blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
Campbell Barton 6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00

952 lines
22 KiB
C++

// ------------------------------------
// ...
// ------------------------------------
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "GL/glew.h"
#include "KX_BlenderMaterial.h"
#include "BL_Material.h"
#include "KX_Scene.h"
#include "KX_Light.h"
#include "KX_GameObject.h"
#include "KX_MeshProxy.h"
#include "MT_Vector3.h"
#include "MT_Vector4.h"
#include "MT_Matrix4x4.h"
#include "RAS_BucketManager.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
#include "GPU_draw.h"
#include "STR_HashedString.h"
// ------------------------------------
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_image_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_mesh.h"
// ------------------------------------
#define spit(x) std::cout << x << std::endl;
BL_Shader *KX_BlenderMaterial::mLastShader = NULL;
BL_BlenderShader *KX_BlenderMaterial::mLastBlenderShader = NULL;
//static PyObject *gTextureDict = 0;
KX_BlenderMaterial::KX_BlenderMaterial()
: PyObjectPlus(),
RAS_IPolyMaterial(),
mMaterial(NULL),
mShader(0),
mBlenderShader(0),
mScene(NULL),
mUserDefBlend(0),
mModified(0),
mConstructed(false),
mPass(0)
{
}
void KX_BlenderMaterial::Initialize(
KX_Scene *scene,
BL_Material *data,
bool skin,
int lightlayer)
{
RAS_IPolyMaterial::Initialize(
data->texname[0],
data->matname,
data->materialindex,
data->tile,
data->tilexrep[0],
data->tileyrep[0],
data->mode,
data->transp,
((data->ras_mode &ALPHA)!=0),
((data->ras_mode &ZSORT)!=0),
lightlayer
);
mMaterial = data;
mShader = 0;
mBlenderShader = 0;
mScene = scene;
mUserDefBlend = 0;
mModified = 0;
mConstructed = false;
mPass = 0;
// --------------------------------
// RAS_IPolyMaterial variables...
m_flag |= RAS_BLENDERMAT;
m_flag |= (mMaterial->IdMode>=ONETEX)? RAS_MULTITEX: 0;
m_flag |= ((mMaterial->ras_mode & USE_LIGHT)!=0)? RAS_MULTILIGHT: 0;
m_flag |= (mMaterial->glslmat)? RAS_BLENDERGLSL: 0;
// figure max
int enabled = mMaterial->num_enabled;
int max = BL_Texture::GetMaxUnits();
mMaterial->num_enabled = enabled>=max?max:enabled;
// test the sum of the various modes for equality
// so we can ether accept or reject this material
// as being equal, this is rather important to
// prevent material bleeding
for(int i=0; i<mMaterial->num_enabled; i++) {
m_multimode +=
( mMaterial->flag[i] +
mMaterial->blend_mode[i]
);
}
m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(COLLIDER|USE_LIGHT));
}
KX_BlenderMaterial::~KX_BlenderMaterial()
{
// cleanup work
if (mConstructed)
// clean only if material was actually used
OnExit();
}
MTFace* KX_BlenderMaterial::GetMTFace(void) const
{
// fonts on polys
MT_assert(mMaterial->tface);
return mMaterial->tface;
}
unsigned int* KX_BlenderMaterial::GetMCol(void) const
{
// fonts on polys
return mMaterial->rgb;
}
void KX_BlenderMaterial::GetMaterialRGBAColor(unsigned char *rgba) const
{
if (mMaterial) {
*rgba++ = (unsigned char) (mMaterial->matcolor[0]*255.0);
*rgba++ = (unsigned char) (mMaterial->matcolor[1]*255.0);
*rgba++ = (unsigned char) (mMaterial->matcolor[2]*255.0);
*rgba++ = (unsigned char) (mMaterial->matcolor[3]*255.0);
} else
RAS_IPolyMaterial::GetMaterialRGBAColor(rgba);
}
Material *KX_BlenderMaterial::GetBlenderMaterial() const
{
return mMaterial->material;
}
Scene* KX_BlenderMaterial::GetBlenderScene() const
{
return mScene->GetBlenderScene();
}
void KX_BlenderMaterial::ReleaseMaterial()
{
if (mBlenderShader)
mBlenderShader->ReloadMaterial();
}
void KX_BlenderMaterial::OnConstruction(int layer)
{
if (mConstructed)
// when material are reused between objects
return;
if(mMaterial->glslmat)
SetBlenderGLSLShader(layer);
// for each unique material...
