forked from bartvdbraak/blender
908337bee1
======================================= Alpha blending + sorting was revised, to fix bugs and get it to work more predictable. * A new per texture face "Sort" setting defines if the face is alpha sorted or not, instead of abusing the "ZTransp" setting as it did before. * Existing files are converted to hopefully match the old behavior as much as possible with a version patch. * On new meshes the Sort flag is disabled by the default, to avoid unexpected and hard to find slowdowns. * Alpha sorting for faces was incredibly slow. Sorting faces in a mesh with 600 faces lowered the framerate from 200 to 70 fps in my test.. the sorting there case goes about 15x faster now, but it is still advised to use Clip Alpha if possible instead of regular Alpha. * There still various limitations in the alpha sorting code, I've added some comments to the code about this. Some docs at the bottom of the page: http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/ Merged some fixes from the apricot branch, most important change is that tangents are now exactly the same as the rest of Blender, instead of being computed in the game engine with a different algorithm. Also, the subversion was bumped to 1.
936 lines
20 KiB
C++
936 lines
20 KiB
C++
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// ------------------------------------
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// ...
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// ------------------------------------
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "GL/glew.h"
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#include "KX_BlenderMaterial.h"
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#include "BL_Material.h"
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#include "KX_Scene.h"
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#include "KX_Light.h"
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#include "KX_GameObject.h"
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#include "KX_MeshProxy.h"
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#include "MT_Vector3.h"
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#include "MT_Vector4.h"
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#include "MT_Matrix4x4.h"
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#include "RAS_MeshObject.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
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extern "C" {
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#include "BDR_drawmesh.h"
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}
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#include "STR_HashedString.h"
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// ------------------------------------
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#include "DNA_object_types.h"
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#include "DNA_material_types.h"
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#include "DNA_image_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_mesh.h"
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// ------------------------------------
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#define spit(x) std::cout << x << std::endl;
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BL_Shader *KX_BlenderMaterial::mLastShader = NULL;
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BL_BlenderShader *KX_BlenderMaterial::mLastBlenderShader = NULL;
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//static PyObject *gTextureDict = 0;
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KX_BlenderMaterial::KX_BlenderMaterial(
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KX_Scene *scene,
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BL_Material *data,
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bool skin,
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int lightlayer,
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void *clientobject,
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PyTypeObject *T
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)
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: PyObjectPlus(T),
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RAS_IPolyMaterial(
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STR_String( data->texname[0] ),
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STR_String( data->matname ), // needed for physics!
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data->tile,
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data->tilexrep[0],
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data->tileyrep[0],
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data->mode,
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data->transp,
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((data->ras_mode &ALPHA)!=0),
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((data->ras_mode &ZSORT)!=0),
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lightlayer,
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((data->ras_mode &TRIANGLE)!=0),
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clientobject
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),
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mMaterial(data),
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mShader(0),
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mBlenderShader(0),
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mScene(scene),
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mUserDefBlend(0),
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mModified(0),
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mConstructed(false),
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mPass(0)
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{
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// --------------------------------
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// RAS_IPolyMaterial variables...
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m_flag |=RAS_BLENDERMAT;
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m_flag |=(mMaterial->IdMode>=ONETEX)?RAS_MULTITEX:0;
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m_flag |=(mMaterial->ras_mode & USE_LIGHT)!=0?RAS_MULTILIGHT:0;
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// figure max
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int enabled = mMaterial->num_enabled;
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int max = BL_Texture::GetMaxUnits();
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mMaterial->num_enabled = enabled>=max?max:enabled;
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// test the sum of the various modes for equality
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// so we can ether accept or reject this material
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// as being equal, this is rather important to
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// prevent material bleeding
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for(int i=0; i<mMaterial->num_enabled; i++) {
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m_multimode +=
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( mMaterial->flag[i] +
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mMaterial->blend_mode[i]
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);
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}
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m_multimode += mMaterial->IdMode+mMaterial->ras_mode;
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}
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KX_BlenderMaterial::~KX_BlenderMaterial()
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{
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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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OnExit();
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}
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MTFace* KX_BlenderMaterial::GetMTFace(void) const
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{
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// fonts on polys
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MT_assert(mMaterial->tface);
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return mMaterial->tface;
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}
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unsigned int* KX_BlenderMaterial::GetMCol(void) const
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{
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// fonts on polys
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return mMaterial->rgb;
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}
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void KX_BlenderMaterial::OnConstruction()
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{
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if (mConstructed)
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// when material are reused between objects
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return;
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if(mMaterial->glslmat)
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SetBlenderGLSLShader();
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// for each unique material...
