blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp

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// ------------------------------------
// ...
// ------------------------------------
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include "KX_BlenderMaterial.h"
#include "BL_Material.h"
#include "KX_Scene.h"
#include "KX_Light.h"
#include "KX_GameObject.h"
#include "MT_Vector3.h"
#include "MT_Vector4.h"
#include "MT_Matrix4x4.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
#include "RAS_OpenGLRasterizer/ARB_multitexture.h"
extern "C" {
#include "BDR_drawmesh.h"
}
#include "STR_HashedString.h"
// ------------------------------------
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "BKE_mesh.h"
// ------------------------------------
using namespace bgl;
#define spit(x) std::cout << x << std::endl;
static PyObject *gTextureDict = 0;
KX_BlenderMaterial::KX_BlenderMaterial(
KX_Scene *scene,
BL_Material *data,
bool skin,
int lightlayer,
void *clientobject,
PyTypeObject *T
)
: PyObjectPlus(T),
RAS_IPolyMaterial(
STR_String( data->texname[0] ),
STR_String( data->matname ), // needed for physics!
data->tile,
data->tilexrep[0],
data->tileyrep[0],
data->mode,
((data->ras_mode &TRANSP)!=0),
((data->ras_mode &ZSORT)!=0),
lightlayer,
((data->ras_mode &TRIANGLE)!=0),
clientobject
),
mMaterial(data),
mScene(scene),
mShader(0),
mUseShader(0),
mPass(0)
{
///RAS_EXT_support._ARB_multitexture == true if were here
// --------------------------------
// RAS_IPolyMaterial variables...
m_flag |=RAS_BLENDERMAT;
m_flag |=(mMaterial->IdMode>=ONETEX)?RAS_MULTITEX:0;
m_flag |=(mMaterial->ras_mode & USE_LIGHT)!=0?RAS_MULTILIGHT:0;
// figure max
#ifdef GL_ARB_multitexture
int enabled = mMaterial->num_enabled;
mMaterial->num_enabled = enabled>=bgl::max_texture_units?bgl::max_texture_units:enabled;
#else
mMaterial->num_enabled=0;
#endif
m_enabled = mMaterial->num_enabled;
// test the sum of the various modes for equality
// so we can ether accept or reject this material
// as being equal, this is rather important to
// prevent material bleeding
for(int i=0; i<mMaterial->num_enabled; i++) {
m_multimode +=
(mMaterial->flag[i] +
mMaterial->blend_mode[i]
);
}
m_multimode += mMaterial->IdMode+mMaterial->ras_mode;
}
KX_BlenderMaterial::~KX_BlenderMaterial()
{
// cleanup work
OnExit();
}
TFace* KX_BlenderMaterial::GetTFace(void) const
{
// fonts on polys
MT_assert(mMaterial->tface);
return mMaterial->tface;
}
void KX_BlenderMaterial::OnConstruction()
{
// for each unique material...
#ifdef GL_ARB_multitexture
if(!gTextureDict)
gTextureDict = PyDict_New();
#ifdef GL_ARB_shader_objects
if( RAS_EXT_support._ARB_shader_objects )
mShader = new BL_Shader( mMaterial->num_enabled );
#endif
int i;
for(i=0; i<mMaterial->num_enabled; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
#ifdef GL_ARB_texture_cube_map
if( mMaterial->mapping[i].mapping & USEENV ) {
if(!RAS_EXT_support._ARB_texture_cube_map) {
spit("CubeMap textures not supported");
continue;
}
if(!mTextures[i].InitCubeMap( mMaterial->cubemap[i] ) )
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
if( RAS_EXT_support._ARB_shader_objects )
mShader->InitializeSampler(SAMP_CUBE, i, 0, mTextures[i]);
}
else {
#endif//GL_ARB_texture_cube_map
if( mMaterial->img[i] ) {
if( ! mTextures[i].InitFromImage(mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
if( RAS_EXT_support._ARB_shader_objects )
mShader->InitializeSampler(SAMP_2D, i, 0, mTextures[i]);
}
#ifdef GL_ARB_texture_cube_map
}
#endif//GL_ARB_texture_cube_map
PyDict_SetItemString(gTextureDict, mTextures[i].GetName().Ptr(), PyInt_FromLong(mTextures[i]));
}
#endif//GL_ARB_multitexture
}
void KX_BlenderMaterial::OnExit()
{
#ifdef GL_ARB_multitexture
#ifdef GL_ARB_shader_objects
if( RAS_EXT_support._ARB_shader_objects && mShader ) {
//note, the shader here is allocated, per unique material
//and this function is called per face
glUseProgramObjectARB(0);
delete mShader;
mShader = 0;
}
#endif //GL_ARB_shader_objects
for(int i=0; i<mMaterial->num_enabled; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
mTextures[i].DeleteTex();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
#ifdef GL_ARB_texture_cube_map
if(RAS_EXT_support._ARB_texture_cube_map)
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
#endif//GL_ARB_texture_cube_map
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
if (gTextureDict) {
PyDict_Clear(gTextureDict);
Py_DECREF(gTextureDict);
gTextureDict = 0;
}
glActiveTextureARB(GL_TEXTURE0_ARB);
#ifdef GL_ARB_texture_cube_map
if(RAS_EXT_support._ARB_texture_cube_map)
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
#endif//GL_ARB_texture_cube_map
glDisable(GL_TEXTURE_2D);
#endif//GL_ARB_multitexture
// make sure multi texture units
// revert back to blender...
