tornavis/source/blender/blenkernel/intern/material.c

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2002-10-12 13:37:38 +02:00
/* material.c
*
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*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_curve_types.h"
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#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
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#include "BLI_blenlib.h"
#include "BKE_bad_level_calls.h"
#include "BKE_blender.h"
#include "BKE_displist.h"
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#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_main.h"
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#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_utildefines.h"
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#include "BPY_extern.h"
/* not material itself */
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void free_material(Material *ma)
{
MaterialLayer *ml;
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MTex *mtex;
int a;
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BPY_free_scriptlink(&ma->scriptlink);
for(a=0; a<MAX_MTEX; a++) {
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mtex= ma->mtex[a];
if(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);
for(ml= ma->layers.first; ml; ml= ml->next)
if(ml->mat) ml->mat->id.us--;
BLI_freelistN(&ma->layers);
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}
void init_material(Material *ma)
{
ma->lay= 1;
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;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
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ma->spectra= 1.0;
ma->amb= 0.5;
ma->alpha= 1.0;
ma->spec= ma->hasize= 0.5;
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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;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 15:12:01 +01:00
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;
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ma->rampfac_col= 1.0;
ma->rampfac_spec= 1.0;
ma->pr_lamp= 3; /* two lamps, is bits */
ma->ml_flag= ML_RENDER; /* default render base material for layers */
ma->mode= MA_TRACEBLE|MA_SHADBUF|MA_SHADOW|MA_RADIO|MA_RAYBIAS|MA_TANGENT_STR;
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}
Material *add_material(char *name)
{
Material *ma;
ma= alloc_libblock(&G.main->mat, ID_MA, name);
init_material(ma);
return ma;
}
Material *copy_material(Material *ma)
{
Material *man;
MaterialLayer *ml;
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int a;
man= copy_libblock(ma);
id_us_plus((ID *)man->ipo);
for(a=0; a<MAX_MTEX; a++) {
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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);
}
}
BPY_copy_scriptlink(&ma->scriptlink);
if(ma->ramp_col) man->ramp_col= MEM_dupallocN(ma->ramp_col);
if(ma->ramp_spec) man->ramp_spec= MEM_dupallocN(ma->ramp_spec);
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duplicatelist(&man->layers, &ma->layers);
for(ml= man->layers.first; ml; ml= ml->next)
id_us_plus((ID *)ml->mat);
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return man;
}
void make_local_material(Material *ma)
{
Object *ob;
Mesh *me;
Curve *cu;
MetaBall *mb;
Material *man;
int a, local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
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if(ma->id.lib==0) return;
if(ma->id.us==1) {
ma->id.lib= 0;
ma->id.flag= LIB_LOCAL;
new_id(0, (ID *)ma, 0);
for(a=0; a<MAX_MTEX; a++) {
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if(ma->mtex[a]) id_lib_extern((ID *)ma->mtex[a]->tex);
}
return;
}
/* test objects */
ob= G.main->object.first;
while(ob) {
if(ob->mat) {
for(a=0; a<ob->totcol; a++) {
if(ob->mat[a]==ma) {
if(ob->id.lib) lib= 1;
else local= 1;
}
}
}
ob= ob->id.next;
}
/* test meshes */
me= G.main->mesh.first;
while(me) {
if(me->mat) {
for(a=0; a<me->totcol; a++) {
if(me->mat[a]==ma) {
