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-rw-r--r--release/scripts/startup/bl_ui/properties_data_mesh.py47
-rw-r--r--release/scripts/startup/bl_ui/properties_material.py31
-rw-r--r--release/scripts/startup/bl_ui/space_info.py1
-rw-r--r--source/blender/blenkernel/BKE_blender.h2
-rw-r--r--source/blender/blenkernel/BKE_image.h3
-rw-r--r--source/blender/blenkernel/BKE_material.h6
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c18
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c46
-rw-r--r--source/blender/blenkernel/intern/customdata.c2
-rw-r--r--source/blender/blenkernel/intern/image.c17
-rw-r--r--source/blender/blenkernel/intern/material.c485
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c15
-rw-r--r--source/blender/blenloader/intern/readfile.c25
-rw-r--r--source/blender/editors/mesh/editmesh_mods.c4
-rw-r--r--source/blender/editors/space_image/space_image.c2
-rw-r--r--source/blender/editors/space_logic/logic_ops.c37
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c128
-rw-r--r--source/blender/editors/space_view3d/drawobject.c17
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c2
-rw-r--r--source/blender/editors/uvedit/uvedit_ops.c2
-rw-r--r--source/blender/gpu/GPU_draw.h6
-rw-r--r--source/blender/gpu/GPU_material.h5
-rw-r--r--source/blender/gpu/intern/gpu_draw.c80
-rw-r--r--source/blender/gpu/intern/gpu_material.c2
-rw-r--r--source/blender/makesdna/DNA_material_types.h35
-rw-r--r--source/blender/makesdna/DNA_meshdata_types.h2
-rw-r--r--source/blender/makesrna/intern/rna_material.c63
-rw-r--r--source/blender/makesrna/intern/rna_mesh.c6
-rw-r--r--source/blender/makesrna/intern/rna_scene.c2
-rw-r--r--source/blender/modifiers/intern/MOD_uvproject.c1
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp183
-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
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp49
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h25
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h14
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp36
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h4
44 files changed, 1112 insertions, 435 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_mesh.py b/release/scripts/startup/bl_ui/properties_data_mesh.py
index a94a45958de..ff19ece8f94 100644
--- a/release/scripts/startup/bl_ui/properties_data_mesh.py
+++ b/release/scripts/startup/bl_ui/properties_data_mesh.py
@@ -289,53 +289,6 @@ class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
layout.prop(lay, "name")
-class DATA_PT_texface(MeshButtonsPanel, Panel):
- bl_label = "Texture Face"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- obj = context.object
- return (context.mode == 'EDIT_MESH') and obj and obj.type == 'MESH'
-
- def draw(self, context):
- layout = self.layout
- col = layout.column()
-
- me = context.mesh
-
- tf = me.faces.active_tface
-
- if tf:
- if context.scene.render.engine != 'BLENDER_GAME':
- col.label(text="Options only supported in Game Engine")
-
- split = layout.split()
- col = split.column()
-
- col.prop(tf, "use_image")
- col.prop(tf, "use_light")
- col.prop(tf, "hide")
- col.prop(tf, "use_collision")
-
- col.prop(tf, "use_blend_shared")
- col.prop(tf, "use_twoside")
- col.prop(tf, "use_object_color")
-
- col = split.column()
-
- col.prop(tf, "use_halo")
- col.prop(tf, "use_billboard")
- col.prop(tf, "use_shadow_cast")
- col.prop(tf, "use_bitmap_text")
- col.prop(tf, "use_alpha_sort")
-
- col = layout.column()
- col.prop(tf, "blend_type")
- else:
- col.label(text="No UV Texture")
-
-
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
