forked from bartvdbraak/blender
b263aefb0e
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
977 lines
22 KiB
C++
977 lines
22 KiB
C++
/** \file gameengine/Ketsji/KX_BlenderMaterial.cpp
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* \ingroup ketsji
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*/
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// ------------------------------------
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// ...
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// ------------------------------------
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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_BucketManager.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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#include "GPU_draw.h"
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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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#include "BLI_utildefines.h"
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#define spit(x) std::cout << x << std::endl;
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BL_Shader *KX_BlenderMaterial::mLastShader = NULL;
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BL_BlenderShader *KX_BlenderMaterial::mLastBlenderShader = NULL;
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//static PyObject *gTextureDict = 0;
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KX_BlenderMaterial::KX_BlenderMaterial()
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: PyObjectPlus(),
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RAS_IPolyMaterial(),
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mMaterial(NULL),
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mShader(0),
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mBlenderShader(0),
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mScene(NULL),
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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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void KX_BlenderMaterial::Initialize(
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KX_Scene *scene,
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BL_Material *data,
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GameSettings *game)
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{
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RAS_IPolyMaterial::Initialize(
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data->texname[0],
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data->matname,
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data->materialindex,
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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->alphablend,
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((data->ras_mode &ALPHA)!=0),
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((data->ras_mode &ZSORT)!=0),
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((data->ras_mode &USE_LIGHT)!=0),
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((data->ras_mode &TEX)),
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game
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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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// 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->glslmat)? RAS_BLENDERGLSL: 0;
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m_flag |= ((mMaterial->ras_mode & CAST_SHADOW)!=0)? RAS_CASTSHADOW: 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 += (mMaterial->flag[i] + mMaterial->blend_mode[i]);
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}
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m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(USE_LIGHT));
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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::GetMaterialRGBAColor(unsigned char *rgba) const
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{
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if (mMaterial) {
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*rgba++ = (unsigned char) (mMaterial->matcolor[0]*255.0);
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*rgba++ = (unsigned char) (mMaterial->matcolor[1]*255.0);
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*rgba++ = (unsigned char) (mMaterial->matcolor[2]*255.0);
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*rgba++ = (unsigned char) (mMaterial->matcolor[3]*255.0);
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} else
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RAS_IPolyMaterial::GetMaterialRGBAColor(rgba);
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}
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Material *KX_BlenderMaterial::GetBlenderMaterial() const
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{
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return mMaterial->material;
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}
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Scene* KX_BlenderMaterial::GetBlenderScene() const
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{
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return mScene->GetBlenderScene();
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}
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void KX_BlenderMaterial::ReleaseMaterial()
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{
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if (mBlenderShader)
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mBlenderShader->ReloadMaterial();
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}
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void KX_BlenderMaterial::OnConstruction(int layer)
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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(layer);
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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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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::EndFrame()
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{
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if(mLastBlenderShader) {
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mLastBlenderShader->SetProg(false);
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mLastBlenderShader = NULL;
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}
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if(mLastShader) {
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mLastShader->SetProg(false);
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mLastShader = NULL;
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}
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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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if(mShader == mLastShader) {
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mShader->SetProg(false);
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mLastShader = NULL;
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}
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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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if(mBlenderShader == mLastBlenderShader) {
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mBlenderShader->SetProg(false);
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mLastBlenderShader = NULL;
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}
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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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GPU_set_tpage(mMaterial->tface, 1, mMaterial->alphablend);
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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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if(mShader == mLastShader) {
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mShader->SetProg(false);
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mLastShader = NULL;
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}
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ras->SetAlphaBlend(TF_SOLID);
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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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mLastShader = mShader;
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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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ras->SetAlphaBlend(mMaterial->alphablend);
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}
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else {
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ras->SetAlphaBlend(TF_SOLID);
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ras->SetAlphaBlend(-1); // indicates custom mode
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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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ras->SetAlphaBlend(TF_SOLID);
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// frame cleanup.