int i;
for(i=0; i<mMaterial->num_enabled; i++) {
if( mMaterial->mapping[i].mapping & USEENV ) {
if(!GLEW_ARB_texture_cube_map) {
spit("CubeMap textures not supported");
continue;
}
if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
else {
if( mMaterial->img[i] ) {
if( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
}
}
mBlendFunc[0] =0;
mBlendFunc[1] =0;
mConstructed = true;
}
void KX_BlenderMaterial::EndFrame()
{
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader = NULL;
}
if(mLastShader) {
mLastShader->SetProg(false);
mLastShader = NULL;
}
}
void KX_BlenderMaterial::OnExit()
{
if( mShader ) {
//note, the shader here is allocated, per unique material
//and this function is called per face
if(mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
delete mShader;
mShader = 0;
}
if( mBlenderShader ) {
if(mBlenderShader == mLastBlenderShader) {
mBlenderShader->SetProg(false);
mLastBlenderShader = NULL;
}
delete mBlenderShader;
mBlenderShader = 0;
}
BL_Texture::ActivateFirst();
for(int i=0; i<mMaterial->num_enabled; i++) {
BL_Texture::ActivateUnit(i);
mTextures[i].DeleteTex();
mTextures[i].DisableUnit();
}
if( mMaterial->tface )
GPU_set_tpage(mMaterial->tface);
}
void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
{
MT_assert(GLEW_ARB_shader_objects && mShader);
int i;
if( !enable || !mShader->Ok() ) {
// frame cleanup.
if(mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
ras->SetBlendingMode(TF_SOLID);
BL_Texture::DisableAllTextures();
return;
}
BL_Texture::DisableAllTextures();
mShader->SetProg(true);
mLastShader = mShader;
BL_Texture::ActivateFirst();
mShader->ApplyShader();
// for each enabled unit
for(i=0; i<mMaterial->num_enabled; i++) {
if(!mTextures[i].Ok()) continue;
mTextures[i].ActivateTexture();
mTextures[0].SetMapping(mMaterial->mapping[i].mapping);
}
if(!mUserDefBlend) {
ras->SetBlendingMode(mMaterial->transp);
}
else {
ras->SetBlendingMode(TF_SOLID);
ras->SetBlendingMode(-1); // indicates custom mode
// tested to be valid enums
glEnable(GL_BLEND);
glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
}
}
void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras)
{
if( !enable || !mBlenderShader->Ok() ) {
ras->SetBlendingMode(TF_SOLID);
// frame cleanup.
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
else
BL_Texture::DisableAllTextures();
return;
}
if(!mBlenderShader->Equals(mLastBlenderShader)) {
ras->SetBlendingMode(mMaterial->transp);
if(mLastBlenderShader)
mLastBlenderShader->SetProg(false);
else
BL_Texture::DisableAllTextures();
mBlenderShader->SetProg(true, ras->GetTime());
mLastBlenderShader= mBlenderShader;
}
}
void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
{
BL_Texture::DisableAllTextures();
if( !enable ) {
ras->SetBlendingMode(TF_SOLID);
return;
}
BL_Texture::ActivateFirst();
if( mMaterial->IdMode == DEFAULT_BLENDER ) {
ras->SetBlendingMode(mMaterial->transp);
return;
}
if( mMaterial->IdMode == TEXFACE ) {
// no material connected to the object
if( mTextures[0].Ok() ) {
mTextures[0].ActivateTexture();
mTextures[0].setTexEnv(0, true);
mTextures[0].SetMapping(mMaterial->mapping[0].mapping);
ras->SetBlendingMode(mMaterial->transp);
}
return;
}
int mode = 0,i=0;
for(i=0; (i<mMaterial->num_enabled && i<MAXTEX); i++) {
if( !mTextures[i].Ok() ) continue;
mTextures[i].ActivateTexture();
mTextures[i].setTexEnv(mMaterial);
mode = mMaterial->mapping[i].mapping;
if(mode &USEOBJ)
setObjectMatrixData(i, ras);
else
mTextures[i].SetMapping(mode);
if(!(mode &USEOBJ))
setTexMatrixData( i );
}
if(!mUserDefBlend) {
ras->SetBlendingMode(mMaterial->transp);
}
else {
ras->SetBlendingMode(TF_SOLID);
ras->SetBlendingMode(-1); // indicates custom mode
glEnable(GL_BLEND);
glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
}
}
void
KX_BlenderMaterial::ActivatShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo)const
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
// reset...
