blender/source/gameengine/Ketsji/BL_BlenderShader.cpp
2013-08-18 14:15:51 +00:00

188 lines
5.1 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Ketsji/BL_BlenderShader.cpp
* \ingroup ketsji
*/
#include "DNA_customdata_types.h"
#include "DNA_material_types.h"
#include "DNA_scene_types.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_DerivedMesh.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)
:
mMat(ma),
mLightLayer(lightlayer),
mGPUMat(NULL)
{
mBlenderScene = scene->GetBlenderScene();
mAlphaBlend = GPU_BLEND_SOLID;
ReloadMaterial();
}
BL_BlenderShader::~BL_BlenderShader()
{
if (mGPUMat)
GPU_material_unbind(mGPUMat);
}
void BL_BlenderShader::ReloadMaterial()
{
mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat) : NULL;
}
void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
{
if (VerifyShader()) {
if (enable) {
assert(rasty != NULL); // XXX Kinda hacky, but SetProg() should always have the rasterizer if enable is true
float viewmat[4][4], viewinvmat[4][4];
const MT_Matrix4x4& view = rasty->GetViewMatrix();
const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
view.getValue((float*)viewmat);
viewinv.getValue((float*)viewinvmat);
GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat);
}
else
GPU_material_unbind(mGPUMat);
}
}
int BL_BlenderShader::GetAttribNum()
{
GPUVertexAttribs attribs;
int i, enabled = 0;
if (!VerifyShader())
return enabled;
GPU_material_vertex_attributes(mGPUMat, &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, uv = 0;
ras->SetAttribNum(0);
if (!VerifyShader())
return;
gpumat = mGPUMat;
if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED || (ras->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW &&
mat->alphablend != GEMAT_SOLID && !ras->GetUsingOverrideShader())) {
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)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV, attribs.layer[i].glindex, uv++);
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], obcol[4];
GPUMaterial *gpumat;
gpumat = mGPUMat;
if (!gpumat || !GPU_material_bound(gpumat))
return;
MT_Matrix4x4 model;
model.setValue(ms.m_OpenGLMatrix);
// note: getValue gives back column major as needed by OpenGL
model.getValue((float*)obmat);
if (ms.m_bObjectColor)
ms.m_RGBAcolor.getValue((float *)obcol);
else
obcol[0] = obcol[1] = obcol[2] = obcol[3] = 1.0f;
float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, obmat, obcol, auto_bump_scale);
mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
}
int BL_BlenderShader::GetAlphaBlend()
{
return mAlphaBlend;
}
bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
{
/* to avoid unneeded state switches */
return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer);
}
// eof