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int i;
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for(i=0; i<mMaterial->num_enabled; i++) {
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if( mMaterial->mapping[i].mapping & USEENV ) {
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if(!GLEW_ARB_texture_cube_map) {
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spit("CubeMap textures not supported");
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continue;
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}
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if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
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spit("unable to initialize image("<<i<<") in "<<
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mMaterial->matname<< ", image will not be available");
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}
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else {
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if( mMaterial->img[i] ) {
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if( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
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spit("unable to initialize image("<<i<<") in "<<
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mMaterial->matname<< ", image will not be available");
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}
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}
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}
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mBlendFunc[0] =0;
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mBlendFunc[1] =0;
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mConstructed = true;
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}
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void KX_BlenderMaterial::EndFrame()
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{
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if(mLastBlenderShader) {
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mLastBlenderShader->SetProg(false);
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mLastBlenderShader = NULL;
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}
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if(mLastShader) {
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mLastShader->SetProg(false);
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mLastShader = NULL;
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}
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}
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void KX_BlenderMaterial::OnExit()
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{
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if( mShader ) {
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//note, the shader here is allocated, per unique material
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//and this function is called per face
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if(mShader == mLastShader) {
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mShader->SetProg(false);
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mLastShader = NULL;
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}
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delete mShader;
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mShader = 0;
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}
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if( mBlenderShader ) {
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if(mBlenderShader == mLastBlenderShader) {
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mBlenderShader->SetProg(false);
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mLastBlenderShader = NULL;
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}
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delete mBlenderShader;
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mBlenderShader = 0;
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}
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BL_Texture::ActivateFirst();
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for(int i=0; i<mMaterial->num_enabled; i++) {
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BL_Texture::ActivateUnit(i);
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mTextures[i].DeleteTex();
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mTextures[i].DisableUnit();
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}
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if( mMaterial->tface )
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set_tpage(mMaterial->tface);
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}
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void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
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{
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MT_assert(GLEW_ARB_shader_objects && mShader);
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int i;
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if( !enable || !mShader->Ok() ) {
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// frame cleanup.
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if(mShader == mLastShader) {
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mShader->SetProg(false);
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mLastShader = NULL;
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}
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ras->SetBlendingMode(TF_SOLID);
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BL_Texture::DisableAllTextures();
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return;
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}
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BL_Texture::DisableAllTextures();
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mShader->SetProg(true);
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mLastShader = mShader;
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BL_Texture::ActivateFirst();
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mShader->ApplyShader();
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// for each enabled unit
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for(i=0; i<mMaterial->num_enabled; i++) {
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if(!mTextures[i].Ok()) continue;
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mTextures[i].ActivateTexture();
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mTextures[0].SetMapping(mMaterial->mapping[i].mapping);
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}
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if(!mUserDefBlend) {
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ras->SetBlendingMode(mMaterial->transp);
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}
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else {
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ras->SetBlendingMode(TF_SOLID);
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ras->SetBlendingMode(-1); // indicates custom mode
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// tested to be valid enums
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glEnable(GL_BLEND);
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glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
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}
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}
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void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras)
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{
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if( !enable || !mBlenderShader->Ok() ) {
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// frame cleanup.
