diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-10 16:47:20 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-10 16:47:20 +0400 |
commit | 99fdf27af92b9bd9d05c108f2c2c8a240c5536bc (patch) | |
tree | 0e7d2c4b425a5d3906a7841e5919e384e0bc27a4 /source/gameengine/Ketsji | |
parent | 3d7358539df4526ffc2c2bbd40cf2001c5acf374 (diff) |
Sync with Apricot Game Engine
=============================
* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
effect, to keep the code in sync with apricot.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 80 | ||||
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.h | 15 | ||||
-rw-r--r-- | source/gameengine/Ketsji/BL_Material.cpp | 6 | ||||
-rw-r--r-- | source/gameengine/Ketsji/BL_Material.h | 7 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_BlenderMaterial.cpp | 100 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_BlenderMaterial.h | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_KetsjiEngine.cpp | 46 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_KetsjiEngine.h | 1 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Light.cpp | 80 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Light.h | 16 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Scene.cpp | 41 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Scene.h | 8 |
13 files changed, 313 insertions, 91 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index 06e012123b1..dd45d522b9f 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -1,9 +1,11 @@ #include "DNA_customdata_types.h" +#include "DNA_material_types.h" #include "BL_BlenderShader.h" +#include "BL_Material.h" -#if 0 +#ifdef BLENDER_GLSL #include "GPU_extensions.h" #include "GPU_material.h" #endif @@ -13,29 +15,32 @@ const bool BL_BlenderShader::Ok()const { -#if 0 +#ifdef BLENDER_GLSL return (mGPUMat != 0); +#else + return 0; #endif - - return false; } -BL_BlenderShader::BL_BlenderShader(struct Material *ma) +BL_BlenderShader::BL_BlenderShader(struct Material *ma, int lightlayer) : -#if 0 +#ifdef BLENDER_GLSL mGPUMat(0), #endif - mBound(false) + mBound(false), + mLightLayer(lightlayer) { -#if 0 - if(ma) - mGPUMat = GPU_material_from_blender(ma, GPU_PROFILE_DERIVEDMESH); +#ifdef BLENDER_GLSL + if(ma) { + GPU_material_from_blender(ma); + mGPUMat = ma->gpumaterial; + } #endif } BL_BlenderShader::~BL_BlenderShader() { -#if 0 +#ifdef BLENDER_GLSL if(mGPUMat) { GPU_material_unbind(mGPUMat); mGPUMat = 0; @@ -43,16 +48,12 @@ BL_BlenderShader::~BL_BlenderShader() #endif } -void BL_BlenderShader::ApplyShader() -{ -} - void BL_BlenderShader::SetProg(bool enable) { -#if 0 +#ifdef BLENDER_GLSL if(mGPUMat) { if(enable) { - GPU_material_bind(mGPUMat); + GPU_material_bind(mGPUMat, mLightLayer); mBound = true; } else { @@ -65,7 +66,7 @@ void BL_BlenderShader::SetProg(bool enable) int BL_BlenderShader::GetAttribNum() { -#if 0 +#ifdef BLENDER_GLSL GPUVertexAttribs attribs; int i, enabled = 0; @@ -82,17 +83,19 @@ int BL_BlenderShader::GetAttribNum() enabled = BL_MAX_ATTRIB; return enabled; -#endif - +#else return 0; +#endif } -void BL_BlenderShader::SetTexCoords(RAS_IRasterizer* ras) +void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) { -#if 0 +#ifdef BLENDER_GLSL GPUVertexAttribs attribs; int i, attrib_num; + ras->SetAttribNum(0); + if(!mGPUMat) return; @@ -109,14 +112,24 @@ void BL_BlenderShader::SetTexCoords(RAS_IRasterizer* ras) if(attribs.layer[i].glindex > attrib_num) continue; - if(attribs.layer[i].type == CD_MTFACE) - ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex); + 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); + } 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) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex); else if(attribs.layer[i].type == CD_NORMAL) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex); + else if(attribs.layer[i].type == CD_MCOL) + ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex); + else + ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex); } ras->EnableTextures(true); @@ -128,8 +141,8 @@ void