diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-02-13 08:45:32 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-02-13 08:45:32 +0300 |
commit | e4790aef46f7ca0b4ab01c34f043be9e7b1fa7f1 (patch) | |
tree | 0d83145e454cc7b5947ec657dbd9e415aac9d809 /source/gameengine/Converter | |
parent | 6c325d74f534d259820c2b2d94d5b73b3acf0a35 (diff) |
Improved OpenGL Shader Language support for game engine. The python interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip
patch by Charlie Carley (snailrose @ elysiun.com)
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 137 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.h | 3 |
2 files changed, 126 insertions, 14 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 10d5e65ed9f..f07cb80d1bf 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -351,9 +351,11 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace* material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0; material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0; material->ras_mode|= ( tface->transp &(TF_ADD | TF_ALPHA))?TRANSP:0; - material->mapping[i].mapping |= ( (material->img[i]->flag & IMA_REFLECT)!=0 )?USEREFL:0; - //material->blend_mode[i] = BLEND_MUL; - i++;// skip to the next image + if(material->img[i]->flag & IMA_REFLECT) + material->mapping[i].mapping |= USEREFL; + else + material->mapping[i].mapping |= USEUV; + i++; valid_index++; } } @@ -416,6 +418,16 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace* if(mttmp->object) material->mapping[i].objconame = mttmp->object->id.name; } + else if(mttmp->texco &TEXCO_REFL) + material->mapping[i].mapping |= USEREFL; + else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB)) + material->mapping[i].mapping |= USEORCO; + else if(mttmp->texco &TEXCO_UV) + material->mapping[i].mapping |= USEUV; + else if(mttmp->texco &TEXCO_NORM) + material->mapping[i].mapping |= USENORM; + else + material->mapping[i].mapping |= DISABLE; material->mapping[i].scale[0] = mttmp->size[0]; material->mapping[i].scale[1] = mttmp->size[1]; @@ -463,6 +475,7 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace* material->IdMode = GREATERTHAN2; break; } + material->SetUsers(mat->id.us); material->num_enabled = valid_index; @@ -497,6 +510,7 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace* valid++; } } + material->SetUsers(-1); material->num_enabled = valid; material->IdMode = TEXFACE; material->speccolor[0] = 1.f; @@ -556,6 +570,87 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace* } +static void BL_ComputeTriTangentSpace(const MT_Vector3 &v1, const MT_Vector3 &v2, const MT_Vector3 &v3, + const MT_Vector2 &uv1, const MT_Vector2 &uv2, const MT_Vector2 &uv3, + MFace* mface, MT_Vector3 *tan1, MT_Vector3 *tan2) +{ + MT_Vector3 dx1(v2 - v1), dx2(v3 - v1); + MT_Vector2 duv1(uv2 - uv1), duv2(uv3 - uv1); + + MT_Scalar r = 1.0 / (duv1.x() * duv2.y() - duv2.x() * duv1.y()); + duv1 *= r; + duv2 *= r; + MT_Vector3 sdir(duv2.y() * dx1 - duv1.y() * dx2); + MT_Vector3 tdir(duv1.x() * dx2 - duv2.x() * dx1); + + tan1[mface->v1] += sdir; + tan1[mface->v2] += sdir; + tan1[mface->v3] += sdir; + + tan2[mface->v1] += tdir; + tan2[mface->v2] += tdir; + tan2[mface->v3] += tdir; +} + +static MT_Vector4* BL_ComputeMeshTangentSpace(Mesh* mesh) +{ + MFace* mface = static_cast<MFace*>(mesh->mface); + TFace* tface = static_cast<TFace*>(mesh->tface); + + MT_Vector3 *tan1 = new MT_Vector3[mesh->totvert]; + MT_Vector3 *tan2 = new MT_Vector3[mesh->totvert]; + + unsigned int v; + for (v = 0; v < mesh->totvert; v++) + { + tan1[v] = MT_Vector3(0.0, 0.0, 0.0); + tan2[v] = MT_Vector3(0.0, 0.0, 0.0); + } + + for (unsigned int p = 0; p < mesh->totface; p++, mface++, tface++) + { + MT_Vector3 v1(mesh->mvert[mface->v1].co), + v2(mesh->mvert[mface->v2].co), + v3(mesh->mvert[mface->v3].co); + + MT_Vector2 uv1(tface->uv[0]), + uv2(tface->uv[1]), + uv3(tface->uv[2]); + + BL_ComputeTriTangentSpace(v1, v2, v3, uv1, uv2, uv3, mface, tan1, tan2); + if (mface->v4) + { + MT_Vector3 v4(mesh->mvert[mface->v4].co); + MT_Vector2 uv4(tface->uv[3]); + + BL_ComputeTriTangentSpace(v1, v3, v4, uv1, uv3, uv4, mface, tan1, tan2); + } + } + + MT_Vector4 *tangent = new MT_Vector4[mesh->totvert]; + for (v = 0; v < mesh->totvert; v++) + { + const MT_Vector3 