[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [40372] trunk/blender: TexFace to Material Settings big patch

Dalai Felinto dfelinto at gmail.com
Mon Sep 19 21:56:01 CEST 2011


Revision: 40372
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=40372
Author:   dfelinto
Date:     2011-09-19 19:55:59 +0000 (Mon, 19 Sep 2011)
Log Message:
-----------
TexFace to Material Settings big patch

Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes

1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)

2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.

2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?

2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct  (Campbell and Brecht proposal).

3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.

3.2) "Texture Face" Shading mode (in the Render panel) is now called ?\226?\128?\156Single Texture?\226?\128?\157, it needs a material for special settings (e.g. Billboard, Alpha Sort, ?\226?\128?\166).

3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the ?\226?\128?\156Face Orientation?\226?\128?\157 property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It?\226?\128?\153s no longer possible to share materials between faces that do not share the same game properties.

4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.

Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/

Modified Paths:
--------------
    trunk/blender/release/scripts/startup/bl_ui/properties_data_mesh.py
    trunk/blender/release/scripts/startup/bl_ui/properties_material.py
    trunk/blender/release/scripts/startup/bl_ui/space_info.py
    trunk/blender/source/blender/blenkernel/BKE_blender.h
    trunk/blender/source/blender/blenkernel/BKE_image.h
    trunk/blender/source/blender/blenkernel/BKE_material.h
    trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c
    trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c
    trunk/blender/source/blender/blenkernel/intern/customdata.c
    trunk/blender/source/blender/blenkernel/intern/image.c
    trunk/blender/source/blender/blenkernel/intern/material.c
    trunk/blender/source/blender/blenkernel/intern/subsurf_ccg.c
    trunk/blender/source/blender/blenloader/intern/readfile.c
    trunk/blender/source/blender/editors/mesh/editmesh_mods.c
    trunk/blender/source/blender/editors/space_image/space_image.c
    trunk/blender/source/blender/editors/space_logic/logic_ops.c
    trunk/blender/source/blender/editors/space_view3d/drawmesh.c
    trunk/blender/source/blender/editors/space_view3d/drawobject.c
    trunk/blender/source/blender/editors/space_view3d/view3d_view.c
    trunk/blender/source/blender/editors/uvedit/uvedit_ops.c
    trunk/blender/source/blender/gpu/GPU_draw.h
    trunk/blender/source/blender/gpu/GPU_material.h
    trunk/blender/source/blender/gpu/intern/gpu_draw.c
    trunk/blender/source/blender/gpu/intern/gpu_material.c
    trunk/blender/source/blender/makesdna/DNA_material_types.h
    trunk/blender/source/blender/makesdna/DNA_meshdata_types.h
    trunk/blender/source/blender/makesrna/intern/rna_material.c
    trunk/blender/source/blender/makesrna/intern/rna_mesh.c
    trunk/blender/source/blender/makesrna/intern/rna_scene.c
    trunk/blender/source/blender/modifiers/intern/MOD_uvproject.c
    trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    trunk/blender/source/gameengine/Ketsji/BL_BlenderShader.cpp
    trunk/blender/source/gameengine/Ketsji/BL_BlenderShader.h
    trunk/blender/source/gameengine/Ketsji/BL_Material.cpp
    trunk/blender/source/gameengine/Ketsji/BL_Material.h
    trunk/blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
    trunk/blender/source/gameengine/Ketsji/KX_BlenderMaterial.h
    trunk/blender/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
    trunk/blender/source/gameengine/Ketsji/KX_PolygonMaterial.h
    trunk/blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
    trunk/blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
    trunk/blender/source/gameengine/Rasterizer/RAS_IRasterizer.h
    trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
    trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h

Modified: trunk/blender/release/scripts/startup/bl_ui/properties_data_mesh.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_data_mesh.py	2011-09-19 17:53:37 UTC (rev 40371)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_data_mesh.py	2011-09-19 19:55:59 UTC (rev 40372)
@@ -289,53 +289,6 @@
             layout.prop(lay, "name")
 
 
-class DATA_PT_texface(MeshButtonsPanel, Panel):
-    bl_label = "Texture Face"
-    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
-    @classmethod
-    def poll(cls, context):
-        obj = context.object
-        return (context.mode == 'EDIT_MESH') and obj and obj.type == 'MESH'
-
-    def draw(self, context):
-        layout = self.layout
-        col = layout.column()
-
-        me = context.mesh
-
-        tf = me.faces.active_tface
-
-        if tf:
-            if context.scene.render.engine != 'BLENDER_GAME':
-                col.label(text="Options only supported in Game Engine")
-
-            split = layout.split()
-            col = split.column()
-
-            col.prop(tf, "use_image")
-            col.prop(tf, "use_light")
-            col.prop(tf, "hide")
-            col.prop(tf, "use_collision")
-
-            col.prop(tf, "use_blend_shared")
-            col.prop(tf, "use_twoside")
-            col.prop(tf, "use_object_color")
-
-            col = split.column()
-
-            col.prop(tf, "use_halo")
-            col.prop(tf, "use_billboard")
-            col.prop(tf, "use_shadow_cast")
-            col.prop(tf, "use_bitmap_text")
-            col.prop(tf, "use_alpha_sort")
-
-            col = layout.column()
-            col.prop(tf, "blend_type")
-        else:
-            col.label(text="No UV Texture")
-
-
 class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
     bl_label = "Vertex Colors"
     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}