if(tmp->mMaterial->IsShared())
cachingInfo =0;
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setShaderData(false, rasty);
cachingInfo = GetCachingInfo();
if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
tmp->setShaderData(true, rasty);
else
tmp->setShaderData(false, rasty);
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
if (((mMaterial->ras_mode &WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
else
rasty->SetLines(false);
ActivatGLMaterials(rasty);
ActivateTexGen(rasty);
}
//ActivatGLMaterials(rasty);
//ActivateTexGen(rasty);
}
void
KX_BlenderMaterial::ActivateBlenderShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo)const
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
if(mLastShader) {
mLastShader->SetProg(false);
mLastShader= NULL;
}
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setBlenderShaderData(false, rasty);
cachingInfo = GetCachingInfo();
if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
tmp->setBlenderShaderData(true, rasty);
else
tmp->setBlenderShaderData(false, rasty);
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
if (((mMaterial->ras_mode & WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
else
rasty->SetLines(false);
ActivatGLMaterials(rasty);
mBlenderShader->SetAttribs(rasty, mMaterial);
}
}
void
KX_BlenderMaterial::ActivateMat(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
if(mLastShader) {
mLastShader->SetProg(false);
mLastShader= NULL;
}
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setTexData( false,rasty );
cachingInfo = GetCachingInfo();
if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
tmp->setTexData( true,rasty );
else
tmp->setTexData( false,rasty);
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
if (((mMaterial->ras_mode &WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
else
rasty->SetLines(false);
ActivatGLMaterials(rasty);
ActivateTexGen(rasty);
}
//ActivatGLMaterials(rasty);
//ActivateTexGen(rasty);
}
bool
KX_BlenderMaterial::Activate(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const
{
if(GLEW_ARB_shader_objects && (mShader && mShader->Ok())) {
if((mPass++) < mShader->getNumPass() ) {
ActivatShaders(rasty, cachingInfo);
return true;
}
else {
if(mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
mPass = 0;
return false;
}
}
else if( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) {
if(mPass++ == 0) {
ActivateBlenderShaders(rasty, cachingInfo);
return true;
}
else {
mPass = 0;
return false;
}
}
else {
if(mPass++ == 0) {
ActivateMat(rasty, cachingInfo);
return true;
}
else {
mPass = 0;
return false;
}
}
}
bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
{
if(!RAS_IPolyMaterial::UsesLighting(rasty))
return false;
if(mShader && mShader->Ok())
return true;
else if(mBlenderShader && mBlenderShader->Ok())
return false;
else
return true;
}
void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const
{
if(mShader && GLEW_ARB_shader_objects) {
mShader->Update(ms, rasty);
}
else if(mBlenderShader && GLEW_ARB_shader_objects) {
int blendmode;
mBlenderShader->Update(ms, rasty);
/* we do blend modes here, because they can change per object
* with the same material due to obcolor/obalpha */
blendmode = mBlenderShader->GetBlendMode();
if((blendmode == TF_SOLID || blendmode == TF_ALPHA) && mMaterial->transp != TF_SOLID)
blendmode = mMaterial->transp;
rasty->SetBlendingMode(blendmode);
}
}
void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
{
if(mShader || !mBlenderShader) {
rasty->SetSpecularity(
mMaterial->speccolor[0]*mMaterial->spec_f,
mMaterial->speccolor[1]*mMaterial->spec_f,
mMaterial->speccolor[2]*mMaterial->spec_f,
mMaterial->spec_f
);
rasty->SetShinyness( mMaterial->hard );
