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. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs