2002-10-12 13:37:38 +02:00
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2003-04-26 13:56:44 +02:00
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/* material.c
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*
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2002-10-12 13:37:38 +02:00
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include "MEM_guardedalloc.h"
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|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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#include "DNA_curve_types.h"
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2002-10-12 13:37:38 +02:00
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meta_types.h"
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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#include "DNA_object_types.h"
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2002-10-12 13:37:38 +02:00
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#include "DNA_scene_types.h"
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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#include "DNA_texture_types.h"
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2002-10-12 13:37:38 +02:00
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#include "BLI_blenlib.h"
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#include "BKE_bad_level_calls.h"
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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#include "BKE_blender.h"
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#include "BKE_displist.h"
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2002-10-12 13:37:38 +02:00
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#include "BKE_global.h"
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#include "BKE_library.h"
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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#include "BKE_main.h"
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2002-10-12 13:37:38 +02:00
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#include "BKE_material.h"
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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#include "BKE_mesh.h"
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#include "BKE_utildefines.h"
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2002-10-12 13:37:38 +02:00
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2003-11-23 15:28:46 +01:00
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#include "BPY_extern.h"
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|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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/* not material itself */
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2002-10-12 13:37:38 +02:00
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void free_material(Material *ma)
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{
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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MaterialLayer *ml;
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2002-10-12 13:37:38 +02:00
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MTex *mtex;
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Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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int a;
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2002-10-12 13:37:38 +02:00
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BPY_free_scriptlink(&ma->scriptlink);
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2004-12-04 22:49:02 +01:00
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for(a=0; a<MAX_MTEX; a++) {
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2002-10-12 13:37:38 +02:00
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mtex= ma->mtex[a];
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if(mtex && mtex->tex) mtex->tex->id.us--;
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if(mtex) MEM_freeN(mtex);
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}
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2004-06-30 20:54:09 +02:00
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if(ma->ramp_col) MEM_freeN(ma->ramp_col);
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if(ma->ramp_spec) MEM_freeN(ma->ramp_spec);
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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for(ml= ma->layers.first; ml; ml= ml->next)
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if(ml->mat) ml->mat->id.us--;
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BLI_freelistN(&ma->layers);
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2002-10-12 13:37:38 +02:00
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}
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void init_material(Material *ma)
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{
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ma->lay= 1;
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2003-07-19 22:31:29 +02:00
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ma->r= ma->g= ma->b= ma->ref= 0.8;
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ma->specr= ma->specg= ma->specb= 1.0;
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ma->mirr= ma->mirg= ma->mirb= 1.0;
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2003-12-16 15:12:01 +01:00
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ma->spectra= 1.0;
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2003-07-19 22:31:29 +02:00
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ma->amb= 0.5;
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ma->alpha= 1.0;
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ma->spec= ma->hasize= 0.5;
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2002-10-12 13:37:38 +02:00
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ma->har= 50;
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ma->starc= ma->ringc= 4;
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ma->linec= 12;
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ma->flarec= 1;