rasty->SetDiffuse(
mMaterial->matcolor[0]*mMaterial->ref+mMaterial->emit,
mMaterial->matcolor[1]*mMaterial->ref+mMaterial->emit,
mMaterial->matcolor[2]*mMaterial->ref+mMaterial->emit,
1.0f);
rasty->SetEmissive(
mMaterial->matcolor[0]*mMaterial->emit,
mMaterial->matcolor[1]*mMaterial->emit,
mMaterial->matcolor[2]*mMaterial->emit,
1.0 );
rasty->SetAmbient(mMaterial->amb);
}
if (mMaterial->material)
rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
}
void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
{
if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
ras->SetAttribNum(0);
if(mShader && GLEW_ARB_shader_objects) {
if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) {
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, 0);
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1);
ras->SetAttribNum(2);
}
}
ras->SetTexCoordNum(mMaterial->num_enabled);
for(int i=0; i<mMaterial->num_enabled; i++) {
int mode = mMaterial->mapping[i].mapping;
if (mode &USECUSTOMUV)
{
if (!mMaterial->mapping[i].uvCoName.IsEmpty())
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV2, i);
continue;
}
if( mode &(USEREFL|USEOBJ))
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_GEN, i);
else if(mode &USEORCO)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_ORCO, i);
else if(mode &USENORM)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_NORM, i);
else if(mode &USEUV)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV1, i);
else if(mode &USETANG)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXTANGENT, i);
else
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
}
}
}
void KX_BlenderMaterial::setTexMatrixData(int i)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if( GLEW_ARB_texture_cube_map &&
mTextures[i].GetTextureType() == GL_TEXTURE_CUBE_MAP_ARB &&
mMaterial->mapping[i].mapping & USEREFL) {
glScalef(
mMaterial->mapping[i].scale[0],
-mMaterial->mapping[i].scale[1],
-mMaterial->mapping[i].scale[2]
);
}
else
{
glScalef(
mMaterial->mapping[i].scale[0],
mMaterial->mapping[i].scale[1],
mMaterial->mapping[i].scale[2]
);
}
glTranslatef(
mMaterial->mapping[i].offsets[0],
mMaterial->mapping[i].offsets[1],
mMaterial->mapping[i].offsets[2]
);
glMatrixMode(GL_MODELVIEW);
}
static void GetProjPlane(BL_Material *mat, int index,int num, float*param)
{
param[0]=param[1]=param[2]=param[3]=0.f;
if( mat->mapping[index].projplane[num] == PROJX )
param[0] = 1.f;
else if( mat->mapping[index].projplane[num] == PROJY )
param[1] = 1.f;
else if( mat->mapping[index].projplane[num] == PROJZ)
param[2] = 1.f;
}
void KX_BlenderMaterial::setObjectMatrixData(int i, RAS_IRasterizer *ras)
{
KX_GameObject *obj =
(KX_GameObject*)
mScene->GetObjectList()->FindValue(mMaterial->mapping[i].objconame);
if(!obj) return;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
GLenum plane = GL_EYE_PLANE;
// figure plane gen
float proj[4]= {0.f,0.f,0.f,0.f};
GetProjPlane(mMaterial, i, 0, proj);
glTexGenfv(GL_S, plane, proj);
GetProjPlane(mMaterial, i, 1, proj);
glTexGenfv(GL_T, plane, proj);
GetProjPlane(mMaterial, i, 2, proj);
glTexGenfv(GL_R, plane, proj);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
const MT_Matrix4x4& mvmat = ras->GetViewMatrix();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(
mMaterial->mapping[i].scale[0],
mMaterial->mapping[i].scale[1],
mMaterial->mapping[i].scale[2]
);
MT_Point3 pos = obj->NodeGetWorldPosition();
MT_Vector4 matmul = MT_Vector4(pos[0], pos[1], pos[2], 1.f);
MT_Vector4 t = mvmat*matmul;
glTranslatef( (float)(-t[0]), (float)(-t[1]), (float)(-t[2]) );
glMatrixMode(GL_MODELVIEW);
}
// ------------------------------------
void KX_BlenderMaterial::UpdateIPO(
MT_Vector4 rgba,
MT_Vector3 specrgb,
