forked from bartvdbraak/blender
b263aefb0e
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/
109 lines
2.5 KiB
C++
109 lines
2.5 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version.
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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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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) Blender Foundation
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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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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file BL_BlenderShader.h
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* \ingroup ketsji
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*/
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#ifndef __BL_GPUSHADER_H__
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#define __BL_GPUSHADER_H__
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#include "GPU_material.h"
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#include "MT_Matrix4x4.h"
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#include "MT_Matrix3x3.h"
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#include "MT_Tuple2.h"
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#include "MT_Tuple3.h"
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#include "MT_Tuple4.h"
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#include "RAS_IPolygonMaterial.h"
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#include "KX_Scene.h"
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struct Material;
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struct Scene;
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class BL_Material;
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#define BL_MAX_ATTRIB 16
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/**
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* BL_BlenderShader
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* Blender GPU shader material
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*/
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class BL_BlenderShader
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{
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private:
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KX_Scene *mScene;
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struct Scene *mBlenderScene;
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struct Material *mMat;
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int mLightLayer;
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int mAlphaBlend;
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GPUMaterial *mGPUMat;
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bool VerifyShader()
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{
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return (NULL != mGPUMat);
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}
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public:
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BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer);
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virtual ~BL_BlenderShader();
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bool Ok()
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{
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// same as VerifyShared
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return (NULL != mGPUMat);
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}
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void SetProg(bool enable, double time=0.0);
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int GetAttribNum();
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void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat);
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void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty);
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void ReloadMaterial();
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int GetAlphaBlend();
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void SetScene(KX_Scene *scene)
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{
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mScene = scene;
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mBlenderScene = scene->GetBlenderScene();
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ReloadMaterial();
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}
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bool Equals(BL_BlenderShader *blshader);
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_BlenderShader"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif//__BL_GPUSHADER_H__
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