bl_label = "Vertex Colors"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py
index 13ce92f084c..68d7d5d4615 100644
--- a/release/scripts/startup/bl_ui/properties_material.py
+++ b/release/scripts/startup/bl_ui/properties_material.py
@@ -612,9 +612,37 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
col.prop(halo, "flare_subflare_size", text="Subsize")
-class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
+class MATERIAL_PT_game_settings(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Game Settings"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+ game = context.material.game_settings # dont use node material
+
+ row = layout.row()
+ row.prop(game, "back_culling")
+ row.prop(game, "invisible")
+ row.prop(game, "text")
+
+ row = layout.row()
+ row.label(text="Alpha Blend:")
+ row.label(text="Face Orientation:")
+ row = layout.row()
+ row.prop(game,"alpha_blend",text="")
+ row.prop(game,"face_orientation",text="")
+
+class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Physics"
COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw_header(self, context):
+ game = context.material.game_settings
+ self.layout.prop(game, "physics", text="")
@classmethod
def poll(cls, context):
@@ -622,6 +650,7 @@ class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
+ layout.active = context.material.game_settings.physics
phys = context.material.physics # dont use node material
diff --git a/release/scripts/startup/bl_ui/space_info.py b/release/scripts/startup/bl_ui/space_info.py
index 7f5a5f231cf..debe82e7ab2 100644
--- a/release/scripts/startup/bl_ui/space_info.py
+++ b/release/scripts/startup/bl_ui/space_info.py
@@ -380,6 +380,7 @@ class INFO_MT_help(Menu):
layout.operator("wm.console_toggle", icon='CONSOLE')
layout.separator()
layout.operator("anim.update_data_paths", text="FCurve/Driver Version fix", icon='HELP')
+ layout.operator("logic.texface_convert", text="TexFace to Material Convert", icon='GAME')
layout.separator()
layout.operator("wm.splash", icon='BLENDER')
diff --git a/source/blender/blenkernel/BKE_blender.h b/source/blender/blenkernel/BKE_blender.h
index 742240d53b5..333c00c3f2a 100644
--- a/source/blender/blenkernel/BKE_blender.h
+++ b/source/blender/blenkernel/BKE_blender.h
@@ -44,7 +44,7 @@ extern "C" {
* and keep comment above the defines.
* Use STRINGIFY() rather than defining with quotes */
#define BLENDER_VERSION 259
-#define BLENDER_SUBVERSION 2
+#define BLENDER_SUBVERSION 3
#define BLENDER_MINVERSION 250
#define BLENDER_MINSUBVERSION 0
diff --git a/source/blender/blenkernel/BKE_image.h b/source/blender/blenkernel/BKE_image.h
index 0c31083a266..8181ad6421c 100644
--- a/source/blender/blenkernel/BKE_image.h
+++ b/source/blender/blenkernel/BKE_image.h
@@ -168,6 +168,9 @@ struct Image *copy_image(struct Image *ima);
/* merge source into dest, and free source */
void BKE_image_merge(struct Image *dest, struct Image *source);
+/* check if texture has alpha (depth=32) */
+int BKE_image_has_alpha(struct Image *image);
+
/* image_gen.c */
void BKE_image_buf_fill_color(unsigned char *rect, float *rect_float, int width, int height, float color[4]);
void BKE_image_buf_fill_checker(unsigned char *rect, float *rect_float, int height, int width);
diff --git a/source/blender/blenkernel/BKE_material.h b/source/blender/blenkernel/BKE_material.h
index 85b6f8f78fb..b3d24c10ed7 100644
--- a/source/blender/blenkernel/BKE_material.h
+++ b/source/blender/blenkernel/BKE_material.h
@@ -42,6 +42,8 @@ struct Main;
struct Material;
struct ID;
struct Object;
+struct Mesh;
+struct MTFace;
