2011-02-23 10:52:22 +00:00
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/*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2005-01-16 06:02:06 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2005-01-16 06:02:06 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2005-01-16 06:02:06 +00:00
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2005-01-16 06:02:06 +00:00
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*/
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2011-01-27 00:02:25 +00:00
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2011-02-25 13:35:59 +00:00
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/** \file gameengine/Ketsji/KX_PolygonMaterial.cpp
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* \ingroup ketsji
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*/
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2011-01-27 00:02:25 +00:00
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#include <stddef.h>
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2005-01-16 06:02:06 +00:00
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#include "KX_PolygonMaterial.h"
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#include "BKE_mesh.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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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
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#include "DNA_meshdata_types.h"
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2005-01-16 06:02:06 +00:00
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#include "IMB_imbuf_types.h"
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include "GPU_draw.h"
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2005-01-16 06:02:06 +00:00
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#include "MEM_guardedalloc.h"
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#include "RAS_LightObject.h"
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#include "RAS_MaterialBucket.h"
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#include "KX_PyMath.h"
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2010-11-16 02:18:50 +00:00
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#define KX_POLYGONMATERIAL_CAPSULE_ID "KX_POLYGONMATERIAL_PTR"
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2009-06-28 11:22:26 +00:00
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KX_PolygonMaterial::KX_PolygonMaterial()
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: PyObjectPlus(),
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2009-06-08 20:08:19 +00:00
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RAS_IPolyMaterial(),
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m_tface(NULL),
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m_mcol(NULL),
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m_material(NULL),
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2009-06-08 20:08:19 +00:00
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m_pymaterial(NULL),
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2009-09-29 21:42:40 +00:00
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#endif
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2009-06-08 20:08:19 +00:00
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m_pass(0)
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{
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}
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void KX_PolygonMaterial::Initialize(
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const STR_String &texname,
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Material* ma,
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int materialindex,
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int tile,
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int tilexrep,
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int tileyrep,
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TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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int alphablend,
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2009-06-08 20:08:19 +00:00
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bool alpha,
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bool zsort,
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TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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bool light,
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2009-06-08 20:08:19 +00:00
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int lightlayer,
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struct MTFace* tface,
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unsigned int* mcol)
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{
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RAS_IPolyMaterial::Initialize(
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texname,
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ma?ma->id.name:"",
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materialindex,
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2005-01-16 06:02:06 +00:00
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tile,
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tilexrep,
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tileyrep,
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TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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alphablend,
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2008-07-29 15:48:31 +00:00
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alpha,
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TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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zsort,
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light,
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(texname && texname != ""?true:false), /* if we have a texture we have image */
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ma?&ma->game:NULL);
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2009-06-08 20:08:19 +00:00
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m_tface = tface;
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m_mcol = mcol;
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m_material = ma;
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2009-06-08 20:08:19 +00:00
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m_pymaterial = 0;
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2009-09-29 21:42:40 +00:00
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#endif
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2009-06-08 20:08:19 +00:00
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m_pass = 0;
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2005-01-16 06:02:06 +00:00
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}
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KX_PolygonMaterial::~KX_PolygonMaterial()
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{
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2005-01-16 06:02:06 +00:00
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if (m_pymaterial)