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2003-07-19 22:31:29 +02:00
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ma->flaresize= ma->subsize= 1.0;
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2003-10-12 00:00:30 +02:00
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ma->flareboost= 1;
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ma->seed2= 6;
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2003-07-19 22:31:29 +02:00
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ma->friction= 0.5;
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ma->refrac= 4.0;
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ma->roughness= 0.5;
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ma->param[0]= 0.5;
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ma->param[1]= 0.1;
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ma->param[2]= 0.5;
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ma->param[3]= 0.1;
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2005-11-12 17:22:10 +01:00
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ma->rms= 0.1;
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ma->darkness= 1.0;
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ma->strand_sta= ma->strand_end= 1.0f;
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2003-07-19 22:31:29 +02:00
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2003-12-16 15:12:01 +01:00
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ma->ang= 1.0;
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ma->ray_depth= 2;
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ma->ray_depth_tra= 2;
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2003-12-23 23:31:48 +01:00
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ma->fresnel_mir= 0.0;
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ma->fresnel_tra= 0.0;
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ma->fresnel_tra_i= 1.25;
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ma->fresnel_mir_i= 1.25;
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2002-10-12 13:37:38 +02:00
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2004-06-30 20:54:09 +02:00
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ma->rampfac_col= 1.0;
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ma->rampfac_spec= 1.0;
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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ma->pr_lamp= 3; /* two lamps, is bits */
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ma->ml_flag= ML_RENDER; /* default render base material for layers */
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2005-12-04 21:43:41 +01:00
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ma->mode= MA_TRACEBLE|MA_SHADBUF|MA_SHADOW|MA_RADIO|MA_RAYBIAS|MA_TANGENT_STR;
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2002-10-12 13:37:38 +02:00
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}
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Material *add_material(char *name)
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{
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Material *ma;
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ma= alloc_libblock(&G.main->mat, ID_MA, name);
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init_material(ma);
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return ma;
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}
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Material *copy_material(Material *ma)
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{
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Material *man;
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
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|
MaterialLayer *ml;
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2002-10-12 13:37:38 +02:00
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int a;
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man= copy_libblock(ma);
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id_us_plus((ID *)man->ipo);
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2004-12-04 22:49:02 +01:00
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for(a=0; a<MAX_MTEX; a++) {
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2002-10-12 13:37:38 +02:00
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if(ma->mtex[a]) {
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man->mtex[a]= MEM_mallocN(sizeof(MTex), "copymaterial");
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memcpy(man->mtex[a], ma->mtex[a], sizeof(MTex));
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id_us_plus((ID *)man->mtex[a]->tex);
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}
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}
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BPY_copy_scriptlink(&ma->scriptlink);
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
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2004-06-30 20:54:09 +02:00
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if(ma->ramp_col) man->ramp_col= MEM_dupallocN(ma->ramp_col);
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if(ma->ramp_spec) man->ramp_spec= MEM_dupallocN(ma->ramp_spec);
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2002-10-12 13:37:38 +02:00
|
|
|
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
duplicatelist(&man->layers, &ma->layers);
|
|
|
|
for(ml= man->layers.first; ml; ml= ml->next)
|
|
|
|
id_us_plus((ID *)ml->mat);
|
|
|
|
|
2002-10-12 13:37:38 +02:00
|
|
|
return man;
|
|
|
|
}
|
|
|
|
|
|
|
|
void make_local_material(Material *ma)
|
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
Mesh *me;
|
|
|
|
Curve *cu;
|
|
|
|
MetaBall *mb;
|
|
|
|
Material *man;
|
|
|
|
int a, local=0, lib=0;
|
2003-04-26 13:56:44 +02:00
|
|
|
|
|
|
|
/* - only lib users: do nothing
|
|
|
|
* - only local users: set flag
|
|
|
|
* - mixed: make copy
|
|
|
|
*/
|
2002-10-12 13:37:38 +02:00
|
|
|
|
|
|
|
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);
|
2004-12-04 22:49:02 +01:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 13:37:38 +02:00
|
|
|