/* materials */
@@ -50,6 +52,7 @@ void free_material(struct Material *sc);
void test_object_materials(struct ID *id);
void resize_object_material(struct Object *ob, const short totcol);
void init_material(struct Material *ma);
+struct Material *add_material_main(struct Main *main, const char *name);
struct Material *add_material(const char *name);
struct Material *copy_material(struct Material *ma);
struct Material *localize_material(struct Material *ma);
@@ -101,6 +104,9 @@ void clear_mat_mtex_copybuf(void);
void copy_mat_mtex_copybuf(struct ID *id);
void paste_mat_mtex_copybuf(struct ID *id);
+/* handle backward compatibility for tface/materials called from doversion (fileload=1) or Help Menu (fileload=0) */
+int do_version_tface(struct Main *main, int fileload);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index 1660ac29217..cac7da76e07 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -988,15 +988,12 @@ static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
EditFace *efa;
DMVertexAttribs attribs= {{{0}}};
GPUVertexAttribs gattribs;
- MTFace *tf;
- int transp, new_transp, orig_transp, tfoffset;
+ int tfoffset;
int i, b, matnr, new_matnr, dodraw, layer;
dodraw = 0;
matnr = -1;
- transp = GPU_get_material_blend_mode();
- orig_transp = transp;
layer = CustomData_get_layer_index(&em->fdata, CD_MTFACE);
tfoffset = (layer == -1)? -1: em->fdata.layers[layer].offset;
@@ -1040,19 +1037,6 @@ static void emDM_drawMappedFacesGLSL(DerivedMesh *dm,
DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
}
- if(tfoffset != -1) {
- tf = (MTFace*)((char*)efa->data)+tfoffset;
- new_transp = tf->transp;
-
- if(new_transp != transp) {
- if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
- GPU_set_material_blend_mode(orig_transp);
- else
- GPU_set_material_blend_mode(new_transp);
- transp = new_transp;
- }
- }
-
if(dodraw) {
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
if (!drawSmooth) {
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 44359a142c9..e6a472827ad 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -1063,15 +1063,12 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, vo
MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE);
float (*nors)[3] = dm->getFaceDataArray(dm, CD_NORMAL);
int a, b, dodraw, matnr, new_matnr;
- int transp, new_transp, orig_transp;
int orig, *index = dm->getFaceDataArray(dm, CD_ORIGINDEX);
cdDM_update_normals_from_pbvh(dm);
matnr = -1;
dodraw = 0;
- transp = GPU_get_material_blend_mode();
- orig_transp = transp;
glShadeModel(GL_SMOOTH);
@@ -1111,22 +1108,6 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, vo
continue;
}
- if(tf) {
- new_transp = tf[a].transp;
-
- if(new_transp != transp) {
- glEnd();
-
- if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
- GPU_set_material_blend_mode(orig_transp);
- else
- GPU_set_material_blend_mode(new_transp);
- transp = new_transp;
-
- glBegin(GL_QUADS);
- }
- }
-
if(!smoothnormal) {
if(nors) {
glNormal3fv(nors[a]);
@@ -1259,33 +1240,6 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, vo
continue;
}
- if(tf) {
- new_transp = tf[a].transp;
-
- if(new_transp != transp) {
- numfaces = curface - start;
- if( numfaces > 0 ) {
- if( dodraw ) {
- if( numdata != 0 ) {
- GPU_buffer_unlock(buffer);
- GPU_interleaved_attrib_setup(buffer,datatypes,numdata);
- }
- glDrawArrays(GL_TRIANGLES,start*3,(curface-start)*3);
- if( numdata != 0 ) {
- varray = GPU_buffer_lock_stream(buffer);
- }
- }
- }
- start = curface;
-
- if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
- GPU_set_material_blend_mode(orig_transp);
