blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
Brecht Van Lommel cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00

172 lines
3.9 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "RAS_IPolygonMaterial.h"
#include "RAS_IRasterizer.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
const STR_String& matname,
int tile,
int tilexrep,
int tileyrep,
int mode,
int transp,
bool alpha,
bool zsort,
int lightlayer)
: m_texturename(texname),
m_materialname(matname),
m_tile(tile),
m_tilexrep(tilexrep),
m_tileyrep(tileyrep),
m_drawingmode (mode),
m_transp(transp),
m_alpha(alpha),
m_zsort(zsort),
m_lightlayer(lightlayer),
m_polymatid(m_newpolymatid++),
m_flag(0),
m_multimode(0)
{
m_shininess = 35.0;
m_specular = MT_Vector3(0.5,0.5,0.5);
m_specularity = 1.0;
m_diffuse = MT_Vector3(0.5,0.5,0.5);
}
bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
{
if(m_flag &RAS_BLENDERMAT)
{
bool test = (
this->m_multimode == lhs.m_multimode &&
this->m_flag == lhs.m_flag &&
this->m_drawingmode == lhs.m_drawingmode &&
this->m_transp == lhs.m_transp &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
);
return test;
}
else
{
return (
this->m_tile == lhs.m_tile &&
this->m_tilexrep == lhs.m_tilexrep &&
this->m_tileyrep == lhs.m_tileyrep &&
this->m_transp == lhs.m_transp &&
this->m_alpha == lhs.m_alpha &&
this->m_zsort == lhs.m_zsort &&
this->m_drawingmode == lhs.m_drawingmode &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
);
}
}
bool RAS_IPolyMaterial::Less(const RAS_IPolyMaterial& rhs) const
{
if (Equals(rhs))
return false;
return m_polymatid < rhs.m_polymatid;
}
int RAS_IPolyMaterial::GetLightLayer() const
{
return m_lightlayer;
}
bool RAS_IPolyMaterial::IsAlpha() const
{
return m_alpha || m_zsort;
}
bool RAS_IPolyMaterial::IsZSort() const
{
return m_zsort;
}
unsigned int RAS_IPolyMaterial::hash() const
{
return m_texturename.hash();
}
int RAS_IPolyMaterial::GetDrawingMode() const
{
return m_drawingmode;
}
const STR_String& RAS_IPolyMaterial::GetMaterialName() const
{
return m_materialname;
}
dword RAS_IPolyMaterial::GetMaterialNameHash() const
{
return m_materialname.hash();
}
const STR_String& RAS_IPolyMaterial::GetTextureName() const
{
return m_texturename;
}
const unsigned int RAS_IPolyMaterial::GetFlag() const
{
return m_flag;
}
bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
{
bool dolights = false;
if(m_flag & RAS_BLENDERMAT)
dolights = (m_flag &RAS_MULTILIGHT)!=0;
else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID);
else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW);
else
dolights = (m_drawingmode & 16)!=0;
return dolights;
}
bool RAS_IPolyMaterial::UsesObjectColor() const
{
return !(m_flag & RAS_BLENDERGLSL);
}
unsigned int RAS_IPolyMaterial::m_newpolymatid = 0;