changes for materials to treat them as shorts not int/chars (since they are stored as shorts intermally)

- converting nurbs to mesh was casting the material to unsigned char.
- subsurf was casting to char, then int -> short in a loop.
- have material functions take & return shorts.
This commit is contained in:
Campbell Barton 2011-09-20 06:25:15 +00:00
parent 2b1513dbda
commit 13dfd82997
16 changed files with 78 additions and 59 deletions

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@ -58,6 +58,10 @@ CHECKER_ARGS = [
# re-definitions, rna causes most of these
"-redef",
"-syntax",
# dummy, witjout this splint complains with:
# /usr/include/bits/confname.h:31:27: *** Internal Bug at cscannerHelp.c:2428: Unexpanded macro not function or constant: int _PC_MAX_CANON
"-D_PC_MAX_CANON=0",
]

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@ -69,19 +69,19 @@ short *give_totcolp(struct Object *ob);
struct Material ***give_matarar_id(struct ID *id); /* same but for ID's */
short *give_totcolp_id(struct ID *id);
struct Material *give_current_material(struct Object *ob, int act);
struct ID *material_from(struct Object *ob, int act);
void assign_material(struct Object *ob, struct Material *ma, int act);
void assign_matarar(struct Object *ob, struct Material ***matar, int totcol);
struct Material *give_current_material(struct Object *ob, short act);
struct ID *material_from(struct Object *ob, short act);
void assign_material(struct Object *ob, struct Material *ma, short act);
void assign_matarar(struct Object *ob, struct Material ***matar, short totcol);
int find_material_index(struct Object *ob, struct Material *ma);
short find_material_index(struct Object *ob, struct Material *ma);
int object_add_material_slot(struct Object *ob);
int object_remove_material_slot(struct Object *ob);
/* rna api */
void material_append_id(struct ID *id, struct Material *ma);
struct Material *material_pop_id(struct ID *id, int index, int remove_material_slot);
struct Material *material_pop_id(struct ID *id, int index, int remove_material_slot); /* index is an int because of RNA */
/* rendering */

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@ -84,7 +84,7 @@ void nurbs_to_mesh(struct Object *ob);
void mesh_to_curve(struct Scene *scene, struct Object *ob);
void free_dverts(struct MDeformVert *dvert, int totvert);
void copy_dverts(struct MDeformVert *dst, struct MDeformVert *src, int totvert); /* __NLA */
void mesh_delete_material_index(struct Mesh *me, int index);
void mesh_delete_material_index(struct Mesh *me, short index);
void mesh_set_smooth_flag(struct Object *meshOb, int enableSmooth);
struct BoundBox *mesh_get_bb(struct Object *ob);

