forked from bartvdbraak/blender
BGE: Adding material IPO support to GLSL materials
Most of this patch was created by Daniel Stokes, I'm mostly just cleaning it up and testing it. Still todo: hardness. I need to figure out how to handle the integer -> float conversion on a dynamic uniform. Reviewers: psy-fi, brecht Reviewed By: psy-fi Subscribers: psy-fi Differential Revision: https://developer.blender.org/D511
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@ -154,6 +154,14 @@ typedef enum GPUDynamicType {
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GPU_DYNAMIC_MIST_COLOR = 26,
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GPU_DYNAMIC_HORIZON_COLOR = 27,
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GPU_DYNAMIC_AMBIENT_COLOR = 28,
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GPU_DYNAMIC_MAT_DIFFRGB = 29,
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GPU_DYNAMIC_MAT_REF = 30,
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GPU_DYNAMIC_MAT_SPECRGB = 31,
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GPU_DYNAMIC_MAT_SPEC = 32,
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GPU_DYNAMIC_MAT_HARD = 33,
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GPU_DYNAMIC_MAT_EMIT = 34,
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GPU_DYNAMIC_MAT_AMB = 35,
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GPU_DYNAMIC_MAT_ALPHA = 36,
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} GPUDynamicType;
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GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);
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@ -852,10 +852,19 @@ void GPU_pass_update_uniforms(GPUPass *pass)
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return;
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/* pass dynamic inputs to opengl, others were removed */
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for (input = inputs->first; input; input = input->next)
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if (!(input->ima || input->tex || input->prv))
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GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
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input->dynamicvec);
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for (input = inputs->first; input; input = input->next) {
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if (!(input->ima || input->tex || input->prv)) {
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if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
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// The hardness is actually a short pointer, so we convert it here
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float val = (float)(*(short*)input->dynamicvec);
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GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
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}
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else {
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GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
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input->dynamicvec);
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}
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}
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}
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}
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void GPU_pass_unbind(GPUPass *pass)
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@ -1449,7 +1449,6 @@ static void do_material_tex(GPUShadeInput *shi)
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void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
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{
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float hard = ma->har;
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float one = 1.0f;
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memset(shi, 0, sizeof(*shi));
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@ -1457,20 +1456,20 @@ void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
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shi->gpumat = mat;
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shi->mat = ma;
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GPU_link(mat, "set_rgb", GPU_uniform(&ma->r), &shi->rgb);
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GPU_link(mat, "set_rgb", GPU_uniform(&ma->specr), &shi->specrgb);
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GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->r, GPU_DYNAMIC_MAT_DIFFRGB, NULL), &shi->rgb);
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GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->specr, GPU_DYNAMIC_MAT_SPECRGB, NULL), &shi->specrgb);
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GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn);
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if (mat->alpha)
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GPU_link(mat, "set_value", GPU_uniform(&ma->alpha), &shi->alpha);
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GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->alpha, GPU_DYNAMIC_MAT_ALPHA, NULL), &shi->alpha);
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else
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GPU_link(mat, "set_value", GPU_uniform(&one), &shi->alpha);
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GPU_link(mat, "set_value", GPU_uniform(&ma->ref), &shi->refl);
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GPU_link(mat, "set_value", GPU_uniform(&ma->spec), &shi->spec);
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GPU_link(mat, "set_value", GPU_uniform(&ma->emit), &shi->emit);
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GPU_link(mat, "set_value", GPU_uniform(&hard), &shi->har);
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GPU_link(mat, "set_value", GPU_uniform(&ma->amb), &shi->amb);
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GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->ref, GPU_DYNAMIC_MAT_REF, NULL), &shi->refl);
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GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->spec, GPU_DYNAMIC_MAT_SPEC, NULL), &shi->spec);
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GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->emit, GPU_DYNAMIC_MAT_EMIT, NULL), &shi->emit);
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GPU_link(mat, "set_value", GPU_dynamic_uniform((float*)&ma->har, GPU_DYNAMIC_MAT_HARD, NULL), &shi->har);
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GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->amb, GPU_DYNAMIC_MAT_AMB, NULL), &shi->amb);
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GPU_link(mat, "set_value", GPU_uniform(&ma->spectra), &shi->spectra);
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GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view);
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GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol);
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@ -94,6 +94,21 @@ void KX_BlenderMaterial::Initialize(
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((data->ras_mode &TEX)),
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game
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);
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Material *ma = data->material;
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// Save material data to restore on exit
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mSavedData.r = ma->r;
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mSavedData.g = ma->g;
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mSavedData.b = ma->b;
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mSavedData.a = ma->alpha;
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mSavedData.specr = ma->specr;
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mSavedData.specg = ma->specg;
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mSavedData.specb = ma->specb;
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mSavedData.spec = ma->spec;
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mSavedData.ref = ma->ref;
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mSavedData.hardness = ma->har;
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mSavedData.emit = ma->emit;