- else
- GPU_set_material_blend_mode(new_transp);
- transp = new_transp;
- }
- }
-
if( numdata != 0 ) {
offset = 0;
if(attribs.totorco) {
diff --git a/source/blender/blenkernel/intern/customdata.c b/source/blender/blenkernel/intern/customdata.c
index 883f67c3061..30da2e01011 100644
--- a/source/blender/blenkernel/intern/customdata.c
+++ b/source/blender/blenkernel/intern/customdata.c
@@ -326,7 +326,7 @@ static void layerSwap_tface(void *data, const int *corner_indices)
static void layerDefault_tface(void *data, int count)
{
static MTFace default_tf = {{{0, 0}, {1, 0}, {1, 1}, {0, 1}}, NULL,
- 0, 0, TF_DYNAMIC, 0, 0};
+ 0, 0, TF_DYNAMIC|TF_CONVERTED, 0, 0};
MTFace *tf = (MTFace*)data;
int i;
diff --git a/source/blender/blenkernel/intern/image.c b/source/blender/blenkernel/intern/image.c
index 002cfdbf41a..d764826cd47 100644
--- a/source/blender/blenkernel/intern/image.c
+++ b/source/blender/blenkernel/intern/image.c
@@ -2290,3 +2290,20 @@ void BKE_image_user_calc_frame(ImageUser *iuser, int cfra, int fieldnr)
iuser->framenr= framenr;
if(iuser->ok==0) iuser->ok= 1;
}
+
+int BKE_image_has_alpha(struct Image *image)
+{
+ ImBuf *ibuf;
+ void *lock;
+ int depth;
+
+ ibuf= BKE_image_acquire_ibuf(image, NULL, &lock);
+ depth = (ibuf?ibuf->depth:0);
+ BKE_image_release_ibuf(image, lock);
+
+ if (depth == 32)
+ return 1;
+ else
+ return 0;
+}
+
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 2a9e786d139..956d7b01b3b 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -43,6 +43,9 @@
#include "DNA_curve_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_customdata_types.h"
+#include "DNA_ID.h"
#include "DNA_meta_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
@@ -56,6 +59,7 @@
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_icons.h"
+#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
@@ -188,6 +192,10 @@ void init_material(Material *ma)
ma->vol.ms_diff = 1.f;
ma->vol.ms_intensity = 1.f;
+ ma->game.flag=0;
+ ma->game.alpha_blend=0;
+ ma->game.face_orientation=0;
+
ma->mode= MA_TRACEBLE|MA_SHADBUF|MA_SHADOW|MA_RAYBIAS|MA_TANGENT_STR|MA_ZTRANSP;
ma->shade_flag= MA_APPROX_OCCLUSION;
ma->preview = NULL;
@@ -1468,3 +1476,480 @@ void paste_matcopybuf(Material *ma)
ma->nodetree= ntreeCopyTree(matcopybuf.nodetree);
}
+
+
+/*********************** texface to material convert functions **********************/
+/* encode all the TF information into a single int */
+int encode_tfaceflag(MTFace *tf, int convertall)
+{
+ /* calculate the flag */
+ int flag = tf->mode;
+
+ /* options that change the material offline render */
+ if (!convertall) {
+ flag &= ~TF_OBCOL;
+ }
+
+ /* clean flags that are not being converted */
+ flag &= ~TF_TEX;
+ flag &= ~TF_SHAREDVERT;
+ flag &= ~TF_SHAREDCOL;
+ flag &= ~TF_CONVERTED;
+
+ /* light tface flag is ignored in GLSL mode */
+ flag &= ~TF_LIGHT;
+
+ /* 15 is how big the flag can be - hardcoded here and in decode_tfaceflag() */
+ flag |= tf->transp << 15;
+
+ /* increase 1 so flag 0 is different than no flag yet */
+ return flag + 1;
+}
+
+/* set the material options based in the tface flag */
+void decode_tfaceflag(Material *ma, int flag, int convertall)
+{
+ int alphablend;
+ GameSettings *game= &ma->game;
+
+ /* flag is shifted in 1 to make 0 != no flag yet (see encode_tfaceflag) */
+ flag -= 1;
+
+ alphablend = flag >> 15; //encoded in the encode_tfaceflag function
+ (*game).flag = 0;
+
+ /* General Material Options */
+ if ((flag & TF_DYNAMIC)==0) (*game).flag |= GEMAT_NOPHYSICS;
+
+ /* Material Offline Rendering Properties */
+ if (convertall) {
+ if (flag & TF_OBCOL) ma->shade_flag |= MA_OBCOLOR;
