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blender-archive/source/gameengine/GamePlayer/common/GPC_PolygonMaterial.cpp
Kester Maddock e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00

421 lines
9.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "GPC_PolygonMaterial.h"
#include "MT_Vector3.h"
#include "RAS_IRasterizer.h"
#include "RAS_GLExtensionManager.h"
/* This list includes only data type definitions */
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_image_types.h"
#include "DNA_lamp_types.h"
#include "DNA_group_types.h"
#include "DNA_scene_types.h"
#include "DNA_camera_types.h"
#include "DNA_property_types.h"
#include "DNA_text_types.h"
#include "DNA_sensor_types.h"
#include "DNA_controller_types.h"
#include "DNA_actuator_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_mesh.h"
#include "MEM_guardedalloc.h"
#include "IMB_imbuf_types.h"
/* end of blender include block */
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
static Image *fCurpage=0;
static int fCurtile=0, fCurmode=0, fCurTileXRep=0, fCurTileYRep=0;
static short fTexWindx, fTexWindy, fTexWinsx, fTexWinsy;
static int fDoMipMap = 1;
static int fLinearMipMap=1;
static int fAlphamode= -1;
using namespace bgl;
/* (n&(n-1)) zeros the least significant bit of n */
static int is_pow2(int num) {
return ((num)&(num-1))==0;
}
static int smaller_pow2(int num) {
while (!is_pow2(num))
num= num&(num-1);
return num;
}
static void my_make_repbind(Image *ima)
{
if(ima==0 || ima->ibuf==0) return;
if(ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint*)ima->repbind);
delete (ima->repbind);
ima->repbind= 0;
}
ima->totbind= ima->xrep*ima->yrep;
if(ima->totbind>1) {
ima->repbind= (unsigned int *) malloc(sizeof(int)*ima->totbind);
for (int i=0;i<ima->totbind;i++)
((int*)ima->repbind)[i] = 0;
}
}
static int my_set_tpage(TFace *tface)
{
static TFace *lasttface= 0;
Image *ima;
unsigned int *rect, *bind;
int tpx, tpy, tilemode, tileXRep,tileYRep;
/* disable */
if(tface==0) {
if(lasttface==0) return 0;
lasttface= 0;
fCurtile= 0;
fCurpage= 0;
if(fCurmode!=0) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
fCurmode= 0;
fCurTileXRep=0;
fCurTileYRep=0;
fAlphamode= -1;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
return 0;
}
lasttface= tface;
if( fAlphamode != tface->transp) {
fAlphamode= tface->transp;
if(fAlphamode) {
glEnable(GL_BLEND);
if(fAlphamode==TF_ADD) {
glBlendFunc(GL_ONE, GL_ONE);
/* glBlendEquationEXT(GL_FUNC_ADD_EXT); */
}
else if(fAlphamode==TF_ALPHA) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* glBlendEquationEXT(GL_FUNC_ADD_EXT); */
}
/* else { */
/* glBlendFunc(GL_ONE, GL_ONE); */
/* glBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); */
/* } */
}
else glDisable(GL_BLEND);
}
ima= (struct Image *) tface->tpage;
/* Enable or disable environment mapping */
if (ima && (ima->flag & IMA_REFLECT)){
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
}
else{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
tilemode= tface->mode & TF_TILES;
tileXRep = 0;
tileYRep = 0;
if (ima)
{
tileXRep = ima->xrep;
tileYRep = ima->yrep;
}
if(ima==fCurpage && fCurtile==tface->tile && tilemode==fCurmode && fCurTileXRep==tileXRep && fCurTileYRep == tileYRep) return ima!=0;
if(tilemode!=fCurmode || fCurTileXRep!=tileXRep || fCurTileYRep != tileYRep)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if(tilemode && ima!=0)
glScalef(ima->xrep, ima->yrep, 1.0);
glMatrixMode(GL_MODELVIEW);
}
if(ima==0 || ima->ok==0) {
glDisable(GL_TEXTURE_2D);
fCurtile= tface->tile;
fCurpage= 0;
fCurmode= tilemode;
fCurTileXRep = tileXRep;
fCurTileYRep = tileYRep;
return 0;
}
if(ima->ibuf==0) {
load_image(ima, IB_rect, "", 0);
if(ima->ibuf==0) {
ima->ok= 0;
fCurtile= tface->tile;
fCurpage= 0;
fCurmode= tilemode;
fCurTileXRep = tileXRep;
fCurTileYRep = tileYRep;
glDisable(GL_TEXTURE_2D);
return 0;
}
}
if(ima->tpageflag & IMA_TWINANIM) fCurtile= ima->lastframe;
else fCurtile= tface->tile;
if(tilemode) {
if(ima->repbind==0) my_make_repbind(ima);
if(fCurtile>=ima->totbind) fCurtile= 0;
/* this happens when you change repeat buttons */
if(ima->repbind) bind= ima->repbind+fCurtile;
else bind= &ima->bindcode;
if(*bind==0) {
fTexWindx= ima->ibuf->x/ima->xrep;
fTexWindy= ima->ibuf->y/ima->yrep;
if(fCurtile>=ima->xrep*ima->yrep) fCurtile= ima->xrep*ima->yrep-1;
fTexWinsy= fCurtile / ima->xrep;
fTexWinsx= fCurtile - fTexWinsy*ima->xrep;
fTexWinsx*= fTexWindx;
fTexWinsy*= fTexWindy;
tpx= fTexWindx;
tpy= fTexWindy;
rect= ima->ibuf->rect + fTexWinsy*ima->ibuf->x + fTexWinsx;
}
}
else {
bind= &ima->bindcode;
if(*bind==0) {
tpx= ima->ibuf->x;
tpy= ima->ibuf->y;
rect= ima->ibuf->rect;
}
}
if(*bind==0) {
int rectw= tpx, recth= tpy;
unsigned int *tilerect= NULL, *scalerect= NULL;
/*
* Maarten:
* According to Ton this code is not needed anymore. It was used only
* in really old Blenders.