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@ -524,7 +524,7 @@ short *give_totcolp_id(ID *id)
return NULL;
}
static void data_delete_material_index_id(ID *id, int index)
static void data_delete_material_index_id(ID *id, short index)
{
switch(GS(id->name)) {
case ID_ME:
@ -556,8 +556,9 @@ void material_append_id(ID *id, Material *ma)
}
}
Material *material_pop_id(ID *id, int index, int remove_material_slot)
Material *material_pop_id(ID *id, int index_i, int remove_material_slot)
{
short index= (short)index_i;
Material *ret= NULL;
Material ***matar;
if((matar= give_matarar_id(id))) {
@ -600,7 +601,7 @@ Material *material_pop_id(ID *id, int index, int remove_material_slot)
return ret;
}
Material *give_current_material(Object *ob, int act)
Material *give_current_material(Object *ob, short act)
{
Material ***matarar, *ma;
short *totcolp;
@ -638,7 +639,7 @@ Material *give_current_material(Object *ob, int act)
return ma;
}
ID *material_from(Object *ob, int act)
ID *material_from(Object *ob, short act)
{
if(ob==NULL) return NULL;
@ -722,7 +723,7 @@ void test_object_materials(ID *id)
}
}
void assign_material(Object *ob, Material *ma, int act)
void assign_material(Object *ob, Material *ma, short act)
{
Material *mao, **matar, ***matarar;
char *matbits;
@ -793,9 +794,10 @@ void assign_material(Object *ob, Material *ma, int act)
}
/* XXX - this calls many more update calls per object then are needed, could be optimized */
void assign_matarar(struct Object *ob, struct Material ***matar, int totcol)
void assign_matarar(struct Object *ob, struct Material ***matar, short totcol)
{
int i, actcol_orig= ob->actcol;
int actcol_orig= ob->actcol;
short i;
while(object_remove_material_slot(ob)) {};
@ -810,7 +812,7 @@ void assign_matarar(struct Object *ob, struct Material ***matar, int totcol)
}
int find_material_index(Object *ob, Material *ma)
short find_material_index(Object *ob, Material *ma)
{
Material ***matarar;
short a, *totcolp;
@ -1062,7 +1064,7 @@ int object_remove_material_slot(Object *ob)
Material *mao, ***matarar;
Object *obt;
short *totcolp;
int a, actcol;
short a, actcol;
if(ob==NULL || ob->totcol==0) return FALSE;
@ -1600,18 +1602,21 @@ static void calculate_tface_materialname(char *matname, char *newname, int flag)
}
/* returns -1 if no match */
static int mesh_getmaterialnumber(Mesh *me, Material *ma) {
int a;
static short mesh_getmaterialnumber(Mesh *me, Material *ma)
{
short a;
for (a=0; a<me->totcol; a++)
if (me->mat[a] == ma)
for (a=0; a<me->totcol; a++) {
if (me->mat[a] == ma) {
return a;
}
}
return -1;
}
/* append material */
static int mesh_addmaterial(Mesh *me, Material *ma)
static short mesh_addmaterial(Mesh *me, Material *ma)
{
material_append_id(&me->id, NULL);
me->mat[me->totcol-1]= ma;
@ -1633,11 +1638,11 @@ static void set_facetexture_flags(Material *ma, Image *image)
}
/* returns material number */
static int convert_tfacenomaterial(Main *main, Mesh *me, MTFace *tf, int flag)
static short convert_tfacenomaterial(Main *main, Mesh *me, MTFace *tf, int flag)
{
Material *ma;
char idname[MAX_ID_NAME];
int mat_nr= -1;
short mat_nr= -1;
/* new material, the name uses the flag*/
sprintf(idname, "MAMaterial.TF.%0*d", integer_getdigits(flag), flag);
@ -1684,7 +1689,8 @@ static void convert_tfacematerial(Main *main, Material *ma)
MFace *mf;
MTFace *tf;
int flag, index;
int a, mat_nr;
int a;
short mat_nr;
CustomDataLayer *cdl;
char idname[MAX_ID_NAME];
@ -1703,7 +1709,7 @@ static void convert_tfacematerial(Main *main, Material *ma)
/* loop over all the faces and stop at the ones that use the material*/
for(a=0, mf=me->mface; a<me->totface; a++, mf++) {
if(me->mat[(int)mf->mat_nr] != ma) continue;
if(me->mat[mf->mat_nr] != ma) continue;
/* texface data for this face */
tf = ((MTFace*)cdl->data) + a;
@ -1752,6 +1758,9 @@ static void convert_tfacematerial(Main *main, Material *ma)
}
}
#define MAT_BGE_DISPUTED -99999
int do_version_tface(Main *main, int fileload)
{
Mesh *me;
@ -1807,15 +1816,16 @@ int do_version_tface(Main *main, int fileload)
flag = encode_tfaceflag(tf, 1);
/* create/find a new material and assign to the face */
if (check_tfaceneedmaterial(flag))
if (check_tfaceneedmaterial(flag)) {
mf->mat_nr= convert_tfacenomaterial(main, me, tf, flag);
/* else mark them as no-material to be reverted to 0 later */
else
}
/* else mark them as no-material to be reverted to 0 later */
else {
mf->mat_nr = -1;
}
}
else if(mf->mat_nr < me->totcol) {
ma= me->mat[(int)mf->mat_nr];
ma= me->mat[mf->mat_nr];
/* no material create one if necessary */
if(!ma) {
@ -1837,7 +1847,7 @@ int do_version_tface(Main *main, int fileload)
continue;
/* material already marked as disputed */
else if(ma->game.flag == -99999)
else if(ma->game.flag == MAT_BGE_DISPUTED)
continue;
/* found a material */
@ -1850,7 +1860,7 @@ int do_version_tface(Main *main, int fileload)
/* mark material as disputed */
else if (ma->game.flag != -flag) {
ma->game.flag = -99999;
ma->game.flag = MAT_BGE_DISPUTED;
continue;
}
@ -1882,9 +1892,11 @@ int do_version_tface(Main *main, int fileload)
mf->mat_nr= convert_tfacenomaterial(main, me, tf, encode_tfaceflag(tf, 1));
}
}
} else {
for(a=0, mf=me->mface; a<me->totface; a++, mf++)
}
else {
for(a=0, mf=me->mface; a<me->totface; a++, mf++) {
mf->mat_nr=0;
}
}
}
@ -1898,7 +1910,7 @@ int do_version_tface(Main *main, int fileload)
if (ma->id.lib) continue;
/* disputed material */
if (ma->game.flag == -99999) {
if (ma->game.flag == MAT_BGE_DISPUTED) {
ma->game.flag = 0;
if (fileload) {
printf("Warning: material \"%s\" skipped - to convert old game texface to material go to the Help menu.\n", ma->id.name+2);
@ -1911,7 +1923,7 @@ int do_version_tface(Main *main, int fileload)
/* no conflicts in this material - 90% of cases
* convert from tface system to material */
else if (ma->game.flag < 0){
else if (ma->game.flag < 0) {
decode_tfaceflag(ma, -(ma->game.flag), 1);
/* material is good make sure all faces using
@ -1932,8 +1944,7 @@ int do_version_tface(Main *main, int fileload)
/* loop over all the faces and stop at the ones that use the material*/
for (a=0, mf=me->mface; a<me->totface; a++, mf++) {
if (me->mat[(int)mf->mat_nr] != ma) continue;
else {
if (me->mat[mf->mat_nr] == ma) {
/* texface data for this face */
tf = ((MTFace*)cdl->data) + a;
tf->mode |= TF_CONVERTED;