if(me->id.lib) lib= 1;
else local= 1;
}
}
}
me= me->id.next;
}
/* test curves */
cu= G.main->curve.first;
while(cu) {
if(cu->mat) {
for(a=0; a<cu->totcol; a++) {
if(cu->mat[a]==ma) {
if(cu->id.lib) lib= 1;
else local= 1;
}
}
}
cu= cu->id.next;
}
/* test mballs */
mb= G.main->mball.first;
while(mb) {
if(mb->mat) {
for(a=0; a<mb->totcol; a++) {
if(mb->mat[a]==ma) {
if(mb->id.lib) lib= 1;
else local= 1;
}
}
}
mb= mb->id.next;
}
if(local && lib==0) {
ma->id.lib= 0;
ma->id.flag= LIB_LOCAL;
for(a=0; a<MAX_MTEX; a++) {
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if(ma->mtex[a]) id_lib_extern((ID *)ma->mtex[a]->tex);
}
new_id(0, (ID *)ma, 0);
}
else if(local && lib) {
Material *mat;
MaterialLayer *ml;
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man= copy_material(ma);
man->id.us= 0;
/* do material layers */
for(mat= G.main->mat.first; mat; mat= mat->id.next) {
if(mat->id.lib==NULL) {
for(ml= mat->layers.first; ml; ml= ml->next) {
if(ml->mat==ma) {
ml->mat= man;
man->id.us++;
ma->id.us--;
}
}
}
}
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/* do objects */
ob= G.main->object.first;
while(ob) {
if(ob->mat) {
for(a=0; a<ob->totcol; a++) {
if(ob->mat[a]==ma) {
if(ob->id.lib==0) {
ob->mat[a]= man;
man->id.us++;
ma->id.us--;
}
}
}
}
ob= ob->id.next;
}
/* do meshes */
me= G.main->mesh.first;
while(me) {
if(me->mat) {
for(a=0; a<me->totcol; a++) {
if(me->mat[a]==ma) {
if(me->id.lib==0) {
me->mat[a]= man;
man->id.us++;
ma->id.us--;
}
}
}
}
me= me->id.next;
}
/* do curves */
cu= G.main->curve.first;
while(cu) {
if(cu->mat) {
for(a=0; a<cu->totcol; a++) {
if(cu->mat[a]==ma) {
if(cu->id.lib==0) {
cu->mat[a]= man;
man->id.us++;
ma->id.us--;
}
}
}
}
cu= cu->id.next;
}
/* do mballs */
mb= G.main->mball.first;
while(mb) {
if(mb->mat) {
for(a=0; a<mb->totcol; a++) {
if(mb->mat[a]==ma) {
if(mb->id.lib==0) {
mb->mat[a]= man;
man->id.us++;
ma->id.us--;
}
}
}
}
mb= mb->id.next;
}
}
}
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 0;
}
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 0;
}
Material *give_current_material(Object *ob, int act)
{
Material ***matarar, *ma;
if(ob==0) return 0;
if(ob->totcol==0) return 0;
if(act>ob->totcol) act= ob->totcol;
else if(act==0) act= 1;
if( BTST(ob->colbits, act-1) ) { /* in object */
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ma= ob->mat[act-1];
}
else { /* in data */
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matarar= give_matarar(ob);
if(matarar && *matarar) ma= (*matarar)[act-1];
else ma= 0;
}
return ma;
}
ID *material_from(Object *ob, int act)
{
if(ob==0) return 0;
if(ob->totcol==0) return ob->data;
if(act==0) act= 1;
if( BTST(ob->colbits, act-1) ) return (ID *)ob;
else return ob->data;
}
/* GS reads the memory pointed at in a specific ordering. There are,
* however two definitions for it. I have jotted them down here, both,
* but I think the first one is actually used. The thing is that
* big-endian systems might read this the wrong way round. OTOH, we
* constructed the IDs that are read out with this macro explicitly as
* well. I expect we'll sort it out soon... */
/* from blendef: */
#define GS(a) (*((short *)(a)))
/* from misc_util: flip the bytes from x */
/* #define GS(x) (((unsigned char *)(x))[0] << 8 | ((unsigned char *)(x))[1]) */
void test_object_materials(ID *id)
{
/* make the ob mat-array same size as 'ob->data' mat-array */
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Object *ob;
Mesh *me;
Curve *cu;
MetaBall *mb;
Material **newmatar;
int totcol=0;
if(id==0) return;
if( GS(id->name)==ID_ME ) {
me= (Mesh *)id;
totcol= me->totcol;
}
else if( GS(id->name)==ID_CU ) {
cu= (Curve *)id;
totcol= cu->totcol;
}
else if( GS(id->name)==ID_MB ) {
mb= (MetaBall *)id;
totcol= mb->totcol;
}
else return;
ob= G.main->object.first;
while(ob) {
if(ob->data==id) {
if(totcol==0) {
if(ob->totcol) {
MEM_freeN(ob->mat);
ob->mat= 0;
}
}
else if(ob->totcol<totcol) {
newmatar= MEM_callocN(sizeof(void *)*totcol, "newmatar");
