forked from bartvdbraak/blender
272a91f754
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
863 lines
19 KiB
C++
863 lines
19 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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//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->ras_mode &TRANSP)!=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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m_flag |=(mMaterial->ras_mode &ALPHA_TEST)!=0?RAS_FORCEALPHA: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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}
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else {
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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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}
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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::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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mShader->SetProg(false);
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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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mBlenderShader->SetProg(false);
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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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mShader->SetProg(false);
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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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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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setDefaultBlending();
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}
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else {
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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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mBlenderShader->SetProg(false);
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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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mBlenderShader->SetProg(true);
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mBlenderShader->ApplyShader();
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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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if(GLEW_ARB_shader_objects && mShader)
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mShader->SetProg(false);
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BL_Texture::DisableAllTextures();
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if( !enable )
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return;
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BL_Texture::ActivateFirst();
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if( mMaterial->IdMode == DEFAULT_BLENDER ) {
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setDefaultBlending();
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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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setDefaultBlending();
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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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setDefaultBlending();
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}
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else {
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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 (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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// 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->SetTexCoords(rasty);
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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 (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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mShader->SetProg(false);
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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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void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterizer* rasty) const
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{
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if(mShader && GLEW_ARB_shader_objects)
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mShader->Update(ms, rasty);
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if(mBlenderShader && GLEW_ARB_shader_objects)
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mBlenderShader->Update(ms, rasty);
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}
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void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
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{
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if(!mBlenderShader) {
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rasty->SetSpecularity(
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mMaterial->speccolor[0]*mMaterial->spec_f,
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mMaterial->speccolor[1]*mMaterial->spec_f,
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mMaterial->speccolor[2]*mMaterial->spec_f,
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mMaterial->spec_f
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);
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rasty->SetShinyness( mMaterial->hard );
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rasty->SetDiffuse(
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mMaterial->matcolor[0]*mMaterial->ref+mMaterial->emit,
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mMaterial->matcolor[1]*mMaterial->ref+mMaterial->emit,
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mMaterial->matcolor[2]*mMaterial->ref+mMaterial->emit,
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1.0f);
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rasty->SetEmissive(
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mMaterial->matcolor[0]*mMaterial->emit,
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mMaterial->matcolor[1]*mMaterial->emit,
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mMaterial->matcolor[2]*mMaterial->emit,
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1.0 );
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rasty->SetAmbient(mMaterial->amb);
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}
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if (mMaterial->material)
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rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
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}
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void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
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{
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if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
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ras->SetAttribNum(0);
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if(mShader && GLEW_ARB_shader_objects) {
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if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) {
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1);
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ras->SetAttribNum(2);
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}
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}
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ras->SetTexCoordNum(mMaterial->num_enabled);
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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);
|
|
}
|
|
|
|
bool KX_BlenderMaterial::setDefaultBlending()
|
|
{
|
|
if( mMaterial->transp &TF_ADD) {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glDisable ( GL_ALPHA_TEST );
|
|
return true;
|
|
}
|
|
|
|
if( mMaterial->transp & TF_ALPHA ) {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable ( GL_ALPHA_TEST );
|
|
return true;
|
|
}
|
|
|
|
if( mMaterial->transp & TF_CLIP ) {
|
|
glDisable(GL_BLEND);
|
|
glEnable ( GL_ALPHA_TEST );
|
|
glAlphaFunc(GL_GREATER, 0.5f);
|
|
return false;
|
|
}
|
|
return 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(mMaterial->material);
|
|
|
|
if(!mBlenderShader->Ok()) {
|
|
delete mBlenderShader;
|
|
mBlenderShader = 0;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|