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if(mLastBlenderShader) {
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mLastBlenderShader->SetProg(false);
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mLastBlenderShader= NULL;
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}
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else
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BL_Texture::DisableAllTextures();
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return;
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}
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if(!mBlenderShader->Equals(mLastBlenderShader)) {
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ras->SetAlphaBlend(mMaterial->alphablend);
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if(mLastBlenderShader)
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mLastBlenderShader->SetProg(false);
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else
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BL_Texture::DisableAllTextures();
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mBlenderShader->SetProg(true, ras->GetTime());
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mLastBlenderShader= mBlenderShader;
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}
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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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BL_Texture::DisableAllTextures();
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if( !enable ) {
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ras->SetAlphaBlend(TF_SOLID);
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return;
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}
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BL_Texture::ActivateFirst();
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if( mMaterial->IdMode == DEFAULT_BLENDER ) {
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ras->SetAlphaBlend(mMaterial->alphablend);
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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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ras->SetAlphaBlend(mMaterial->alphablend);
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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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ras->SetAlphaBlend(mMaterial->alphablend);
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}
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else {
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ras->SetAlphaBlend(TF_SOLID);
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ras->SetAlphaBlend(-1); // indicates custom mode
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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(mLastBlenderShader) {
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mLastBlenderShader->SetProg(false);
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mLastBlenderShader= NULL;
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}
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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->ras_mode &TWOSIDED)
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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) ||
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(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
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{
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if (mMaterial->ras_mode &WIRE)
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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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ActivatGLMaterials(rasty);
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ActivateTexGen(rasty);
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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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if(mLastShader) {
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mLastShader->SetProg(false);
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mLastShader= NULL;
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}
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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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else
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tmp->setBlenderShaderData(false, rasty);
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if (mMaterial->ras_mode &TWOSIDED)
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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) ||
