[Bf-blender-cvs] [85072eb] master: BGE: Cleanup ConvertMaterial function.
Porteries Tristan
noreply at git.blender.org
Wed Oct 21 22:31:20 CEST 2015
Commit: 85072eb4e91851177d7b5cd810f6ef3e033cae12
Author: Porteries Tristan
Date: Wed Oct 21 22:28:33 2015 +0200
Branches: master
https://developer.blender.org/rB85072eb4e91851177d7b5cd810f6ef3e033cae12
BGE: Cleanup ConvertMaterial function.
- cleanup spaces;
- add braces;
- remove indendation around operator.
===================================================================
M source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 928005a..f542525 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -562,11 +562,11 @@ static void GetUVs(BL_Material *material, MTF_localLayer *layers, MFace *mface,
// ------------------------------------
static bool ConvertMaterial(
BL_Material *material,
- Material *mat,
- MTFace* tface,
+ Material *mat,
+ MTFace *tface,
const char *tfaceName,
- MFace* mface,
- MCol* mmcol,
+ MFace *mface,
+ MCol *mmcol,
bool glslmat)
{
material->Initialize();
@@ -583,41 +583,41 @@ static bool ConvertMaterial(
if (validmat) {
// use lighting?
- material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
- material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED;
+ material->ras_mode |= (mat->mode & MA_SHLESS) ? 0 : USE_LIGHT;
+ material->ras_mode |= (mat->game.flag & GEMAT_BACKCULL) ? 0 : TWOSIDED;
// cast shadows?
- material->ras_mode |= ( (mat->mode2 & MA_CASTSHADOW) && (mat->mode & MA_SHADBUF) )?CAST_SHADOW:0;
+ material->ras_mode |= ((mat->mode2 & MA_CASTSHADOW) && (mat->mode & MA_SHADBUF)) ? CAST_SHADOW : 0;
// only shadows?
- material->ras_mode |= ( mat->mode & MA_ONLYCAST )?ONLY_SHADOW:0;
+ material->ras_mode |= (mat->mode & MA_ONLYCAST) ? ONLY_SHADOW : 0;
- MTex *mttmp = 0;
+ MTex *mttmp = NULL;
int valid_index = 0;
-
+
/* In Multitexture use the face texture if and only if
* it is set in the buttons
* In GLSL is not working yet :/ 3.2011 */
bool facetex = false;
- if (validface && mat->mode &MA_FACETEXTURE)
+ if (validface && mat->mode & MA_FACETEXTURE) {
facetex = true;
-
+ }
+
// foreach MTex
- for (int i=0; i<MAXTEX; i++) {
+ for (int i = 0; i < MAXTEX; i++) {
// use face tex
-
- if (i==0 && facetex ) {
+ if (i == 0 && facetex ) {
facetex = false;
- Image*tmp = (Image*)(tface->tpage);
+ Image *tmp = (Image *)(tface->tpage);
if (tmp) {
material->img[i] = tmp;
material->texname[i] = material->img[i]->id.name;
material->flag[i] |= MIPMAP;
- material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA_SORT )?USEALPHA:0;
- material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA )?USEALPHA:0;
- material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ADD )?CALCALPHA:0;
+ material->flag[i] |= (mat->game.alpha_blend & GEMAT_ALPHA_SORT) ? USEALPHA : 0;
+ material->flag[i] |= (mat->game.alpha_blend & GEMAT_ALPHA) ? USEALPHA : 0;
+ material->flag[i] |= (mat->game.alpha_blend & GEMAT_ADD) ? CALCALPHA : 0;
if (material->img[i]->flag & IMA_REFLECT) {
material->mapping[i].mapping |= USEREFL;
@@ -643,44 +643,43 @@ static bool ConvertMaterial(
mttmp = getMTexFromMaterial(mat, i);
if (mttmp) {
if (mttmp->tex) {
- if ( mttmp->tex->type == TEX_IMAGE ) {
+ if (mttmp->tex->type == TEX_IMAGE) {
