blender/source/gameengine/Ketsji/BL_Material.h
Brecht Van Lommel 908337bee1 Game Engine: alpha blending and sorting
=======================================

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.
2008-07-29 15:48:31 +00:00

181 lines
3.1 KiB
C++

#ifndef __BL_MATERIAL_H__
#define __BL_MATERIAL_H__
#include "STR_String.h"
#include "MT_Point2.h"
// --
struct MTex;
struct Material;
struct Image;
struct MTFace;
struct MTex;
struct Material;
struct EnvMap;
// --
/** max units
this will default to users available units
to build with more available, just increment this value
although the more you add the slower the search time will be.
we will go for three, which should be enough
*/
#define MAXTEX 3 //match in RAS_TexVert & RAS_OpenGLRasterizer
// different mapping modes
class BL_Mapping
{
public:
int mapping;
float scale[3];
float offsets[3];
int projplane[3];
STR_String objconame;
STR_String uvCoName;
};
// base material struct
class BL_Material
{
private:
int num_users;
bool share;
public:
// -----------------------------------
BL_Material();
int IdMode;
unsigned int ras_mode;
bool glslmat;
STR_String texname[MAXTEX];
unsigned int flag[MAXTEX];
int tile,tilexrep[MAXTEX],tileyrep[MAXTEX];
STR_String matname;
STR_String mtexname[MAXTEX];
float matcolor[4];
float speccolor[3];
short transp, pad;
float hard, spec_f;
float alpha, emit, color_blend[MAXTEX], ref;
float amb;
int blend_mode[MAXTEX];
int mode;
int num_enabled;
int material_index;
BL_Mapping mapping[MAXTEX];
STR_String imageId[MAXTEX];
Material* material;
MTFace* tface;
Image* img[MAXTEX];
EnvMap* cubemap[MAXTEX];
unsigned int rgb[4];
MT_Point2 uv[4];
MT_Point2 uv2[4];
STR_String uvName;
STR_String uv2Name;
void SetConversionRGB(unsigned int *rgb);
void GetConversionRGB(unsigned int *rgb);
void SetConversionUV(const STR_String& name, MT_Point2 *uv);
void GetConversionUV(MT_Point2 *uv);
void SetConversionUV2(const STR_String& name, MT_Point2 *uv);
void GetConversionUV2(MT_Point2 *uv);
void SetSharedMaterial(bool v);
bool IsShared();
void SetUsers(int num);
};
// BL_Material::IdMode
enum BL_IdMode {
DEFAULT_BLENDER=-1,
TEXFACE,
ONETEX,
TWOTEX,
GREATERTHAN2
};
// BL_Material::blend_mode[index]
enum BL_BlendMode
{
BLEND_MIX=1,
BLEND_ADD,
BLEND_SUB,
BLEND_MUL,
BLEND_SCR
};
// -------------------------------------
// BL_Material::flag[index]
enum BL_flag
{
MIPMAP=1, // set to use mipmaps
CALCALPHA=2, // additive
USEALPHA=4, // use actual alpha channel
TEXALPHA=8, // use alpha combiner functions
TEXNEG=16, // negate blending
HASIPO=32,
USENEGALPHA=64
};
// BL_Material::ras_mode
enum BL_ras_mode
{
POLY_VIS=1,
COLLIDER=2,
ZSORT=4,
ALPHA=8,
TRIANGLE=16,
USE_LIGHT=32,
WIRE=64
};
// -------------------------------------
// BL_Material::mapping[index]::mapping
enum BL_MappingFlag
{
USEENV =1,
// --
USEREFL =2,
USEOBJ =4,
USENORM =8,
USEORCO =16,
USEUV =32,
USETANG =64,
DISABLE =128,
USECUSTOMUV=256
};
// BL_Material::BL_Mapping::projplane
enum BL_MappingProj
{
PROJN=0,
PROJX,
PROJY,
PROJZ
};
// ------------------------------------
//extern void initBL_Material(BL_Material* mat);
extern MTex* getImageFromMaterial(Material *mat, int index);
extern int getNumTexChannels( Material *mat );
// ------------------------------------
#endif