MT_Scalar hard,
MT_Scalar spec,
MT_Scalar ref,
MT_Scalar emit,
MT_Scalar alpha
)
{
// only works one deep now
mMaterial->speccolor[0] = (float)(specrgb)[0];
mMaterial->speccolor[1] = (float)(specrgb)[1];
mMaterial->speccolor[2] = (float)(specrgb)[2];
mMaterial->matcolor[0] = (float)(rgba[0]);
mMaterial->matcolor[1] = (float)(rgba[1]);
mMaterial->matcolor[2] = (float)(rgba[2]);
mMaterial->alpha = (float)(alpha);
mMaterial->hard = (float)(hard);
mMaterial->emit = (float)(emit);
mMaterial->spec_f = (float)(spec);
}
PyMethodDef KX_BlenderMaterial::Methods[] =
{
KX_PYMETHODTABLE( KX_BlenderMaterial, getShader ),
KX_PYMETHODTABLE( KX_BlenderMaterial, getMaterialIndex ),
KX_PYMETHODTABLE( KX_BlenderMaterial, setBlending ),
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_BlenderMaterial::Attributes[] = {
//KX_PYATTRIBUTE_TODO("shader"),
//KX_PYATTRIBUTE_TODO("materialIndex"),
//KX_PYATTRIBUTE_TODO("blending"),
{ NULL } //Sentinel
};
PyTypeObject KX_BlenderMaterial::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"KX_BlenderMaterial",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
NULL, //py_base_getattro,
NULL, //py_base_setattro,
0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&PyObjectPlus::Type
};
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
{
if( !GLEW_ARB_fragment_shader) {
if(!mModified)
spit("Fragment shaders not supported");
mModified = true;
Py_RETURN_NONE;
}
if( !GLEW_ARB_vertex_shader) {
if(!mModified)
spit("Vertex shaders not supported");
mModified = true;
Py_RETURN_NONE;
}
if(!GLEW_ARB_shader_objects) {
if(!mModified)
spit("GLSL not supported");
mModified = true;
Py_RETURN_NONE;
}
else {
// returns Py_None on error
// the calling script will need to check
if(!mShader && !mModified) {
mShader = new BL_Shader();
mModified = true;
}
if(mShader && !mShader->GetError()) {
m_flag &= ~RAS_BLENDERGLSL;
mMaterial->SetSharedMaterial(true);
mScene->GetBucketManager()->ReleaseDisplayLists(this);
return mShader->GetProxy();
}else
{
// decref all references to the object
// then delete it!
// We will then go back to fixed functionality
// for this material
if(mShader) {
delete mShader; /* will handle python de-referencing */
mShader=0;
}
}
Py_RETURN_NONE;
}
PyErr_SetString(PyExc_ValueError, "material.getShader(): KX_BlenderMaterial, GLSL Error");
return NULL;
}
void KX_BlenderMaterial::SetBlenderGLSLShader(int layer)
{
if(!mBlenderShader)
mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, layer);
if(!mBlenderShader->Ok()) {
delete mBlenderShader;
mBlenderShader = 0;
}
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()")
{
return PyInt_FromLong( GetMaterialIndex() );
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getTexture, "getTexture( index )" )
{
// TODO: enable python switching
return NULL;
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setTexture , "setTexture( index, tex)")
{
// TODO: enable python switching
return NULL;
}
static unsigned int GL_array[11] = {
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA_SATURATE
};
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setBlending , "setBlending( GameLogic.src, GameLogic.dest)")
{
unsigned int b[2];
if(PyArg_ParseTuple(args, "ii:setBlending", &b[0], &b[1]))
{
bool value_found[2] = {false, false};
for(int i=0; i<11; i++)
{
if(b[0] == GL_array[i]) {
value_found[0] = true;
mBlendFunc[0] = b[0];
}
if(b[1] == GL_array[i]) {
value_found[1] = true;
mBlendFunc[1] = b[1];
}
if(value_found[0] && value_found[1]) break;
}
if(!value_found[0] || !value_found[1]) {
PyErr_SetString(PyExc_ValueError, "material.setBlending(int, int): KX_BlenderMaterial, invalid enum.");
return NULL;
}
mUserDefBlend = true;
Py_RETURN_NONE;
}
return NULL;
}