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authorDalai Felinto <dfelinto@gmail.com>2011-09-19 23:55:59 +0400
committerDalai Felinto <dfelinto@gmail.com>2011-09-19 23:55:59 +0400
commitb263aefb0ec4d6b46b4cd7e4b15ac7f99af4c59e (patch)
tree21f61d9491e8a57a36aa9eed74e73c6cb035d69b /source/gameengine/Ketsji
parent80ad78dbb5e70702331bbce193d360c0acfa3c07 (diff)
TexFace to Material Settings big patch
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp8
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.h4
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp3
-rw-r--r--source/gameengine/Ketsji/BL_Material.h9
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp87
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.h3
-rw-r--r--source/gameengine/Ketsji/KX_PolygonMaterial.cpp26
-rw-r--r--source/gameengine/Ketsji/KX_PolygonMaterial.h4
8 files changed, 76 insertions, 68 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index 4ae937cdcd6..6680e9556b9 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -27,7 +27,7 @@ BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lig
mGPUMat(NULL)
{
mBlenderScene = scene->GetBlenderScene();
- mBlendMode = GPU_BLEND_SOLID;
+ mAlphaBlend = GPU_BLEND_SOLID;
ReloadMaterial();
}
@@ -148,12 +148,12 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol);
- mBlendMode = GPU_material_blend_mode(gpumat, obcol);
+ mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
}
-int BL_BlenderShader::GetBlendMode()
+int BL_BlenderShader::GetAlphaBlend()
{
- return mBlendMode;
+ return mAlphaBlend;
}
bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h
index 2f22e121b8c..f187d93d648 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.h
+++ b/source/gameengine/Ketsji/BL_BlenderShader.h
@@ -63,7 +63,7 @@ private:
struct Scene *mBlenderScene;
struct Material *mMat;
int mLightLayer;
- int mBlendMode;
+ int mAlphaBlend;
GPUMaterial *mGPUMat;
bool VerifyShader()
@@ -86,7 +86,7 @@ public:
void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat);
void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty);
void ReloadMaterial();
- int GetBlendMode();
+ int GetAlphaBlend();
void SetScene(KX_Scene *scene)
{
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
index 25fd5467e93..fd0756d067d 100644
--- a/source/gameengine/Ketsji/BL_Material.cpp
+++ b/source/gameengine/Ketsji/BL_Material.cpp
@@ -52,12 +52,11 @@ void BL_Material::Initialize()
speccolor[0] = 1.f;
speccolor[1] = 1.f;
speccolor[2] = 1.f;
- transp = 0;
+ alphablend = 0;
hard = 50.f;
spec_f = 0.5f;
alpha = 1.f;
emit = 0.f;
- mode = 0;
material = 0;
tface = 0;
materialindex = 0;
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
index c0440e66501..2c6316ea32b 100644
--- a/source/gameengine/Ketsji/BL_Material.h
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -68,7 +68,7 @@ public:
float matcolor[4];
float speccolor[3];
- short transp, pad;
+ short alphablend, pad;
float hard, spec_f;
float alpha, emit, color_blend[MAXTEX], ref;
@@ -76,7 +76,6 @@ public:
int blend_mode[MAXTEX];
- int mode;
int num_enabled;
BL_Mapping mapping[MAXTEX];
@@ -151,14 +150,16 @@ enum BL_flag
// BL_Material::ras_mode
enum BL_ras_mode
{
- POLY_VIS=1,
+ // POLY_VIS=1,
COLLIDER=2,
ZSORT=4,
ALPHA=8,
// TRIANGLE=16,
USE_LIGHT=32,
WIRE=64,
- CAST_SHADOW=128
+ CAST_SHADOW=128,
+ TEX=256,
+ TWOSIDED=512
};
// -------------------------------------
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index 33da17cc505..1a1e046f54c 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -34,6 +34,8 @@
#include "DNA_meshdata_types.h"
#include "BKE_mesh.h"
// ------------------------------------
+#include "BLI_utildefines.h"
+
#define spit(x) std::cout << x << std::endl;
BL_Shader *KX_BlenderMaterial::mLastShader = NULL;
@@ -56,21 +58,24 @@ KX_BlenderMaterial::KX_BlenderMaterial()
}
void KX_BlenderMaterial::Initialize(
- KX_Scene *scene,
- BL_Material *data)
+ KX_Scene *scene,
+ BL_Material *data,
+ GameSettings *game)
{
RAS_IPolyMaterial::Initialize(
- data->texname[0],
- data->matname,
- data->materialindex,
- data->tile,
- data->tilexrep[0],
- data->tileyrep[0],
- data->mode,
- data->transp,
- ((data->ras_mode &ALPHA)!=0),