if(ob->totcol) {
memcpy(newmatar, ob->mat, sizeof(void *)*ob->totcol);
MEM_freeN(ob->mat);
}
ob->mat= newmatar;
}
ob->totcol= totcol;
if(ob->totcol && ob->actcol==0) ob->actcol= 1;
if(ob->actcol>ob->totcol) ob->actcol= ob->totcol;
}
ob= ob->id.next;
}
}
void assign_material(Object *ob, Material *ma, int act)
{
Material *mao, **matar, ***matarar;
short *totcolp;
if(act>MAXMAT) return;
if(act<1) act= 1;
/* test arraylens */
totcolp= give_totcolp(ob);
matarar= give_matarar(ob);
if(totcolp==0 || matarar==0) 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;
}
if(act > ob->totcol) {
matar= MEM_callocN(sizeof(void *)*act, "matarray2");
if( ob->totcol) {
memcpy(matar, ob->mat, sizeof(void *)*( ob->totcol ));
MEM_freeN(ob->mat);
}
ob->mat= matar;
ob->totcol= act;
}
/* do it */
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if( BTST(ob->colbits, act-1) ) { /* in object */
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mao= ob->mat[act-1];
if(mao) mao->id.us--;
ob->mat[act-1]= ma;
}
else { /* in data */
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mao= (*matarar)[act-1];
if(mao) mao->id.us--;
(*matarar)[act-1]= ma;
}
id_us_plus((ID *)ma);
test_object_materials(ob->data);
}
void new_material_to_objectdata(Object *ob)
{
Material *ma;
if(ob==0) return;
if(ob->totcol>=MAXMAT) return;
ma= give_current_material(ob, ob->actcol);
if(ma==0) {
ma= add_material("Material");
ma->id.us= 0;
}
if(ob->actcol) {
if( BTST(ob->colbits, ob->actcol-1) ) {
ob->colbits= BSET(ob->colbits, ob->totcol);
}
}
assign_material(ob, ma, ob->totcol+1);
ob->actcol= ob->totcol;
}
Material *get_active_matlayer(Material *ma)
{
MaterialLayer *ml;
if(ma==NULL) return NULL;
for(ml= ma->layers.first; ml; ml= ml->next)
if(ml->flag & ML_ACTIVE) break;
if(ml)
return ml->mat;
return ma;
}
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void init_render_material(Material *ma)
{
MTex *mtex;
int a, needuv=0;
if(ma->flarec==0) ma->flarec= 1;
/* add all texcoflags from mtex */
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ma->texco= 0;
ma->mapto= 0;
for(a=0; a<MAX_MTEX; a++) {
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mtex= ma->mtex[a];
if(mtex && mtex->tex) {
ma->texco |= mtex->texco;
ma->mapto |= mtex->mapto;
if(R.osa) {
if ELEM3(mtex->tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP) 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)) needuv= 1;
else if(ma->texco & (TEXCO_LAVECTOR|TEXCO_VIEW|TEXCO_STICKY)) needuv= 1;
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if(mtex->object) mtex->object->flag |= OB_DO_IMAT;
}
}
if(ma->mode & MA_ZTRA) {
/* if(ma->alpha==0.0 || ma->alpha==1.0) */
if(R.flag & R_RENDERING) R.flag |= R_ZTRA;
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}
So, for the platform managers to check: - the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile - there's a new file: blender/source/radiosity/intern/source/radrender.c Here's what the new code does: Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces. In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded. Since it's done with renderfaces, it works for all primitives in Blender. What is doesn't do yet: - take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy. - do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing. - unified render (is at my todo list) User notes: - per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now. - the Ambient slider in Material controls the amount of radiosity color. - for enabling radiosity rendering, set the F10 "Radio" button. - the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again. - for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree. Technical notes: - I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats... - The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done - I fixed a bug in radiosity render, where sometimes backfaces where lit In general: I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?
