blender/source/gameengine/Ketsji/BL_BlenderShader.cpp
IRIE Shinsuke 54e054cce4 Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.
Using layer visibility in active render layer makes more accurate
preview but can cause problems in some cases:

https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1

GLSL lamps now ignore layer visibility if lock_camera_and_layers is
OFF or game engine is running. The material lamp group still works
unconditionally though.
2014-05-30 08:22:44 +09:00

188 lines
5.1 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Ketsji/BL_BlenderShader.cpp
* \ingroup ketsji
*/
#include "DNA_customdata_types.h"
#include "DNA_material_types.h"
#include "DNA_scene_types.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_DerivedMesh.h"
#include "BL_BlenderShader.h"
#include "BL_Material.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "RAS_BucketManager.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
:
mMat(ma),
mLightLayer(lightlayer),
mGPUMat(NULL)
{
mBlenderScene = scene->GetBlenderScene();
mAlphaBlend = GPU_BLEND_SOLID;
ReloadMaterial();
}
BL_BlenderShader::~BL_BlenderShader()
{
if (mGPUMat)
GPU_material_unbind(mGPUMat);
}
void BL_BlenderShader::ReloadMaterial()
{
mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat) : NULL;
}
void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
{
if (VerifyShader()) {
if (enable) {
assert(rasty != NULL); // XXX Kinda hacky, but SetProg() should always have the rasterizer if enable is true
float viewmat[4][4], viewinvmat[4][4];
const MT_Matrix4x4& view = rasty->GetViewMatrix();
const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
view.getValue((float*)viewmat);
viewinv.getValue((float*)viewinvmat);
GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, false);
}
else
GPU_material_unbind(mGPUMat);
}
}
int BL_BlenderShader::GetAttribNum()
{
GPUVertexAttribs attribs;
int i, enabled = 0;
if (!VerifyShader())
return enabled;
GPU_material_vertex_attributes(mGPUMat, &attribs);
for (i = 0; i < attribs.totlayer; i++)
if (attribs.layer[i].glindex+1 > enabled)
enabled= attribs.layer[i].glindex+1;
if (enabled > BL_MAX_ATTRIB)
enabled = BL_MAX_ATTRIB;
return enabled;
}
void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
{
GPUVertexAttribs attribs;
GPUMaterial *gpumat;
int i, attrib_num, uv = 0;
ras->SetAttribNum(0);
if (!VerifyShader())
return;
gpumat = mGPUMat;
if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED || (ras->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW &&
mat->alphablend != GEMAT_SOLID && !ras->GetUsingOverrideShader())) {
GPU_material_vertex_attributes(gpumat, &attribs);
attrib_num = GetAttribNum();
ras->SetTexCoordNum(0);
ras->SetAttribNum(attrib_num);
for (i = 0; i < attrib_num; i++)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
for (i = 0; i < attribs.totlayer; i++) {
if (attribs.layer[i].glindex > attrib_num)
continue;
if (attribs.layer[i].type == CD_MTFACE)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV, attribs.layer[i].glindex, uv++);
else if (attribs.layer[i].type == CD_TANGENT)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
else if (attribs.layer[i].type == CD_ORCO)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex);
else if (attribs.layer[i].type == CD_NORMAL)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex);
else if (attribs.layer[i].type == CD_MCOL)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex);
else
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
}
}
}
void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
{
float obmat[4][4], obcol[4];
GPUMaterial *gpumat;
gpumat = mGPUMat;
if (!gpumat || !GPU_material_bound(gpumat))
return;
MT_Matrix4x4 model;
model.setValue(ms.m_OpenGLMatrix);
// note: getValue gives back column major as needed by OpenGL
model.getValue((float*)obmat);
if (ms.m_bObjectColor)
ms.m_RGBAcolor.getValue((float *)obcol);
else
obcol[0] = obcol[1] = obcol[2] = obcol[3] = 1.0f;
float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, obmat, obcol, auto_bump_scale);
mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
}
int BL_BlenderShader::GetAlphaBlend()
{
return mAlphaBlend;
}
bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
{
/* to avoid unneeded state switches */
return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer);
}
// eof