2006-01-06 03:46:54 +00:00
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#ifndef __BL_MATERIAL_H__
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#define __BL_MATERIAL_H__
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#include "STR_String.h"
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#include "MT_Point2.h"
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// --
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struct MTex;
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struct Material;
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struct Image;
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Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
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struct MTFace;
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2006-01-06 03:46:54 +00:00
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struct MTex;
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struct Material;
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struct EnvMap;
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// --
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/** max units
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this will default to users available units
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to build with more available, just increment this value
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although the more you add the slower the search time will be.
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we will go for three, which should be enough
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*/
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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#define MAXTEX 3 //match in RAS_TexVert & RAS_OpenGLRasterizer
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2006-01-06 03:46:54 +00:00
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// different mapping modes
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class BL_Mapping
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{
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public:
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int mapping;
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float scale[3];
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float offsets[3];
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int projplane[3];
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STR_String objconame;
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2007-01-07 04:39:39 +00:00
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STR_String uvCoName;
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2006-01-06 03:46:54 +00:00
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};
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// base material struct
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class BL_Material
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{
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private:
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2006-02-13 05:45:32 +00:00
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int num_users;
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bool share;
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2006-01-06 03:46:54 +00:00
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public:
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// -----------------------------------
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BL_Material();
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int IdMode;
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unsigned int ras_mode;
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Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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bool glslmat;
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2006-01-06 03:46:54 +00:00
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STR_String texname[MAXTEX];
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unsigned int flag[MAXTEX];
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int tile,tilexrep[MAXTEX],tileyrep[MAXTEX];
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STR_String matname;
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STR_String mtexname[MAXTEX];
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float matcolor[4];
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float speccolor[3];
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short transp, pad;
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float hard, spec_f;
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float alpha, emit, color_blend[MAXTEX], ref;
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float amb;
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int blend_mode[MAXTEX];
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int mode;
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int num_enabled;
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int material_index;
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BL_Mapping mapping[MAXTEX];
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STR_String imageId[MAXTEX];
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Material* material;
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Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
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MTFace* tface;
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2006-01-06 03:46:54 +00:00
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Image* img[MAXTEX];
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EnvMap* cubemap[MAXTEX];
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Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
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unsigned int rgb[4];
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MT_Point2 uv[4];
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2007-01-07 04:39:39 +00:00
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MT_Point2 uv2[4];
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2006-01-06 03:46:54 +00:00
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void SetConversionRGB(unsigned int *rgb);
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void GetConversionRGB(unsigned int *rgb);
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void SetConversionUV(MT_Point2 *uv);
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void GetConversionUV(MT_Point2 *uv);
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2007-01-07 04:39:39 +00:00
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void SetConversionUV2(MT_Point2 *uv);
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void GetConversionUV2(MT_Point2 *uv);
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2006-02-13 05:45:32 +00:00
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void SetSharedMaterial(bool v);
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bool IsShared();
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void SetUsers(int num);
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2006-01-06 03:46:54 +00:00
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};
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// BL_Material::IdMode
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enum BL_IdMode {
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DEFAULT_BLENDER=-1,
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TEXFACE,
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ONETEX,
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TWOTEX,
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GREATERTHAN2
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};
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// BL_Material::blend_mode[index]
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enum BL_BlendMode
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{
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BLEND_MIX=1,
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BLEND_ADD,
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BLEND_SUB,
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BLEND_MUL,
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BLEND_SCR
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};
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// -------------------------------------
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// BL_Material::flag[index]
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enum BL_flag
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{
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MIPMAP=1, // set to use mipmaps
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CALCALPHA=2, // additive
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USEALPHA=4, // use actual alpha channel
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TEXALPHA=8, // use alpha combiner functions
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TEXNEG=16, // negate blending
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2006-01-15 11:34:55 +00:00
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HASIPO=32,
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2006-04-11 05:57:30 +00:00
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USENEGALPHA=64,
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ALPHA_TEST=128
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2006-01-06 03:46:54 +00:00
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};
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// BL_Material::ras_mode
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enum BL_ras_mode
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{
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POLY_VIS=1,
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COLLIDER=2,
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ZSORT=4,
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TRANSP=8,
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TRIANGLE=16,
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2006-01-10 06:34:42 +00:00
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USE_LIGHT=32,
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WIRE=64
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2006-01-06 03:46:54 +00:00
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};
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// -------------------------------------
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// BL_Material::mapping[index]::mapping
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enum BL_MappingFlag
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{
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2006-02-13 05:45:32 +00:00
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USEENV =1,
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// --
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USEREFL =2,
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USEOBJ =4,
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USENORM =8,
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USEORCO =16,
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USEUV =32,
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2006-04-02 21:04:20 +00:00
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USETANG =64,
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2007-01-07 04:39:39 +00:00
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DISABLE =128,
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USECUSTOMUV=256
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2006-01-06 03:46:54 +00:00
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};
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// BL_Material::BL_Mapping::projplane
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enum BL_MappingProj
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{
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PROJN=0,
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PROJX,
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PROJY,
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PROJZ
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};
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// ------------------------------------
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//extern void initBL_Material(BL_Material* mat);
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extern MTex* getImageFromMaterial(Material *mat, int index);
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extern int getNumTexChannels( Material *mat );
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// ------------------------------------
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#endif
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