"test" wasn't descriptive. Rename that part to "sync_length". Also expose documentation from the function implementation to describe what the functions do. Pull Request: https://projects.blender.org/blender/blender/pulls/134058
227 lines
7.7 KiB
C++
227 lines
7.7 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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* \brief General operations, lookup, etc. for materials.
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*/
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#include <optional>
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struct ID;
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struct Main;
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struct Material;
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struct Object;
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struct Scene;
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struct bNode;
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struct Depsgraph;
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struct MaterialGPencilStyle;
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/* -------------------------------------------------------------------- */
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/** \name Module
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* \{ */
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void BKE_materials_init();
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void BKE_materials_exit();
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Materials
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* \{ */
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/** Make the object's material array the same size as its data ID's material array. */
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void BKE_object_materials_sync_length(Main *bmain, Object *ob, ID *id);
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/** Ensure that every object using this data has a material array of the correct size. */
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void BKE_objects_materials_sync_length_all(Main *bmain, ID *id);
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void BKE_object_material_resize(Main *bmain, Object *ob, short totcol, bool do_id_user);
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void BKE_object_material_remap(Object *ob, const unsigned int *remap);
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/**
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* Calculate a material remapping from \a ob_src to \a ob_dst.
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*
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* \param remap_src_to_dst: An array the size of `ob_src->totcol`
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* where index values are filled in which map to \a ob_dst materials.
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*/
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void BKE_object_material_remap_calc(Object *ob_dst, Object *ob_src, short *remap_src_to_dst);
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/**
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* Copy materials from evaluated geometry to the original geometry of an object.
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*/
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void BKE_object_material_from_eval_data(Main *bmain, Object *ob_orig, const ID *data_eval);
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Material *BKE_material_add(Main *bmain, const char *name);
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Material *BKE_gpencil_material_add(Main *bmain, const char *name);
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void BKE_gpencil_material_attr_init(Material *ma);
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void BKE_material_make_node_previews_dirty(Material *ma);
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/* UNUSED */
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// void automatname(Material *);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Material Slots
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* \{ */
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Material ***BKE_object_material_array_p(Object *ob);
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short *BKE_object_material_len_p(Object *ob);
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/**
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* \note Same as #BKE_object_material_len_p but for ID's.
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*/
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Material ***BKE_id_material_array_p(ID *id); /* same but for ID's */
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short *BKE_id_material_len_p(ID *id);
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enum {
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/* use existing link option */
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BKE_MAT_ASSIGN_EXISTING,
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BKE_MAT_ASSIGN_USERPREF,
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BKE_MAT_ASSIGN_OBDATA,
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BKE_MAT_ASSIGN_OBJECT,
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};
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Material **BKE_object_material_get_p(Object *ob, short act);
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Material *BKE_object_material_get(Object *ob, short act);
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void BKE_id_material_assign(Main *bmain, ID *id, Material *ma, short act);
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void BKE_object_material_assign(Main *bmain, Object *ob, Material *ma, short act, int assign_type);
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/**
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* Similar to #BKE_object_material_assign with #BKE_MAT_ASSIGN_OBDATA type,
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* but does not scan whole Main for other usages of the same obdata. Only
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* use in cases where you know that the object's obdata is only used by this one
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* object.
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*/
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void BKE_object_material_assign_single_obdata(Main *bmain, Object *ob, Material *ma, short act);
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/**
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* \warning this calls many more update calls per object then are needed, could be optimized.
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*/
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void BKE_object_material_array_assign(
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Main *bmain, Object *ob, Material ***matar, int totcol, bool to_object_only);
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short BKE_object_material_slot_find_index(Object *ob, Material *ma);
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/**
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* \param set_active: Set the newly added slot as active material slot of the object. Usually that
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* is wanted when adding a material slot, so it's the default.
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*/
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bool BKE_object_material_slot_add(Main *bmain, Object *ob, bool set_active = true);
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bool BKE_object_material_slot_remove(Main *bmain, Object *ob);
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bool BKE_object_material_slot_used(Object *object, short actcol);
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int BKE_object_material_index_get(Object *ob, const Material *ma);
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/**
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* A version of #BKE_object_material_index_get that takes an index to test first.
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*
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* \param hint_index: When this index is in a valid range, test it first.
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* Useful when an active-index is preferred but may not match the material.
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*/
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int BKE_object_material_index_get_with_hint(Object *ob, const Material *ma, int hint_index);
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int BKE_object_material_ensure(Main *bmain, Object *ob, Material *material);
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Material *BKE_gpencil_material(Object *ob, short act);
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MaterialGPencilStyle *BKE_gpencil_material_settings(Object *ob, short act);
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void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma, const Object *ob);
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void BKE_texpaint_slots_refresh_object(Scene *scene, Object *ob);
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bNode *BKE_texpaint_slot_material_find_node(Material *ma, short texpaint_slot);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name RNA API
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* \{ */
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void BKE_id_materials_copy(Main *bmain, ID *id_src, ID *id_dst);
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void BKE_id_material_resize(Main *bmain, ID *id, short totcol, bool do_id_user);
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void BKE_id_material_append(Main *bmain, ID *id, Material *ma);
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Material *BKE_id_material_pop(Main *bmain,
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ID *id,
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/* index is an int because of RNA. */
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int index);
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void BKE_id_material_clear(Main *bmain, ID *id);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Evaluation API
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* \{ */
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/**
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* On evaluated objects the number of materials on an object and its data might go out of sync.
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* This is because during evaluation materials can be added/removed on the object data.
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*
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* For rendering or exporting we generally use the materials on the object data. However, some
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* material indices might be overwritten by the object.
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*/
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Material *BKE_object_material_get_eval(Object *ob, short act);
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/**
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* Gets the number of material slots on the evaluated object.
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* This is the maximum of the number of material slots on the object and geometry.
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*/
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int BKE_object_material_count_eval(const Object *ob);
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/**
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* Returns the maximum material index used by the geometry. This returns zero if the geometry is
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* empty or if all material indices are negative.
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*/
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std::optional<int> BKE_id_material_index_max_eval(const ID &id);
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/**
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* Gets the number of material slots used by the geometry. The corresponding material for each slot
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* can be retrieved with #BKE_object_material_get_eval.
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*
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* These two functions give the same result when the mesh is provided itself, or an object that
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* uses the mesh.
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*
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* NOTE: This may be higher or lower than the number of material slots on the object or
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* object-data. However, it is always at least 1 (the fallback).
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*/
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int BKE_id_material_used_with_fallback_eval(const ID &id);
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int BKE_object_material_used_with_fallback_eval(const Object &ob);
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void BKE_id_material_eval_assign(ID *id, int slot, Material *material);
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/**
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* Add an empty material slot if the id has no material slots. This material slot allows the
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* material to be overwritten by object-linked materials.
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*/
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void BKE_id_material_eval_ensure_default_slot(ID *id);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Rendering
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* \{ */
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/**
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* \param r_col: current value.
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* \param col: new value.
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* \param fac: Zero for is no change.
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*/
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void ramp_blend(int type, float r_col[3], float fac, const float col[3]);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Default Materials
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* \{ */
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Material *BKE_material_default_empty();
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Material *BKE_material_default_holdout();
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Material *BKE_material_default_surface();
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Material *BKE_material_default_volume();
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Material *BKE_material_default_gpencil();
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void BKE_material_defaults_free_gpu();
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Dependency graph evaluation
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* \{ */
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void BKE_material_eval(Depsgraph *depsgraph, Material *material);
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/** \} */
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