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authorMitchell Stokes <mogurijin@gmail.com>2011-08-25 00:28:54 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-25 00:28:54 +0400
commit7fc26e0123e700113f340068a964c1a12133b7e1 (patch)
tree50a81047e60a7b8791181fb877915cee2a641ff2
parent81a8f3e88592e6a570ab7e2f844c298a320480f5 (diff)
Committing patch #25675 "Make "Cast Buffer Shadows" option work in viewport and BGE" by me.
Description from the tracker: "It's really handy to be able to prevent an object/material from casting a shadow. So, I made use of the Cast Buffer Shadows option in the material settings, and made it work in the viewport and the BGE."
-rw-r--r--source/blender/editors/space_view3d/drawobject.c14
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c2
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h1
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
-rw-r--r--source/gameengine/Ketsji/BL_Material.h3
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp1
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp5
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp3
9 files changed, 31 insertions, 4 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index ddc10d78cac..3133ad131bb 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -2843,8 +2843,20 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
Object *ob= base->object;
Object *obedit= scene->obedit;
Mesh *me= ob->data;
+ Material *ma=NULL;
EditMesh *em= me->edit_mesh;
- int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha;
+ int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha, i;
+
+ /* If we are drawing shadows and any of the materials don't cast a shadow, then don't draw the object */
+ if (v3d->flag2 & V3D_RENDER_SHADOW)
+ {
+ for(i=0; i<ob->totcol; ++i)
+ {
+ ma = give_current_material(ob, i);
+ if (ma && !(ma->mode & MA_SHADBUF))
+ return 1;
+ }
+ }
if(obedit && ob!=obedit && ob->data==obedit->data) {
if(ob_get_key(ob) || ob_get_key(obedit));
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index f8837594ddb..9249d4d2bf0 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2155,7 +2155,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
v3d->drawtype = OB_SOLID;
v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
v3d->flag2 &= ~V3D_SOLID_TEX;
- v3d->flag2 |= V3D_RENDER_OVERRIDE;
+ v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW;
GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 89b8bad2806..3c8d20a6f16 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -247,6 +247,7 @@ typedef struct View3D {
#define V3D_SOLID_TEX 8
#define V3D_DISPGP 16
#define V3D_LOCK_CAMERA 32
+#define V3D_RENDER_SHADOW 64 /* This is a runtime only flag that's used to tell draw_mesh_object() that we're doing a shadow pass instead of a regular draw */
/* View3D->around */
#define V3D_CENTER 0
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 7b9c5d4b4d6..35c319e263b 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -350,6 +350,8 @@ bool ConvertMaterial(
// use lighting?
material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
+ // cast shadows?
+ material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0;
MTex *mttmp = 0;
numchan = getNumTexChannels(mat);
int valid_index = 0;
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
index ef25c9218a3..c0440e66501 100644
--- a/source/gameengine/Ketsji/BL_Material.h
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -157,7 +157,8 @@ enum BL_ras_mode
ALPHA=8,
// TRIANGLE=16,
USE_LIGHT=32,
- WIRE=64
+ WIRE=64,
+ CAST_SHADOW=128
};
// -------------------------------------
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index 9ff32ba57c5..4226896aec0 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -85,6 +85,7 @@ void KX_BlenderMaterial::Initialize(
m_flag |= (mMaterial->IdMode>=ONETEX)? RAS_MULTITEX: 0;
m_flag |= ((mMaterial->ras_mode & USE_LIGHT)!=0)? RAS_MULTILIGHT: 0;
m_flag |= (mMaterial->glslmat)? RAS_BLENDERGLSL: 0;
+ m_flag |= ((mMaterial->ras_mode & CAST_SHADOW)!=0)? RAS_CASTSHADOW: 0;
// figure max
int enabled = mMaterial->num_enabled;
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index 47f1dcb412a..5a1b52489b4 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -246,6 +246,11 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
return dolights;
}
+bool RAS_IPolyMaterial::CastsShadows() const
+{
+ return (m_flag & RAS_CASTSHADOW) != 0;
+}
+
bool RAS_IPolyMaterial::UsesObjectColor() const
{
return !(m_flag & RAS_BLENDERGLSL);
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
index b0e7daf81d7..2a5c6a179b6 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
@@ -62,7 +62,8 @@ enum MaterialProps
RAS_AUTOGEN =128,
RAS_NORMAL =256,
RAS_DEFMULTI =512,
- RAS_BLENDERGLSL =1024
+ RAS_BLENDERGLSL =1024,
+ RAS_CASTSHADOW =2048
};
/**
@@ -169,6 +170,7 @@ public:
virtual void GetMaterialRGBAColor(unsigned char *rgba) const;
virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
virtual bool UsesObjectColor() const;
+ virtual bool CastsShadows() const;
virtual void Replace_IScene(SCA_IScene *val) {}; /* overridden by KX_BlenderMaterial */
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 7647f7d3f27..85284096bb9 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -586,6 +586,9 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
RAS_IRenderTools *rendertools)
{
bool uselights;
+
+ if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows())
+ return false;
if(!rasty->SetMaterial(*m_material))
return false;