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if(mLastBlenderShader) {
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mLastBlenderShader->SetProg(false);
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mLastBlenderShader= NULL;
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}
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ras->SetBlendingMode(TF_SOLID);
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BL_Texture::DisableAllTextures();
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return;
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}
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if(!mBlenderShader->Equals(mLastBlenderShader)) {
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ras->SetBlendingMode(mMaterial->transp);
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BL_Texture::DisableAllTextures();
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if(mLastBlenderShader)
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mLastBlenderShader->SetProg(false);
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mBlenderShader->SetProg(true);
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mLastBlenderShader= mBlenderShader;
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}
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}
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void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
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{
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BL_Texture::DisableAllTextures();
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if( !enable ) {
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ras->SetBlendingMode(TF_SOLID);
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return;
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}
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BL_Texture::ActivateFirst();
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if( mMaterial->IdMode == DEFAULT_BLENDER ) {
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ras->SetBlendingMode(mMaterial->transp);
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return;
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}
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if( mMaterial->IdMode == TEXFACE ) {
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// no material connected to the object
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if( mTextures[0].Ok() ) {
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mTextures[0].ActivateTexture();
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mTextures[0].setTexEnv(0, true);
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mTextures[0].SetMapping(mMaterial->mapping[0].mapping);
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ras->SetBlendingMode(mMaterial->transp);
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}
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return;
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}
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int mode = 0,i=0;
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for(i=0; (i<mMaterial->num_enabled && i<MAXTEX); i++) {
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if( !mTextures[i].Ok() ) continue;
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mTextures[i].ActivateTexture();
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mTextures[i].setTexEnv(mMaterial);
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mode = mMaterial->mapping[i].mapping;
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if(mode &USEOBJ)
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setObjectMatrixData(i, ras);
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else
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mTextures[i].SetMapping(mode);
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if(!(mode &USEOBJ))
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setTexMatrixData( i );
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}
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if(!mUserDefBlend) {
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ras->SetBlendingMode(mMaterial->transp);
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}
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else {
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ras->SetBlendingMode(TF_SOLID);
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ras->SetBlendingMode(-1); // indicates custom mode
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glEnable(GL_BLEND);
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glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
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}
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}
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void
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KX_BlenderMaterial::ActivatShaders(
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RAS_IRasterizer* rasty,
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TCachingInfo& cachingInfo)const
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{
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KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
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// reset...
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if(tmp->mMaterial->IsShared())
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cachingInfo =0;
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if(mLastBlenderShader) {
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mLastBlenderShader->SetProg(false);
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mLastBlenderShader= NULL;
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}
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if (GetCachingInfo() != cachingInfo) {
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if (!cachingInfo)
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tmp->setShaderData( false, rasty);
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cachingInfo = GetCachingInfo();
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if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
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tmp->setShaderData( true, rasty);
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else
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tmp->setShaderData( false, rasty);
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if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
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rasty->SetCullFace(false);
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else
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rasty->SetCullFace(true);
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if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
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{
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if((mMaterial->ras_mode &WIRE)!=0)
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rasty->SetCullFace(false);
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rasty->SetLines(true);
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}
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else
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rasty->SetLines(false);
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}
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ActivatGLMaterials(rasty);
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ActivateTexGen(rasty);
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}
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void
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KX_BlenderMaterial::ActivateBlenderShaders(
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RAS_IRasterizer* rasty,
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TCachingInfo& cachingInfo)const
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{
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KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
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if(mLastShader) {
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mLastShader->SetProg(false);
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mLastShader= NULL;
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}
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// reset...
