the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
171 lines
4.5 KiB
C++
171 lines
4.5 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 "DNA_scene_types.h"
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#include "BKE_global.h"
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#include "BKE_main.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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mScene(scene),
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mMat(ma),
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mLightLayer(lightlayer)
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{
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mBlenderScene = scene->GetBlenderScene(); //GetSceneForName(scene->GetName());
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mBlendMode = GPU_BLEND_SOLID;
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if(mMat)
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GPU_material_from_blender(mBlenderScene, mMat);
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}
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BL_BlenderShader::~BL_BlenderShader()
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{
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if(mMat && GPU_material_from_blender(mBlenderScene, mMat))
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GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
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}
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bool BL_BlenderShader::Ok()
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{
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return VerifyShader();
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}
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bool BL_BlenderShader::VerifyShader()
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{
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if(mMat)
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return (GPU_material_from_blender(mBlenderScene, mMat) != 0);
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else
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return false;
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}
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void BL_BlenderShader::SetProg(bool enable, double time)
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{
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if(VerifyShader()) {
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if(enable)
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GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, time);
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else
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GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
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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(GPU_material_from_blender(mBlenderScene, mMat), &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;
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ras->SetAttribNum(0);
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if(!VerifyShader())
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return;
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gpumat = GPU_material_from_blender(mBlenderScene, mMat);
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if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
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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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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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}
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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], viewmat[4][4], viewinvmat[4][4], obcol[4];
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GPUMaterial *gpumat;
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gpumat = GPU_material_from_blender(mBlenderScene, mMat);
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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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const MT_Matrix4x4& view = rasty->GetViewMatrix();
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const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
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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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view.getValue((float*)viewmat);
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viewinv.getValue((float*)viewinvmat);
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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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GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol);
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mBlendMode = GPU_material_blend_mode(gpumat, obcol);
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}
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int BL_BlenderShader::GetBlendMode()
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{
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return mBlendMode;
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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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