+ }
+
+ /* Special Face Properties */
+ if ((flag & TF_TWOSIDE)==0) (*game).flag |= GEMAT_BACKCULL;
+ if (flag & TF_INVISIBLE)(*game).flag |= GEMAT_INVISIBLE;
+ if (flag & TF_BMFONT) (*game).flag |= GEMAT_TEXT;
+
+ /* Face Orientation */
+ if (flag & TF_BILLBOARD) (*game).face_orientation |= GEMAT_HALO;
+ else if (flag & TF_BILLBOARD2) (*game).face_orientation |= GEMAT_BILLBOARD;
+ else if (flag & TF_SHADOW) (*game).face_orientation |= GEMAT_SHADOW;
+
+ /* Alpha Blend */
+ if (flag & TF_ALPHASORT && ELEM(alphablend, TF_ALPHA, TF_ADD)) (*game).alpha_blend = GEMAT_ALPHA_SORT;
+ else if (alphablend & TF_ALPHA) (*game).alpha_blend = GEMAT_ALPHA;
+ else if (alphablend & TF_ADD) (*game).alpha_blend = GEMAT_ADD;
+ else if (alphablend & TF_CLIP) (*game).alpha_blend = GEMAT_CLIP;
+}
+
+/* boolean check to see if the mesh needs a material */
+int check_tfaceneedmaterial(int flag)
+{
+ // check if the flags we have are not deprecated != than default material options
+ // also if only flags are visible and collision see if all objects using this mesh have this option in physics
+
+ /* flag is shifted in 1 to make 0 != no flag yet (see encode_tfaceflag) */
+ flag -=1;
+
+ // deprecated flags
+ flag &= ~TF_OBCOL;
+ flag &= ~TF_SHAREDVERT;
+ flag &= ~TF_SHAREDCOL;
+
+ /* light tface flag is ignored in GLSL mode */
+ flag &= ~TF_LIGHT;
+
+ // automatic detected if tex image has alpha
+ flag &= ~(TF_ALPHA << 15);
+ // automatic detected if using texture
+ flag &= ~TF_TEX;
+
+ // settings for the default NoMaterial
+ if (flag == TF_DYNAMIC)
+ return 0;
+
+ else
+ return 1;
+}
+
+/* return number of digits of an integer */
+// XXX to be optmized or replaced by an equivalent blender internal function
+int integer_getdigits(int number)
+{
+ int i=0;
+ if (number == 0) return 1;
+
+ while (number != 0){
+ number = (int)(number/10);
+ i++;
+ }
+ return i;
+}
+
+void calculate_tface_materialname(char *matname, char *newname, int flag)
+{
+ // if flag has only light and collision and material matches those values
+ // you can do strcpy(name, mat_name);
+ // otherwise do:
+ int digits = integer_getdigits(flag);
+ /* clamp the old name, remove the MA prefix and add the .TF.flag suffix
+ e.g. matname = "MALoooooooooooooongName"; newname = "Loooooooooooooon.TF.2" */
+ sprintf(newname, "%.*s.TF.%0*d", MAX_ID_NAME-(digits+5), matname, digits, flag);
+}
+
+/* returns -1 if no match */
+int mesh_getmaterialnumber(Mesh *me, Material *ma) {
+ int a;
+
+ for (a=0; a<me->totcol; a++)
+ if (me->mat[a] == ma)
+ return a;
+
+ return -1;
+}
+
+/* append material */
+int mesh_addmaterial(Mesh *me, Material *ma)
+{
+ material_append_id(&me->id, NULL);
+ me->mat[me->totcol-1]= ma;
+
+ id_us_plus(&ma->id);
+
+ return me->totcol-1;
+}
+
+Material *materialbyname(Main *main, char *name)
+{
+ Material *mat = NULL;
+ for (mat=main->mat.first;mat;mat=mat->id.next) {
+ if (strcmp(mat->id.name, name)==0)
+ return mat;
+ }
+ return NULL;
+}
+
+void set_facetexture_flags(Material *ma, Image *image)
+{
+ if(image) {
+ ma->mode |= MA_FACETEXTURE;
+ /* we could check if the texture has alpha, but then more meshes sharing the same
+ * material may need it. Let's make it simple. */
+ if(BKE_image_has_alpha(image))
+ ma->mode |= MA_FACETEXTURE_ALPHA;
+ }
+}
+
+/* returns material number */
+int convert_tfacenomaterial(Main *main, Mesh *me, MTFace *tf, int flag)
+{
+ Material *ma;
+ char name[MAX_ID_NAME];
+ int mat_nr= -1;
+
+ /* new material, the name uses the flag*/
+ sprintf(name, "MAMaterial.TF.%0*d", integer_getdigits(flag), flag);
+