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if(tmp->mMaterial->IsShared())
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cachingInfo =0;
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if (GetCachingInfo() != cachingInfo) {
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if (!cachingInfo)
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tmp->setBlenderShaderData(false, rasty);
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cachingInfo = GetCachingInfo();
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if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
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tmp->setBlenderShaderData(true, rasty);
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rasty->EnableTextures(true);
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}
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else {
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tmp->setBlenderShaderData(false, rasty);
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rasty->EnableTextures(false);
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}
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if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
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rasty->SetCullFace(false);
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else
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rasty->SetCullFace(true);
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if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
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{
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if((mMaterial->ras_mode &WIRE)!=0)
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rasty->SetCullFace(false);
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rasty->SetLines(true);
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}
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else
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rasty->SetLines(false);
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}
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ActivatGLMaterials(rasty);
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mBlenderShader->SetAttribs(rasty, mMaterial);
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}
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void
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KX_BlenderMaterial::ActivateMat(
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RAS_IRasterizer* rasty,
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TCachingInfo& cachingInfo
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)const
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{
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KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
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if(mLastShader) {
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mLastShader->SetProg(false);
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mLastShader= NULL;
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}
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if(mLastBlenderShader) {
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mLastBlenderShader->SetProg(false);
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mLastBlenderShader= NULL;
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}
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if (GetCachingInfo() != cachingInfo) {
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if (!cachingInfo)
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tmp->setTexData( false,rasty );
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cachingInfo = GetCachingInfo();
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if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
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tmp->setTexData( true,rasty );
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else
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tmp->setTexData( false,rasty);
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if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
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rasty->SetCullFace(false);
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else
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rasty->SetCullFace(true);
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if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
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{
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if((mMaterial->ras_mode &WIRE)!=0)
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rasty->SetCullFace(false);
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rasty->SetLines(true);
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}
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else
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rasty->SetLines(false);
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}
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ActivatGLMaterials(rasty);
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ActivateTexGen(rasty);
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}
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bool
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KX_BlenderMaterial::Activate(
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RAS_IRasterizer* rasty,
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TCachingInfo& cachingInfo
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)const
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{
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bool dopass = false;
