blender/source/gameengine/Ketsji/BL_Material.h
Benoit Bolsee d11a5bbef2 BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in 
the game engine with the following limitations:

- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported: 
  armature, curve, lattice. You can still use these modifiers 
  (armature is really not recommended) but in non parent mode. 
  The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
  stack).
- Modifiers are statically evaluated: any possible time dependency
  in the modifiers is not supported (don't know enough about
  modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
  due to shape action or armature action. Beware that this is 
  very CPU intensive; modifiers should really be used for static
  objects only.
- Physics is still based on the original mesh: if you have a 
  mirror modifier, the physic shape will be limited to one half
  of the resulting object. Therefore, the modifiers should 
  preferably be used on graphic objects.
- Scripts have no access to the modified mesh. 
- Modifiers that are based on objects interaction (boolean,..)
  will not be dependent on the objects position in the GE.
  What you see in the 3D view is what you get in the GE regardless
  on the object position, velocity, etc.

Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh, 
VideoTexture, add object, dupligroup.

Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw 
  functions to display the object. This drawing method is a
  bit slow and is not 100% compatible with the BGE. There may
  be some problems in multi-texture mode: the multi-texture
  coordinates are not sent to the GPU. 
  Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh. 
  If you have a modifer that extends the size of the mesh, 
  the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
  The derived mesh is allocated and computed for each object
  with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
  
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.

MSVC, scons, Cmake, makefile updated.

Enjoy
/benoit
2009-04-21 11:01:09 +00:00

180 lines
3.1 KiB
C++

#ifndef __BL_MATERIAL_H__
#define __BL_MATERIAL_H__
#include "STR_String.h"
#include "MT_Point2.h"
// --
struct MTex;
struct Material;
struct Image;
struct MTFace;
struct MTex;
struct Material;
struct EnvMap;
// --
/** max units
this will default to users available units
to build with more available, just increment this value
although the more you add the slower the search time will be.
we will go for eight, which should be enough
*/
#define MAXTEX 8 //match in RAS_TexVert & RAS_OpenGLRasterizer
// different mapping modes
class BL_Mapping
{
public:
int mapping;
float scale[3];
float offsets[3];
int projplane[3];
STR_String objconame;
STR_String uvCoName;
};
// base material struct
class BL_Material
{
private:
int num_users;
bool share;
public:
// -----------------------------------
BL_Material();
int IdMode;
unsigned int ras_mode;
bool glslmat;
STR_String texname[MAXTEX];
unsigned int flag[MAXTEX];
int tile,tilexrep[MAXTEX],tileyrep[MAXTEX];
STR_String matname;
STR_String mtexname[MAXTEX];
int materialindex;
float matcolor[4];
float speccolor[3];
short transp, pad;
float hard, spec_f;
float alpha, emit, color_blend[MAXTEX], ref;
float amb;
int blend_mode[MAXTEX];
int mode;
int num_enabled;
BL_Mapping mapping[MAXTEX];
STR_String imageId[MAXTEX];
Material* material;
MTFace* tface;
Image* img[MAXTEX];
EnvMap* cubemap[MAXTEX];
unsigned int rgb[4];
MT_Point2 uv[4];
MT_Point2 uv2[4];
STR_String uvName;
STR_String uv2Name;
void SetConversionRGB(unsigned int *rgb);
void GetConversionRGB(unsigned int *rgb);
void SetConversionUV(const STR_String& name, MT_Point2 *uv);
void GetConversionUV(MT_Point2 *uv);
void SetConversionUV2(const STR_String& name, MT_Point2 *uv);
void GetConversionUV2(MT_Point2 *uv);
void SetSharedMaterial(bool v);
bool IsShared();
void SetUsers(int num);
};
// BL_Material::IdMode
enum BL_IdMode {
DEFAULT_BLENDER=-1,
TEXFACE,
ONETEX,
TWOTEX,
GREATERTHAN2
};
// BL_Material::blend_mode[index]
enum BL_BlendMode
{
BLEND_MIX=1,
BLEND_ADD,
BLEND_SUB,
BLEND_MUL,
BLEND_SCR
};
// -------------------------------------
// BL_Material::flag[index]
enum BL_flag
{
MIPMAP=1, // set to use mipmaps
CALCALPHA=2, // additive
USEALPHA=4, // use actual alpha channel
TEXALPHA=8, // use alpha combiner functions
TEXNEG=16, // negate blending
HASIPO=32,
USENEGALPHA=64
};
// BL_Material::ras_mode
enum BL_ras_mode
{
POLY_VIS=1,
COLLIDER=2,
ZSORT=4,
ALPHA=8,
// TRIANGLE=16,
USE_LIGHT=32,
WIRE=64
};
// -------------------------------------
// BL_Material::mapping[index]::mapping
enum BL_MappingFlag
{
USEENV =1,
// --
USEREFL =2,
USEOBJ =4,
USENORM =8,
USEORCO =16,
USEUV =32,
USETANG =64,
DISABLE =128,
USECUSTOMUV=256
};
// BL_Material::BL_Mapping::projplane
enum BL_MappingProj
{
PROJN=0,
PROJX,
PROJY,
PROJZ
};
// ------------------------------------
//extern void initBL_Material(BL_Material* mat);
extern MTex* getImageFromMaterial(Material *mat, int index);
extern int getNumTexChannels( Material *mat );
// ------------------------------------
#endif