* Reevan:
* Actually it is needed for backwards compatibility. Simpledemo 6 does not display correctly without it.
*/
#if 1
if (tilemode) {
int y;
tilerect= (unsigned int*)MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
for (y=0; y<recth; y++) {
unsigned int *rectrow= &rect[y*ima->ibuf->x];
unsigned int *tilerectrow= &tilerect[y*rectw];
memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
}
rect= tilerect;
}
#endif
if (!is_pow2(rectw) || !is_pow2(recth)) {
rectw= smaller_pow2(rectw);
recth= smaller_pow2(recth);
scalerect= (unsigned int *)MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
rect= scalerect;
}
glGenTextures(1, (GLuint*)bind);
/*
if(G.f & G_DEBUG) {
printf("var1: %s\n", ima->id.name+2);
printf("var1: %d, var2: %d\n", *bind, tpx);
printf("var1: %d, var2: %d\n", fCurtile, tilemode);
}
*/
glBindTexture( GL_TEXTURE_2D, *bind);
if (!fDoMipMap)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else
{
int minfilter= fLinearMipMap?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST;
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (tilerect)
MEM_freeN(tilerect);
if (scalerect)
MEM_freeN(scalerect);
}
else glBindTexture( GL_TEXTURE_2D, *bind);
glEnable(GL_TEXTURE_2D);
fCurpage= ima;
fCurmode= tilemode;
fCurTileXRep = tileXRep;
fCurTileYRep = tileYRep;
return 1;
}
GPC_PolygonMaterial::GPC_PolygonMaterial(const STR_String& texname, bool ba, const STR_String& matname,
int tile, int tileXrep, int tileYrep, int mode, bool transparant, bool zsort,
int lightlayer, bool bIsTriangle, void* clientobject, void* tpage) :
RAS_IPolyMaterial(texname, ba, matname, tile, tileXrep, tileYrep, mode,
transparant, zsort, lightlayer, bIsTriangle, clientobject), m_tface((struct TFace*)tpage)
{
// clear local caching info
my_set_tpage(0);
}
GPC_PolygonMaterial::~GPC_PolygonMaterial(void)
{
}
void GPC_PolygonMaterial::Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
{
if (GetCachingInfo() != cachingInfo)
{
if (!cachingInfo)
{
my_set_tpage(0);
}
cachingInfo = GetCachingInfo();
if ((m_drawingmode & 4)&& (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) )
{
update_realtime_texture((struct TFace*) m_tface, rasty->GetTime());
my_set_tpage(m_tface);
rasty->EnableTextures(true);
} else
{
my_set_tpage(0);
rasty->EnableTextures(false);
}
//TF_TWOSIDE == 512, todo, make this a ketsji enum
if(m_drawingmode & 512) {
rasty->SetCullFace(false);
}
else
{
rasty->SetCullFace(true);//glEnable(GL_CULL_FACE);
//else glDisable(GL_CULL_FACE);
}
}
rasty->SetSpecularity(m_specular[0],m_specular[1],m_specular[2],m_specularity);
rasty->SetShinyness(m_shininess);
rasty->SetDiffuse(m_diffuse[0], m_diffuse[1],m_diffuse[2], 1.0);
}
void GPC_PolygonMaterial::SetMipMappingEnabled(bool enabled)
{
fDoMipMap = enabled ? 1 : 0;
}