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@ -917,7 +917,7 @@ int nurbs_to_mdata_customdb(Object *ob, ListBase *dispbase, MVert **allvert, int
mface->v2= startvert+index[2];
mface->v3= startvert+index[1];
mface->v4= 0;
mface->mat_nr= (unsigned char)dl->col;
mface->mat_nr= dl->col;
test_index_face(mface, NULL, 0, 3);
if(smooth) mface->flag |= ME_SMOOTH;
@ -966,7 +966,7 @@ int nurbs_to_mdata_customdb(Object *ob, ListBase *dispbase, MVert **allvert, int
mface->v2= p3;
mface->v3= p4;
mface->v4= p2;
mface->mat_nr= (unsigned char)dl->col;
mface->mat_nr= dl->col;
test_index_face(mface, NULL, 0, 4);
if(smooth) mface->flag |= ME_SMOOTH;
@ -1252,7 +1252,7 @@ void mesh_to_curve(Scene *scene, Object *ob)
}
}
void mesh_delete_material_index(Mesh *me, int index)
void mesh_delete_material_index(Mesh *me, short index)
{
MFace *mf;
int i;

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@ -968,8 +968,9 @@ static void ccgDM_copyFinalFaceArray(DerivedMesh *dm, MFace *mface)
for(index = 0; index < totface; index++) {
CCGFace *f = ccgdm->faceMap[index].face;
int x, y, S, numVerts = ccgSubSurf_getFaceNumVerts(f);
int flag = (faceFlags)? faceFlags[index*2]: ME_SMOOTH;
int mat_nr = (faceFlags)? faceFlags[index*2+1]: 0;
/* keep types in sync with MFace, avoid many conversions */
char flag = (faceFlags)? faceFlags[index*2]: ME_SMOOTH;
short mat_nr = (faceFlags)? faceFlags[index*2+1]: 0;
for(S = 0; S < numVerts; S++) {
for(y = 0; y < gridSize - 1; y++) {

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@ -6362,7 +6362,7 @@ static void alphasort_version_246(FileData *fd, Library *lib, Mesh *me)
/* if we do, set alpha sort if the game engine did it before */
for(a=0, mf=me->mface; a<me->totface; a++, mf++) {
if(mf->mat_nr < me->totcol) {
ma= newlibadr(fd, lib, me->mat[(int)mf->mat_nr]);
ma= newlibadr(fd, lib, me->mat[mf->mat_nr]);
texalpha = 0;
/* we can't read from this if it comes from a library,

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@ -129,7 +129,7 @@ void GeometryExporter::operator()(Object *ob)
}
// powerful because it handles both cases when there is material and when there's not
void GeometryExporter::createPolylist(int material_index,
void GeometryExporter::createPolylist(short material_index,
bool has_uvs,
bool has_color,
Object *ob,