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(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
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{
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if (mMaterial->ras_mode &WIRE)
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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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ActivatGLMaterials(rasty);
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mBlenderShader->SetAttribs(rasty, mMaterial);
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}
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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(mLastShader) {
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mLastShader->SetProg(false);
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mLastShader= NULL;
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}
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if(mLastBlenderShader) {
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mLastBlenderShader->SetProg(false);
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mLastBlenderShader= NULL;
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}
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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->ras_mode &TWOSIDED)
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rasty->SetCullFace(false);
|
|
else
|
|
rasty->SetCullFace(true);
|
|
|
|
if ((mMaterial->ras_mode &WIRE) ||
|
|
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
|
|
{
|
|
if (mMaterial->ras_mode &WIRE)
|
|
rasty->SetCullFace(false);
|
|
rasty->SetLines(true);
|
|
}
|
|
else
|
|
rasty->SetLines(false);
|
|
ActivatGLMaterials(rasty);
|
|
ActivateTexGen(rasty);
|
|
}
|
|
|
|
//ActivatGLMaterials(rasty);
|
|
//ActivateTexGen(rasty);
|
|
}
|
|
|
|
bool
|
|
KX_BlenderMaterial::Activate(
|
|
RAS_IRasterizer* rasty,
|
|
TCachingInfo& cachingInfo
|
|
)const
|
|
{
|
|
if(GLEW_ARB_shader_objects && (mShader && mShader->Ok())) {
|
|
if((mPass++) < mShader->getNumPass() ) {
|
|
ActivatShaders(rasty, cachingInfo);
|
|
return true;
|
|
}
|
|
else {
|
|
if(mShader == mLastShader) {
|
|
mShader->SetProg(false);
|
|
mLastShader = NULL;
|
|
}
|
|
mPass = 0;
|
|
return false;
|
|
}
|
|
}
|
|
else if( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) {
|
|
if(mPass++ == 0) {
|
|
ActivateBlenderShaders(rasty, cachingInfo);
|
|
return true;
|
|
}
|
|
else {
|
|
mPass = 0;
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
if(mPass++ == 0) {
|
|
ActivateMat(rasty, cachingInfo);
|
|
return true;
|
|
}
|
|
else {
|
|
mPass = 0;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
|
|
{
|
|
if(!RAS_IPolyMaterial::UsesLighting(rasty))
|
|
return false;
|
|
|
|
if(mShader && mShader->Ok())
|
|
return true;
|
|
else if(mBlenderShader && mBlenderShader->Ok())
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const
|
|
{
|
|
if(mShader && GLEW_ARB_shader_objects) {
|
|
mShader->Update(ms, rasty);
|
|
}
|
|
else if(mBlenderShader && GLEW_ARB_shader_objects) {
|
|
int alphablend;
|
|
|
|
mBlenderShader->Update(ms, rasty);
|
|
|
|
/* we do blend modes here, because they can change per object
|
|
* with the same material due to obcolor/obalpha */
|
|
alphablend = mBlenderShader->GetAlphaBlend();
|
|
if(ELEM3(alphablend, GEMAT_SOLID, GEMAT_ALPHA, GEMAT_ALPHA_SORT) && mMaterial->alphablend != GEMAT_SOLID)
|
|
alphablend = mMaterial->alphablend;
|
|
|
|
rasty->SetAlphaBlend(alphablend);
|
|
}
|
|
}
|
|
|
|
void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
|
|
{
|
|
if(mShader || !mBlenderShader) {
|
|
rasty->SetSpecularity(
|
|
mMaterial->speccolor[0]*mMaterial->spec_f,
|
|
mMaterial->speccolor[1]*mMaterial->spec_f,
|
|
mMaterial->speccolor[2]*mMaterial->spec_f,
|
|
mMaterial->spec_f
|
|
);
|
|
|
|
rasty->SetShinyness( mMaterial->hard );
|
|
|
|
rasty->SetDiffuse(
|
|
mMaterial->matcolor[0]*mMaterial->ref+mMaterial->emit,
|
|
mMaterial->matcolor[1]*mMaterial->ref+mMaterial->emit,
|
|
mMaterial->matcolor[2]*mMaterial->ref+mMaterial->emit,
|
|
1.0f);
|
|
|
|
rasty->SetEmissive(
|
|
mMaterial->matcolor[0]*mMaterial->emit,
|
|
mMaterial->matcolor[1]*mMaterial->emit,
|
|
mMaterial->matcolor[2]*mMaterial->emit,
|
|
1.0 );
|
|
|
|
rasty->SetAmbient(mMaterial->amb);
|
|
}
|
|
|
|
if (mMaterial->material)
|
|
rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
|
|
}
|
|
|
|
|
|
void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
|
|
{
|
|
if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
|
|
ras->SetAttribNum(0);
|
|
if(mShader && GLEW_ARB_shader_objects) {
|
|
if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) {
|
|
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, 0);
|
|
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1);
