blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
Dalai Felinto b263aefb0e 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

211 lines
5.6 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file RAS_IPolygonMaterial.h
* \ingroup bgerast
*/
#ifndef __RAS_IPOLYGONMATERIAL
#define __RAS_IPOLYGONMATERIAL
#include "STR_HashedString.h"
#include "MT_Vector3.h"
#include "STR_HashedString.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class RAS_IRasterizer;
struct MTFace;
struct Material;
struct Image;
struct Scene;
class SCA_IScene;
struct GameSettings;
enum MaterialProps
{
RAS_ZSORT =1,
RAS_TRANSPARENT =2,
RAS_TRIANGLE =4,
RAS_MULTITEX =8,
RAS_MULTILIGHT =16,
RAS_BLENDERMAT =32,
RAS_GLSHADER =64,
RAS_AUTOGEN =128,
RAS_NORMAL =256,
RAS_DEFMULTI =512,
RAS_BLENDERGLSL =1024,
RAS_CASTSHADOW =2048
};
/**
* Polygon Material on which the material buckets are sorted
*
*/
class RAS_IPolyMaterial
{
//todo: remove these variables from this interface/protocol class
protected:
STR_HashedString m_texturename;
STR_HashedString m_materialname; //also needed for touchsensor
int m_tile;
int m_tilexrep,m_tileyrep;
int m_drawingmode;
int m_alphablend;
bool m_alpha;
bool m_zsort;
bool m_light;
int m_materialindex;
unsigned int m_polymatid;
static unsigned int m_newpolymatid;
// will move...
unsigned int m_flag;//MaterialProps
int m_multimode; // sum of values
public:
MT_Vector3 m_diffuse;
float m_shininess;
MT_Vector3 m_specular;
float m_specularity;
/** Used to store caching information for materials. */
typedef void* TCachingInfo;
// care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc.
enum MaterialFlags
{
BILLBOARD_SCREENALIGNED = 512, /* GEMAT_HALO */
BILLBOARD_AXISALIGNED = 1024, /* GEMAT_BILLBOARD */
SHADOW =2048 /* GEMAT_SHADOW */
};
RAS_IPolyMaterial();
RAS_IPolyMaterial(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int transp,
bool alpha,
bool zsort);
void Initialize(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int transp,
bool alpha,
bool zsort,
bool light,
bool image,
struct GameSettings* game);
virtual ~RAS_IPolyMaterial() {};
/**
* Returns the caching information for this material,
* This can be used to speed up the rasterizing process.
* @return The caching information.
*/
virtual TCachingInfo GetCachingInfo(void) const { return 0; }
/**
* Activates the material in the rasterizer.
* On entry, the cachingInfo contains info about the last activated material.
* On exit, the cachingInfo should contain updated info about this material.
* @param rasty The rasterizer in which the material should be active.
* @param cachingInfo The information about the material used to speed up rasterizing.
*/
virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
{
return false;
}
virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
virtual bool Equals(const RAS_IPolyMaterial& lhs) const;
bool Less(const RAS_IPolyMaterial& rhs) const;
//int GetLightLayer() const;
bool IsAlpha() const;
bool IsZSort() const;
unsigned int hash() const;
int GetDrawingMode() const;
const STR_String& GetMaterialName() const;
dword GetMaterialNameHash() const;
const STR_String& GetTextureName() const;
unsigned int GetFlag() const;
int GetMaterialIndex() const;
virtual Material* GetBlenderMaterial() const;
virtual Image* GetBlenderImage() const;
virtual Scene* GetBlenderScene() const;
virtual void ReleaseMaterial();
virtual void GetMaterialRGBAColor(unsigned char *rgba) const;
virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
virtual bool UsesObjectColor() const;
virtual bool CastsShadows() const;
virtual void Replace_IScene(SCA_IScene *val) {}; /* overridden by KX_BlenderMaterial */
/**
* @return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
*/
int ConvertFaceMode(struct GameSettings *game, bool image) const;
/*
* PreCalculate texture gen
*/
virtual void OnConstruction(int layer){}
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_IPolyMaterial"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs)
{
return ( rhs.Equals(lhs));
}
inline bool operator < ( const RAS_IPolyMaterial & lhs, const RAS_IPolyMaterial & rhs)
{
return lhs.Less(rhs);
}
#endif //__RAS_IPOLYGONMATERIAL