diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-08-18 19:27:48 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-08-18 19:27:48 +0400 |
commit | 368262461641f23239c1a7bd2e6fa9d5057902e7 (patch) | |
tree | d16e6982db7cf207d380d06f354791ca78e71257 /source/blender/gpu | |
parent | ede954b93821e3eda5e30ce362ce8472ee17368d (diff) |
2.5: Game Engine
* Added Shading and Performance panels in the scene buttons,
containing the options previously in the 2.4x game menu.
* Added show framerate/debug/physics/warnings back in game menu.
* Moved these settings from G.fileflags to scene GameData.
* Enabled Display Lists by default.
* Some other small game scene button tweaks.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index c85e2b5a7f1..c0fb069fc41 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -500,7 +500,7 @@ static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff) GPUMaterial *mat= shi->gpumat; GPUNodeLink *fac; - if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS)) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) { if(ma->ramp_col) { if(ma->rampin_col==MA_RAMP_IN_RESULT) { GPU_link(mat, "ramp_rgbtobw", *diff, &fac); @@ -516,7 +516,7 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G { GPUNodeLink *fac, *tmp, *addcol; - if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS) && + if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && ma->ramp_col && (ma->mode & MA_RAMP_COL)) { /* MA_RAMP_IN_RESULT is exceptional */ if(ma->rampin_col==MA_RAMP_IN_RESULT) { @@ -556,7 +556,7 @@ static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec) GPUMaterial *mat= shi->gpumat; GPUNodeLink *fac; - if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS) && + if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && ma->ramp_spec && ma->rampin_spec==MA_RAMP_IN_RESULT) { GPU_link(mat, "ramp_rgbtobw", *spec, &fac); @@ -644,7 +644,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la is= inp; /* Lambert */ - if(!(G.fileflags & G_FILE_GLSL_NO_SHADERS)) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) { if(ma->diff_shader==MA_DIFF_ORENNAYAR) GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view, GPU_uniform(&ma->roughness), &is); else if(ma->diff_shader==MA_DIFF_TOON) @@ -656,7 +656,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la } } - if(!(G.fileflags & G_FILE_GLSL_NO_SHADERS)) + if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) if(ma->shade_flag & MA_CUBIC) GPU_link(mat, "shade_cubic", is, &is); @@ -671,7 +671,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la // done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i); if((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) { - if(!(G.fileflags & G_FILE_GLSL_NO_SHADOWS)) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) { mat->dynproperty |= DYN_LAMP_PERSMAT; GPU_link(mat, "test_shadowbuf", @@ -700,7 +700,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la GPU_link(mat, "math_multiply", i, shadfac, &i); } } - else if((G.fileflags & G_FILE_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) { + else if((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) { add_user_list(&mat->lamps, lamp); add_user_list(&lamp->materials, shi->gpumat->ma); return; @@ -716,7 +716,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la } } - if(G.fileflags & G_FILE_GLSL_NO_SHADERS); + if(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS); else if(!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) && (GPU_link_changed(shi->spec) || ma->spec != 0.0f)) { if(lamp->type == LA_HEMI) { @@ -1015,11 +1015,11 @@ static void do_material_tex(GPUShadeInput *shi) if(mtex->mapto & MAP_COL) texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb); - if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) + if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) texture_rgb_blend(mat, tcol, shi->specrgb, tin, colfac, mtex->blendtype, &shi->specrgb); } - if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) { if(mtex->maptoneg & MAP_NORM) tex->norfac= -mtex->norfac; else tex->norfac= mtex->norfac; @@ -1065,22 +1065,22 @@ static void do_material_tex(GPUShadeInput *shi) GPU_link(mat, "mtex_rgbtoint", trgb, &tin); } - if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) { int flip= mtex->maptoneg & MAP_REF; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->refl, tin, varfac, mtex->blendtype, flip, &shi->refl); GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl); } - if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) { int flip= mtex->maptoneg & MAP_SPEC; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->spec, tin, varfac, mtex->blendtype, flip, &shi->spec); GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec); } - if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) { int flip= mtex->maptoneg & MAP_EMIT; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->emit, tin, varfac, mtex->blendtype, flip, &shi->emit); GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit); } - if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) { int flip= mtex->maptoneg & MAP_HAR; GPU_link(mat, "mtex_har_divide", shi->har, &shi->har); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->har, tin, varfac, mtex->blendtype, flip, &shi->har); @@ -1091,7 +1091,7 @@ static void do_material_tex(GPUShadeInput *shi) texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, varfac, mtex->blendtype, flip, &shi->alpha); GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha); } - if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) { + if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) { int flip= mtex->maptoneg & MAP_AMB; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->amb, tin, varfac, mtex->blendtype, flip, &shi->amb); GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb); @@ -1142,7 +1142,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) GPU_material_enable_alpha(mat); - if((G.fileflags & G_FILE_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) { + if((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) { shr->combined = shi->rgb; shr->alpha = shi->alpha; GPU_link(mat, "set_rgb", shi->rgb, &shr->diff); @@ -1251,7 +1251,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma) mat = GPU_material_construct_begin(ma); mat->scene = scene; - if(!(G.fileflags & G_FILE_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) { + if(!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) { ntreeGPUMaterialNodes(ma->nodetree, mat); } else { @@ -1458,8 +1458,8 @@ void GPU_lamp_free(Object *ob) int GPU_lamp_has_shadow_buffer(GPULamp *lamp) { - return (!(G.fileflags & G_FILE_GLSL_NO_SHADOWS) && - !(G.fileflags & G_FILE_GLSL_NO_LIGHTS) && + return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && + !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) && lamp->tex && lamp->fb); } |