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 “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).

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 “Face Orientation” 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’s 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/
This commit is contained in:
Dalai Felinto
2011-09-19 19:55:59 +00:00
parent 80ad78dbb5
commit b263aefb0e
44 changed files with 1118 additions and 441 deletions

View File

@@ -289,53 +289,6 @@ class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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'}

View File

@@ -612,9 +612,37 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
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 @@ class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
layout.active = context.material.game_settings.physics
phys = context.material.physics # dont use node material

View File

@@ -380,6 +380,7 @@ class INFO_MT_help(Menu):
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')