blender/source/gameengine/Ketsji/BL_BlenderShader.cpp
Brecht Van Lommel 330aa94ecc * GLSL lamps now respect 3d viewport layers.
* Fix undo crash related to sound. Sounds still stop working in
  the game engine after undo, but seems to be a different issue.
2008-09-05 14:33:36 +00:00

171 lines
4.5 KiB
C++

#include "DNA_customdata_types.h"
#include "DNA_material_types.h"
#include "DNA_scene_types.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BL_BlenderShader.h"
#include "BL_Material.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "RAS_BucketManager.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
:
mScene(scene),
mMat(ma),
mLightLayer(lightlayer)
{
mBlenderScene = scene->GetBlenderScene();
mBlendMode = GPU_BLEND_SOLID;
if(mMat)
GPU_material_from_blender(mBlenderScene, mMat);
}
BL_BlenderShader::~BL_BlenderShader()
{
if(mMat && GPU_material_from_blender(mBlenderScene, mMat))
GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
}
bool BL_BlenderShader::Ok()
{
return VerifyShader();
}
bool BL_BlenderShader::VerifyShader()
{
if(mMat)
return (GPU_material_from_blender(mBlenderScene, mMat) != 0);
else
return false;
}
void BL_BlenderShader::SetProg(bool enable, double time)
{
if(VerifyShader()) {
if(enable)
GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, ~0, time);
else
GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
}
}
int BL_BlenderShader::GetAttribNum()
{
GPUVertexAttribs attribs;
int i, enabled = 0;
if(!VerifyShader())
return enabled;
GPU_material_vertex_attributes(GPU_material_from_blender(mBlenderScene, mMat), &attribs);
for(i = 0; i < attribs.totlayer; i++)
if(attribs.layer[i].glindex+1 > enabled)
enabled= attribs.layer[i].glindex+1;
if(enabled > BL_MAX_ATTRIB)
enabled = BL_MAX_ATTRIB;
return enabled;
}
void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
{
GPUVertexAttribs attribs;
GPUMaterial *gpumat;
int i, attrib_num;
ras->SetAttribNum(0);
if(!VerifyShader())
return;
gpumat = GPU_material_from_blender(mBlenderScene, mMat);
if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
GPU_material_vertex_attributes(gpumat, &attribs);
attrib_num = GetAttribNum();
ras->SetTexCoordNum(0);
ras->SetAttribNum(attrib_num);
for(i=0; i<attrib_num; i++)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
for(i = 0; i < attribs.totlayer; i++) {
if(attribs.layer[i].glindex > attrib_num)
continue;
if(attribs.layer[i].type == CD_MTFACE) {
if(!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
else if(!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex);
else
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
}
else if(attribs.layer[i].type == CD_TANGENT)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
else if(attribs.layer[i].type == CD_ORCO)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex);
else if(attribs.layer[i].type == CD_NORMAL)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex);
else if(attribs.layer[i].type == CD_MCOL)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex);
else
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
}
}
}
void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
{
float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4];
GPUMaterial *gpumat;
gpumat = GPU_material_from_blender(mBlenderScene, mMat);
if(!gpumat || !GPU_material_bound(gpumat))
return;
MT_Matrix4x4 model;
model.setValue(ms.m_OpenGLMatrix);
const MT_Matrix4x4& view = rasty->GetViewMatrix();
const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
// note: getValue gives back column major as needed by OpenGL
model.getValue((float*)obmat);
view.getValue((float*)viewmat);
viewinv.getValue((float*)viewinvmat);
if(ms.m_bObjectColor)
ms.m_RGBAcolor.getValue((float*)obcol);
else
obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f;
GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol);
mBlendMode = GPU_material_blend_mode(gpumat, obcol);
}
int BL_BlenderShader::GetBlendMode()
{
return mBlendMode;
}
bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
{
/* to avoid unneeded state switches */
return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer);
}
// eof