- ((data->ras_mode &ZSORT)!=0)
- );
+ data->texname[0],
+ data->matname,
+ data->materialindex,
+ data->tile,
+ data->tilexrep[0],
+ data->tileyrep[0],
+ data->alphablend,
+ ((data->ras_mode &ALPHA)!=0),
+ ((data->ras_mode &ZSORT)!=0),
+ ((data->ras_mode &USE_LIGHT)!=0),
+ ((data->ras_mode &TEX)),
+ game
+ );
mMaterial = data;
mShader = 0;
mBlenderShader = 0;
@@ -99,7 +104,7 @@ void KX_BlenderMaterial::Initialize(
for(int i=0; i<mMaterial->num_enabled; i++) {
m_multimode += (mMaterial->flag[i] + mMaterial->blend_mode[i]);
}
- m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(COLLIDER|USE_LIGHT));
+ m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(USE_LIGHT));
}
KX_BlenderMaterial::~KX_BlenderMaterial()
@@ -231,7 +236,7 @@ void KX_BlenderMaterial::OnExit()
}
if( mMaterial->tface )
- GPU_set_tpage(mMaterial->tface, 1);
+ GPU_set_tpage(mMaterial->tface, 1, mMaterial->alphablend);
}
@@ -247,7 +252,7 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
mLastShader = NULL;
}
- ras->SetBlendingMode(TF_SOLID);
+ ras->SetAlphaBlend(TF_SOLID);
BL_Texture::DisableAllTextures();
return;
}
@@ -268,11 +273,11 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
}
if(!mUserDefBlend) {
- ras->SetBlendingMode(mMaterial->transp);
+ ras->SetAlphaBlend(mMaterial->alphablend);
}
else {
- ras->SetBlendingMode(TF_SOLID);
- ras->SetBlendingMode(-1); // indicates custom mode
+ ras->SetAlphaBlend(TF_SOLID);
+ ras->SetAlphaBlend(-1); // indicates custom mode
// tested to be valid enums
glEnable(GL_BLEND);
@@ -283,7 +288,7 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras)
{
if( !enable || !mBlenderShader->Ok() ) {
- ras->SetBlendingMode(TF_SOLID);
+ ras->SetAlphaBlend(TF_SOLID);
// frame cleanup.
if(mLastBlenderShader) {
@@ -297,7 +302,7 @@ void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras
}
if(!mBlenderShader->Equals(mLastBlenderShader)) {
- ras->SetBlendingMode(mMaterial->transp);
+ ras->SetAlphaBlend(mMaterial->alphablend);
if(mLastBlenderShader)
mLastBlenderShader->SetProg(false);
@@ -314,14 +319,14 @@ void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
BL_Texture::DisableAllTextures();
if( !enable ) {
- ras->SetBlendingMode(TF_SOLID);
+ ras->SetAlphaBlend(TF_SOLID);
return;
}
BL_Texture::ActivateFirst();
if( mMaterial->IdMode == DEFAULT_BLENDER ) {
- ras->SetBlendingMode(mMaterial->transp);
+ ras->SetAlphaBlend(mMaterial->alphablend);
return;
}
@@ -331,7 +336,7 @@ void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
mTextures[0].ActivateTexture();
mTextures[0].setTexEnv(0, true);
mTextures[0].SetMapping(mMaterial->mapping[0].mapping);
- ras->SetBlendingMode(mMaterial->transp);
+ ras->SetAlphaBlend(mMaterial->alphablend);
}
return;
}
@@ -354,11 +359,11 @@ void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
}
if(!mUserDefBlend) {
- ras->SetBlendingMode(mMaterial->transp);
+ ras->SetAlphaBlend(mMaterial->alphablend);
}
else {
- ras->SetBlendingMode(TF_SOLID);
- ras->SetBlendingMode(-1); // indicates custom mode
+ ras->SetAlphaBlend(TF_SOLID);
+ ras->SetAlphaBlend(-1); // indicates custom mode
glEnable(GL_BLEND);
glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
@@ -393,15 +398,15 @@ KX_BlenderMaterial::ActivatShaders(
else
tmp->setShaderData(false, rasty);
- if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
+ if (mMaterial->ras_mode &TWOSIDED)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
- if (((mMaterial->ras_mode &WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
+ if ((mMaterial->ras_mode &WIRE) ||
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
- if((mMaterial->ras_mode &WIRE)!=0)
+ if (mMaterial->ras_mode &WIRE)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
@@ -438,15 +443,15 @@ KX_BlenderMaterial::ActivateBlenderShaders(
else
tmp->setBlenderShaderData(false, rasty);
- if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
+ if (mMaterial->ras_mode &TWOSIDED)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
- if (((mMaterial->ras_mode & WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
+ if ((mMaterial->ras_mode &WIRE) ||
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
- if((mMaterial->ras_mode &WIRE)!=0)
