blender/source/gameengine/Ketsji/KX_BlenderMaterial.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

936 lines
20 KiB
C++

// ------------------------------------
// ...
// ------------------------------------
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "GL/glew.h"
#include "KX_BlenderMaterial.h"
#include "BL_Material.h"
#include "KX_Scene.h"
#include "KX_Light.h"
#include "KX_GameObject.h"
#include "KX_MeshProxy.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"
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_meshdata_types.h"
#include "BKE_mesh.h"
// ------------------------------------
#define spit(x) std::cout << x << std::endl;
BL_Shader *KX_BlenderMaterial::mLastShader = NULL;
BL_BlenderShader *KX_BlenderMaterial::mLastBlenderShader = NULL;
//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->transp,
((data->ras_mode &ALPHA)!=0),
((data->ras_mode &ZSORT)!=0),
lightlayer,
((data->ras_mode &TRIANGLE)!=0),
clientobject
),
mMaterial(data),
mShader(0),
mBlenderShader(0),
mScene(scene),
mUserDefBlend(0),
mModified(0),
mConstructed(false),
mPass(0)
{
// --------------------------------
// 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
int enabled = mMaterial->num_enabled;
int max = BL_Texture::GetMaxUnits();
mMaterial->num_enabled = enabled>=max?max: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
if (mConstructed)
// clean only if material was actually used
OnExit();
}
MTFace* KX_BlenderMaterial::GetMTFace(void) const
{
// fonts on polys
MT_assert(mMaterial->tface);
return mMaterial->tface;
}
unsigned int* KX_BlenderMaterial::GetMCol(void) const
{
// fonts on polys
return mMaterial->rgb;
}
void KX_BlenderMaterial::OnConstruction()
{
if (mConstructed)
// when material are reused between objects
return;
if(mMaterial->glslmat)
SetBlenderGLSLShader();
// for each unique material...
int i;
for(i=0; i<mMaterial->num_enabled; i++) {
if( mMaterial->mapping[i].mapping & USEENV ) {
if(!GLEW_ARB_texture_cube_map) {
spit("CubeMap textures not supported");
continue;
}
if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
else {
if( mMaterial->img[i] ) {
if( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
}
}
mBlendFunc[0] =0;
mBlendFunc[1] =0;
mConstructed = true;
}
void KX_BlenderMaterial::EndFrame()
{
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader = NULL;
}
if(mLastShader) {
mLastShader->SetProg(false);
mLastShader = NULL;
}
}
void KX_BlenderMaterial::OnExit()
{
if( mShader ) {
//note, the shader here is allocated, per unique material
//and this function is called per face
if(mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
delete mShader;
mShader = 0;
}
if( mBlenderShader ) {
if(mBlenderShader == mLastBlenderShader) {
mBlenderShader->SetProg(false);
mLastBlenderShader = NULL;
}
delete mBlenderShader;
mBlenderShader = 0;
}
BL_Texture::ActivateFirst();
for(int i=0; i<mMaterial->num_enabled; i++) {
BL_Texture::ActivateUnit(i);
mTextures[i].DeleteTex();
mTextures[i].DisableUnit();
}
if( mMaterial->tface )
set_tpage(mMaterial->tface);
}
void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
{
MT_assert(GLEW_ARB_shader_objects && mShader);
int i;
if( !enable || !mShader->Ok() ) {
// frame cleanup.
if(mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
ras->SetBlendingMode(TF_SOLID);
BL_Texture::DisableAllTextures();
return;
}
BL_Texture::DisableAllTextures();
mShader->SetProg(true);
mLastShader = mShader;
BL_Texture::ActivateFirst();
mShader->ApplyShader();
// for each enabled unit
for(i=0; i<mMaterial->num_enabled; i++) {
if(!mTextures[i].Ok()) continue;
mTextures[i].ActivateTexture();
mTextures[0].SetMapping(mMaterial->mapping[i].mapping);
}
if(!mUserDefBlend) {
ras->SetBlendingMode(mMaterial->transp);
}
else {
ras->SetBlendingMode(TF_SOLID);
ras->SetBlendingMode(-1); // indicates custom mode
// tested to be valid enums
glEnable(GL_BLEND);
glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
}
}
void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras)
{
if( !enable || !mBlenderShader->Ok() ) {
// frame cleanup.
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
ras->SetBlendingMode(TF_SOLID);
BL_Texture::DisableAllTextures();
return;
}
if(!mBlenderShader->Equals(mLastBlenderShader)) {
ras->SetBlendingMode(mMaterial->transp);
BL_Texture::DisableAllTextures();
if(mLastBlenderShader)
mLastBlenderShader->SetProg(false);
mBlenderShader->SetProg(true);
mLastBlenderShader= mBlenderShader;
}
}
void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
{
BL_Texture::DisableAllTextures();
if( !enable ) {
ras->SetBlendingMode(TF_SOLID);
return;
}
BL_Texture::ActivateFirst();
if( mMaterial->IdMode == DEFAULT_BLENDER ) {
ras->SetBlendingMode(mMaterial->transp);
return;
}
if( mMaterial->IdMode == TEXFACE ) {
// no material connected to the object
if( mTextures[0].Ok() ) {
mTextures[0].ActivateTexture();
mTextures[0].setTexEnv(0, true);
mTextures[0].SetMapping(mMaterial->mapping[0].mapping);
ras->SetBlendingMode(mMaterial->transp);
}
return;
}
int mode = 0,i=0;
for(i=0; (i<mMaterial->num_enabled && i<MAXTEX); i++) {
if( !mTextures[i].Ok() ) continue;
mTextures[i].ActivateTexture();
mTextures[i].setTexEnv(mMaterial);
mode = mMaterial->mapping[i].mapping;
if(mode &USEOBJ)
setObjectMatrixData(i, ras);
else
mTextures[i].SetMapping(mode);
if(!(mode &USEOBJ))
setTexMatrixData( i );
}
if(!mUserDefBlend) {
ras->SetBlendingMode(mMaterial->transp);
}
else {
ras->SetBlendingMode(TF_SOLID);
ras->SetBlendingMode(-1); // indicates custom mode
glEnable(GL_BLEND);
glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
}
}
void
KX_BlenderMaterial::ActivatShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo)const
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
// reset...
if(tmp->mMaterial->IsShared())
cachingInfo =0;
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setShaderData( false, rasty);
cachingInfo = GetCachingInfo();
if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
tmp->setShaderData( true, rasty);
else
tmp->setShaderData( false, rasty);
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
else
rasty->SetLines(false);
}
ActivatGLMaterials(rasty);
ActivateTexGen(rasty);
}
void
KX_BlenderMaterial::ActivateBlenderShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo)const
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
if(mLastShader) {
mLastShader->SetProg(false);
mLastShader= NULL;
}
// reset...