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;
|
|
|
|
|
2004-12-04 22:49:02 +01:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 13:37:38 +02:00
|
|
|
if(ma->mtex[a]) id_lib_extern((ID *)ma->mtex[a]->tex);
|
|
|
|
}
|
|
|
|
|
|
|
|
new_id(0, (ID *)ma, 0);
|
|
|
|
}
|
|
|
|
else if(local && lib) {
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
Material *mat;
|
|
|
|
MaterialLayer *ml;
|
|
|
|
|
2002-10-12 13:37:38 +02:00
|
|
|
man= copy_material(ma);
|
|
|
|
man->id.us= 0;
|
|
|
|
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
/* 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--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2002-10-12 13:37:38 +02:00
|
|
|
/* 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;
|
|
|
|
|
2003-04-26 13:56:44 +02:00
|
|
|
if( BTST(ob->colbits, act-1) ) { /* in object */
|
2002-10-12 13:37:38 +02:00
|
|
|
ma= ob->mat[act-1];
|
|
|
|
}
|
2003-04-26 13:56:44 +02:00
|
|
|
else { /* in data */
|
2002-10-12 13:37:38 +02:00
|
|
|
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)
|
|
|
|
{
|
2003-04-26 13:56:44 +02:00
|
|
|
/* make the ob mat-array same size as 'ob->data' mat-array */
|
2002-10-12 13:37:38 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2003-04-26 13:56:44 +02:00
|
|
|
/* do it */
|
2002-10-12 13:37:38 +02:00
|
|
|
|
2003-04-26 13:56:44 +02:00
|
|
|
if( BTST(ob->colbits, act-1) ) { /* in object */
|
2002-10-12 13:37:38 +02:00
|
|
|
mao= ob->mat[act-1];
|
|
|
|
if(mao) mao->id.us--;
|
|
|
|
ob->mat[act-1]= ma;
|
|
|
|
}
|
2003-04-26 13:56:44 +02:00
|
|
|
else { /* in data */
|
2002-10-12 13:37:38 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
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;
|
|
|
|
}
|
2002-10-12 13:37:38 +02:00
|
|
|
|
|
|
|
void init_render_material(Material *ma)
|
|
|
|
{
|
|
|
|
MTex *mtex;
|
|
|
|
int a, needuv=0;
|
|
|
|
|
|
|
|
if(ma->flarec==0) ma->flarec= 1;
|
|
|
|
|
2003-04-26 13:56:44 +02:00
|
|
|
/* add all texcoflags from mtex */
|
2002-10-12 13:37:38 +02:00
|
|
|
ma->texco= 0;
|
|
|
|
ma->mapto= 0;
|
2004-12-04 22:49:02 +01:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 13:37:38 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2005-12-08 23:05:42 +01:00
|
|
|
if(ma->texco & (TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM|TEXCO_STRAND|TEXCO_STRESS)) needuv= 1;
|
2005-09-29 15:19:07 +02:00
|
|
|
else if(ma->texco & (TEXCO_GLOB|TEXCO_UV|TEXCO_OBJECT)) needuv= 1;
|
|
|
|
else if(ma->texco & (TEXCO_LAVECTOR|TEXCO_VIEW|TEXCO_STICKY)) needuv= 1;
|
2002-10-12 13:37:38 +02:00
|
|
|
|
|
|
|
if(mtex->object) mtex->object->flag |= OB_DO_IMAT;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(ma->mode & MA_ZTRA) {
|
|
|
|
/* if(ma->alpha==0.0 || ma->alpha==1.0) */
|
2005-03-23 13:47:23 +01:00
|
|
|
if(R.flag & R_RENDERING) R.flag |= R_ZTRA;
|
2002-10-12 13:37:38 +02:00
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
|
2005-07-25 11:19:23 +02:00
|
|
|
if(ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
|
2002-10-12 13:37:38 +02:00
|
|
|
needuv= 1;
|
|
|
|
if(R.osa) ma->texco |= TEXCO_OSA; /* for texfaces */
|
|
|
|
}
|
|
|
|
if(needuv) ma->texco |= NEED_UV;
|
2004-12-03 11:16:29 +01:00
|
|
|
|
2004-01-23 22:58:19 +01:00
|
|
|
// since the raytracer doesnt recalc O structs for each ray, we have to preset them all
|
2004-11-24 19:53:45 +01:00
|
|
|
if(ma->mode & (MA_RAYMIRROR|MA_RAYTRANSP|MA_SHADOW_TRA)) {
|
2004-01-23 22:58:19 +01:00
|
|
|
ma->texco |= NEED_UV|TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM;
|
2003-12-16 15:12:01 +01:00
|
|
|
if(R.osa) ma->texco |= TEXCO_OSA;
|
2003-12-10 21:41:53 +01:00
|
|
|
}
|
|
|
|
|
2002-10-12 13:37:38 +02:00
|
|
|
ma->ambr= ma->amb*R.wrld.ambr;
|
|
|
|
ma->ambg= ma->amb*R.wrld.ambg;
|
|
|
|
ma->ambb= ma->amb*R.wrld.ambb;
|
|
|
|
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
/* will become or-ed result of all layer modes */
|
|
|
|
ma->mode_l= ma->mode;
|
2002-10-12 13:37:38 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void init_render_materials()
|
|
|
|
{
|
|
|
|
Material *ma;
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
MaterialLayer *ml;
|
2002-10-12 13:37:38 +02:00
|
|
|
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
/* two steps, first initialize, then or the flags for layers */
|
|
|
|
for(ma= G.main->mat.first; ma; ma= ma->id.next) {
|
2002-10-12 13:37:38 +02:00
|
|
|
if(ma->id.us) init_render_material(ma);
|
|
|
|
}
|
|
|
|
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
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;
|
|
|
|
}
|
2002-10-12 13:37:38 +02:00
|
|
|
}
|
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 15:32:21 +01:00
|
|
|
}
|
2002-10-12 13:37:38 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ****************** */
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
2003-04-26 13:56:44 +02:00
|
|
|
/* take a mesh/curve/mball as starting point, remove 1 index,
|
|
|
|
* AND with all objects that share the ob->data
|
2002-10-12 13:37:38 +02:00
|
|
|
*
|
2003-04-26 13:56:44 +02:00
|
|
|
* after that check indices in mesh/curve/mball!!!
|
2002-10-12 13:37:38 +02:00
|
|
|
*/
|
|
|
|
|
|
|
|
totcolp= give_totcolp(ob);
|
|
|
|
matarar= give_matarar(ob);
|
|
|
|
|
2003-04-26 13:56:44 +02:00
|
|
|
/* we delete the actcol */
|
2002-10-12 13:37:38 +02:00
|
|
|
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) {
|
|
|
|
|
2003-04-26 13:56:44 +02:00
|
|
|
/* WATCH IT: do not use actcol from ob or from obt (can become zero) */
|
2002-10-12 13:37:38 +02:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2003-04-26 13:56:44 +02:00
|
|
|
/* check indices from mesh */
|
2002-10-12 13:37:38 +02:00
|
|
|
|
|
|
|
if(ob->type==OB_MESH) {
|
2004-03-21 00:59:57 +01:00
|
|
|
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);
|
2002-10-12 13:37:38 +02:00
|
|
|
}
|
|
|
|
else if ELEM(ob->type, OB_CURVE, OB_SURF) {
|
|
|
|
cu= ob->data;
|
|
|
|
nu= cu->nurb.first;
|
|
|
|
|
|
|
|
while(nu) {
|
2005-06-26 00:51:51 +02:00
|
|
|
if(nu->mat_nr && nu->mat_nr>=actcol-1) {
|
|
|
|
nu->mat_nr--;
|
|
|
|
if (ob->type == OB_CURVE) nu->charidx--;
|
|
|
|
}
|
2002-10-12 13:37:38 +02:00
|
|
|
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
|
|
|
}
|
|
|
|
}
|