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if( GLEW_ARB_shader_objects && ( mShader && mShader->Ok() ) ) {
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if( (mPass++) < mShader->getNumPass() ) {
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ActivatShaders(rasty, cachingInfo);
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dopass = true;
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return dopass;
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}
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else {
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if(mShader == mLastShader) {
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mShader->SetProg(false);
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mLastShader = NULL;
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}
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mPass = 0;
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dopass = false;
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return dopass;
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}
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}
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else if( GLEW_ARB_shader_objects && ( mBlenderShader && mBlenderShader->Ok() ) ) {
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if( (mPass++) == 0 ) {
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ActivateBlenderShaders(rasty, cachingInfo);
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dopass = true;
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return dopass;
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}
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else {
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mPass = 0;
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dopass = false;
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return dopass;
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}
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}
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else {
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switch (mPass++)
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{
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case 0:
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ActivateMat(rasty, cachingInfo);
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dopass = true;
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break;
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default:
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mPass = 0;
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dopass = false;
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break;
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}
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}
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return dopass;
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}
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bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
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{
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if(!RAS_IPolyMaterial::UsesLighting(rasty))
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return false;
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if(mShader && mShader->Ok());
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else if(mBlenderShader && mBlenderShader->Ok())
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return false;
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return true;
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}
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void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterizer* rasty) const
|
|
{
|
|
if(mShader && GLEW_ARB_shader_objects) {
|
|
mShader->Update(ms, rasty);
|
|
}
|
|
else if(mBlenderShader && GLEW_ARB_shader_objects) {
|
|
int blendmode;
|
|
|
|
mBlenderShader->Update(ms, rasty);
|
|
|
|
/* we do blend modes here, because they can change per object
|
|
* with the same material due to obcolor */
|
|
blendmode = mBlenderShader->GetBlendMode();
|
|
if((blendmode == TF_SOLID || blendmode == TF_ALPHA) && mMaterial->transp != TF_SOLID)
|
|
blendmode = mMaterial->transp;
|
|
|
|
rasty->SetBlendingMode(blendmode);
|
|
}
|
|
}
|
|
|
|
void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
|
|
{
|
|
if(mShader || !mBlenderShader) {
|
|
rasty->SetSpecularity(
|
|
mMaterial->speccolor[0]*mMaterial->spec_f,
|
|
mMaterial->speccolor[1]*mMaterial->spec_f,
|
|
mMaterial->speccolor[2]*mMaterial->spec_f,
|
|
mMaterial->spec_f
|
|
);
|
|
|
|
rasty->SetShinyness( mMaterial->hard );
|
|
|
|
rasty->SetDiffuse(
|
|
mMaterial->matcolor[0]*mMaterial->ref+mMaterial->emit,
|
|
mMaterial->matcolor[1]*mMaterial->ref+mMaterial->emit,
|
|
mMaterial->matcolor[2]*mMaterial->ref+mMaterial->emit,
|
|
1.0f);
|
|
|
|
rasty->SetEmissive(
|
|
mMaterial->matcolor[0]*mMaterial->emit,
|
|
mMaterial->matcolor[1]*mMaterial->emit,
|
|
mMaterial->matcolor[2]*mMaterial->emit,
|
|
1.0 );
|
|
|
|
rasty->SetAmbient(mMaterial->amb);
|
|
}
|
|
|
|
if (mMaterial->material)
|
|
rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
|
|
}
|
|
|
|
|
|
void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
|
|
{
|
|
if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
|
|
ras->SetAttribNum(0);
|
|
if(mShader && GLEW_ARB_shader_objects) {
|
|
if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) {
|
|
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, 0);
|
|
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1);
|
|
ras->SetAttribNum(2);
|
|
}
|
|
}
|
|
|
|
ras->SetTexCoordNum(mMaterial->num_enabled);
|
|
|
|