|
|
ras->SetAttribNum(2);
|
|
}
|
|
}
|
|
|
|
ras->SetTexCoordNum(mMaterial->num_enabled);
|
|
|
|
for(int i=0; i<mMaterial->num_enabled; i++) {
|
|
int mode = mMaterial->mapping[i].mapping;
|
|
|
|
if (mode &USECUSTOMUV)
|
|
{
|
|
if (!mMaterial->mapping[i].uvCoName.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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
const MT_Matrix4x4& mvmat = ras->GetViewMatrix();
|
|
|
|
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);
|
|
mMaterial->ref = (float)(ref);
|
|
}
|
|
|
|
void KX_BlenderMaterial::SetBlenderGLSLShader(int layer)
|
|
{
|
|
if(!mBlenderShader)
|
|
mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, layer);
|
|
|
|
if(!mBlenderShader->Ok()) {
|
|
delete mBlenderShader;
|
|
mBlenderShader = 0;
|
|
}
|
|
}
|
|
|
|
#ifdef WITH_PYTHON
|
|
|
|
PyMethodDef KX_BlenderMaterial::Methods[] =
|
|
{
|
|
KX_PYMETHODTABLE( KX_BlenderMaterial, getShader ),
|
|
KX_PYMETHODTABLE( KX_BlenderMaterial, getMaterialIndex ),
|
|
KX_PYMETHODTABLE( KX_BlenderMaterial, setBlending ),
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
|
|
PyAttributeDef KX_BlenderMaterial::Attributes[] = {
|
|
KX_PYATTRIBUTE_RO_FUNCTION("shader", KX_BlenderMaterial, pyattr_get_shader),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("material_index", KX_BlenderMaterial, pyattr_get_materialIndex),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("blending", KX_BlenderMaterial, pyattr_get_blending, pyattr_set_blending),
|
|
{ NULL } //Sentinel
|
|
};
|
|
|
|
PyTypeObject KX_BlenderMaterial::Type = {
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
|
"KX_BlenderMaterial",
|
|
sizeof(PyObjectPlus_Proxy),
|
|
0,
|
|
py_base_dealloc,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
py_base_repr,
|
|
0,0,0,0,0,0,0,0,0,
|
|
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
|
|
0,0,0,0,0,0,0,
|
|
Methods,
|
|
0,
|
|
0,
|
|
&PyObjectPlus::Type,
|
|
0,0,0,0,0,0,
|
|
py_base_new
|
|
};
|
|
|
|
PyObject* KX_BlenderMaterial::pyattr_get_shader(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_BlenderMaterial* self= static_cast<KX_BlenderMaterial*>(self_v);
|
|
return self->PygetShader(NULL, NULL);
|
|
}
|
|
|
|
PyObject* KX_BlenderMaterial::pyattr_get_materialIndex(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_BlenderMaterial* self= static_cast<KX_BlenderMaterial*>(self_v);
|
|
return PyLong_FromSsize_t(self->GetMaterialIndex());
|
|
}
|
|
|
|
PyObject* KX_BlenderMaterial::pyattr_get_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_BlenderMaterial* self= static_cast<KX_BlenderMaterial*>(self_v);
|
|
unsigned int* bfunc = self->getBlendFunc();
|
|
return Py_BuildValue("(ll)", (long int)bfunc[0], (long int)bfunc[1]);
|
|
}
|
|
|
|
int KX_BlenderMaterial::pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_BlenderMaterial* self= static_cast<KX_BlenderMaterial*>(self_v);
|
|
PyObject* obj = self->PysetBlending(value, NULL);
|
|
if(obj)
|
|
{
|
|
Py_DECREF(obj);
|
|
return 0;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
|
|
{
|
|
if( !GLEW_ARB_fragment_shader) {
|
|
if(!mModified)
|
|
spit("Fragment shaders not supported");
|
|
|
|
mModified = true;
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
if( !GLEW_ARB_vertex_shader) {
|
|
if(!mModified)
|
|
spit("Vertex shaders not supported");
|
|
|
|
mModified = true;
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
if(!GLEW_ARB_shader_objects) {
|
|
if(!mModified)
|
|
spit("GLSL not supported");
|
|
mModified = true;
|
|
Py_RETURN_NONE;
|
|
}
|
|
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()) {
|
|
m_flag &= ~RAS_BLENDERGLSL;
|
|
mMaterial->SetSharedMaterial(true);
|
|
mScene->GetBucketManager()->ReleaseDisplayLists(this);
|
|
return mShader->GetProxy();
|
|
}else
|
|
{
|
|
// decref all references to the object
|
|
// then delete it!
|
|
// We will then go back to fixed functionality
|
|
// for this material
|
|
if(mShader) {
|
|
delete mShader; /* will handle python de-referencing */
|
|
mShader=0;
|
|
}
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
PyErr_SetString(PyExc_ValueError, "material.getShader(): KX_BlenderMaterial, GLSL Error");
|
|
return NULL;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()")
|
|
{
|
|
return PyLong_FromSsize_t( GetMaterialIndex() );
|
|
}
|
|
|
|
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( bge.logic.src, bge.logic.dest)")
|
|
{
|
|
unsigned int b[2];
|
|
if(PyArg_ParseTuple(args, "ii:setBlending", &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_SetString(PyExc_ValueError, "material.setBlending(int, int): KX_BlenderMaterial, invalid enum.");
|
|
return NULL;
|
|
}
|
|
mUserDefBlend = true;
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
#endif // WITH_PYTHON
|