Preview render for node shaders broke, caused by localizing materials last week, to prevent thread crashes. Fixed now. Also added a temp fix to draw color-management corrected node previews default. Will follow scene setting tomorrow. Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
106 lines
3.2 KiB
C++
106 lines
3.2 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* General operations, lookup, etc. for materials.
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*/
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#ifndef BKE_MATERIAL_H
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#define BKE_MATERIAL_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Main;
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struct Material;
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struct ID;
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struct Object;
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/* materials */
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void init_def_material(void);
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void free_material(struct Material *sc);
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void test_object_materials(struct ID *id);
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void resize_object_material(struct Object *ob, const short totcol);
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void init_material(struct Material *ma);
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struct Material *add_material(const char *name);
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struct Material *copy_material(struct Material *ma);
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struct Material *localize_material(struct Material *ma);
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struct Material *give_node_material(struct Material *ma); /* returns node material or self */
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void make_local_material(struct Material *ma);
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void automatname(struct Material *);
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/* material slots */
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struct Material ***give_matarar(struct Object *ob);
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short *give_totcolp(struct Object *ob);
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struct Material ***give_matarar_id(struct ID *id); /* same but for ID's */
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short *give_totcolp_id(struct ID *id);
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struct Material *give_current_material(struct Object *ob, int act);
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struct ID *material_from(struct Object *ob, int act);
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void assign_material(struct Object *ob, struct Material *ma, int act);
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void assign_matarar(struct Object *ob, struct Material ***matar, int totcol);
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int find_material_index(struct Object *ob, struct Material *ma);
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int object_add_material_slot(struct Object *ob);
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int object_remove_material_slot(struct Object *ob);
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/* rna api */
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void material_append_id(struct ID *id, struct Material *ma);
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struct Material *material_pop_id(struct ID *id, int index);
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/* rendering */
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void init_render_material(struct Material *, int, float *);
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void init_render_materials(struct Main *, int, float *);
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void end_render_material(struct Material *);
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void end_render_materials(struct Main *);
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int material_in_material(struct Material *parmat, struct Material *mat);
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void ramp_blend(int type, float *r, float *g, float *b, float fac, float *col);
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/* copy/paste */
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void clear_matcopybuf(void);
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void free_matcopybuf(void);
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void copy_matcopybuf(struct Material *ma);
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void paste_matcopybuf(struct Material *ma);
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void clear_mat_mtex_copybuf(void);
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void copy_mat_mtex_copybuf(struct ID *id);
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void paste_mat_mtex_copybuf(struct ID *id);
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#ifdef __cplusplus
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}
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#endif
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#endif
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