material->mtexname[i] = mttmp->tex->id.name;
material->img[i] = mttmp->tex->ima;
- if ( material->img[i] ) {
+ if (material->img[i]) {
material->texname[i] = material->img[i]->id.name;
- material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
- // -----------------------
- if (material->img[i] && (material->img[i]->flag & IMA_IGNORE_ALPHA) == 0)
- material->flag[i] |= USEALPHA;
- // -----------------------
- if ( mttmp->tex->imaflag &TEX_CALCALPHA ) {
- material->flag[i] |= CALCALPHA;
+ material->flag[i] |= (mttmp->tex->imaflag &TEX_MIPMAP) ? MIPMAP : 0;
+ if (material->img[i] && (material->img[i]->flag & IMA_IGNORE_ALPHA) == 0) {
+ material->flag[i] |= USEALPHA;
}
- else if (mttmp->tex->flag &TEX_NEGALPHA) {
- material->flag[i] |= USENEGALPHA;
+ if (mttmp->tex->imaflag & TEX_CALCALPHA) {
+ material->flag[i] |= CALCALPHA;
+ }
+ else if (mttmp->tex->flag & TEX_NEGALPHA) {
+ material->flag[i] |= USENEGALPHA;
}
material->color_blend[i] = mttmp->colfac;
- material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
- material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
+ material->flag[i] |= (mttmp->mapto & MAP_ALPHA) ? TEXALPHA : 0;
+ material->flag[i] |= (mttmp->texflag & MTEX_NEGATIVE) ? TEXNEG : 0;
- if (!glslmat && (material->flag[i] & TEXALPHA))
+ if (!glslmat && (material->flag[i] & TEXALPHA)) {
texalpha = 1;
+ }
}
}
else if (mttmp->tex->type == TEX_ENVMAP) {
- if ( mttmp->tex->env->stype == ENV_LOAD ) {
-
- material->mtexname[i] = mttmp->tex->id.name;
+ if (mttmp->tex->env->stype == ENV_LOAD) {
+ material->mtexname[i] = mttmp->tex->id.name;
EnvMap *env = mttmp->tex->env;
env->ima = mttmp->tex->ima;
material->cubemap[i] = env;
- if (material->cubemap[i])
- {
- if (!material->cubemap[i]->cube[0])
+ if (material->cubemap[i]) {
+ if (!material->cubemap[i]->cube[0]) {
BL_Texture::SplitEnvMap(material->cubemap[i]);
+ }
material->texname[i] = material->cubemap[i]->ima->id.name;
material->mapping[i].mapping |= USEENV;
@@ -695,29 +694,36 @@ static bool ConvertMaterial(
if (mat->septex & (1 << i)) {
// If this texture slot isn't in use, set it to disabled to prevent multi-uv problems
material->mapping[i].mapping = DISABLE;
- } else {
- material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0;
+ }
+ else {
+ material->mapping[i].mapping |= (mttmp->texco & TEXCO_REFL) ? USEREFL : 0;
if (mttmp->texco & TEXCO_OBJECT) {
material->mapping[i].mapping |= USEOBJ;
- if (mttmp->object)
+ if (mttmp->object) {
material->mapping[i].objconame = mttmp->object->id.name;
+ }
}
- else if (mttmp->texco &TEXCO_REFL)
+ else if (mttmp->texco & TEXCO_REFL) {
material->mapping[i].mapping |= USEREFL;
- else if (mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
+ }
+ else if (mttmp->texco & (TEXCO_ORCO | TEXCO_GLOB)) {
material->mapping[i].mapping |= USEORCO;
+ }
else if (mttmp->texco & TEXCO_UV) {
/* string may be "" but thats detected as empty after */
material->mapping[i].uvCoName = mttmp->uvname;
material->mapping[i].mapping |= USEUV;
}
- else if (mttmp->texco &TEXCO_NORM)
+ else if (mttmp->texco & TEXCO_NORM) {
material->mapping[i].mapping |= USENORM;
- else if (mttmp->texco &TEXCO_TANGENT)
+ }
+ else if (mttmp->texco & TEXCO_TANGENT) {
material->mapping[i].mapping |= USETANG;