BL_BlenderShader::SetTexCoords(RAS_IRasterizer* ras) void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) { -#if 0 - float obmat[4][4], viewmat[4][4]; +#ifdef BLENDER_GLSL + float obmat[4][4], viewmat[4][4], viewinvmat[4][4]; if(!mGPUMat || !mBound) return; @@ -142,7 +155,20 @@ void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) model.getValue((float*)obmat); view.getValue((float*)viewmat); - GPU_material_bind_uniforms(mGPUMat, obmat, viewmat); + view.invert(); + view.getValue((float*)viewinvmat); + + GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat); +#endif +} + +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 } diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h index 4cab0e644c3..b758d1a9cba 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.h +++ b/source/gameengine/Ketsji/BL_BlenderShader.h @@ -2,7 +2,7 @@ #ifndef __BL_GPUSHADER_H__ #define __BL_GPUSHADER_H__ -#if 0 +#ifdef BLENDER_GLSL #include "GPU_material.h" #endif @@ -12,7 +12,10 @@ #include "MT_Tuple3.h" #include "MT_Tuple4.h" +#include "RAS_IPolygonMaterial.h" + struct Material; +class BL_Material; #define BL_MAX_ATTRIB 16 @@ -23,22 +26,24 @@ struct Material; class BL_BlenderShader { private: -#if 0 +#ifdef BLENDER_GLSL GPUMaterial *mGPUMat; #endif bool mBound; + int mLightLayer; public: - BL_BlenderShader(struct Material *ma); + BL_BlenderShader(struct Material *ma, int lightlayer); virtual ~BL_BlenderShader(); const bool Ok()const; void SetProg(bool enable); - void ApplyShader(); - void SetTexCoords(class RAS_IRasterizer* ras); int GetAttribNum(); + void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat); void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty); + + bool Equals(BL_BlenderShader *blshader); }; #endif//__BL_GPUSHADER_H__ diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp index f5312ccd023..7e3d6984f19 100644 --- a/source/gameengine/Ketsji/BL_Material.cpp +++ b/source/gameengine/Ketsji/BL_Material.cpp @@ -105,7 +105,8 @@ void BL_Material::GetConversionRGB(unsigned int *nrgb) { *nrgb = rgb[3]; } -void BL_Material::SetConversionUV(MT_Point2 *nuv) { +void BL_Material::SetConversionUV(const STR_String& name, MT_Point2 *nuv) { + uvName = name; uv[0] = *nuv++; uv[1] = *nuv++; uv[2] = *nuv++; @@ -118,7 +119,8 @@ void BL_Material::GetConversionUV(MT_Point2 *nuv){ *nuv++ = uv[2]; *nuv = uv[3]; } -void BL_Material::SetConversionUV2(MT_Point2 *nuv) { +void BL_Material::SetConversionUV2(const STR_String& name, MT_Point2 *nuv) { + uv2Name = name; uv2[0] = *nuv++; uv2[1] = *nuv++; uv2[2] = *nuv++; diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h index ddb6662830a..568f7e171de 100644 --- a/source/gameengine/Ketsji/BL_Material.h +++ b/source/gameengine/Ketsji/BL_Material.h @@ -83,13 +83,16 @@ public: MT_Point2 uv[4]; MT_Point2 uv2[4]; + STR_String uvName; + STR_String uv2Name; + void SetConversionRGB(unsigned int *rgb); void GetConversionRGB(unsigned int *rgb); - void SetConversionUV(MT_Point2 *uv); + void SetConversionUV(const STR_String& name, MT_Point2 *uv); void GetConversionUV(MT_Point2 *uv); - void SetConversionUV2(MT_Point2 *uv); + void SetConversionUV2(const STR_String& name, MT_Point2 *uv); void GetConversionUV2(MT_Point2 *uv); void SetSharedMaterial(bool v); diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 02b1ffd432a..0f445a9f32e 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -38,6 +38,8 @@ extern "C" { // ------------------------------------ #define spit(x) std::cout << x << std::endl; +BL_BlenderShader *KX_BlenderMaterial::mLastBlenderShader = NULL; + //static PyObject *gTextureDict = 0; KX_BlenderMaterial::KX_BlenderMaterial( @@ -126,32 +128,31 @@ void KX_BlenderMaterial::OnConstruction() // when material are reused between objects return; - if(mMaterial->glslmat) { + if(mMaterial->glslmat) SetBlenderGLSLShader(); - } - else { - // for each unique material... - int i; - for(i=0; i<mMaterial->num_enabled; i++) { - if( mMaterial->mapping[i].mapping & USEENV ) { - if(!GLEW_ARB_texture_cube_map) { - spit("CubeMap textures not supported"); - continue; - } - if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) ) + + // for each