diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-14 01:24:21 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-14 01:24:21 +0400 |
commit | 6d62a18a51303da845df1c04cd2b357853b7e7ed (patch) | |
tree | dbe5455cf7d57f719b58615c1c40c6a8f2903439 /source/gameengine/Rasterizer | |
parent | 9fb4cbc668ad7fc612cbb63206567066e2626173 (diff) |
Apricot Branch: GLSL
====================
* Added support for lamps and shaders. All material diffuse and
specular shaders are supported, for lamps especially area light
support is not there yet.
* Added support for these GLSL shaders in the game engine, though
it is incomplete and somewhat of a hack. Specifically all the
variables are completely static, which means moving lights, or
animating material properties will not work.
* Enabling GLSL shaders is now different. They work in textured
drawmode, and can be enabled in the Game menu with the option
"Blender GLSL Materials"
Known issues:
* The GLSL shaders don't always update correct on light changes.
* The game player appears to crash with these GLSL shaders, while
regular blender works fine.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_CameraData.h | 4 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MaterialBucket.cpp | 5 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/SConscript | 2 |
3 files changed, 5 insertions, 6 deletions
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h b/source/gameengine/Rasterizer/RAS_CameraData.h index 6aa9b34962b..0327a3f4763 100644 --- a/source/gameengine/Rasterizer/RAS_CameraData.h +++ b/source/gameengine/Rasterizer/RAS_CameraData.h @@ -49,12 +49,12 @@ struct RAS_CameraData m_clipstart(clipstart), m_clipend(clipend), m_perspective(perspective), - m_focallength(focallength), m_viewport(viewport), m_viewportleft(viewportleft), m_viewportbottom(viewportbottom), m_viewportright(viewportright), - m_viewporttop(viewporttop) + m_viewporttop(viewporttop), + m_focallength(focallength) { } }; diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp index 96ce220ae4d..01d44245826 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp @@ -177,7 +177,6 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I bool dolights = false; const unsigned int flag = m_material->GetFlag(); - if( flag & RAS_BLENDERMAT) dolights = (flag &RAS_MULTILIGHT)!=0; else @@ -316,14 +315,14 @@ void RAS_MaterialBucket::Render(const MT_Transform& cameratrans, //rasty->SetMaterial(*m_material); - int drawmode; for (T_MeshSlotList::const_iterator it = m_meshSlots.begin(); ! (it == m_meshSlots.end()); ++it) { rendertools->SetClientObject((*it).m_clientObj); - while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode)) + while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode)) { RenderMeshSlot(cameratrans, rasty, rendertools, *it, drawmode); + } } // to reset the eventual GL_CW mode rendertools->SetClientObject(NULL); diff --git a/source/gameengine/Rasterizer/SConscript b/source/gameengine/Rasterizer/SConscript index ff79a5d97b8..f077833b850 100644 --- a/source/gameengine/Rasterizer/SConscript +++ b/source/gameengine/Rasterizer/SConscript @@ -7,7 +7,7 @@ if env['WITH_BF_GLEXT'] == 1: env['CPPFLAGS'].append('-DWITH_GLEXT') -incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/BlenderRoutines' +incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/BlenderRoutines #extern/glew/include' if env['OURPLATFORM']=='win32-vc': cflags = [] |