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/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
* General operations, lookup, etc. for materials.
*/
#ifndef BKE_MATERIAL_H
#define BKE_MATERIAL_H
#ifdef __cplusplus
extern "C" {
#endif
struct Material;
struct ID;
struct Object;
/* materials */
void init_def_material(void);
void free_material(struct Material *sc);
void test_object_materials(struct ID *id);
void init_material(struct Material *ma);
struct Material *add_material(char *name);
struct Material *copy_material(struct Material *ma);
void make_local_material(struct Material *ma);
void automatname(struct Material *);
/* material slots */
struct Material ***give_matarar(struct Object *ob);
short *give_totcolp(struct Object *ob);
struct Material *give_current_material(struct Object *ob, int act);
struct ID *material_from(struct Object *ob, int act);
void assign_material(struct Object *ob, struct Material *ma, int act);
int find_material_index(struct Object *ob, struct Material *ma);
void object_add_material_slot(struct Object *ob);
void object_remove_material_slot(struct Object *ob);
/* rendering */
void init_render_material(struct Material *, int, float *);
void init_render_materials(int, float *);
void end_render_material(struct Material *);
void end_render_materials(void);
int material_in_material(struct Material *parmat, struct Material *mat);
void ramp_blend(int type, float *r, float *g, float *b, float fac, float *col);
}