if(tmp->mMaterial->IsShared())
cachingInfo =0;
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setBlenderShaderData(false, rasty);
cachingInfo = GetCachingInfo();
if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
tmp->setBlenderShaderData(true, rasty);
rasty->EnableTextures(true);
}
else {
tmp->setBlenderShaderData(false, rasty);
rasty->EnableTextures(false);
}
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
else
rasty->SetLines(false);
}
ActivatGLMaterials(rasty);
mBlenderShader->SetAttribs(rasty, mMaterial);
}
void
KX_BlenderMaterial::ActivateMat(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
if(mLastShader) {
mLastShader->SetProg(false);
mLastShader= NULL;
}
if(mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setTexData( false,rasty );
cachingInfo = GetCachingInfo();
if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
tmp->setTexData( true,rasty );
else
tmp->setTexData( false,rasty);
if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES)
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
else
rasty->SetLines(false);
}
ActivatGLMaterials(rasty);
ActivateTexGen(rasty);
}
bool
KX_BlenderMaterial::Activate(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const
{
bool dopass = false;
if( GLEW_ARB_shader_objects && ( mShader && mShader->Ok() ) ) {
if( (mPass++) < mShader->getNumPass() ) {
ActivatShaders(rasty, cachingInfo);
dopass = true;
return dopass;
}
else {
if(mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
mPass = 0;
dopass = false;
return dopass;
}
}
else if( GLEW_ARB_shader_objects && ( mBlenderShader && mBlenderShader->Ok() ) ) {
if( (mPass++) == 0 ) {
ActivateBlenderShaders(rasty, cachingInfo);
dopass = true;
return dopass;
}
else {
mPass = 0;
dopass = false;
return dopass;
}
}
else {
switch (mPass++)
{
case 0:
ActivateMat(rasty, cachingInfo);
dopass = true;
break;
default:
mPass = 0;
dopass = false;
break;
}
}
return dopass;
}
bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
{
if(!RAS_IPolyMaterial::UsesLighting(rasty))
return false;
if(mShader && mShader->Ok());
else if(mBlenderShader && mBlenderShader->Ok())
return false;
return true;
}
void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterizer* rasty) const
{
if(mShader && GLEW_ARB_shader_objects) {
mShader->Update(ms, rasty);
}
else if(mBlenderShader && GLEW_ARB_shader_objects) {
int blendmode;
mBlenderShader->Update(ms, rasty);
/* we do blend modes here, because they can change per object
* with the same material due to obcolor */
blendmode = mBlenderShader->GetBlendMode();
if((blendmode == TF_SOLID || blendmode == TF_ALPHA) && mMaterial->transp != TF_SOLID)
blendmode = mMaterial->transp;
rasty->SetBlendingMode(blendmode);
}
}
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)
{
STR_String str = mMaterial->mapping[i].uvCoName;
if (!str.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);
}
ras->EnableTextures(true);
}
else
ras->EnableTextures(false);
}
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);
MT_Matrix4x4 mvmat;
ras->GetViewMatrix(mvmat);
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, getMaterialIndex ),
KX_PYMETHODTABLE( KX_BlenderMaterial, setBlending ),
{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)
{
_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()")
{
if( !GLEW_ARB_fragment_shader) {
if(!mModified)
spit("Fragment shaders not supported");
mModified = true;
Py_Return;
}
if( !GLEW_ARB_vertex_shader) {
if(!mModified)
spit("Vertex shaders not supported");
mModified = true;
Py_Return;
}
if(!GLEW_ARB_shader_objects) {
if(!mModified)
spit("GLSL not supported");
mModified = true;
Py_Return;
}
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()) {
mMaterial->SetSharedMaterial(true);
Py_INCREF(mShader);
return mShader;
}else
{
// decref all references to the object
// then delete it!
// We will then go back to fixed functionality
// for this material
if(mShader) {
if(mShader->ob_refcnt > 1) {
Py_DECREF(mShader);
}
else {
delete mShader;
mShader=0;
}
}
}
Py_Return;
}
PyErr_Format(PyExc_ValueError, "GLSL Error");
return NULL;
}
void KX_BlenderMaterial::SetBlenderGLSLShader(void)
{
if(!mBlenderShader)
mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, m_lightlayer);
if(!mBlenderShader->Ok()) {
delete mBlenderShader;
mBlenderShader = 0;
}
else
m_flag |= RAS_BLENDERGLSL;
}
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()")
{
return PyInt_FromLong( mMaterial->material_index );
}
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( GameLogic.src, GameLogic.dest)")
{
unsigned int b[2];
if(PyArg_ParseTuple(args, "ii", &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_Format(PyExc_ValueError, "invalid enum.");
return NULL;
}
mUserDefBlend = true;
Py_Return;
}
return NULL;
}