2003-08-31 22:33:46 +02:00
if(ma->mode & MA_RADIO) needuv= 1;
if(ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
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needuv= 1;
if(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(ma->mode & (MA_RAYMIRROR|MA_RAYTRANSP|MA_SHADOW_TRA)) {
ma->texco |= NEED_UV|TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 15:12:01 +01:00
if(R.osa) ma->texco |= TEXCO_OSA;
}
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ma->ambr= ma->amb*R.wrld.ambr;
ma->ambg= ma->amb*R.wrld.ambg;
ma->ambb= ma->amb*R.wrld.ambb;
/* will become or-ed result of all layer modes */
ma->mode_l= ma->mode;
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}
void init_render_materials()
{
Material *ma;
MaterialLayer *ml;
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/* two steps, first initialize, then or the flags for layers */
for(ma= G.main->mat.first; ma; ma= ma->id.next) {
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if(ma->id.us) init_render_material(ma);
}
for(ma= G.main->mat.first; ma; ma= ma->id.next) {
for(ml= ma->layers.first; ml; ml= ml->next) {
if(ml->mat) {
ma->texco |= ml->mat->texco;
ma->mode_l |= ml->mat->mode;
}
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}
}
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}
/* ****************** */
char colname_array[125][20]= {
"Black","DarkRed","HalveRed","Red","Red",
"DarkGreen","DarkOlive","Brown","Chocolate","OrangeRed",
"HalveGreen","GreenOlive","DryOlive","Goldenrod","DarkOrange",
"LightGreen","Chartreuse","YellowGreen","Yellow","Gold",
"Green","LawnGreen","GreenYellow","LightOlive","Yellow",
"DarkBlue","DarkPurple","HotPink","VioletPink","RedPink",
"SlateGray","DarkGrey","PalePurple","IndianRed","Tomato",
"SeaGreen","PaleGreen","GreenKhaki","LightBrown","LightSalmon",
"SpringGreen","PaleGreen","MediumOlive","YellowBrown","LightGold",
"LightGreen","LightGreen","LightGreen","GreenYellow","PaleYellow",
"HalveBlue","DarkSky","HalveMagenta","VioletRed","DeepPink",
"SteelBlue","SkyBlue","Orchid","LightHotPink","HotPink",
"SeaGreen","SlateGray","MediumGrey","Burlywood","LightPink",
"SpringGreen","Aquamarine","PaleGreen","Khaki","PaleOrange",
"SpringGreen","SeaGreen","PaleGreen","PaleWhite","YellowWhite",
"LightBlue","Purple","MediumOrchid","Magenta","Magenta",
"RoyalBlue","SlateBlue","MediumOrchid","Orchid","Magenta",
"DeepSkyBlue","LightSteelBlue","LightSkyBlue","Violet","LightPink",
"Cyaan","DarkTurquoise","SkyBlue","Grey","Snow",
"Mint","Mint","Aquamarine","MintCream","Ivory",
"Blue","Blue","DarkMagenta","DarkOrchid","Magenta",
"SkyBlue","RoyalBlue","LightSlateBlue","MediumOrchid","Magenta",
"DodgerBlue","SteelBlue","MediumPurple","PalePurple","Plum",
"DeepSkyBlue","PaleBlue","LightSkyBlue","PalePurple","Thistle",
"Cyan","ColdBlue","PaleTurquoise","GhostWhite","White"
};
void automatname(Material *ma)
{
int nr, r, g, b;
float ref;
if(ma==0) return;
if(ma->mode & MA_SHLESS) ref= 1.0;
else ref= ma->ref;
r= (int)(4.99*(ref*ma->r));
g= (int)(4.99*(ref*ma->g));
b= (int)(4.99*(ref*ma->b));
nr= r + 5*g + 25*b;
if(nr>124) nr= 124;
new_id(&G.main->mat, (ID *)ma, colname_array[nr]);
}
void delete_material_index()
{
Material *mao, ***matarar;
Object *ob, *obt;
Curve *cu;
Nurb *nu;
short *totcolp;
int a, actcol;
if(G.obedit) {
error("Unable to perform function in EditMode");
return;
}
ob= ((G.scene->basact)? (G.scene->basact->object) : 0) ;
if(ob==0 || ob->totcol==0) return;
/* take a mesh/curve/mball as starting point, remove 1 index,
* AND with all objects that share the ob->data
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*
* after that check indices in mesh/curve/mball!!!
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*/
totcolp= give_totcolp(ob);
matarar= give_matarar(ob);
/* we delete the actcol */
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if(ob->totcol) {
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= 0;
}
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) */
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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->totcol--;
if(obt->actcol > obt->totcol) obt->actcol= obt->totcol;
if(obt->totcol==0) {
MEM_freeN(obt->mat);
obt->mat= 0;
}
}
obt= obt->id.next;
}
/* check indices from mesh */
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if(ob->type==OB_MESH) {
Mesh *me= get_mesh(ob);
mesh_delete_material_index(me, actcol-1);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 19:35:38 +02:00
freedisplist(&ob->disp);
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}
else if ELEM(ob->type, OB_CURVE, OB_SURF) {
cu= ob->data;
nu= cu->nurb.first;
while(nu) {
if(nu->mat_nr && nu->mat_nr>=actcol-1) {
nu->mat_nr--;
if (ob->type == OB_CURVE) nu->charidx--;
}
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nu= nu->next;
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 19:35:38 +02:00
freedisplist(&ob->disp);
2002-10-12 13:37:38 +02:00
}
}