Modified: trunk/blender/release/scripts/startup/bl_ui/properties_material.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_material.py	2011-09-19 17:53:37 UTC (rev 40371)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_material.py	2011-09-19 19:55:59 UTC (rev 40372)
@@ -612,9 +612,37 @@
         col.prop(halo, "flare_subflare_size", text="Subsize")
 
 
-class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
+class MATERIAL_PT_game_settings(MaterialButtonsPanel, bpy.types.Panel):
+    bl_label = "Game Settings"
+    COMPAT_ENGINES = {'BLENDER_GAME'}
+
+    @classmethod
+    def poll(cls, context):
+         return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
+
+    def draw(self, context):
+        layout = self.layout
+        game = context.material.game_settings  # dont use node material
+
+        row = layout.row()
+        row.prop(game, "back_culling")
+        row.prop(game, "invisible")
+        row.prop(game, "text")
+
+        row = layout.row()
+        row.label(text="Alpha Blend:")
+        row.label(text="Face Orientation:")
+        row = layout.row()
+        row.prop(game,"alpha_blend",text="")
+        row.prop(game,"face_orientation",text="")
+
+class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
     bl_label = "Physics"
     COMPAT_ENGINES = {'BLENDER_GAME'}
+	
+    def draw_header(self, context):
+        game = context.material.game_settings
+        self.layout.prop(game, "physics", text="")
 
     @classmethod
     def poll(cls, context):
@@ -622,6 +650,7 @@
 
     def draw(self, context):
         layout = self.layout
+        layout.active = context.material.game_settings.physics
 
         phys = context.material.physics  # dont use node material
 

Modified: trunk/blender/release/scripts/startup/bl_ui/space_info.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/space_info.py	2011-09-19 17:53:37 UTC (rev 40371)
+++ trunk/blender/release/scripts/startup/bl_ui/space_info.py	2011-09-19 19:55:59 UTC (rev 40372)
@@ -380,6 +380,7 @@
             layout.operator("wm.console_toggle", icon='CONSOLE')
             layout.separator()
         layout.operator("anim.update_data_paths", text="FCurve/Driver Version fix", icon='HELP')
+        layout.operator("logic.texface_convert", text="TexFace to Material Convert", icon='GAME')
         layout.separator()
         layout.operator("wm.splash", icon='BLENDER')
 

Modified: trunk/blender/source/blender/blenkernel/BKE_blender.h
===================================================================
--- trunk/blender/source/blender/blenkernel/BKE_blender.h	2011-09-19 17:53:37 UTC (rev 40371)
+++ trunk/blender/source/blender/blenkernel/BKE_blender.h	2011-09-19 19:55:59 UTC (rev 40372)
@@ -44,7 +44,7 @@
  * and keep comment above the defines.
  * Use STRINGIFY() rather than defining with quotes */
 #define BLENDER_VERSION			259
-#define BLENDER_SUBVERSION		2
+#define BLENDER_SUBVERSION		3
 
 #define BLENDER_MINVERSION		250
 #define BLENDER_MINSUBVERSION	0

Modified: trunk/blender/source/blender/blenkernel/BKE_image.h
===================================================================
--- trunk/blender/source/blender/blenkernel/BKE_image.h	2011-09-19 17:53:37 UTC (rev 40371)
+++ trunk/blender/source/blender/blenkernel/BKE_image.h	2011-09-19 19:55:59 UTC (rev 40372)
@@ -168,6 +168,9 @@
 /* merge source into dest, and free source */
 void BKE_image_merge(struct Image *dest, struct Image *source);
 
+/* check if texture has alpha (depth=32) */
+int BKE_image_has_alpha(struct Image *image);
+
 /* image_gen.c */
 void BKE_image_buf_fill_color(unsigned char *rect, float *rect_float, int width, int height, float color[4]);
 void BKE_image_buf_fill_checker(unsigned char *rect, float *rect_float, int height, int width);

Modified: trunk/blender/source/blender/blenkernel/BKE_material.h
===================================================================
--- trunk/blender/source/blender/blenkernel/BKE_material.h	2011-09-19 17:53:37 UTC (rev 40371)
+++ trunk/blender/source/blender/blenkernel/BKE_material.h	2011-09-19 19:55:59 UTC (rev 40372)
@@ -42,6 +42,8 @@
 struct Material;
 struct ID;
 struct Object;
+struct Mesh;
+struct MTFace;
 