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{
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Py_DECREF(m_pymaterial);
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}
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2010-10-31 04:11:39 +00:00
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#endif // WITH_PYTHON
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2005-01-16 06:02:06 +00:00
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}
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2011-01-23 17:17:21 +00:00
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Image *KX_PolygonMaterial::GetBlenderImage() const
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{
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return (m_tface) ? m_tface->tpage : NULL;
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}
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2005-01-16 06:02:06 +00:00
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bool KX_PolygonMaterial::Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
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{
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bool dopass = false;
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2009-09-29 21:42:40 +00:00
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2005-01-16 06:02:06 +00:00
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if (m_pymaterial)
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{
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2010-11-16 02:18:50 +00:00
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PyObject *pyRasty = PyCapsule_New((void*)rasty, KX_POLYGONMATERIAL_CAPSULE_ID, NULL); /* new reference */
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PyObject *pyCachingInfo = PyCapsule_New((void*) &cachingInfo, KX_POLYGONMATERIAL_CAPSULE_ID, NULL); /* new reference */
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2010-06-05 15:31:55 +00:00
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PyObject *ret = PyObject_CallMethod(m_pymaterial, (char *)"activate", (char *)"(NNO)", pyRasty, pyCachingInfo, (PyObject*) this->m_proxy);
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2005-01-16 06:02:06 +00:00
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if (ret)
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{
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2009-06-29 02:25:54 +00:00
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|
|
bool value = PyLong_AsSsize_t(ret);
|
2005-01-16 06:02:06 +00:00
|
|
|
Py_DECREF(ret);
|
|
|
|
dopass = value;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PyErr_Print();
|
2009-04-20 15:06:46 +00:00
|
|
|
PyErr_Clear();
|
|
|
|
PySys_SetObject( (char *)"last_traceback", NULL);
|
2005-01-16 06:02:06 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2010-10-31 04:11:39 +00:00
|
|
|
#endif // WITH_PYTHON
|
2005-01-16 06:02:06 +00:00
|
|
|
{
|
|
|
|
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)
|
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
|
|
|
GPU_set_tpage(NULL, 0, 0);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2005-01-16 06:02:06 +00:00
|
|
|
cachingInfo = GetCachingInfo();
|
|
|
|
|
2011-03-07 19:14:17 +00:00
|
|
|
if ((m_drawingmode & RAS_IRasterizer::KX_TEX)&& (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED))
|
2005-01-16 06:02:06 +00:00
|
|
|
{
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
Image *ima = (Image*)m_tface->tpage;
|
|
|
|
GPU_update_image_time(ima, rasty->GetTime());
|
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
|
|
|
GPU_set_tpage(m_tface, 1, m_alphablend);
|
2005-01-16 06:02:06 +00:00
|
|
|
}
|
|
|
|
else
|
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
|
|
|
GPU_set_tpage(NULL, 0, 0);
|
2005-01-16 06:02:06 +00:00
|
|
|
|
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
|
|
|
if(m_drawingmode & RAS_IRasterizer::KX_BACKCULL)
|
2005-01-16 06:02:06 +00:00
|
|
|
rasty->SetCullFace(true);
|
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
|
|
|
else
|
|
|
|
rasty->SetCullFace(false);
|
2005-01-16 06:02:06 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
if ((m_drawingmode & RAS_IRasterizer::KX_LINES) ||
|
2011-09-03 02:15:49 +00:00
|
|
|
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
|
2005-01-16 06:02:06 +00:00
|
|
|
rasty->SetLines(true);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
else
|
2005-01-16 06:02:06 +00:00
|
|
|
rasty->SetLines(false);
|
2009-06-08 20:08:19 +00:00
|
|
|
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);
|
2005-01-16 06:02:06 +00:00
|
|
|
}
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
//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);
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_PolygonMaterial::GetMaterialRGBAColor(unsigned char *rgba) const
|
|
|
|
{
|
|
|
|
if (m_material) {
|
|
|
|
*rgba++ = (unsigned char) (m_material->r*255.0);
|
|
|
|
*rgba++ = (unsigned char) (m_material->g*255.0);
|
|
|
|
*rgba++ = (unsigned char) (m_material->b*255.0);
|
|
|
|
*rgba++ = (unsigned char) (m_material->alpha*255.0);
|
|
|
|
} else
|
|
|
|
RAS_IPolyMaterial::GetMaterialRGBAColor(rgba);
|
2005-01-16 06:02:06 +00:00
|
|
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}
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2009-06-08 20:08:19 +00:00
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2005-01-16 06:02:06 +00:00
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//----------------------------------------------------------------------------
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//Python
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PyMethodDef KX_PolygonMaterial::Methods[] = {
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KX_PYMETHODTABLE(KX_PolygonMaterial, setCustomMaterial),
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KX_PYMETHODTABLE(KX_PolygonMaterial, updateTexture),
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KX_PYMETHODTABLE(KX_PolygonMaterial, setTexture),
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KX_PYMETHODTABLE(KX_PolygonMaterial, activate),
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// KX_PYMETHODTABLE(KX_PolygonMaterial, setPerPixelLights),
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{NULL,NULL} //Sentinel
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};
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2009-02-26 09:04:06 +00:00
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PyAttributeDef KX_PolygonMaterial::Attributes[] = {
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2009-04-20 15:06:46 +00:00
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KX_PYATTRIBUTE_RO_FUNCTION("texture", KX_PolygonMaterial, pyattr_get_texture),
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KX_PYATTRIBUTE_RO_FUNCTION("material", KX_PolygonMaterial, pyattr_get_material), /* should probably be .name ? */
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KX_PYATTRIBUTE_INT_RW("tile", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_tile),
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KX_PYATTRIBUTE_INT_RW("tilexrep", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_tilexrep),
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KX_PYATTRIBUTE_INT_RW("tileyrep", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_tileyrep),
