Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
116 lines
3.6 KiB
C++
116 lines
3.6 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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*/
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#ifndef BKE_MATERIAL_H
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#define BKE_MATERIAL_H
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/** \file BKE_material.h
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* \ingroup bke
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* \brief General operations, lookup, etc. for materials.
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*/
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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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struct Mesh;
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struct MTFace;
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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_main(struct Main *main, const char *name);
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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 extern_local_matarar(struct Material **matar, short totcol);
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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, int remove_material_slot);
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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, const float col[3]);
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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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/* handle backward compatibility for tface/materials called from doversion (fileload=1) or Help Menu (fileload=0) */
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int do_version_tface(struct Main *main, int fileload);
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#ifdef __cplusplus
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}
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#endif
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#endif
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