forked from bartvdbraak/blender
99fdf27af9
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
176 lines
3.8 KiB
C++
176 lines
3.8 KiB
C++
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#include "DNA_customdata_types.h"
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#include "DNA_material_types.h"
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#include "BL_BlenderShader.h"
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#include "BL_Material.h"
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#ifdef BLENDER_GLSL
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#include "GPU_extensions.h"
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#include "GPU_material.h"
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#endif
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#include "RAS_MeshObject.h"
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#include "RAS_IRasterizer.h"
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const bool BL_BlenderShader::Ok()const
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{
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#ifdef BLENDER_GLSL
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return (mGPUMat != 0);
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#else
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return 0;
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#endif
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}
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BL_BlenderShader::BL_BlenderShader(struct Material *ma, int lightlayer)
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:
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#ifdef BLENDER_GLSL
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mGPUMat(0),
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#endif
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mBound(false),
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mLightLayer(lightlayer)
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{
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#ifdef BLENDER_GLSL
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if(ma) {
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GPU_material_from_blender(ma);
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mGPUMat = ma->gpumaterial;
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}
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#endif
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}
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BL_BlenderShader::~BL_BlenderShader()
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{
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#ifdef BLENDER_GLSL
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if(mGPUMat) {
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GPU_material_unbind(mGPUMat);
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mGPUMat = 0;
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}
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#endif
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}
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void BL_BlenderShader::SetProg(bool enable)
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{
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#ifdef BLENDER_GLSL
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if(mGPUMat) {
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if(enable) {
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GPU_material_bind(mGPUMat, mLightLayer);
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mBound = true;
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}
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else {
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GPU_material_unbind(mGPUMat);
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mBound = false;
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}
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}
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#endif
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}
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int BL_BlenderShader::GetAttribNum()
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{
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#ifdef BLENDER_GLSL
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GPUVertexAttribs attribs;
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int i, enabled = 0;
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if(!mGPUMat)
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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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#else
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return 0;
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#endif
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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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#ifdef BLENDER_GLSL
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GPUVertexAttribs attribs;
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int i, attrib_num;
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ras->SetAttribNum(0);
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if(!mGPUMat)
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return;
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if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
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GPU_material_vertex_attributes(mGPUMat, &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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if(!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
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else if(!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex);
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else
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
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}
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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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ras->EnableTextures(true);
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}
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else
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ras->EnableTextures(false);
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#endif
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}
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void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
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{
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#ifdef BLENDER_GLSL
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float obmat[4][4], viewmat[4][4], viewinvmat[4][4];
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if(!mGPUMat || !mBound)
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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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MT_Matrix4x4 view;
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rasty->GetViewMatrix(view);
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model.getValue((float*)obmat);
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view.getValue((float*)viewmat);
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view.invert();
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view.getValue((float*)viewinvmat);
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GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat);
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#endif
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}
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bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
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{
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#ifdef BLENDER_GLSL
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/* to avoid unneeded state switches */
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return (blshader && mGPUMat == blshader->mGPUMat && mLightLayer == blshader->mLightLayer);
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#else
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return true;
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#endif
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}
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// eof
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