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@ -67,7 +67,7 @@ public:
void operator()(Object *ob);
// powerful because it handles both cases when there is material and when there's not
void createPolylist(int material_index,
void createPolylist(short material_index,
bool has_uvs,
bool has_color,
Object *ob,

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@ -778,7 +778,7 @@ MTFace *MeshImporter::assign_material_to_geom(COLLADAFW::MaterialBinding cmateri
std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
Object *ob, const COLLADAFW::UniqueId *geom_uid,
MTex **color_texture, char *layername, MTFace *texture_face,
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, int mat_index)
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, short mat_index)
{
Mesh *me = (Mesh*)ob->data;
const COLLADAFW::UniqueId& ma_uid = cmaterial.getReferencedMaterial();

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@ -141,7 +141,7 @@ public:
std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
Object *ob, const COLLADAFW::UniqueId *geom_uid,
MTex **color_texture, char *layername, MTFace *texture_face,
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, int mat_index);
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, short mat_index);
Object *create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom,

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@ -217,7 +217,7 @@ int join_mesh_exec(bContext *C, wmOperator *op)
if(me->totvert) {
/* Add this object's materials to the base one's if they don't exist already (but only if limits not exceeded yet) */
if(totcol < MAXMAT-1) {
if(totcol < MAXMAT) {
for(a=1; a<=base->object->totcol; a++) {
ma= give_current_material(base->object, a);
@ -231,7 +231,7 @@ int join_mesh_exec(bContext *C, wmOperator *op)
}
totcol++;
}
if(totcol>=MAXMAT-1)
if(totcol >= MAXMAT)
break;
}
}

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@ -557,7 +557,7 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
for(a=0, mf=mface; a<totface; a++, tface++, mf++) {
int matnr= mf->mat_nr;
short matnr= mf->mat_nr;
int mf_smooth= mf->flag & ME_SMOOTH;
Material *mat = me->mat[matnr];
int mode= mat->game.flag;

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@ -205,8 +205,9 @@ typedef struct Material {
/* maximum number of materials per material array.
* (on object, mesh, lamp, etc.). limited by
* short mat_nr in verts, faces. */
#define MAXMAT 32767
* short mat_nr in verts, faces.
* -1 becayse for active material we store the index + 1 */
#define MAXMAT (32767-1)
/* material_type */
#define MA_TYPE_SURFACE 0

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@ -296,7 +296,8 @@ static EnumPropertyItem *rna_Curve_fill_mode_itemf(bContext *UNUSED(C), PointerR
{
Curve *cu= (Curve*)ptr->id.data;
return (cu->flag&CU_3D) ? curve3d_fill_mode_items : curve2d_fill_mode_items;
/* cast to quiet warning it IS a const still */
return (EnumPropertyItem *)((cu->flag & CU_3D) ? curve3d_fill_mode_items : curve2d_fill_mode_items);
}
static int rna_Nurb_length(PointerRNA *ptr)

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@ -981,7 +981,7 @@ static void flag_render_node_material(Render *re, bNodeTree *ntree)
}
}
static Material *give_render_material(Render *re, Object *ob, int nr)
static Material *give_render_material(Render *re, Object *ob, short nr)
{
extern Material defmaterial; /* material.c */
Material *ma;
@ -2688,7 +2688,8 @@ static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr,
int timeoffset, float *orco, float mat[4][4])
{
Object *ob= obr->ob;
int a, a1, end, totvert, vertofs;
int a, end, totvert, vertofs;
short mat_iter;
VertRen *ver;
VlakRen *vlr;
MVert *mvert = NULL;
@ -2718,16 +2719,16 @@ static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr,
/* faces in order of color blocks */
vertofs= obr->totvert - totvert;
for(a1=0; (a1<ob->totcol || (a1==0 && ob->totcol==0)); a1++) {
for(mat_iter= 0; (mat_iter < ob->totcol || (mat_iter==0 && ob->totcol==0)); mat_iter++) {
ma= give_render_material(re, ob, a1+1);
ma= give_render_material(re, ob, mat_iter+1);
end= dm->getNumFaces(dm);
mface= dm->getFaceArray(dm);
for(a=0; a<end; a++, mface++) {
int v1, v2, v3, v4, flag;
if( mface->mat_nr==a1 ) {
if(mface->mat_nr == mat_iter) {
float len;
v1= mface->v1;