Added names to UV and vertex color layers, and display them as a list.

Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
This commit is contained in:
2006-12-21 13:47:27 +00:00
parent edccdf9340
commit 47bc3d1208
39 changed files with 975 additions and 478 deletions

View File

@@ -1109,7 +1109,9 @@ void yafrayPluginRender_t::genUVcoords(vector<yafray::GFLOAT> &uvcoords, VlakRen
void yafrayPluginRender_t::genVcol(vector<yafray::CFLOAT> &vcol, VlakRen *vlr, bool comple)
{
if (vlr->vcol)
MCol *mcol= RE_vlakren_get_mcol(re, vlr, 0, NULL, 0);
if (mcol)
{
// tri vcol split indices
int ui1=0, ui2=1, ui3=2;
@@ -1123,11 +1125,11 @@ void yafrayPluginRender_t::genVcol(vector<yafray::CFLOAT> &vcol, VlakRen *vlr, b
ui2 = (ui2+2) & 3;
ui3 = (ui3+2) & 3;
}
unsigned char* pt = reinterpret_cast<unsigned char*>(&vlr->vcol[ui1]);
unsigned char* pt = reinterpret_cast<unsigned char*>(&mcol[ui1]);
vcol.push_back((float)pt[3]/255.f); vcol.push_back((float)pt[2]/255.f); vcol.push_back((float)pt[1]/255.f);
pt = reinterpret_cast<unsigned char*>(&vlr->vcol[ui2]);
pt = reinterpret_cast<unsigned char*>(&mcol[ui2]);
vcol.push_back((float)pt[3]/255.f); vcol.push_back((float)pt[2]/255.f); vcol.push_back((float)pt[1]/255.f);
pt = reinterpret_cast<unsigned char*>(&vlr->vcol[ui3]);
pt = reinterpret_cast<unsigned char*>(&mcol[ui3]);
vcol.push_back((float)pt[3]/255.f); vcol.push_back((float)pt[2]/255.f); vcol.push_back((float)pt[1]/255.f);
}
else
@@ -1148,7 +1150,7 @@ void yafrayPluginRender_t::genFace(vector<int> &faces,vector<string> &shaders,ve
string fmatname(fmat->id.name);
// use name in imgtex_shader list if 'TexFace' enabled for this face material
if (fmat->mode & MA_FACETEXTURE) {
MTFace* tface = vlr->tface;
MTFace* tface = RE_vlakren_get_tface(re, vlr, 0, NULL, 0);
if (tface) {
Image* fimg = (Image*)tface->tpage;
if (fimg) fmatname = imgtex_shader[fmatname + string(fimg->id.name)];
@@ -1168,7 +1170,8 @@ void yafrayPluginRender_t::genFace(vector<int> &faces,vector<string> &shaders,ve
shaders.push_back(fmatname);
faceshader.push_back(shaders.size()-1);
}
MTFace* uvc = vlr->tface; // possible uvcoords (v upside down)
MTFace* uvc = RE_vlakren_get_tface(re, vlr, 0, NULL, 0); // possible uvcoords (v upside down)
int idx1, idx2, idx3;
idx1 = vert_idx.find(vlr->v1)->second;
@@ -1193,7 +1196,7 @@ void yafrayPluginRender_t::genCompleFace(vector<int> &faces,/*vector<string> &sh
bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0);
faceshader.push_back(faceshader.back());
MTFace* uvc = vlr->tface; // possible uvcoords (v upside down)
MTFace* uvc = RE_vlakren_get_tface(re, vlr, 0, NULL, 0); // possible uvcoords (v upside down)
int idx1, idx2, idx3;
idx1 = vert_idx.find(vlr->v3)->second;
idx2 = vert_idx.find(vlr->v4)->second;
@@ -1336,7 +1339,7 @@ void yafrayPluginRender_t::writeObject(Object* obj, const vector<VlakRen*> &VLR_
{
VlakRen* vlr = *fci;
genVertices(verts, vidx, vert_idx, vlr, has_orco, obj);
if(vlr->tface) has_uv=true;
if(RE_vlakren_get_tface(re, vlr, 0, NULL, 0)) has_uv=true;
}
// all faces using the index list created above
vector<int> faces;