blender/source/gameengine/Ketsji/BL_BlenderShader.cpp
Brecht Van Lommel 908337bee1 Game Engine: alpha blending and sorting
=======================================

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.
2008-07-29 15:48:31 +00:00

227 lines
5.0 KiB
C++

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