->data, actcol - 1); if (ob->curve_cache) { BKE_displist_free(&ob->curve_cache->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; } } /** * \brief copy/paste buffer, if we had a proper py api that would be better * \note matcopybuf.nodetree does _NOT_ use ID's * \todo matcopybuf.nodetree's node->id's are NOT validated, this will crash! */ 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; a < MAX_MTEX; a++) { if (matcopybuf.mtex[a]) { MEM_freeN(matcopybuf.mtex[a]); matcopybuf.mtex[a] = NULL; } } if (matcopybuf.ramp_col) MEM_freeN(matcopybuf.ramp_col); if (matcopybuf.ramp_spec) MEM_freeN(matcopybuf.ramp_spec); matcopybuf.ramp_col = NULL; matcopybuf.ramp_spec = NULL; if (matcopybuf.nodetree) { ntreeFreeTree_ex(matcopybuf.nodetree, FALSE); MEM_freeN(matcopybuf.nodetree); matcopybuf.nodetree = NULL; } matcopied = 0; } void copy_matcopybuf(Material *ma) { int a; MTex *mtex; if (matcopied) free_matcopybuf(); memcpy(&matcopybuf, ma, sizeof(Material)); if (matcopybuf.ramp_col) matcopybuf.ramp_col = MEM_dupallocN(matcopybuf.ramp_col); if (matcopybuf.ramp_spec) matcopybuf.ramp_spec = MEM_dupallocN(matcopybuf.ramp_spec); for (a = 0; a < MAX_MTEX; a++) { mtex = matcopybuf.mtex[a]; if (mtex) { matcopybuf.mtex[a] = MEM_dupallocN(mtex); } } matcopybuf.nodetree = ntreeCopyTree_ex(ma->nodetree, FALSE); matcopybuf.preview = NULL; BLI_listbase_clear(&matcopybuf.gpumaterial); 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; a < MAX_MTEX; a++) { mtex = ma->mtex[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; a < MAX_MTEX; a++) { mtex = ma->mtex[a]; if (mtex) { ma->mtex[a] = MEM_dupallocN(mtex); if (mtex->tex) { /* first check this is in main (we may have loaded another file) [#35500] */ if (BLI_findindex(&G.main->tex, mtex->tex) != -1) { id_us_plus((ID *)mtex->tex); } else { ma->mtex[a]->tex = NULL; } } } } ma->nodetree = ntreeCopyTree_ex(matcopybuf.nodetree, 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(&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 = 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); } } /* 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; 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(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(&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 (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; 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 (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; 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 (ma->id.lib) 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; } } } return nowarning; }