for(int i=0; i<mMaterial->num_enabled; i++) {
|
|
int mode = mMaterial->mapping[i].mapping;
|
|
|
|
if (mode &USECUSTOMUV)
|
|
{
|
|
STR_String str = mMaterial->mapping[i].uvCoName;
|
|
if (!str.IsEmpty())
|
|
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV2, i);
|
|
continue;
|
|
}
|
|
|
|
if( mode &(USEREFL|USEOBJ))
|
|
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_GEN, i);
|
|
else if(mode &USEORCO)
|
|
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_ORCO, i);
|
|
else if(mode &USENORM)
|
|
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_NORM, i);
|
|
else if(mode &USEUV)
|
|
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV1, i);
|
|
else if(mode &USETANG)
|
|
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXTANGENT, i);
|
|
else
|
|
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
|
|
}
|
|
|
|
ras->EnableTextures(true);
|
|
}
|
|
else
|
|
ras->EnableTextures(false);
|
|
}
|
|
|
|
void KX_BlenderMaterial::setTexMatrixData(int i)
|
|
{
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
|
|
if( GLEW_ARB_texture_cube_map &&
|
|
mTextures[i].GetTextureType() == GL_TEXTURE_CUBE_MAP_ARB &&
|
|
mMaterial->mapping[i].mapping & USEREFL) {
|
|
glScalef(
|
|
mMaterial->mapping[i].scale[0],
|
|
-mMaterial->mapping[i].scale[1],
|
|
-mMaterial->mapping[i].scale[2]
|
|
);
|
|
}
|
|
else
|
|
{
|
|
glScalef(
|
|
mMaterial->mapping[i].scale[0],
|
|
mMaterial->mapping[i].scale[1],
|
|
mMaterial->mapping[i].scale[2]
|
|
);
|
|
}
|
|
glTranslatef(
|
|
mMaterial->mapping[i].offsets[0],
|
|
mMaterial->mapping[i].offsets[1],
|
|
mMaterial->mapping[i].offsets[2]
|
|
);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
}
|
|
|
|
static void GetProjPlane(BL_Material *mat, int index,int num, float*param)
|
|
{
|
|
param[0]=param[1]=param[2]=param[3]=0.f;
|
|
if( mat->mapping[index].projplane[num] == PROJX )
|
|
param[0] = 1.f;
|
|
else if( mat->mapping[index].projplane[num] == PROJY )
|
|
param[1] = 1.f;
|
|
else if( mat->mapping[index].projplane[num] == PROJZ)
|
|
param[2] = 1.f;
|
|
}
|
|
|
|
void KX_BlenderMaterial::setObjectMatrixData(int i, RAS_IRasterizer *ras)
|
|
{
|
|
KX_GameObject *obj =
|
|
(KX_GameObject*)
|
|
mScene->GetObjectList()->FindValue(mMaterial->mapping[i].objconame);
|
|
|
|
if(!obj) return;
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
|
|
|
|
GLenum plane = GL_EYE_PLANE;
|
|
|
|
// figure plane gen
|
|
float proj[4]= {0.f,0.f,0.f,0.f};
|
|
GetProjPlane(mMaterial, i, 0, proj);
|
|
glTexGenfv(GL_S, plane, proj);
|
|
|
|
GetProjPlane(mMaterial, i, 1, proj);
|
|
glTexGenfv(GL_T, plane, proj);
|
|
|
|
GetProjPlane(mMaterial, i, 2, proj);
|
|
glTexGenfv(GL_R, plane, proj);
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
|
|
MT_Matrix4x4 mvmat;
|
|
ras->GetViewMatrix(mvmat);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glScalef(
|
|
mMaterial->mapping[i].scale[0],
|
|
mMaterial->mapping[i].scale[1],
|
|
mMaterial->mapping[i].scale[2]
|
|
);
|
|
|
|
MT_Point3 pos = obj->NodeGetWorldPosition();
|
|
MT_Vector4 matmul = MT_Vector4(pos[0], pos[1], pos[2], 1.f);
|
|
MT_Vector4 t = mvmat*matmul;
|
|
|
|
glTranslatef( (float)(-t[0]), (float)(-t[1]), (float)(-t[2]) );
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
}
|
|
|
|
// ------------------------------------
|
|
void KX_BlenderMaterial::UpdateIPO(
|
|
MT_Vector4 rgba,
|
|
MT_Vector3 specrgb,
|
|
MT_Scalar hard,
|
|
MT_Scalar spec,
|
|
MT_Scalar ref,
|
|
MT_Scalar emit,
|
|
MT_Scalar alpha
|
|
)
|
|
{
|
|
// only works one deep now
|
|
mMaterial->speccolor[0] = (float)(specrgb)[0];
|
|
mMaterial->speccolor[1] = (float)(specrgb)[1];
|
|
mMaterial->speccolor[2] = (float)(specrgb)[2];
|
|
mMaterial->matcolor[0] = (float)(rgba[0]);
|
|
mMaterial->matcolor[1] = (float)(rgba[1]);
|
|
mMaterial->matcolor[2] = (float)(rgba[2]);
|
|
mMaterial->alpha = (float)(alpha);
|
|
mMaterial->hard = (float)(hard);
|
|
mMaterial->emit = (float)(emit);
|
|
mMaterial->spec_f = (float)(spec);
|
|
}
|
|
|
|
|
|
PyMethodDef KX_BlenderMaterial::Methods[] =
|
|
{
|
|
KX_PYMETHODTABLE( KX_BlenderMaterial, getShader ),
|
|
KX_PYMETHODTABLE( KX_BlenderMaterial, getMaterialIndex ),
|
|
KX_PYMETHODTABLE( KX_BlenderMaterial, setBlending ),
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
|
|
|
|
PyTypeObject KX_BlenderMaterial::Type = {
|
|
PyObject_HEAD_INIT(&PyType_Type)
|
|
0,
|
|
"KX_BlenderMaterial",
|
|
sizeof(KX_BlenderMaterial),
|
|
0,
|
|
PyDestructor,
|
|
0,
|
|
__getattr,
|
|
__setattr,
|
|
0,
|
|
__repr,
|
|
0
|
|
};
|
|
|
|
|
|
PyParentObject KX_BlenderMaterial::Parents[] = {
|
|
&PyObjectPlus::Type,
|
|
&KX_BlenderMaterial::Type,
|
|
NULL
|
|
};
|
|
|
|
|
|
PyObject* KX_BlenderMaterial::_getattr(const STR_String& attr)
|
|
{
|
|
_getattr_up(PyObjectPlus);
|
|
}
|
|
|
|
int KX_BlenderMaterial::_setattr(const STR_String& attr, PyObject *pyvalue)
|
|
{
|
|
return PyObjectPlus::_setattr(attr, pyvalue);
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
|
|
{
|
|
if( !GLEW_ARB_fragment_shader) {
|
|
if(!mModified)
|
|
spit("Fragment shaders not supported");
|
|
|
|
mModified = true;
|
|
Py_Return;
|
|
}
|
|
|
|
if( !GLEW_ARB_vertex_shader) {
|
|
if(!mModified)
|
|
spit("Vertex shaders not supported");
|
|
|
|
mModified = true;
|
|
Py_Return;
|
|
}
|
|
|
|
if(!GLEW_ARB_shader_objects) {
|
|
if(!mModified)
|
|
spit("GLSL not supported");
|
|
mModified = true;
|
|
Py_Return;
|
|
}
|
|
else {
|
|
// returns Py_None on error
|
|
// the calling script will need to check
|
|
|
|
if(!mShader && !mModified) {
|
|
mShader = new BL_Shader();
|
|
mModified = true;
|
|
}
|
|
|
|
if(mShader && !mShader->GetError()) {
|
|
mMaterial->SetSharedMaterial(true);
|
|
Py_INCREF(mShader);
|
|
return mShader;
|
|
}else
|
|
{
|
|
// decref all references to the object
|
|
// then delete it!
