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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/Ketsji/BL_BlenderShader.cpp
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
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.
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp124
1 files changed, 34 insertions, 90 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index a9a0771936c..13b8235687b 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -9,108 +9,64 @@
#include "BL_BlenderShader.h"
#include "BL_Material.h"
-#ifdef BLENDER_GLSL
#include "GPU_extensions.h"
#include "GPU_material.h"
-#endif
#include "RAS_BucketManager.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
- /* this is evil, but we need the scene to create materials with
- * lights from the correct scene .. */
-static struct Scene *GetSceneForName(const STR_String& scenename)
-{
- Scene *sce;
-
- for (sce= (Scene*)G.main->scene.first; sce; sce= (Scene*)sce->id.next)
- if (scenename == (sce->id.name+2))
- return sce;
-
- return (Scene*)G.main->scene.first;
-}
-
-bool BL_BlenderShader::Ok()
-{
-#ifdef BLENDER_GLSL
- VerifyShader();
-
- return (mMat && mMat->gpumaterial);
-#else
- return 0;
-#endif
-}
-
BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
:
-#ifdef BLENDER_GLSL
mScene(scene),
mMat(ma),
- mGPUMat(NULL),
-#endif
- mBound(false),
mLightLayer(lightlayer)
{
-#ifdef BLENDER_GLSL
- mBlenderScene = GetSceneForName(scene->GetName());
+ mBlenderScene = scene->GetBlenderScene(); //GetSceneForName(scene->GetName());
mBlendMode = GPU_BLEND_SOLID;
- if(mMat) {
+ if(mMat)
GPU_material_from_blender(mBlenderScene, mMat);
- mGPUMat = mMat->gpumaterial;
- }
-#endif
}
BL_BlenderShader::~BL_BlenderShader()
{
-#ifdef BLENDER_GLSL
- if(mMat && mMat->gpumaterial)
- GPU_material_unbind(mMat->gpumaterial);
-#endif
+ if(mMat && GPU_material_from_blender(mBlenderScene, mMat))
+ GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
}
-bool BL_BlenderShader::VerifyShader()
+bool BL_BlenderShader::Ok()
{
-#ifdef BLENDER_GLSL
- if(mMat && !mMat->gpumaterial)
- GPU_material_from_blender(mBlenderScene, mMat);
+ return VerifyShader();
+}
- mGPUMat = mMat->gpumaterial;
-
- return (mMat && mGPUMat);
-#else
- return false;
-#endif
+bool BL_BlenderShader::VerifyShader()
+{
+ if(mMat)
+ return (GPU_material_from_blender(mBlenderScene, mMat) != 0);
+ else
+ return false;
}
-void BL_BlenderShader::SetProg(bool enable)
+void BL_BlenderShader::SetProg(bool enable, double time)
{
-#ifdef BLENDER_GLSL
if(VerifyShader()) {
- if(enable) {
- GPU_material_bind(mGPUMat, mLightLayer);
- mBound = true;
- }
- else {
- GPU_material_unbind(mGPUMat);
- mBound = false;
- }
+ if(enable)
+ GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, time);
+ else
+ GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
}
-#endif
}
int BL_BlenderShader::GetAttribNum()
{
-#ifdef BLENDER_GLSL
GPUVertexAttribs attribs;
int i, enabled = 0;
if(!VerifyShader())
return enabled;
- GPU_material_vertex_attributes(mGPUMat, &attribs);
+ GPU_material_vertex_attributes(GPU_material_from_blender(mBlenderScene, mMat), &attribs);
for(i = 0; i < attribs.totlayer; i++)
if(attribs.layer[i].glindex+1 > enabled)
@@ -120,24 +76,23 @@ int BL_BlenderShader::GetAttribNum()
enabled = BL_MAX_ATTRIB;
return enabled;
-#else
- return 0;
-#endif
}
void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
{
-#ifdef BLENDER_GLSL
GPUVertexAttribs attribs;
+ GPUMaterial *gpumat;
int i, attrib_num;
ras->SetAttribNum(0);
if(!VerifyShader())
return;
+
+ gpumat = GPU_material_from_blender(mBlenderScene, mMat);
if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
- GPU_material_vertex_attributes(mGPUMat, &attribs);
+ GPU_material_vertex_attributes(gpumat, &attribs);
attrib_num = GetAttribNum();
ras->SetTexCoordNum(0);
@@ -168,44 +123,37 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
else
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
}
-
- ras->EnableTextures(true);
}
- else
- ras->EnableTextures(false);
-#endif
}
-void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
+void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
{
-#ifdef BLENDER_GLSL
float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4];
+ GPUMaterial *gpumat;
- VerifyShader();
+ gpumat = GPU_material_from_blender(mBlenderScene, mMat);
- if(!mGPUMat) // || !mBound)
+ if(!gpumat || !GPU_material_bound(gpumat))
return;
MT_Matrix4x4 model;
model.setValue(ms.m_OpenGLMatrix);
- MT_Matrix4x4 view;
- rasty->GetViewMatrix(view);
+ const MT_Matrix4x4& view = rasty->GetViewMatrix();
+ const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
+ // note: getValue gives back column major as needed by OpenGL
model.getValue((float*)obmat);
view.getValue((float*)viewmat);
-
- view.invert();
- view.getValue((float*)viewinvmat);
+ viewinv.getValue((float*)viewinvmat);
if(ms.m_bObjectColor)
ms.m_RGBAcolor.getValue((float*)obcol);
else
obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f;
- GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat, obcol);
+ GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol);
- mBlendMode = GPU_material_blend_mode(mGPUMat, obcol);
-#endif
+ mBlendMode = GPU_material_blend_mode(gpumat, obcol);
}
int BL_BlenderShader::GetBlendMode()
@@ -215,12 +163,8 @@ int BL_BlenderShader::GetBlendMode()
bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
{
-#ifdef BLENDER_GLSL
/* to avoid unneeded state switches */
- return (blshader && mGPUMat == blshader->mGPUMat && mLightLayer == blshader->mLightLayer);
-#else
- return true;
-#endif
+ return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer);
}
// eof