forked from bartvdbraak/blender
54e054cce4
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.
188 lines
5.1 KiB
C++
188 lines
5.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Ketsji/BL_BlenderShader.cpp
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* \ingroup ketsji
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*/
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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 "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_DerivedMesh.h"
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#include "BL_BlenderShader.h"
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#include "BL_Material.h"
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#include "GPU_extensions.h"
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#include "GPU_material.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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BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
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:
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mMat(ma),
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mLightLayer(lightlayer),
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mGPUMat(NULL)
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{
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mBlenderScene = scene->GetBlenderScene();
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mAlphaBlend = GPU_BLEND_SOLID;
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ReloadMaterial();
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}
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BL_BlenderShader::~BL_BlenderShader()
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{
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if (mGPUMat)
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GPU_material_unbind(mGPUMat);
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}
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void BL_BlenderShader::ReloadMaterial()
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{
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mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat) : NULL;
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}
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void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
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{
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if (VerifyShader()) {
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if (enable) {
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assert(rasty != NULL); // XXX Kinda hacky, but SetProg() should always have the rasterizer if enable is true
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float viewmat[4][4], viewinvmat[4][4];
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const MT_Matrix4x4& view = rasty->GetViewMatrix();
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const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
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view.getValue((float*)viewmat);
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viewinv.getValue((float*)viewinvmat);
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GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, false);
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}
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else
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GPU_material_unbind(mGPUMat);
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}
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}
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int BL_BlenderShader::GetAttribNum()
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{
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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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}
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void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
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{
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GPUVertexAttribs attribs;
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GPUMaterial *gpumat;
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int i, attrib_num, uv = 0;
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ras->SetAttribNum(0);
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if (!VerifyShader())
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return;
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gpumat = mGPUMat;
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if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED || (ras->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW &&
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mat->alphablend != GEMAT_SOLID && !ras->GetUsingOverrideShader())) {
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GPU_material_vertex_attributes(gpumat, &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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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV, attribs.layer[i].glindex, uv++);
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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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}
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}
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void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
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{
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float obmat[4][4], obcol[4];
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GPUMaterial *gpumat;
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gpumat = mGPUMat;
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if (!gpumat || !GPU_material_bound(gpumat))
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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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// note: getValue gives back column major as needed by OpenGL
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model.getValue((float*)obmat);
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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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float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f;
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GPU_material_bind_uniforms(gpumat, obmat, obcol, auto_bump_scale);
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mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
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}
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int BL_BlenderShader::GetAlphaBlend()
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{
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return mAlphaBlend;
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}
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bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
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{
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/* to avoid unneeded state switches */
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return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer);
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}
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// eof
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