 /* materials */
 
@@ -50,6 +52,7 @@
 void test_object_materials(struct ID *id);
 void resize_object_material(struct Object *ob, const short totcol);
 void init_material(struct Material *ma);
+struct Material *add_material_main(struct Main *main, const char *name);
 struct Material *add_material(const char *name);
 struct Material *copy_material(struct Material *ma);
 struct Material *localize_material(struct Material *ma);
@@ -101,6 +104,9 @@
 void copy_mat_mtex_copybuf(struct ID *id);
 void paste_mat_mtex_copybuf(struct ID *id);
 
+/* handle backward compatibility for tface/materials called from doversion (fileload=1) or Help Menu (fileload=0) */	
+int do_version_tface(struct Main *main, int fileload);
+
 #ifdef __cplusplus
 }
 #endif

Modified: trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c	2011-09-19 17:53:37 UTC (rev 40371)
+++ trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c	2011-09-19 19:55:59 UTC (rev 40372)
@@ -988,15 +988,12 @@
 	EditFace *efa;
 	DMVertexAttribs attribs= {{{0}}};
 	GPUVertexAttribs gattribs;
-	MTFace *tf;
-	int transp, new_transp, orig_transp, tfoffset;
+	int tfoffset;
 	int i, b, matnr, new_matnr, dodraw, layer;
 
 	dodraw = 0;
 	matnr = -1;
 
-	transp = GPU_get_material_blend_mode();
-	orig_transp = transp;
 	layer = CustomData_get_layer_index(&em->fdata, CD_MTFACE);
 	tfoffset = (layer == -1)? -1: em->fdata.layers[layer].offset;
 
@@ -1040,19 +1037,6 @@
 				DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
 		}
 
-		if(tfoffset != -1) {
-			tf = (MTFace*)((char*)efa->data)+tfoffset;
-			new_transp = tf->transp;
-
-			if(new_transp != transp) {
-				if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
-					GPU_set_material_blend_mode(orig_transp);
-				else
-					GPU_set_material_blend_mode(new_transp);
-				transp = new_transp;
-			}
-		}
-
 		if(dodraw) {
 			glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
 			if (!drawSmooth) {

Modified: trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c	2011-09-19 17:53:37 UTC (rev 40371)
+++ trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c	2011-09-19 19:55:59 UTC (rev 40372)
@@ -1063,15 +1063,12 @@
 	MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE);
 	float (*nors)[3] = dm->getFaceDataArray(dm, CD_NORMAL);
 	int a, b, dodraw, matnr, new_matnr;
-	int transp, new_transp, orig_transp;
 	int orig, *index = dm->getFaceDataArray(dm, CD_ORIGINDEX);
 
 	cdDM_update_normals_from_pbvh(dm);
 
 	matnr = -1;
 	dodraw = 0;
-	transp = GPU_get_material_blend_mode();
-	orig_transp = transp;
 
 	glShadeModel(GL_SMOOTH);
 
@@ -1111,22 +1108,6 @@
 					continue;
 			}
 
-			if(tf) {
-				new_transp = tf[a].transp;
-
-				if(new_transp != transp) {
-					glEnd();
-
-					if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
-						GPU_set_material_blend_mode(orig_transp);
-					else
-						GPU_set_material_blend_mode(new_transp);
-					transp = new_transp;
-
-					glBegin(GL_QUADS);
-				}
-			}
-
 			if(!smoothnormal) {
 				if(nors) {
 					glNormal3fv(nors[a]);
@@ -1259,33 +1240,6 @@
 					continue;
 				}
 
-				if(tf) {
-					new_transp = tf[a].transp;
-
-					if(new_transp != transp) {
-						numfaces = curface - start;
-						if( numfaces > 0 ) {
-							if( dodraw ) {
-								if( numdata != 0 ) {
-									GPU_buffer_unlock(buffer);
-									GPU_interleaved_attrib_setup(buffer,datatypes,numdata);
-								}
-								glDrawArrays(GL_TRIANGLES,start*3,(curface-start)*3);
-								if( numdata != 0 ) {
-									varray = GPU_buffer_lock_stream(buffer);
-								}
-							}
-						}
-						start = curface;
-
-						if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
-							GPU_set_material_blend_mode(orig_transp);
-						else
-							GPU_set_material_blend_mode(new_transp);
-						transp = new_transp;
-					}
-				}
-				
 				if( numdata != 0 ) {
 					offset = 0;
 					if(attribs.totorco) {

Modified: trunk/blender/source/blender/blenkernel/intern/customdata.c

@@ Diff output truncated at 10240 characters. @@



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