unique material... + int i; + for(i=0; i<mMaterial->num_enabled; i++) { + if( mMaterial->mapping[i].mapping & USEENV ) { + if(!GLEW_ARB_texture_cube_map) { + spit("CubeMap textures not supported"); + continue; + } + if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) ) + spit("unable to initialize image("<<i<<") in "<< + mMaterial->matname<< ", image will not be available"); + } + + else { + if( mMaterial->img[i] ) { + if( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 )) spit("unable to initialize image("<<i<<") in "<< - mMaterial->matname<< ", image will not be available"); - } - - else { - if( mMaterial->img[i] ) { - if( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 )) - spit("unable to initialize image("<<i<<") in "<< - mMaterial->matname<< ", image will not be available"); - } + mMaterial->matname<< ", image will not be available"); } } } + mBlendFunc[0] =0; mBlendFunc[1] =0; mConstructed = true; @@ -168,7 +169,11 @@ void KX_BlenderMaterial::OnExit() } if( mBlenderShader ) { - mBlenderShader->SetProg(false); + if(mBlenderShader == mLastBlenderShader) { + mBlenderShader->SetProg(false); + mLastBlenderShader = NULL; + } + delete mBlenderShader; mBlenderShader = 0; } @@ -225,14 +230,23 @@ void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras { if( !enable || !mBlenderShader->Ok() ) { // frame cleanup. - mBlenderShader->SetProg(false); + if(mLastBlenderShader) { + mLastBlenderShader->SetProg(false); + mLastBlenderShader= NULL; + } BL_Texture::DisableAllTextures(); return; } - BL_Texture::DisableAllTextures(); - mBlenderShader->SetProg(true); - mBlenderShader->ApplyShader(); + if(!mBlenderShader->Equals(mLastBlenderShader)) { + BL_Texture::DisableAllTextures(); + + if(mLastBlenderShader) + mLastBlenderShader->SetProg(false); + + mBlenderShader->SetProg(true); + mLastBlenderShader= mBlenderShader; + } } void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras) @@ -298,7 +312,12 @@ KX_BlenderMaterial::ActivatShaders( // reset... if(tmp->mMaterial->IsShared()) cachingInfo =0; - + + if(mLastBlenderShader) { + mLastBlenderShader->SetProg(false); + mLastBlenderShader= NULL; + } + if (GetCachingInfo() != cachingInfo) { if (!cachingInfo) @@ -372,7 +391,7 @@ KX_BlenderMaterial::ActivateBlenderShaders( } ActivatGLMaterials(rasty); - mBlenderShader->SetTexCoords(rasty); + mBlenderShader->SetAttribs(rasty, mMaterial); } void @@ -382,6 +401,12 @@ KX_BlenderMaterial::ActivateMat( )const { KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this); + + if(mLastBlenderShader) { + mLastBlenderShader->SetProg(false); + mLastBlenderShader= NULL; + } + if (GetCachingInfo() != cachingInfo) { if (!cachingInfo) tmp->setTexData( false,rasty ); @@ -460,17 +485,29 @@ KX_BlenderMaterial::Activate( return dopass; } +bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const +{ + if(!RAS_IPolyMaterial::UsesLighting(rasty)) + return false; + + if(mShader && mShader->Ok()); + else if(mBlenderShader && mBlenderShader->Ok()) + return false; + + return true; +} + void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterizer* rasty) const { if(mShader && GLEW_ARB_shader_objects) mShader->Update(ms, rasty); - if(mBlenderShader && GLEW_ARB_shader_objects) + else if(mBlenderShader && GLEW_ARB_shader_objects) mBlenderShader->Update(ms, rasty); } void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const { - if(!mBlenderShader) { + if(mShader || !mBlenderShader) { rasty->SetSpecularity( mMaterial->speccolor[0]*mMaterial->spec_f, mMaterial->speccolor[1]*mMaterial->spec_f, @@ -506,6 +543,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const ras->SetAttribNum(0); if(mShader && GLEW_ARB_shader_objects) { if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) { + ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, 0); ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1); ras->SetAttribNum(2); } @@ -793,7 +831,7 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()") void KX_BlenderMaterial::SetBlenderGLSLShader(void) { if(!mBlenderShader) - mBlenderShader = new BL_BlenderShader(mMaterial->material); + mBlenderShader = new BL_BlenderShader(mMaterial->material, m_lightlayer); if(!mBlenderShader->Ok()) { delete mBlenderShader; diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h index 62e96b71937..bf6d2095e7c 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.h +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h @@ -94,6 +94,7 @@ private: BL_Material* mMaterial; BL_Shader* mShader; BL_BlenderShader* mBlenderShader; + static BL_BlenderShader *mLastBlenderShader; KX_Scene* mScene; BL_Texture mTextures[MAXTEX]; // texture array bool mUserDefBlend; @@ -106,6 +107,7 @@ private: void ActivatGLMaterials( RAS_IRasterizer* rasty )const; void ActivateTexGen( RAS_IRasterizer *ras ) const; + bool UsesLighting(RAS_IRasterizer *rasty) const; // message centers void setTexData( bool enable,RAS_IRasterizer *ras); diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index db13d30e2f1..2ac4f909077 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -1306,7 +1306,7 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self, return meshproxy; } } - return NULL; + Py_RETURN_NONE; } diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index 56a06786679..20187a193ba 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -55,6 +55,7 @@ #include "KX_Scene.h" #include "MT_CmMatrix4x4.h" #include "KX_Camera.h" +#include "KX_Light.h" #include "KX_PythonInit.h" #include "KX_PyConstraintBinding.h" #include "PHY_IPhysicsEnvironment.h" @@ -614,6 +615,9 @@ void KX_KetsjiEngine::Render() // pass the scene's worldsettings to the rasterizer SetWorldSettings(scene->GetWorldInfo()); + // shadow buffers + RenderShadowBuffers(scene); + // Avoid drawing the scene with the active camera twice when it's viewport is enabled if(cam && !cam->GetViewport()) { @@ -885,8 +889,48 @@ void KX_KetsjiEngine::SetupRenderFrame(KX_Scene *scene, KX_Camera* cam) viewport.GetTop() ); -} +} + +void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) +{ + CListValue *lightlist = scene->GetLightList(); + int i, drawmode; + for(i=0; i<lightlist->GetCount(); i++) { + KX_LightObject *light = (KX_LightObject*)lightlist->GetValue(i); + + light->Update(); + + if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) { + /* make temporary camera */ + RAS_CameraData camdata = RAS_CameraData(); + KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, false); + cam->SetName("__shadow__cam__"); + + MT_Transform camtrans; + + /* switch drawmode for speed */ + drawmode = m_rasterizer->GetDrawingMode(); + m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW); + + /* binds framebuffer object, sets up camera .. */ + light->BindShadowBuffer(m_rasterizer, cam, camtrans); + + /* update scene */ + scene->UpdateMeshTransformations(); + scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer()); + + /* render */ + m_rasterizer->ClearDepthBuffer(); + scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools); + + /* unbind framebuffer object, restore drawmode, free camera */ + light->UnbindShadowBuffer(m_rasterizer); + m_rasterizer->SetDrawingMode(drawmode); + cam->Release(); + } + } +} // update graphics void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam) diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h index 4c09bc3fcd5..77b69ec2d9e 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.h +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h @@ -179,6 +179,7 @@ private: void RenderFrame(KX_Scene* scene, KX_Camera* cam); void PostRenderFrame(); void RenderDebugProperties(); + void RenderShadowBuffers(KX_Scene *scene); void SetBackGround(KX_WorldInfo* worldinfo); void SetWorldSettings(KX_WorldInfo* worldinfo); void DoSound(KX_Scene* scene); diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp index 7decc5bc769..4e3d6180d22 100644 --- a/source/gameengine/Ketsji/KX_Light.cpp +++ b/source/gameengine/Ketsji/KX_Light.cpp @@ -36,14 +36,20 @@ #endif #include "KX_Light.h" +#include "KX_Camera.h" +#include "RAS_IRasterizer.h" #include "RAS_IRenderTools.h" #include "KX_PyMath.h" +#ifdef BLENDER_GLSL +#include "GPU_material.h" +#endif KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, class