// --
if( mMaterial->tface )
set_tpage(mMaterial->tface);
}
void KX_BlenderMaterial::DisableTexData()
{
glDisable(GL_BLEND);
#ifdef GL_ARB_multitexture
int i=(MAXTEX>=bgl::max_texture_units?bgl::max_texture_units:MAXTEX)-1;
for(; i>=0; i--) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
#ifdef GL_ARB_texture_cube_map
if(RAS_EXT_support._ARB_texture_cube_map)
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
#endif//GL_ARB_texture_cube_map
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
#endif//GL_ARB_multitexture
}
void KX_BlenderMaterial::setShaderData( bool enable )
{
#ifdef GL_ARB_multitexture
#ifdef GL_ARB_shader_objects
MT_assert(RAS_EXT_support._ARB_shader_objects && mShader);
int i;
if( !enable || !mShader->Ok() ) {
// frame cleanup.
glUseProgramObjectARB( 0 );
DisableTexData();
return;
}
DisableTexData();
glUseProgramObjectARB( mShader->GetProg() );
// for each enabled unit
for(i=0; i<mMaterial->num_enabled; i++) {
const uSampler *samp = mShader->getSampler(i);
if( samp->loc == -1 || samp->glTexture == 0 ) continue;
glActiveTextureARB(GL_TEXTURE0_ARB+i);
#ifdef GL_ARB_texture_cube_map
if( mMaterial->mapping[i].mapping &USEENV ) {
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, samp->glTexture /* mTextures[i]*/ );
glEnable( GL_TEXTURE_CUBE_MAP_ARB );
}
else {
#endif//GL_ARB_texture_cube_map
glBindTexture( GL_TEXTURE_2D, samp->glTexture /*mTextures[i]*/ );
glEnable( GL_TEXTURE_2D );
#ifdef GL_ARB_texture_cube_map
}
#endif//GL_ARB_texture_cube_map
// use a sampler
glUniform1iARB(samp->loc, i );
}
glDisable(GL_BLEND);
#endif//GL_ARB_shader_objects
#endif//GL_ARB_multitexture
}
void KX_BlenderMaterial::setTexData( bool enable )
{
#ifdef GL_ARB_multitexture
int i;
#ifdef GL_ARB_shader_objects
if(RAS_EXT_support._ARB_shader_objects) {
// switch back to fixed func
glUseProgramObjectARB( 0 );
}
#endif//GL_ARB_shader_objects
if( !enable ) {
// frame cleanup.