+ if (mMaterial->ras_mode &WIRE)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
@@ -487,15 +492,15 @@ KX_BlenderMaterial::ActivateMat(
else
tmp->setTexData( false,rasty);
- if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE)
+ if (mMaterial->ras_mode &TWOSIDED)
rasty->SetCullFace(false);
else
rasty->SetCullFace(true);
- if (((mMaterial->ras_mode &WIRE)!=0) || (mMaterial->mode & RAS_IRasterizer::KX_LINES) ||
+ if ((mMaterial->ras_mode &WIRE) ||
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
{
- if((mMaterial->ras_mode &WIRE)!=0)
+ if (mMaterial->ras_mode &WIRE)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
@@ -570,17 +575,17 @@ void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasteriz
mShader->Update(ms, rasty);
}
else if(mBlenderShader && GLEW_ARB_shader_objects) {
- int blendmode;
+ int alphablend;
mBlenderShader->Update(ms, rasty);
/* we do blend modes here, because they can change per object
* with the same material due to obcolor/obalpha */
- blendmode = mBlenderShader->GetBlendMode();
- if((blendmode == TF_SOLID || blendmode == TF_ALPHA) && mMaterial->transp != TF_SOLID)
- blendmode = mMaterial->transp;
+ alphablend = mBlenderShader->GetAlphaBlend();
+ if(ELEM3(alphablend, GEMAT_SOLID, GEMAT_ALPHA, GEMAT_ALPHA_SORT) && mMaterial->alphablend != GEMAT_SOLID)
+ alphablend = mMaterial->alphablend;
- rasty->SetBlendingMode(blendmode);
+ rasty->SetAlphaBlend(alphablend);
}
}
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h
index 766e20be825..236bd6afdc8 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.h
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h
@@ -38,7 +38,8 @@ public:
KX_BlenderMaterial();
void Initialize(
class KX_Scene* scene,
- BL_Material* mat
+ BL_Material* mat,
+ GameSettings* game
);
virtual ~KX_BlenderMaterial();
diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
index d32f267f0e0..098c136bfa3 100644
--- a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
@@ -78,10 +78,10 @@ void KX_PolygonMaterial::Initialize(
int tile,
int tilexrep,
int tileyrep,
- int mode,
- int transp,
+ int alphablend,
bool alpha,
bool zsort,
+ bool light,
int lightlayer,
struct MTFace* tface,
unsigned int* mcol)
@@ -93,10 +93,12 @@ void KX_PolygonMaterial::Initialize(
tile,
tilexrep,
tileyrep,
- mode,
- transp,
+ alphablend,
alpha,
- zsort);
+ zsort,
+ light,
+ (texname && texname != ""?true:false), /* if we have a texture we have image */
+ ma?&ma->game:NULL);
m_tface = tface;
m_mcol = mcol;
m_material = ma;
@@ -168,7 +170,7 @@ void KX_PolygonMaterial::DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& c
if (GetCachingInfo() != cachingInfo)
{
if (!cachingInfo)
- GPU_set_tpage(NULL, 0);
+ GPU_set_tpage(NULL, 0, 0);
cachingInfo = GetCachingInfo();
@@ -176,15 +178,15 @@ void KX_PolygonMaterial::DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& c
{
Image *ima = (Image*)m_tface->tpage;
GPU_update_image_time(ima, rasty->GetTime());
- GPU_set_tpage(m_tface, 1);
+ GPU_set_tpage(m_tface, 1, m_alphablend);
}
else
- GPU_set_tpage(NULL, 0);
+ GPU_set_tpage(NULL, 0, 0);
- if(m_drawingmode & RAS_IRasterizer::KX_TWOSIDE)
- rasty->SetCullFace(false);
- else
+ if(m_drawingmode & RAS_IRasterizer::KX_BACKCULL)
rasty->SetCullFace(true);
+ else
+ rasty->SetCullFace(false);
if ((m_drawingmode & RAS_IRasterizer::KX_LINES) ||
(rasty->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME))
@@ -318,7 +320,7 @@ KX_PYMETHODDEF_DOC(KX_PolygonMaterial, setTexture, "setTexture(tface)")
if (PyArg_ParseTuple(args, "O!:setTexture", &PyCapsule_Type, &pytface))
{
MTFace *tface = (MTFace*) PyCapsule_GetPointer(pytface, KX_POLYGONMATERIAL_CAPSULE_ID);
- GPU_set_tpage(tface, 1);
+ GPU_set_tpage(tface, 1, m_alphablend);
Py_RETURN_NONE;
}
diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.h b/source/gameengine/Ketsji/KX_PolygonMaterial.h
index 3520995def3..b09ddd39141 100644
--- a/source/gameengine/Ketsji/KX_PolygonMaterial.h
+++ b/source/gameengine/Ketsji/KX_PolygonMaterial.h
@@ -78,10 +78,10 @@ public:
int tile,
int tilexrep,
int tileyrep,
- int mode,
- int transp,
+ int alphablend,
bool alpha,
bool zsort,
+ bool light,
int lightlayer,
struct MTFace* tface,
unsigned int* mcol);