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blender-archive/source/blender/blenkernel/intern/material.c
Lukas Tönne 6f71491d61 Fix T40108: Copying materials leaves a shared Action datablock in nested
bNodeTree blocks.

This was broken by rB6e99fb0 (own commit). I expected the `do_action`
argument to be of no importance in this case due to node trees using
material animation, but this is not the case.

Anyway, this patch adds back a do_action to the BKE_libblock_copy_nolib
function as well to restore the previous behavior.
2014-05-09 15:02:21 +02:00

2128 lines
52 KiB
C

/*
* ***** 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 <string.h>
#include <math.h>
#include <stddef.h>
#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->mode2 = MA_CASTSHADOW;
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, false);
/* 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;
bool 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);
case ID_CU:
return &(((Curve *)id)->mat);
case ID_MB:
return &(((MetaBall *)id)->mat);
}
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);
case ID_CU:
return &(((Curve *)id)->totcol);
case ID_MB:
return &(((MetaBall *)id)->totcol);
}
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;
const 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;
const 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;
}
bool 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];
}
/* 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 & ~(MA_MODE_PIPELINE | MA_SHLESS);
basemat->mode2_l |= ma->mode2 & ~MA_MODE2_PIPELINE;
/* basemat only considered shadeless if all node materials are too */
if (!(ma->mode & MA_SHLESS))
basemat->mode_l &= ~MA_SHLESS;
if (ma->strand_surfnor > 0.0f)
basemat->mode_l |= MA_STR_SURFDIFF;
}
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) {
/* mode_l will take the pipeline options from the main material, and the or-ed
* result of non-pipeline options from the nodes. shadeless is an exception,
* mode_l will have it set when all node materials are shadeless. */
mat->mode_l = (mat->mode & MA_MODE_PIPELINE) | MA_SHLESS;
mat->mode2_l = mat->mode2 & MA_MODE2_PIPELINE;
/* parses the geom+tex nodes */
ntreeShaderGetTexcoMode(mat->nodetree, r_mode, &mat->texco, &mat->mode_l);
init_render_nodetree(mat->nodetree, mat, r_mode, amb);
if (!mat->nodetree->execdata)
mat->nodetree->execdata = ntreeShaderBeginExecTree(mat->nodetree);
}
else {
mat->mode_l = mat->mode;
mat->mode2_l = mat->mode2;
if (mat->strand_surfnor > 0.0f)
mat->mode_l |= MA_STR_SURFDIFF;
}
}
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);
}
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;
}
bool 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;
}
bool 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:
r_col[0] = min_ff(r_col[0], col[0]) * fac + r_col[0] * facm;
r_col[1] = min_ff(r_col[1], col[1]) * fac + r_col[1] * facm;
r_col[2] = min_ff(r_col[2], col[2]) * fac + r_col[2] * facm;
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;
}