RAS_IRenderTools* rendertools, const RAS_LightObject& lightobj, + struct GPULamp *gpulamp, PyTypeObject* T ) : @@ -53,12 +59,12 @@ KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks, m_lightobj = lightobj; m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr(); m_rendertools->AddLight(&m_lightobj); + m_gpulamp = gpulamp; }; KX_LightObject::~KX_LightObject() { - m_rendertools->RemoveLight(&m_lightobj); } @@ -78,6 +84,78 @@ CValue* KX_LightObject::GetReplica() return replica; } +void KX_LightObject::Update() +{ +#ifdef BLENDER_GLSL + if(m_gpulamp) { + float obmat[4][4]; + double *dobmat = GetOpenGLMatrixPtr()->getPointer(); + + for(int i=0; i<4; i++) + for(int j=0; j<4; j++, dobmat++) + obmat[i][j] = (float)*dobmat; + + GPU_lamp_update(m_gpulamp, obmat); + } +#endif +} + +bool KX_LightObject::HasShadowBuffer() +{ +#ifdef BLENDER_GLSL + return (m_gpulamp && GPU_lamp_has_shadow_buffer(m_gpulamp)); +#else + return false; +#endif +} + +int KX_LightObject::GetShadowLayer() +{ +#ifdef BLENDER_GLSL + if(m_gpulamp) + return GPU_lamp_shadow_layer(m_gpulamp); + else +#endif + return 0; +} + +void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans) +{ +#ifdef BLENDER_GLSL + float viewmat[4][4], winmat[4][4]; + int winsize; + + /* bind framebuffer */ + GPU_lamp_shadow_buffer_bind(m_gpulamp, viewmat, &winsize, winmat); + + /* setup camera transformation */ + MT_Matrix4x4 modelviewmat((float*)viewmat); + MT_Matrix4x4 projectionmat((float*)winmat); + + MT_Transform trans = MT_Transform((float*)viewmat); + camtrans.invert(trans); + + cam->SetModelviewMatrix(modelviewmat); + cam->SetProjectionMatrix(projectionmat); + + cam->NodeSetLocalPosition(camtrans.getOrigin()); + cam->NodeSetLocalOrientation(camtrans.getBasis()); + cam->NodeUpdateGS(0,true); + + /* setup rasterizer transformations */ + ras->SetProjectionMatrix(projectionmat); + ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(), + cam->GetCameraLocation(), cam->GetCameraOrientation()); +#endif +} + +void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras) +{ +#ifdef BLENDER_GLSL + GPU_lamp_shadow_buffer_unbind(m_gpulamp); +#endif +} + PyObject* KX_LightObject::_getattr(const STR_String& attr) { if (attr == "layer") diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h index 236d3e4e12e..62eb26c61a8 100644 --- a/source/gameengine/Ketsji/KX_Light.h +++ b/source/gameengine/Ketsji/KX_Light.h @@ -32,19 +32,33 @@ #include "RAS_LightObject.h" #include "KX_GameObject.h" +struct GPULamp; +class KX_Camera; +class RAS_IRasterizer; +class RAS_IRenderTools; +class MT_Transform; + class KX_LightObject : public KX_GameObject { Py_Header; protected: RAS_LightObject m_lightobj; class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj + struct GPULamp *m_gpulamp; static char doc[]; public: - KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, PyTypeObject *T = &Type); + KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, struct GPULamp *gpulamp, PyTypeObject *T = &Type); virtual ~KX_LightObject(); virtual CValue* GetReplica(); RAS_LightObject* GetLightData() { return &m_lightobj;} + + /* GLSL shadow */ + bool HasShadowBuffer(); + int GetShadowLayer(); + void BindShadowBuffer(class RAS_IRasterizer *ras, class KX_Camera *cam, class MT_Transform& camtrans); + void UnbindShadowBuffer(class RAS_IRasterizer *ras); + void Update(); virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */ virtual int _setattr(const STR_String& attr, PyObject *pyvalue); diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index c5f6230b2f2..065800379d8 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -888,6 +888,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj) else if (bHasArmature) { BL_SkinDeformer* skinDeformer = new BL_SkinDeformer( + newobj, oldblendobj, blendobj, static_cast<BL_SkinMeshObject*>(mesh), true, @@ -899,7 +900,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj) else if (bHasDvert) { BL_MeshDeformer* meshdeformer = new BL_MeshDeformer( - oldblendobj, static_cast<BL_SkinMeshObject*>(mesh) + newobj, oldblendobj, static_cast<BL_SkinMeshObject*>(mesh) ); newobj->m_pDeformer = meshdeformer; } @@ -1004,12 +1005,13 @@ void KX_Scene::UpdateMeshTransformations() } } -void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam) +void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer) { int intersect = KX_Camera::INTERSECT; KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL; - bool dotest = (gameobj && gameobj->GetVisible()) || node->Left() || node->Right(); - + bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer))); + bool dotest = visible || node->Left() || node->Right(); + /* If the camera is inside the box, assume intersect. */ if (dotest && !node->inside( cam->NodeGetWorldPosition())) { @@ -1033,19 +1035,19 @@ void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam break; case KX_Camera::INTERSECT: if (gameobj) - MarkVisible(rasty, gameobj,cam); + MarkVisible(rasty, gameobj, cam, layer); if (node->Left()) - MarkVisible(node->Left(), rasty,cam); + MarkVisible(node->Left(), rasty, cam, layer); if (node->Right()) - MarkVisible(node->Right(), rasty,cam); + MarkVisible(node->Right(), rasty, cam, layer); break; case KX_Camera::INSIDE: - MarkSubTreeVisible(node, rasty, true,cam); + MarkSubTreeVisible(node, rasty, true, cam, layer); break; } } -void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible,KX_Camera* cam) +void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer) { if (node->Client()) { @@ -1068,16 +1070,23 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi } } if (node->Left()) - MarkSubTreeVisible(node->Left(), rasty, visible,cam); + MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer); if (node->Right()) - MarkSubTreeVisible(node->Right(), rasty, visible,cam); + MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer); } -void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam) +void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam,int layer) { // User (Python/Actuator) has forced object invisible... if (!gameobj->GetVisible()) return; + + // Shadow lamp layers + if(layer && !(gameobj->GetLayer() & layer)) { + gameobj->MarkVisible(false); + return; + } + // If Frustum culling is off, the object is always visible. bool vis = !cam->GetFrustumCulling(); @@ -1127,20 +1136,20 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam } } -void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam) +void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer) { // FIXME: When tree is operational #if 1 // do this incrementally in the future for (int i = 0; i < m_objectlist->GetCount(); i++) { - MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam); + MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer); } #else if (cam->GetFrustumCulling()) - MarkVisible(m_objecttree, rasty, cam); + MarkVisible(m_objecttree, rasty, cam, layer); else - MarkSubTreeVisible(m_objecttree, rasty, true, cam); + MarkSubTreeVisible(m_objecttree, rasty, true, cam, layer); #endif } diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h index 733df2f69a1..28dee1b5893 100644 --- a/source/gameengine/Ketsji/KX_Scene.h +++ b/source/gameengine/Ketsji/KX_Scene.h @@ -260,9 +260,9 @@ protected: /** * Visibility testing functions. */ - void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera*cam); - void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera*cam); - void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj, KX_Camera*cam); + void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera*cam,int layer=0); + void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera*cam,int layer=0); + void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj, KX_Camera*cam, int layer=0); double m_suspendedtime; double m_suspendeddelta; @@ -483,7 +483,7 @@ public: void SetNetworkScene(NG_NetworkScene *newScene); void SetWorldInfo(class KX_WorldInfo* wi); KX_WorldInfo* GetWorldInfo(); - void CalculateVisibleMeshes(RAS_IRasterizer* rasty, KX_Camera *cam); + void CalculateVisibleMeshes(RAS_IRasterizer* rasty, KX_Camera *cam, int layer=0); void UpdateMeshTransformations(); KX_Camera* GetpCamera(); SND_Scene* GetSoundScene(); |