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mMaterial = data;
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mShader = 0;
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mBlenderShader = 0;
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@ -124,6 +139,20 @@ void KX_BlenderMaterial::Initialize(
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KX_BlenderMaterial::~KX_BlenderMaterial()
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{
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Material *ma = mMaterial->material;
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// Restore Blender material data
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ma->r = mSavedData.r;
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ma->g = mSavedData.g;
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ma->b = mSavedData.b;
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ma->alpha = mSavedData.a;
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ma->specr = mSavedData.specr;
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ma->specg = mSavedData.specg;
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ma->specb = mSavedData.specb;
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ma->spec = mSavedData.spec;
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ma->ref = mSavedData.ref;
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ma->har = mSavedData.hardness;
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ma->emit = mSavedData.emit;
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// cleanup work
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if (mConstructed)
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// clean only if material was actually used
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@ -793,17 +822,19 @@ void KX_BlenderMaterial::UpdateIPO(
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)
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{
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// only works one deep now
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mMaterial->speccolor[0] = (float)(specrgb)[0];
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mMaterial->speccolor[1] = (float)(specrgb)[1];
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mMaterial->speccolor[2] = (float)(specrgb)[2];
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mMaterial->matcolor[0] = (float)(rgba[0]);
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mMaterial->matcolor[1] = (float)(rgba[1]);
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mMaterial->matcolor[2] = (float)(rgba[2]);
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mMaterial->alpha = (float)(alpha);
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mMaterial->hard = (float)(hard);
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mMaterial->emit = (float)(emit);
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mMaterial->spec_f = (float)(spec);
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mMaterial->ref = (float)(ref);
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// GLSL Multitexture Input
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mMaterial->material->specr = mMaterial->speccolor[0] = (float)(specrgb)[0];
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mMaterial->material->specg = mMaterial->speccolor[1] = (float)(specrgb)[1];
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mMaterial->material->specb = mMaterial->speccolor[2] = (float)(specrgb)[2];
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mMaterial->material->r = mMaterial->matcolor[0] = (float)(rgba[0]);
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mMaterial->material->g = mMaterial->matcolor[1] = (float)(rgba[1]);
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mMaterial->material->b = mMaterial->matcolor[2] = (float)(rgba[2]);
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mMaterial->material->alpha = mMaterial->alpha = (float)(rgba[3]);
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mMaterial->material->har = mMaterial->hard = (float)(hard);
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mMaterial->material->emit = mMaterial->emit = (float)(emit);
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mMaterial->material->spec = mMaterial->spec_f = (float)(spec);
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mMaterial->material->ref = mMaterial->ref = (float)(ref);
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}
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void KX_BlenderMaterial::Replace_IScene(SCA_IScene *val)
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@ -134,6 +134,15 @@ private:
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bool mConstructed; // if false, don't clean on exit
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int mLightLayer;
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struct {
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float r, g, b, a;
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float specr, specg, specb;
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float spec;
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float ref;
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float hardness;
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float emit;
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} mSavedData;
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void InitTextures();
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void SetBlenderGLSLShader();
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@ -396,7 +396,7 @@ SG_Controller *BL_CreateMaterialIpo(
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ipocontr->AddInterpolator(interpolator);
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}
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if ((sinterp = adtList->GetScalarInterpolator("specularity", 0))) {
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if ((sinterp = adtList->GetScalarInterpolator("specular_intensity", 0))) {
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if (!ipocontr) {
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ipocontr = new KX_MaterialIpoController(matname_hash);
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}
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@ -404,7 +404,7 @@ SG_Controller *BL_CreateMaterialIpo(
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ipocontr->AddInterpolator(interpolator);
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}
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if ((sinterp = adtList->GetScalarInterpolator("diffuse_reflection", 0))) {
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if ((sinterp = adtList->GetScalarInterpolator("diffuse_intensity", 0))) {
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if (!ipocontr) {
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ipocontr = new KX_MaterialIpoController(matname_hash);
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}
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@ -32,21 +32,6 @@ bool KX_MaterialIpoController::Update(double currentTime)
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{
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if (m_modified)
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{
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m_rgba[0]=0;
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m_rgba[1]=0;
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m_rgba[2]=0;
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m_rgba[3]=0;
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m_specrgb[0] =0;
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m_specrgb[1] =0;
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m_specrgb[2] =0;
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m_hard =0;
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m_spec=0;
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m_ref=0;
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m_emit=0;
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m_alpha = 0;
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T_InterpolatorList::iterator i;
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for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
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(*i)->Execute(m_ipotime);
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