- else
+ }
+ else {
material->mapping[i].mapping |= DISABLE;
+ }
material->mapping[i].scale[0] = mttmp->size[0];
material->mapping[i].scale[1] = mttmp->size[1];
@@ -771,59 +777,60 @@ static bool ConvertMaterial(
material->num_enabled = valid_index;
- material->speccolor[0] = mat->specr;
- material->speccolor[1] = mat->specg;
- material->speccolor[2] = mat->specb;
- material->hard = (float)mat->har/4.0f;
- material->matcolor[0] = mat->r;
- material->matcolor[1] = mat->g;
- material->matcolor[2] = mat->b;
- material->matcolor[3] = mat->alpha;
- material->alpha = mat->alpha;
- material->emit = mat->emit;
- material->spec_f = mat->spec;
- material->ref = mat->ref;
- material->amb = mat->amb;
-
- material->ras_mode |= (mat->material_type == MA_TYPE_WIRE)? WIRE: 0;
+ material->speccolor[0] = mat->specr;
+ material->speccolor[1] = mat->specg;
+ material->speccolor[2] = mat->specb;
+ material->hard = (float)mat->har / 4.0f;
+ material->matcolor[0] = mat->r;
+ material->matcolor[1] = mat->g;
+ material->matcolor[2] = mat->b;
+ material->matcolor[3] = mat->alpha;
+ material->alpha = mat->alpha;
+ material->emit = mat->emit;
+ material->spec_f = mat->spec;
+ material->ref = mat->ref;
+ material->amb = mat->amb;
+
+ material->ras_mode |= (mat->material_type == MA_TYPE_WIRE) ? WIRE : 0;
}
else { // No Material
int valid = 0;
// check for tface tex to fallback on
- if ( validface ) {
- material->img[0] = (Image*)(tface->tpage);
+ if (validface) {
+ material->img[0] = (Image *)(tface->tpage);
// ------------------------
if (material->img[0]) {
material->texname[0] = material->img[0]->id.name;
- material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
+ material->mapping[0].mapping |= ((material->img[0]->flag & IMA_REFLECT) != 0) ? USEREFL : 0;
/* see if depth of the image is 32bits */
if (BKE_image_has_alpha(material->img[0])) {
material->flag[0] |= USEALPHA;
material->alphablend = GEMAT_ALPHA;
}
- else
+ else {
material->alphablend = GEMAT_SOLID;
-
+ }
valid++;
}
}
- else
+ else {
material->alphablend = GEMAT_SOLID;
+ }
material->SetUsers(-1);
- material->num_enabled = valid;
- material->IdMode = TEXFACE;
- material->speccolor[0] = 1.f;
- material->speccolor[1] = 1.f;
- material->speccolor[2] = 1.f;
- material->hard = 35.f;
- material->matcolor[0] = 0.5f;
- material->matcolor[1] = 0.5f;
- material->matcolor[2] = 0.5f;
- material->spec_f = 0.5f;
- material->ref = 0.8f;
+ material->num_enabled = valid;
+ material->IdMode = TEXFACE;
+ material->speccolor[0] = 1.0f;
+ material->speccolor[1] = 1.0f;
+ material->speccolor[2] = 1.0f;
+ material->hard = 35.0f;
+ material->matcolor[0] = 0.5f;
+ material->matcolor[1] = 0.5f;
+ material->matcolor[2] = 0.5f;
+ material->spec_f = 0.5f;
+ material->ref = 0.8f;
// No material - old default TexFace properties
material->ras_mode |= USE_LIGHT;
@@ -831,13 +838,13 @@ static bool ConvertMaterial(
/* No material, what to do? let's see what is in the UV and set the material accordingly
* light and visible is always on */
- if ( validface ) {
- material->tile = tface->tile;
+ if (validface) {
+ material->tile = tface->tile;
}
else {
// n
@@ Diff output truncated at 10240 characters. @@
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