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KX_PYATTRIBUTE_INT_RW("drawingmode", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_drawingmode),
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2009-06-08 20:08:19 +00:00
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//KX_PYATTRIBUTE_INT_RW("lightlayer", INT_MIN, INT_MAX, true, KX_PolygonMaterial, m_lightlayer),
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2009-04-20 15:06:46 +00:00
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KX_PYATTRIBUTE_BOOL_RW("transparent", KX_PolygonMaterial, m_alpha),
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KX_PYATTRIBUTE_BOOL_RW("zsort", KX_PolygonMaterial, m_zsort),
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KX_PYATTRIBUTE_FLOAT_RW("shininess", 0.0f, 1000.0f, KX_PolygonMaterial, m_shininess),
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KX_PYATTRIBUTE_FLOAT_RW("specularity", 0.0f, 1000.0f, KX_PolygonMaterial, m_specularity),
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2010-08-16 12:14:09 +00:00
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KX_PYATTRIBUTE_RW_FUNCTION("diffuse", KX_PolygonMaterial, pyattr_get_diffuse, pyattr_set_diffuse),
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2009-04-20 15:06:46 +00:00
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KX_PYATTRIBUTE_RW_FUNCTION("specular",KX_PolygonMaterial, pyattr_get_specular, pyattr_set_specular),
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KX_PYATTRIBUTE_RO_FUNCTION("tface", KX_PolygonMaterial, pyattr_get_tface), /* How the heck is this even useful??? - Campbell */
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KX_PYATTRIBUTE_RO_FUNCTION("gl_texture", KX_PolygonMaterial, pyattr_get_gl_texture), /* could be called 'bindcode' */
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/* triangle used to be an attribute, removed for 2.49, nobody should be using it */
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2009-02-26 09:04:06 +00:00
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{ NULL } //Sentinel
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};
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2005-01-16 06:02:06 +00:00
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PyTypeObject KX_PolygonMaterial::Type = {
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2009-06-08 20:08:19 +00:00
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PyVarObject_HEAD_INIT(NULL, 0)
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2009-08-10 00:07:34 +00:00
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"KX_PolygonMaterial",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&PyObjectPlus::Type,
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0,0,0,0,0,0,
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py_base_new
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2005-01-16 06:02:06 +00:00
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};
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KX_PYMETHODDEF_DOC(KX_PolygonMaterial, setCustomMaterial, "setCustomMaterial(material)")
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{
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PyObject *material;
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2009-04-20 15:06:46 +00:00
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if (PyArg_ParseTuple(args, "O:setCustomMaterial", &material))
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2005-01-16 06:02:06 +00:00
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{
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2009-02-21 12:43:24 +00:00
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if (m_pymaterial) {
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2005-01-16 06:02:06 +00:00
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Py_DECREF(m_pymaterial);
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2009-02-21 12:43:24 +00:00
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}
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2005-01-16 06:02:06 +00:00
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m_pymaterial = material;
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Py_INCREF(m_pymaterial);
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2009-02-21 12:43:24 +00:00
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Py_RETURN_NONE;
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2005-01-16 06:02:06 +00:00
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}
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return NULL;
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}
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KX_PYMETHODDEF_DOC(KX_PolygonMaterial, updateTexture, "updateTexture(tface, rasty)")
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{
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PyObject *pyrasty, *pytface;
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2010-11-16 02:18:50 +00:00
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if (PyArg_ParseTuple(args, "O!O!:updateTexture", &PyCapsule_Type, &pytface, &PyCapsule_Type, &pyrasty))
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2005-01-16 06:02:06 +00:00
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{
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2010-11-16 02:18:50 +00:00
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MTFace *tface = (MTFace*) PyCapsule_GetPointer(pytface, KX_POLYGONMATERIAL_CAPSULE_ID);
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RAS_IRasterizer *rasty = (RAS_IRasterizer*) PyCapsule_GetPointer(pyrasty, KX_POLYGONMATERIAL_CAPSULE_ID);
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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Image *ima = (Image*)tface->tpage;
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GPU_update_image_time(ima, rasty->GetTime());
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2009-02-21 12:43:24 +00:00
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Py_RETURN_NONE;
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2005-01-16 06:02:06 +00:00
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}
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return NULL;
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}
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KX_PYMETHODDEF_DOC(KX_PolygonMaterial, setTexture, "setTexture(tface)")
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{
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PyObject *pytface;
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2010-11-16 02:18:50 +00:00
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if (PyArg_ParseTuple(args, "O!:setTexture", &PyCapsule_Type, &pytface))
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2005-01-16 06:02:06 +00:00
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{
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2010-11-16 02:18:50 +00:00
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MTFace *tface = (MTFace*) PyCapsule_GetPointer(pytface, KX_POLYGONMATERIAL_CAPSULE_ID);
|
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
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GPU_set_tpage(tface, 1, m_alphablend);
