blender/source/gameengine/Ketsji/KX_PolygonMaterial.cpp

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/**
* $Id$
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "KX_PolygonMaterial.h"
#include "BKE_mesh.h"
#include "BKE_global.h"
#include "BKE_image.h"
extern "C" {
#include "BDR_drawmesh.h"
}
#include "DNA_material_types.h"
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
#include "DNA_meshdata_types.h"
#include "IMB_imbuf_types.h"
#include "MEM_guardedalloc.h"
#include "RAS_LightObject.h"
#include "RAS_MaterialBucket.h"
#include "KX_PyMath.h"
KX_PolygonMaterial::KX_PolygonMaterial(const STR_String &texname,
Material *material,
int tile,
int tilexrep,
int tileyrep,
int mode,
bool transparant,
bool zsort,
int lightlayer,
bool bIsTriangle,
void* clientobject,
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
struct MTFace* tface,
unsigned int* mcol,
PyTypeObject *T)
: PyObjectPlus(T),
RAS_IPolyMaterial(texname,
STR_String(material?material->id.name:""),
tile,
tilexrep,
tileyrep,
mode,
transparant,
zsort,
lightlayer,
bIsTriangle,
clientobject),
m_tface(tface),
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
m_mcol(mcol),
m_material(material),
m_pymaterial(0),
m_pass(0)
{
}
KX_PolygonMaterial::~KX_PolygonMaterial()
{
if (m_pymaterial)
{
Py_DECREF(m_pymaterial);
}
}
bool KX_PolygonMaterial::Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
{
bool dopass = false;
if (m_pymaterial)
{
PyObject *pyRasty = PyCObject_FromVoidPtr((void*)rasty, NULL); /* new reference */
PyObject *pyCachingInfo = PyCObject_FromVoidPtr((void*) &cachingInfo, NULL); /* new reference */
PyObject *ret = PyObject_CallMethod(m_pymaterial, "activate", "(NNO)", pyRasty, pyCachingInfo, (PyObject*) this);
if (ret)
{
bool value = PyInt_AsLong(ret);
Py_DECREF(ret);
dopass = value;
}
else
{
PyErr_Print();
}
}
else
{
switch (m_pass++)
{
case 0:
DefaultActivate(rasty, cachingInfo);
dopass = true;
break;
default:
m_pass = 0;
dopass = false;
break;
}
}
return dopass;
}
void KX_PolygonMaterial::DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
{
if (GetCachingInfo() != cachingInfo)
{
if (!cachingInfo)
{
set_tpage(NULL);
}
cachingInfo = GetCachingInfo();
if ((m_drawingmode & 4)&& (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED))
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
update_realtime_texture((struct MTFace*) m_tface, rasty->GetTime());
set_tpage(m_tface);
rasty->EnableTextures(true);
}
else
{
set_tpage(NULL);
rasty->EnableTextures(false);
}
if(m_drawingmode & RAS_IRasterizer::KX_TWOSIDE)
{
rasty->SetCullFace(false);
}
else
{
rasty->SetCullFace(true);
}
if (m_drawingmode & RAS_IRasterizer::KX_LINES) {
rasty->SetLines(true);
}
else {
rasty->SetLines(false);
}
}
rasty->SetSpecularity(m_specular[0],m_specular[1],m_specular[2],m_specularity);
rasty->SetShinyness(m_shininess);
rasty->SetDiffuse(m_diffuse[0], m_diffuse[1],m_diffuse[2], 1.0);
if (m_material)
rasty->SetPolygonOffset(-m_material->zoffs, 0.0);
}
//----------------------------------------------------------------------------
//Python
PyMethodDef KX_PolygonMaterial::Methods[] = {
KX_PYMETHODTABLE(KX_PolygonMaterial, setCustomMaterial),
KX_PYMETHODTABLE(KX_PolygonMaterial, updateTexture),
KX_PYMETHODTABLE(KX_PolygonMaterial, setTexture),
KX_PYMETHODTABLE(KX_PolygonMaterial, activate),
// KX_PYMETHODTABLE(KX_PolygonMaterial, setPerPixelLights),
{NULL,NULL} //Sentinel
};
PyTypeObject KX_PolygonMaterial::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_PolygonMaterial",
sizeof(KX_PolygonMaterial),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0 //&cvalue_as_number,
};
PyParentObject KX_PolygonMaterial::Parents[] = {
&PyObjectPlus::Type,
&KX_PolygonMaterial::Type,
NULL
};
PyObject* KX_PolygonMaterial::_getattr(const STR_String& attr)
{
if (attr == "texture")