+ if ((ma=materialbyname(main, name))) {
+ mat_nr = mesh_getmaterialnumber(me, ma);
+ /* assign the material to the mesh */
+ if(mat_nr == -1) mat_nr= mesh_addmaterial(me, ma);
+
+ /* if needed set "Face Textures [Alpha]" Material options */
+ set_facetexture_flags(ma, tf->tpage);
+ }
+ /* create a new material */
+ else {
+ ma=add_material(name+2);
+
+ if(ma){
+ printf("TexFace Convert: Material \"%s\" created.\n", name+2);
+ mat_nr= mesh_addmaterial(me, ma);
+
+ /* if needed set "Face Textures [Alpha]" Material options */
+ set_facetexture_flags(ma, tf->tpage);
+
+ decode_tfaceflag(ma, flag, 1);
+ // the final decoding will happen after, outside the main loop
+ // for now store the flag into the material and change light/tex/collision
+ // store the flag as a negative number
+ ma->game.flag = -flag;
+ id_us_min((ID *)ma);
+ }
+ else printf("Error: Unable to create Material \"%s\" for Mesh \"%s\".", name+2, me->id.name+2);
+ }
+
+ /* set as converted, no need to go bad to this face */
+ tf->mode |= TF_CONVERTED;
+ return mat_nr;
+}
+
+/* Function to fully convert materials */
+void convert_tfacematerial(Main *main, Material *ma)
+{
+ Mesh *me;
+ Material *mat_new;
+ MFace *mf;
+ MTFace *tf;
+ int flag, index;
+ int a, mat_nr;
+ CustomDataLayer *cdl;
+ char name[MAX_ID_NAME];
+
+ for(me=main->mesh.first; me; me=me->id.next){
+ /* check if this mesh uses this material */
+ for(a=0;a<me->totcol;a++)
+ if(me->mat[a] == ma) break;
+
+ /* no material found */
+ if (a == me->totcol) continue;
+
+ /* get the active tface layer */
+ index= CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
+ cdl= (index == -1)? NULL: &me->fdata.layers[index];
+ if (!cdl) continue;
+
+ /* loop over all the faces and stop at the ones that use the material*/
+ for(a=0, mf=me->mface; a<me->totface; a++, mf++) {
+ if(me->mat[(int)mf->mat_nr] != ma) continue;
+
+ /* texface data for this face */
+ tf = ((MTFace*)cdl->data) + a;
+ flag = encode_tfaceflag(tf, 1);
+
+ /* the name of the new material */
+ calculate_tface_materialname(ma->id.name, (char *)&name, flag);
+
+ if ((mat_new=materialbyname(main, name))) {
+ /* material already existent, see if the mesh has it */
+ mat_nr = mesh_getmaterialnumber(me, mat_new);
+ /* material is not in the mesh, add it */
+ if(mat_nr == -1) mat_nr= mesh_addmaterial(me, mat_new);
+ }
+ /* create a new material */
+ else {
+ mat_new=copy_material(ma);
+ if(mat_new){
+ /* rename the material*/
+ strcpy(mat_new->id.name, name);
+ id_us_min((ID *)mat_new);
+
+ mat_nr= mesh_addmaterial(me, mat_new);
+ decode_tfaceflag(mat_new, flag, 1);
+ }
+ else {
+ printf("Error: Unable to create Material \"%s\" for Mesh \"%s.", name+2, me->id.name+2);
+ mat_nr = mf->mat_nr;
+ continue;
+ }
+ }
+
+ /* if the material has a texture but no texture channel
+ * set "Face Textures [Alpha]" Material options
+ * actually we need to run it always, because of old behavior
+ * of using face texture if any texture channel was present (multitex) */
+ //if((!mat_new->mtex[0]) && (!mat_new->mtex[0]->tex))
+ set_facetexture_flags(mat_new, tf->tpage);
+
+ /* set the material number to the face*/
+ mf->mat_nr = mat_nr;
+ }
+ /* remove material from mesh */
+ for(a=0;a<me->totcol;)
+ if(me->mat[a] == ma) material_pop_id(&me->id, a, 1);else a++;
+ }
+}
+
+int do_version_tface(Main *main, int fileload)
+{
+ Mesh *me;
+ Material *ma;
+ MFace *mf;
+ MTFace *tf;
+ CustomDataLayer *cdl;
+ int a;
+ int flag;
+ int index;
+ int nummat;
+
+ /* sometimes mesh has no materials but will need a new one. In those
+ * cases we need to ignore the mf->mat_nr and only look at the face