no(mesh->mvert[v].no[0]/32767.0, + mesh->mvert[v].no[1]/32767.0, + mesh->mvert[v].no[2]/32767.0); + // Gram-Schmidt orthogonalize + MT_Vector3 t(tan1[v] - no.cross(no.cross(tan1[v]))); + if (!MT_fuzzyZero(t)) + t /= t.length(); + + tangent[v].x() = t.x(); + tangent[v].y() = t.y(); + tangent[v].z() = t.z(); + // Calculate handedness + tangent[v].w() = no.dot(tan1[v].cross(tan2[v])) < 0.0 ? -1.0 : 1.0; + } + + delete [] tan1; + delete [] tan2; + + return tangent; +} + RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* rendertools, KX_Scene* scene, KX_BlenderSceneConverter *converter) { RAS_MeshObject *meshobj; @@ -576,6 +671,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* else { meshobj = new RAS_MeshObject(lightlayer); } + MT_Vector4 *tangent = 0; + if (tface) + tangent = BL_ComputeMeshTangentSpace(mesh); meshobj->SetName(mesh->id.name); @@ -600,7 +698,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* pt1(mesh->mvert[mface->v2].co), pt2(mesh->mvert[mface->v3].co), pt3(0.0, 0.0, 0.0); - + MT_Vector4 tan0(0.0, 0.0, 0.0, 0.0), + tan1(0.0, 0.0, 0.0, 0.0), + tan2(0.0, 0.0, 0.0, 0.0), + tan3(0.0, 0.0, 0.0, 0.0); + no0 /= 32767.0; no1 /= 32767.0; no2 /= 32767.0; @@ -655,6 +757,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* uv1 = uv[1]; uv2 = uv[2]; uv3 = uv[3]; + if(tangent){ + tan0 = tangent[mface->v1]; + tan1 = tangent[mface->v2]; + tan2 = tangent[mface->v3]; + if (mface->v4) + tan3 = tangent[mface->v4]; + } // this is needed to free up memory afterwards converter->RegisterPolyMaterial(polymat); } @@ -800,19 +909,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* d3=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v3, &mesh->dvert[mface->v3], polymat); if (nverts==4) d4=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v4, &mesh->dvert[mface->v4], polymat); - poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,rgb0,no0,d1,flat, polymat)); - poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,rgb1,no1,d2,flat, polymat)); - poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,rgb2,no2,d3,flat, polymat)); + poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,tan0,rgb0,no0,d1,flat, polymat)); + poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,tan1,rgb1,no1,d2,flat, polymat)); + poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,tan2,rgb2,no2,d3,flat, polymat)); if (nverts==4) - poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,rgb3,no3,d4, flat,polymat)); + poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,tan3,rgb3,no3,d4, flat,polymat)); } else { - poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,rgb0,no0,polymat,mface->v1)); - poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,rgb1,no1,polymat,mface->v2)); - poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,rgb2,no2,polymat,mface->v3)); + poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,tan0,rgb0,no0,polymat,mface->v1)); + poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,tan1,rgb1,no1,polymat,mface->v2)); + poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,tan2,rgb2,no2,polymat,mface->v3)); if (nverts==4) - poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,rgb3,no3,polymat,mface->v4)); + poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,tan3,rgb3,no3,polymat,mface->v4)); } meshobj->AddPolygon(poly); if (poly->IsCollider()) @@ -850,7 +959,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* mit != meshobj->GetLastMaterial(); ++ mit) { (*mit)->GetPolyMaterial()->OnConstruction(); } - // ----------------------------------- + + if(tangent) + delete [] tangent; return meshobj; diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h index b233088acba..b4e194a3941 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.h +++ b/source/gameengine/Converter/BL_SkinMeshObject.h @@ -139,10 +139,11 @@ public: int FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat); int FindOrAddVertex(int vtxarray,const MT_Point3& xyz, const MT_Point2& uv, + const MT_Vector4& tangent, const unsigned int rgbacolor, const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat) { - RAS_TexVert tempvert(xyz,uv,rgbacolor,normal,flat ? TV_CALCFACENORMAL : 0); + RAS_TexVert tempvert(xyz,uv,tangent,rgbacolor,normal,flat ? TV_CALCFACENORMAL : 0); // KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); |