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.
60 lines
1.1 KiB
C++
60 lines
1.1 KiB
C++
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#ifndef __BL_GPUSHADER_H__
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#define __BL_GPUSHADER_H__
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#ifdef BLENDER_GLSL
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#include "GPU_material.h"
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#endif
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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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#ifdef BLENDER_GLSL
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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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GPUMaterial *mGPUMat;
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#endif
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bool mBound;
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int mLightLayer;
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int mBlendMode;
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bool VerifyShader();
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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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void SetProg(bool enable);
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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 KX_MeshSlot & ms, class RAS_IRasterizer* rasty);
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int GetBlendMode();
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bool Equals(BL_BlenderShader *blshader);
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};
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#endif//__BL_GPUSHADER_H__
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