forked from bartvdbraak/blender
c39a109dae
--------------------------------------------------------------------------- The Rasterizer code was relying in the values defined on TF_ DNA files. I'm working in the recode of TexFace, bringing the options to the material panel and ran into those cases. They are hard to spot and add a lot of the "magic" effect to the code. Hardcoded values are at least easy to spot. We (still) have a few defines duplicated, relying on each other (a flag previously defined in the code is checked later on but using a different define (although with same value. (e.g. TF_BMFONT and RAS_RENDER_3DPOLYGON_TEXT). It's hell =) I'm adding some comments to help on that. Things will be revamped anyways, but it's nice to keep the code a bit more coherent before the real feature commit. That's all, thanks for listening.
256 lines
5.5 KiB
C++
256 lines
5.5 KiB
C++
/*
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* $Id$
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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) 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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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
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* \ingroup bgerast
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*/
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#include "RAS_IPolygonMaterial.h"
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#include "RAS_IRasterizer.h"
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#include "DNA_image_types.h"
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#include "DNA_meshdata_types.h"
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void RAS_IPolyMaterial::Initialize(
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const STR_String& texname,
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const STR_String& matname,
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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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int mode,
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int transp,
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bool alpha,
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bool zsort)
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{
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m_texturename = texname;
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m_materialname = matname;
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m_materialindex = materialindex;
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m_tile = tile;
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m_tilexrep = tilexrep;
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m_tileyrep = tileyrep;
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m_drawingmode = mode;
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m_transp = transp;
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m_alpha = alpha;
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m_zsort = zsort;
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m_polymatid = m_newpolymatid++;
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m_flag = 0;
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m_multimode = 0;
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m_shininess = 35.0;
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m_specular.setValue(0.5,0.5,0.5);
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m_specularity = 1.0;
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m_diffuse.setValue(0.5,0.5,0.5);
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}
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RAS_IPolyMaterial::RAS_IPolyMaterial()
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: m_texturename("__Dummy_Texture_Name__"),
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m_materialname("__Dummy_Material_Name__"),
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m_tile(0),
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m_tilexrep(0),
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m_tileyrep(0),
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m_drawingmode (0),
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m_transp(0),
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m_alpha(false),
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m_zsort(false),
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m_materialindex(0),
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m_polymatid(0),
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m_flag(0),
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m_multimode(0)
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{
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m_shininess = 35.0;
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m_specular = MT_Vector3(0.5,0.5,0.5);
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m_specularity = 1.0;
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m_diffuse = MT_Vector3(0.5,0.5,0.5);
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}
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RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
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const STR_String& matname,
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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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int mode,
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int transp,
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bool alpha,
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bool zsort)
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: m_texturename(texname),
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m_materialname(matname),
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m_tile(tile),
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m_tilexrep(tilexrep),
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m_tileyrep(tileyrep),
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m_drawingmode (mode),
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m_transp(transp),
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m_alpha(alpha),
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m_zsort(zsort),
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m_materialindex(materialindex),
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m_polymatid(m_newpolymatid++),
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m_flag(0),
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m_multimode(0)
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{
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m_shininess = 35.0;
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m_specular = MT_Vector3(0.5,0.5,0.5);
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m_specularity = 1.0;
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m_diffuse = MT_Vector3(0.5,0.5,0.5);
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}
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bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
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{
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if(m_flag &RAS_BLENDERMAT)
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{
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bool test = (
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this->m_multimode == lhs.m_multimode &&
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this->m_flag == lhs.m_flag &&
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this->m_drawingmode == lhs.m_drawingmode &&
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this->m_transp == lhs.m_transp &&
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this->m_texturename.hash() == lhs.m_texturename.hash() &&
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this->m_materialname.hash() == lhs.m_materialname.hash()
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);
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return test;
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}
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else
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{
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return (
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this->m_tile == lhs.m_tile &&
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this->m_tilexrep == lhs.m_tilexrep &&
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this->m_tileyrep == lhs.m_tileyrep &&
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this->m_transp == lhs.m_transp &&
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this->m_alpha == lhs.m_alpha &&
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this->m_zsort == lhs.m_zsort &&
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this->m_drawingmode == lhs.m_drawingmode &&
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this->m_texturename.hash() == lhs.m_texturename.hash() &&
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this->m_materialname.hash() == lhs.m_materialname.hash()
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);
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}
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}
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void RAS_IPolyMaterial::GetMaterialRGBAColor(unsigned char *rgba) const
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{
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*rgba++ = 0xFF;
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*rgba++ = 0xFF;
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*rgba++ = 0xFF;
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*rgba++ = 0xFF;
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}
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bool RAS_IPolyMaterial::Less(const RAS_IPolyMaterial& rhs) const
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{
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if (Equals(rhs))
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return false;
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return m_polymatid < rhs.m_polymatid;
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}
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bool RAS_IPolyMaterial::IsAlpha() const
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{
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return m_alpha || m_zsort;
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}
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bool RAS_IPolyMaterial::IsZSort() const
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{
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return m_zsort;
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}
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unsigned int RAS_IPolyMaterial::hash() const
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{
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return m_texturename.hash();
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}
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int RAS_IPolyMaterial::GetDrawingMode() const
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{
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return m_drawingmode;
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}
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const STR_String& RAS_IPolyMaterial::GetMaterialName() const
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{
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return m_materialname;
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}
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dword RAS_IPolyMaterial::GetMaterialNameHash() const
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{
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return m_materialname.hash();
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}
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const STR_String& RAS_IPolyMaterial::GetTextureName() const
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{
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return m_texturename;
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}
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int RAS_IPolyMaterial::GetMaterialIndex() const
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{
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return m_materialindex;
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}
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Material *RAS_IPolyMaterial::GetBlenderMaterial() const
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{
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return NULL;
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}
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Image *RAS_IPolyMaterial::GetBlenderImage() const
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{
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return NULL;
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}
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Scene* RAS_IPolyMaterial::GetBlenderScene() const
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{
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return NULL;
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}
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void RAS_IPolyMaterial::ReleaseMaterial()
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{
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}
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unsigned int RAS_IPolyMaterial::GetFlag() const
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{
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return m_flag;
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}
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bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
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{
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bool dolights = false;
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if(m_flag & RAS_BLENDERMAT)
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dolights = (m_flag &RAS_MULTILIGHT)!=0;
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else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID);
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else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW);
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else
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dolights = (m_drawingmode & RAS_IRasterizer::KX_LIGHT)!=0;
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return dolights;
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}
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bool RAS_IPolyMaterial::UsesObjectColor() const
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{
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return !(m_flag & RAS_BLENDERGLSL);
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}
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unsigned int RAS_IPolyMaterial::m_newpolymatid = 0;
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