DisableTexData();
return;
}
DisableTexData();
if( mMaterial->IdMode == DEFAULT_BLENDER ) {
setDefaultBlending();
return;
}
if( mMaterial->IdMode == TEXFACE ) {
// no material connected to the object
if( mTextures[0] ) {
if( !mTextures[0].Ok() ) return;
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture( GL_TEXTURE_2D, mTextures[0] );
glEnable(GL_TEXTURE_2D);
setTextureEnvironment( -1 ); // modulate
setEnvMap( (mMaterial->mapping[0].mapping &USEREFL)!=0 );
setDefaultBlending();
}
return;
}
int lastblend = 0;
// for each enabled unit
for(i=0; (i<mMaterial->num_enabled); i++) {
if( !mTextures[i].Ok() ) continue;
glActiveTextureARB(GL_TEXTURE0_ARB+i);
#ifdef GL_ARB_texture_cube_map
// use environment maps
if( mMaterial->mapping[i].mapping &USEENV && RAS_EXT_support._ARB_texture_cube_map ) {
// should not happen
// if(mTextures[i].GetTextureType() & BL_TEX2D) continue;
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, mTextures[i] );
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
setTextureEnvironment( i );
if( mMaterial->mapping[i].mapping &USEREFL )
setEnvMap( true, true );
else if(mMaterial->mapping[i].mapping &USEOBJ)
setObjectMatrixData(i);
else
setTexMatrixData( i );
}
// 2d textures
else {
#endif//GL_ARB_texture_cube_map
// should not happen
//if(mTextures[i].GetTextureType() & BL_TEXCUBE) continue;
//
MT_assert(!(mTextures[i].GetTextureType() & BL_TEXCUBE));
glBindTexture( GL_TEXTURE_2D, mTextures[i] );
glEnable( GL_TEXTURE_2D );
setTextureEnvironment( i );
if( mMaterial->mapping[i].mapping &USEREFL ){
setEnvMap( true );
}
else if(mMaterial->mapping[i].mapping &USEOBJ){
setObjectMatrixData(i);
}
else {
setTexMatrixData( i );
}
#ifdef GL_ARB_texture_cube_map
}
#endif//GL_ARB_texture_cube_map
// if either unit has set blending
// and its the last pass
lastblend += setBlending( i ); // dry run
if(lastblend >0 && i==mMaterial->num_enabled-1)
setBlending( i, true );
else if(lastblend == 0 && i==mMaterial->num_enabled-1)
glDisable(GL_BLEND);
}
#endif//GL_ARB_multitexture
}
void
KX_BlenderMaterial::ActivatShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo)const
{
if (GetCachingInfo() != cachingInfo) {
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
if (!cachingInfo)
tmp->setShaderData( false );
cachingInfo = GetCachingInfo();
if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED ) {
tmp->setShaderData( true );
rasty->EnableTextures(true);
}
else {
tmp->setShaderData( false );
rasty->EnableTextures(false);
}
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
if (mMaterial->mode & RAS_IRasterizer::KX_LINES)
rasty->SetLines(true);
else
rasty->SetLines(false);
}
// shaders have access to the variables set here
// via builtin GLSL variables
// eg: gl_FrontMaterial.diffuse
// --
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
);
// Lagan's patch...
// added material factor
rasty->SetAmbient(mMaterial->amb);
if (mMaterial->material)
rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
}
void
KX_BlenderMaterial::ActivateMat(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const
{
if (GetCachingInfo() != cachingInfo) {
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
if (!cachingInfo)
tmp->setTexData( false );
cachingInfo = GetCachingInfo();
if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
tmp->setTexData( true );
rasty->EnableTextures(true);
}
else{
tmp->setTexData( false );
rasty->EnableTextures(false);
}
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
if (mMaterial->mode & RAS_IRasterizer::KX_LINES)
rasty->SetLines(true);
else
rasty->SetLines(false);
}
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
);
// Lagan's patch...
// added material factor
rasty->SetAmbient(mMaterial->amb);
if (mMaterial->material)
rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0);
}
bool
KX_BlenderMaterial::Activate(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const
{
bool dopass = false;
#ifdef GL_ARB_shader_objects
if( RAS_EXT_support._ARB_shader_objects &&
( mShader && mShader->Ok() ) ) {
if( (mPass++) < mShader->getNumPass() ) {
ActivatShaders(rasty, cachingInfo);
dopass = true;
return dopass;
}
else {
glUseProgramObjectARB( 0 );
mPass = 0;
dopass = false;
return dopass;
}
}
else {
#endif//GL_ARB_shader_objects
switch (mPass++)
{
case 0:
ActivateMat(rasty, cachingInfo);
dopass = true;
break;
default:
mPass = 0;
dopass = false;
break;
}
#ifdef GL_ARB_shader_objects
}
#endif//GL_ARB_shader_objects
return dopass;
}
void KX_BlenderMaterial::setTextureEnvironment( int textureIndex )
{
#ifndef GL_ARB_texture_env_combine
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
return;
#else
if(textureIndex == -1 || !RAS_EXT_support._ARB_texture_env_combine){
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
return;
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
GLfloat blend_operand = GL_SRC_COLOR;
GLfloat blend_operand_prev = GL_SRC_COLOR;
// all sources here are RGB by default
GLenum combiner = GL_COMBINE_RGB_ARB;
GLenum source0 = GL_SOURCE0_RGB_ARB;
GLenum source1 = GL_SOURCE1_RGB_ARB;