|
|
// We will then go back to fixed functionality
|
|
// for this material
|
|
if(mShader) {
|
|
if(mShader->ob_refcnt > 1) {
|
|
Py_DECREF(mShader);
|
|
}
|
|
else {
|
|
delete mShader;
|
|
mShader=0;
|
|
}
|
|
}
|
|
}
|
|
Py_Return;
|
|
}
|
|
PyErr_Format(PyExc_ValueError, "GLSL Error");
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void KX_BlenderMaterial::SetBlenderGLSLShader(void)
|
|
{
|
|
if(!mBlenderShader)
|
|
mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, m_lightlayer);
|
|
|
|
if(!mBlenderShader->Ok()) {
|
|
delete mBlenderShader;
|
|
mBlenderShader = 0;
|
|
}
|
|
else
|
|
m_flag |= RAS_BLENDERGLSL;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()")
|
|
{
|
|
return PyInt_FromLong( mMaterial->material_index );
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getTexture, "getTexture( index )" )
|
|
{
|
|
// TODO: enable python switching
|
|
return NULL;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setTexture , "setTexture( index, tex)")
|
|
{
|
|
// TODO: enable python switching
|
|
return NULL;
|
|
}
|
|
|
|
static unsigned int GL_array[11] = {
|
|
GL_ZERO,
|
|
GL_ONE,
|
|
GL_SRC_COLOR,
|
|
GL_ONE_MINUS_SRC_COLOR,
|
|
GL_DST_COLOR,
|
|
GL_ONE_MINUS_DST_COLOR,
|
|
GL_SRC_ALPHA,
|
|
GL_ONE_MINUS_SRC_ALPHA,
|
|
GL_DST_ALPHA,
|
|
GL_ONE_MINUS_DST_ALPHA,
|
|
GL_SRC_ALPHA_SATURATE
|
|
};
|
|
|
|
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setBlending , "setBlending( GameLogic.src, GameLogic.dest)")
|
|
{
|
|
unsigned int b[2];
|
|
if(PyArg_ParseTuple(args, "ii", &b[0], &b[1]))
|
|
{
|
|
bool value_found[2] = {false, false};
|
|
for(int i=0; i<11; i++)
|
|
{
|
|
if(b[0] == GL_array[i]) {
|
|
value_found[0] = true;
|
|
mBlendFunc[0] = b[0];
|
|
}
|
|
if(b[1] == GL_array[i]) {
|
|
value_found[1] = true;
|
|
mBlendFunc[1] = b[1];
|
|
}
|
|
if(value_found[0] && value_found[1]) break;
|
|
}
|
|
if(!value_found[0] || !value_found[1]) {
|
|
PyErr_Format(PyExc_ValueError, "invalid enum.");
|
|
return NULL;
|
|
}
|
|
mUserDefBlend = true;
|
|
Py_Return;
|
|
}
|
|
return NULL;
|
|
}
|
|
|