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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/KX_BlenderMaterial.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/KX_BlenderMaterial.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp55
1 files changed, 25 insertions, 30 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index 20c36c2cc44..a55dd701826 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -60,7 +60,8 @@ KX_BlenderMaterial::KX_BlenderMaterial()
void KX_BlenderMaterial::Initialize(
KX_Scene *scene,
BL_Material *data,
- GameSettings *game)
+ GameSettings *game,
+ int lightlayer)
{
RAS_IPolyMaterial::Initialize(
data->texname[0],
@@ -84,6 +85,7 @@ void KX_BlenderMaterial::Initialize(
mModified = 0;
mConstructed = false;
mPass = 0;
+ mLightLayer = lightlayer;
// --------------------------------
// RAS_IPolyMaterial variables...
m_flag |= RAS_BLENDERMAT;
@@ -92,16 +94,11 @@ void KX_BlenderMaterial::Initialize(
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;
- int max = BL_Texture::GetMaxUnits();
- mMaterial->num_enabled = enabled>=max?max:enabled;
-
// test the sum of the various modes for equality
// so we can ether accept or reject this material
// as being equal, this is rather important to
// prevent material bleeding
- for (int i=0; i<mMaterial->num_enabled; i++) {
+ for (int i=0; i<BL_Texture::GetMaxUnits(); i++) {
m_multimode += (mMaterial->flag[i] + mMaterial->blend_mode[i]);
}
m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(USE_LIGHT));
@@ -124,7 +121,7 @@ MTFace* KX_BlenderMaterial::GetMTFace(void) const
unsigned int* KX_BlenderMaterial::GetMCol(void) const
{
// fonts on polys
- return &mMaterial->m_mcol;
+ return mMaterial->rgb;
}
void KX_BlenderMaterial::GetMaterialRGBAColor(unsigned char *rgba) const
@@ -138,11 +135,6 @@ void KX_BlenderMaterial::GetMaterialRGBAColor(unsigned char *rgba) const
RAS_IPolyMaterial::GetMaterialRGBAColor(rgba);
}
-bool KX_BlenderMaterial::IsMaterial(const BL_Material *bl_mat) const
-{
- return (mMaterial == bl_mat);
-}
-
Material *KX_BlenderMaterial::GetBlenderMaterial() const
{
return mMaterial->material;
@@ -163,7 +155,7 @@ void KX_BlenderMaterial::InitTextures()
{
// for each unique material...
int i;
- for (i=0; i<mMaterial->num_enabled; i++) {
+ for (i=0; i<BL_Texture::GetMaxUnits(); i++) {
if ( mMaterial->mapping[i].mapping & USEENV ) {
if (!GLEW_ARB_texture_cube_map) {
spit("CubeMap textures not supported");
@@ -185,14 +177,14 @@ void KX_BlenderMaterial::InitTextures()
}
}
-void KX_BlenderMaterial::OnConstruction(int layer)
+void KX_BlenderMaterial::OnConstruction()
{
if (mConstructed)
// when material are reused between objects
return;
if (mMaterial->glslmat)
- SetBlenderGLSLShader(layer);
+ SetBlenderGLSLShader();
InitTextures();
@@ -239,7 +231,8 @@ void KX_BlenderMaterial::OnExit()
}
BL_Texture::ActivateFirst();
- for (int i=0; i<mMaterial->num_enabled; i++) {
+ for (int i=0; i<BL_Texture::GetMaxUnits(); i++) {
+ if (!mTextures[i].Ok()) continue;
BL_Texture::ActivateUnit(i);
mTextures[i].DeleteTex();
mTextures[i].DisableUnit();
@@ -278,7 +271,7 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
mShader->ApplyShader();
// for each enabled unit
- for (i=0; i<mMaterial->num_enabled; i++) {
+ for (i=0; i<BL_Texture::GetMaxUnits(); i++) {
if (!mTextures[i].Ok()) continue;
mTextures[i].ActivateTexture();
mTextures[0].SetMapping(mMaterial->mapping[i].mapping);
@@ -354,7 +347,7 @@ void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
}
int mode = 0,i=0;
- for (i=0; (i<mMaterial->num_enabled && i<MAXTEX); i++) {
+ for (i=0; i<BL_Texture::GetMaxUnits(); i++) {
if ( !mTextures[i].Ok() ) continue;
mTextures[i].ActivateTexture();
@@ -647,16 +640,9 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
ras->SetTexCoordNum(mMaterial->num_enabled);
- for (int i=0; i<mMaterial->num_enabled; i++) {
+ for (int i=0; i<BL_Texture::GetMaxUnits(); i++) {
int mode = mMaterial->mapping[i].mapping;
- if (mode &USECUSTOMUV)
- {
- if (!mMaterial->mapping[i].uvCoName.IsEmpty())
- ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV2, i);
- continue;
- }
-
if ( mode &(USEREFL|USEOBJ))
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_GEN, i);
else if (mode &USEORCO)
@@ -664,7 +650,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
else if (mode &USENORM)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_NORM, i);
else if (mode &USEUV)
- ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV1, i);
+ ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV, i);
else if (mode &USETANG)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXTANGENT, i);
else
@@ -790,10 +776,19 @@ void KX_BlenderMaterial::UpdateIPO(
mMaterial->ref = (float)(ref);
}
-void KX_BlenderMaterial::SetBlenderGLSLShader(int layer)
+void KX_BlenderMaterial::Replace_IScene(SCA_IScene *val)
+{
+ mScene= static_cast<KX_Scene *>(val);
+ if (mBlenderShader)
+ mBlenderShader->SetScene(mScene);
+
+ OnConstruction();
+}
+
+void KX_BlenderMaterial::SetBlenderGLSLShader()
{
if (!mBlenderShader)
- mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, layer);
+ mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, mLightLayer);
if (!mBlenderShader->Ok()) {
delete mBlenderShader;