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.
227 lines
5.0 KiB
C++
227 lines
5.0 KiB
C++
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#include "DNA_customdata_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BL_BlenderShader.h"
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#include "BL_Material.h"
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#ifdef BLENDER_GLSL
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#include "GPU_extensions.h"
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#include "GPU_material.h"
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#endif
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#include "RAS_BucketManager.h"
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#include "RAS_MeshObject.h"
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#include "RAS_IRasterizer.h"
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/* this is evil, but we need the scene to create materials with
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* lights from the correct scene .. */
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static struct Scene *GetSceneForName(const STR_String& scenename)
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{
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Scene *sce;
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for (sce= (Scene*)G.main->scene.first; sce; sce= (Scene*)sce->id.next)
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if (scenename == (sce->id.name+2))
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return sce;
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return (Scene*)G.main->scene.first;
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}
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bool BL_BlenderShader::Ok()
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{
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#ifdef BLENDER_GLSL
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VerifyShader();
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return (mMat && mMat->gpumaterial);
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#else
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return 0;
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#endif
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}
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BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
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:
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#ifdef BLENDER_GLSL
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mScene(scene),
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mMat(ma),
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mGPUMat(NULL),
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#endif
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mBound(false),
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mLightLayer(lightlayer)
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{
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#ifdef BLENDER_GLSL
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mBlenderScene = GetSceneForName(scene->GetName());
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mBlendMode = GPU_BLEND_SOLID;
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if(mMat) {
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GPU_material_from_blender(mBlenderScene, mMat);
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mGPUMat = mMat->gpumaterial;
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}
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#endif
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}
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BL_BlenderShader::~BL_BlenderShader()
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{
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#ifdef BLENDER_GLSL
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if(mMat && mMat->gpumaterial)
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GPU_material_unbind(mMat->gpumaterial);
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#endif
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}
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bool BL_BlenderShader::VerifyShader()
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{
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#ifdef BLENDER_GLSL
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if(mMat && !mMat->gpumaterial)
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GPU_material_from_blender(mBlenderScene, mMat);
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mGPUMat = mMat->gpumaterial;
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return (mMat && mGPUMat);
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#else
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return false;
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#endif
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}
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void BL_BlenderShader::SetProg(bool enable)
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{
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#ifdef BLENDER_GLSL
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if(VerifyShader()) {
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if(enable) {
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GPU_material_bind(mGPUMat, mLightLayer);
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mBound = true;
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}
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else {
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GPU_material_unbind(mGPUMat);
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mBound = false;
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}
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}
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#endif
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}
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int BL_BlenderShader::GetAttribNum()
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{
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#ifdef BLENDER_GLSL
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GPUVertexAttribs attribs;
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int i, enabled = 0;
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if(!VerifyShader())
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return enabled;
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GPU_material_vertex_attributes(mGPUMat, &attribs);
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for(i = 0; i < attribs.totlayer; i++)
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if(attribs.layer[i].glindex+1 > enabled)
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enabled= attribs.layer[i].glindex+1;
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if(enabled > BL_MAX_ATTRIB)
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enabled = BL_MAX_ATTRIB;
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return enabled;
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#else
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return 0;
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#endif
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}
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void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
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{
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#ifdef BLENDER_GLSL
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GPUVertexAttribs attribs;
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int i, attrib_num;
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ras->SetAttribNum(0);
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if(!VerifyShader())
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return;
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if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
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GPU_material_vertex_attributes(mGPUMat, &attribs);
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attrib_num = GetAttribNum();
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ras->SetTexCoordNum(0);
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ras->SetAttribNum(attrib_num);
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for(i=0; i<attrib_num; i++)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
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for(i = 0; i < attribs.totlayer; i++) {
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if(attribs.layer[i].glindex > attrib_num)
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continue;
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if(attribs.layer[i].type == CD_MTFACE) {
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if(!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
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else if(!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex);
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else
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
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}
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else if(attribs.layer[i].type == CD_TANGENT)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
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else if(attribs.layer[i].type == CD_ORCO)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex);
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else if(attribs.layer[i].type == CD_NORMAL)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex);
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else if(attribs.layer[i].type == CD_MCOL)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex);
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else
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
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}
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ras->EnableTextures(true);
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}
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else
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ras->EnableTextures(false);
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#endif
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}
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void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
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{
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#ifdef BLENDER_GLSL
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float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4];
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VerifyShader();
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if(!mGPUMat) // || !mBound)
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return;
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MT_Matrix4x4 model;
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model.setValue(ms.m_OpenGLMatrix);
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MT_Matrix4x4 view;
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rasty->GetViewMatrix(view);
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model.getValue((float*)obmat);
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view.getValue((float*)viewmat);
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view.invert();
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view.getValue((float*)viewinvmat);
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if(ms.m_bObjectColor)
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ms.m_RGBAcolor.getValue((float*)obcol);
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else
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obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f;
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GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat, obcol);
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mBlendMode = GPU_material_blend_mode(mGPUMat, obcol);
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#endif
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}
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int BL_BlenderShader::GetBlendMode()
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{
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return mBlendMode;
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}
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bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
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{
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#ifdef BLENDER_GLSL
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/* to avoid unneeded state switches */
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return (blshader && mGPUMat == blshader->mGPUMat && mLightLayer == blshader->mLightLayer);
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#else
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return true;
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#endif
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}
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// eof
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