|
2009-02-21 12:43:24 +00:00
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Py_RETURN_NONE;
|
2005-01-16 06:02:06 +00:00
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}
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return NULL;
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}
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KX_PYMETHODDEF_DOC(KX_PolygonMaterial, activate, "activate(rasty, cachingInfo)")
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{
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PyObject *pyrasty, *pyCachingInfo;
|
2010-11-16 02:18:50 +00:00
|
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if (PyArg_ParseTuple(args, "O!O!:activate", &PyCapsule_Type, &pyrasty, &PyCapsule_Type, &pyCachingInfo))
|
2005-01-16 06:02:06 +00:00
|
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{
|
2010-11-16 02:18:50 +00:00
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RAS_IRasterizer *rasty = static_cast<RAS_IRasterizer*>(PyCapsule_GetPointer(pyrasty, KX_POLYGONMATERIAL_CAPSULE_ID));
|
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TCachingInfo *cachingInfo = static_cast<TCachingInfo*>(PyCapsule_GetPointer(pyCachingInfo, KX_POLYGONMATERIAL_CAPSULE_ID));
|
2005-01-16 06:02:06 +00:00
|
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|
if (rasty && cachingInfo)
|
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|
|
{
|
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|
DefaultActivate(rasty, *cachingInfo);
|
2009-02-21 12:43:24 +00:00
|
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Py_RETURN_NONE;
|
2005-01-16 06:02:06 +00:00
|
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|
}
|
|
|
|
}
|
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|
return NULL;
|
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}
|
2009-04-20 15:06:46 +00:00
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PyObject* KX_PolygonMaterial::pyattr_get_texture(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
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|
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{
|
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KX_PolygonMaterial* self= static_cast<KX_PolygonMaterial*>(self_v);
|
2011-11-06 01:39:36 +00:00
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return PyUnicode_From_STR_String(self->m_texturename);
|
2009-04-20 15:06:46 +00:00
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}
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PyObject* KX_PolygonMaterial::pyattr_get_material(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
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{
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KX_PolygonMaterial* self= static_cast<KX_PolygonMaterial*>(self_v);
|
2011-11-06 01:39:36 +00:00
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return PyUnicode_From_STR_String(self->m_materialname);
|
2009-04-20 15:06:46 +00:00
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}
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/* this does not seem useful */
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PyObject* KX_PolygonMaterial::pyattr_get_tface(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
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|
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{
|
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KX_PolygonMaterial* self= static_cast<KX_PolygonMaterial*>(self_v);
|
2010-11-16 02:18:50 +00:00
|
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return PyCapsule_New(self->m_tface, KX_POLYGONMATERIAL_CAPSULE_ID, NULL);
|
2009-04-20 15:06:46 +00:00
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}
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PyObject* KX_PolygonMaterial::pyattr_get_gl_texture(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
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|
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{
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KX_PolygonMaterial* self= static_cast<KX_PolygonMaterial*>(self_v);
|
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int bindcode= 0;
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if (self->m_tface && self->m_tface->tpage)
|
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bindcode= self->m_tface->tpage->bindcode;
|
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|
2009-06-29 02:25:54 +00:00
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return PyLong_FromSsize_t(bindcode);
|
2009-04-20 15:06:46 +00:00
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}
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PyObject* KX_PolygonMaterial::pyattr_get_diffuse(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
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{
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KX_PolygonMaterial* self= static_cast<KX_PolygonMaterial*>(self_v);
|
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return PyObjectFrom(self->m_diffuse);
|
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}
|
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int KX_PolygonMaterial::pyattr_set_diffuse(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
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{
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KX_PolygonMaterial* self= static_cast<KX_PolygonMaterial*>(self_v);
|
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MT_Vector3 vec;
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if (!PyVecTo(value, vec))
|
2009-06-08 20:08:19 +00:00
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return PY_SET_ATTR_FAIL;
|
2009-04-20 15:06:46 +00:00
|
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self->m_diffuse= vec;
|
2009-06-08 20:08:19 +00:00
|
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return PY_SET_ATTR_SUCCESS;
|
2009-04-20 15:06:46 +00:00
|
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}
|
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PyObject* KX_PolygonMaterial::pyattr_get_specular(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
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KX_PolygonMaterial* self= static_cast<KX_PolygonMaterial*>(self_v);
|
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|
return PyObjectFrom(self->m_specular);
|
|
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}
|
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|
int KX_PolygonMaterial::pyattr_set_specular(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
|
|
{
|
|
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|
KX_PolygonMaterial* self= static_cast<KX_PolygonMaterial*>(self_v);
|
|
|
|
MT_Vector3 vec;
|
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|
|
|
|
|
if (!PyVecTo(value, vec))
|
2009-06-08 20:08:19 +00:00
|
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|
return PY_SET_ATTR_FAIL;
|
2009-04-20 15:06:46 +00:00
|
|
|
|
|
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|
self->m_specular= vec;
|
2009-06-08 20:08:19 +00:00
|
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|
return PY_SET_ATTR_SUCCESS;
|
2009-04-20 15:06:46 +00:00
|
|
|
}
|
2009-09-29 21:42:40 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#endif // WITH_PYTHON
|