return PyString_FromString(m_texturename.ReadPtr());
if (attr == "material")
return PyString_FromString(m_materialname.ReadPtr());
if (attr == "tface")
return PyCObject_FromVoidPtr(m_tface, NULL);
if (attr == "gl_texture")
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
Image *ima = m_tface->tpage;
int bind = 0;
if (ima)
bind = ima->bindcode;
return PyInt_FromLong(bind);
}
if (attr == "tile")
return PyInt_FromLong(m_tile);
if (attr == "tilexrep")
return PyInt_FromLong(m_tilexrep);
if (attr == "tileyrep")
return PyInt_FromLong(m_tileyrep);
if (attr == "drawingmode")
return PyInt_FromLong(m_drawingmode);
if (attr == "transparent")
return PyInt_FromLong(m_transparant);
if (attr == "zsort")
return PyInt_FromLong(m_zsort);
if (attr == "lightlayer")
return PyInt_FromLong(m_lightlayer);
if (attr == "triangle")
return PyInt_FromLong(m_bIsTriangle);
if (attr == "diffuse")
return PyObjectFrom(m_diffuse);
if (attr == "shininess")
return PyFloat_FromDouble(m_shininess);
if (attr == "specular")
return PyObjectFrom(m_specular);
if (attr == "specularity")
return PyFloat_FromDouble(m_specularity);
_getattr_up(PyObjectPlus);
}
int KX_PolygonMaterial::_setattr(const STR_String &attr, PyObject *pyvalue)
{
if (PyFloat_Check(pyvalue))
{
float value = PyFloat_AsDouble(pyvalue);
if (attr == "shininess")
{
m_shininess = value;
return 0;
}
if (attr == "specularity")
{
m_specularity = value;
return 0;
}
}
if (PyInt_Check(pyvalue))
{
int value = PyInt_AsLong(pyvalue);
if (attr == "tile")
{
m_tile = value;
return 0;
}
if (attr == "tilexrep")
{
m_tilexrep = value;
return 0;
}
if (attr == "tileyrep")
{
m_tileyrep = value;
return 0;
}
if (attr == "drawingmode")
{
m_drawingmode = value;
return 0;
}
if (attr == "transparent")
{
m_transparant = value;
return 0;
}
if (attr == "zsort")
{
m_zsort = value;
return 0;
}
if (attr == "lightlayer")
{
m_lightlayer = value;
return 0;
}
// This probably won't work...
if (attr == "triangle")
{
m_bIsTriangle = value;
return 0;
}
}
if (PySequence_Check(pyvalue))
{
if (PySequence_Size(pyvalue) == 3)
{
MT_Vector3 value;
if (PyVecTo(pyvalue, value))
{
if (attr == "diffuse")
{
m_diffuse = value;
return 0;
}
if (attr == "specular")
{
m_specular = value;
return 0;
}
}
}
}
return PyObjectPlus::_setattr(attr, pyvalue);
}
KX_PYMETHODDEF_DOC(KX_PolygonMaterial, setCustomMaterial, "setCustomMaterial(material)")
{
PyObject *material;
if (PyArg_ParseTuple(args, "O", &material))
{
if (m_pymaterial)
Py_DECREF(m_pymaterial);
m_pymaterial = material;
Py_INCREF(m_pymaterial);
Py_Return;
}
return NULL;
}
KX_PYMETHODDEF_DOC(KX_PolygonMaterial, updateTexture, "updateTexture(tface, rasty)")
{
PyObject *pyrasty, *pytface;
if (PyArg_ParseTuple(args, "O!O!", &PyCObject_Type, &pytface, &PyCObject_Type, &pyrasty))
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MTFace *tface = (MTFace*) PyCObject_AsVoidPtr(pytface);
RAS_IRasterizer *rasty = (RAS_IRasterizer*) PyCObject_AsVoidPtr(pyrasty);
update_realtime_texture(tface, rasty->GetTime());
Py_Return;
}
return NULL;
}
KX_PYMETHODDEF_DOC(KX_PolygonMaterial, setTexture, "setTexture(tface)")
{
PyObject *pytface;
if (PyArg_ParseTuple(args, "O!", &PyCObject_Type, &pytface))
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MTFace *tface = (MTFace*) PyCObject_AsVoidPtr(pytface);
set_tpage(tface);
Py_Return;
}
return NULL;
}
KX_PYMETHODDEF_DOC(KX_PolygonMaterial, activate, "activate(rasty, cachingInfo)")
{
PyObject *pyrasty, *pyCachingInfo;
if (PyArg_ParseTuple(args, "O!O!", &PyCObject_Type, &pyrasty, &PyCObject_Type, &pyCachingInfo))
{
RAS_IRasterizer *rasty = static_cast<RAS_IRasterizer*>(PyCObject_AsVoidPtr(pyrasty));
TCachingInfo *cachingInfo = static_cast<TCachingInfo*>(PyCObject_AsVoidPtr(pyCachingInfo));
if (rasty && cachingInfo)
{
DefaultActivate(rasty, *cachingInfo);
Py_Return;
}
}
return NULL;
}