GLenum source2 = GL_SOURCE2_RGB_ARB;
GLenum op0 = GL_OPERAND0_RGB_ARB;
GLenum op1 = GL_OPERAND1_RGB_ARB;
GLenum op2 = GL_OPERAND2_RGB_ARB;
// switch to alpha combiners
if( (mMaterial->flag[textureIndex] &TEXALPHA) ) {
combiner = GL_COMBINE_ALPHA_ARB;
source0 = GL_SOURCE0_ALPHA_ARB;
source1 = GL_SOURCE1_ALPHA_ARB;
source2 = GL_SOURCE2_ALPHA_ARB;
op0 = GL_OPERAND0_ALPHA_ARB;
op1 = GL_OPERAND1_ALPHA_ARB;
op2 = GL_OPERAND2_ALPHA_ARB;
blend_operand = GL_SRC_ALPHA;
blend_operand_prev = GL_SRC_ALPHA;
// invert
if(mMaterial->flag[textureIndex] &TEXNEG) {
blend_operand_prev = GL_ONE_MINUS_SRC_ALPHA;
blend_operand = GL_ONE_MINUS_SRC_ALPHA;
}
}
else {
if(mMaterial->flag[textureIndex] &TEXNEG) {
blend_operand_prev = GL_ONE_MINUS_SRC_COLOR;
blend_operand = GL_ONE_MINUS_SRC_COLOR;
}
}
// on Texture0 GL_PREVIOUS_ARB is the primary color
// on Texture1 GL_PREVIOUS_ARB is Texture0 env
switch( mMaterial->blend_mode[textureIndex] ) {
case BLEND_MIX:
{
// ------------------------------
GLfloat base_col[4];
base_col[0] = base_col[1] = base_col[2] = 0.f;
base_col[3] = 1.f-mMaterial->color_blend[textureIndex];
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,base_col );
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_INTERPOLATE_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
glTexEnvf( GL_TEXTURE_ENV, source2, GL_CONSTANT_ARB );
glTexEnvf( GL_TEXTURE_ENV, op2, GL_SRC_ALPHA);
}break;
case BLEND_MUL:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_MODULATE);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev);
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
}break;
case BLEND_ADD:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD_SIGNED_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand );
}break;
case BLEND_SUB:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_SUBTRACT_ARB);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
}break;
case BLEND_SCR:
{
// ------------------------------
glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD);
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
} break;
}
#endif //!GL_ARB_texture_env_combine
}
bool KX_BlenderMaterial::setBlending( int ind, bool enable)
{
if(!enable) {
if(mMaterial->flag[ind] &CALCALPHA ) return true;
else if(mMaterial->flag[ind] &USEALPHA ) return true;
return false;
}
else {
// additive
if(mMaterial->flag[ind] &CALCALPHA ) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
return true;
}
// use alpha channel
else if(mMaterial->flag[ind] &USEALPHA ) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
return true;
}
}
return false;
}
bool KX_BlenderMaterial::setDefaultBlending()
{
if( mMaterial->transp &TF_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
return true;
}
if( mMaterial->transp & TF_ALPHA ) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
return true;
}
glDisable(GL_BLEND);
return false;
}
void KX_BlenderMaterial::setEnvMap(bool val, bool cube)
{
#ifdef GL_ARB_texture_cube_map
if( cube && RAS_EXT_support._ARB_texture_cube_map )
{
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB );
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
}
else {
#endif//GL_ARB_texture_cube_map
if( val ) {
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
}
else {
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
}
#ifdef GL_ARB_texture_cube_map
}
#endif//GL_ARB_texture_cube_map
}
void KX_BlenderMaterial::setTexMatrixData(int i)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
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)
{
// will work without cubemaps
// but a cubemap will look the best
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);
float matr[16];
glGetFloatv(GL_MODELVIEW_MATRIX, matr);
MT_Matrix4x4 mvmat(matr);
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, useShader ),
KX_PYMETHODTABLE( KX_BlenderMaterial, getMaterialIndex ),
KX_PYMETHODTABLE( KX_BlenderMaterial, getTexture ),
KX_PYMETHODTABLE( KX_BlenderMaterial, setTexture ),
{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)
{
// nodda ?
_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()")
{
#ifdef GL_ARB_shader_objects
if(!RAS_EXT_support._ARB_shader_objects) {
PyErr_Format(PyExc_SystemError, "GLSL not supported");
return NULL;
}
else {
Py_INCREF(mShader);
return mShader;
}
#else
Py_Return;
#endif//GL_ARB_shader_objects
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, useShader, "useShader(1:0)" )
{
#ifdef GL_ARB_shader_objects
if(!RAS_EXT_support._ARB_shader_objects) {
PyErr_Format(PyExc_SystemError, "GLSL not supported");
return NULL;
}
int use =0;
if(PyArg_ParseTuple(args, "i", &use)) {
mUseShader = (use!= 0);
Py_Return;
}
return NULL;
#else
Py_Return;
#endif//GL_ARB_shader_objects
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()")
{
return PyInt_FromLong( mMaterial->material_index );
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getTexture, "getTexture( index )" )
{
return NULL;
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setTexture , "setTexture( index, tex)")
{
return NULL;
}