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authorMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
commitef0473994b6b21aa49bbfab26a483d90d0fef004 (patch)
tree18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /source/gameengine/Ketsji/BL_BlenderShader.cpp
parent6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (diff)
BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp12
1 files changed, 3 insertions, 9 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index 23bfd7a111b..64e191fe960 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -95,21 +95,15 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
ras->SetTexCoordNum(0);
ras->SetAttribNum(attrib_num);
- for (i=0; i<attrib_num; i++)
+ for (i = 0; i < attrib_num; i++)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
for (i = 0; i < attribs.totlayer; i++) {
if (attribs.layer[i].glindex > attrib_num)
continue;
- if (attribs.layer[i].type == CD_MTFACE) {
- if (!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
- ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
- else if (!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
- ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex);
- else
- ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
- }
+ if (attribs.layer[i].type == CD_MTFACE)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV, attribs.layer[i].glindex);
else if (attribs.layer[i].type == CD_TANGENT)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
else if (attribs.layer[i].type == CD_ORCO)