+ * mode because it can be zero as unitialized or the 1st created material
+ */
+ int nomaterialslots;
+
+ /* alert to user to check the console */
+ int nowarning = 1;
+
+ /* mark all the materials to convertion with a flag
+ * if there is tface create a complete flag for that storing in flag
+ * if there is tface and flag > 0: creates a new flag based on this face
+ * if flags are different set flag to -1
+ */
+
+ /* 1st part: marking mesh materials to update */
+ for(me=main->mesh.first; me; me=me->id.next){
+ if (me->id.lib) continue;
+
+ /* get the active tface layer */
+ index= CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
+ cdl= (index == -1)? NULL: &me->fdata.layers[index];
+ if (!cdl) continue;
+
+ nomaterialslots = (me->totcol==0?1:0);
+
+ /* loop over all the faces*/
+ for(a=0, mf=me->mface; a<me->totface; a++, mf++) {
+ /* texface data for this face */
+ tf = ((MTFace*)cdl->data) + a;
+
+ /* conversion should happen only once */
+ if (fileload)
+ tf->mode &= ~TF_CONVERTED;
+ else {
+ if((tf->mode & TF_CONVERTED)) continue;
+ else tf->mode |= TF_CONVERTED;
+ }
+
+ /* no material slots */
+ if(nomaterialslots) {
+ flag = encode_tfaceflag(tf, 1);
+
+ /* create/find a new material and assign to the face */
+ if (check_tfaceneedmaterial(flag))
+ mf->mat_nr= convert_tfacenomaterial(main, me, tf, flag);
+
+ /* else mark them as no-material to be reverted to 0 later */
+ else
+ mf->mat_nr = -1;
+ }
+ else if(mf->mat_nr < me->totcol) {
+ ma= me->mat[(int)mf->mat_nr];
+
+ /* no material create one if necessary */
+ if(!ma) {
+ /* find a new material and assign to the face */
+ flag = encode_tfaceflag(tf, 1);
+
+ /* create/find a new material and assign to the face */
+ if (check_tfaceneedmaterial(flag))
+ mf->mat_nr= convert_tfacenomaterial(main, me, tf, flag);
+
+ continue;
+ }
+
+ /* we can't read from this if it comes from a library,
+ * at doversion time: direct_link might not have happened on it,
+ * so ma->mtex is not pointing to valid memory yet.
+ * later we could, but it's better not */
+ else if(ma->id.lib)
+ continue;
+
+ /* material already marked as disputed */
+ else if(ma->game.flag == -99999)
+ continue;
+
+ /* found a material */
+ else {
+ flag = encode_tfaceflag(tf, ((fileload)?0:1));
+
+ /* first time changing this material */
+ if (ma->game.flag == 0)
+ ma->game.flag= -flag;
+
+ /* mark material as disputed */
+ else if (ma->game.flag != -flag) {
+ ma->game.flag = -99999;
+ continue;
+ }
+
+ /* material ok so far */
+ else {
+ ma->game.flag = -flag;
+
+ /* some people uses multitexture with TexFace by creating a texture
+ * channel which not necessarly the tf->tpage image. But the game engine
+ * was enabling it. Now it's required to set "Face Texture [Alpha] in the
+ * material settings. */
+ if(!fileload)
+ set_facetexture_flags(ma, tf->tpage);
+ }
+ }
+ }
+ else
+ continue;
+ }
+
+ /* if we didn't have material slot and now we do, we need to
+ * make sure the materials are correct */
+ if(nomaterialslots) {
+ if (me->totcol>0) {
+ for(a=0, mf=me->mface; a<me->totface; a++, mf++) {
+ if (mf->mat_nr == -1) {
+ /* texface data for this face */
+ tf = ((MTFace*)cdl->data) + a;
+ mf->mat_nr= convert_tfacenomaterial(main, me, tf, encode_tfaceflag(tf, 1));
+ }
+ }
+ } else {
+ for(a=0, mf=me->mface; a<me->totface; a++, mf++)
+ mf->mat_nr=0;
+ }
+ }
+
+ }
+
+ /* 2nd part - conversion */
+ /* skip library files */
+
+ /* we shouldn't loop through the materials created in the loop. make the loop stop at its original length) */
+ for (ma= main->mat.first, a=0; ma; ma= ma->id.next, a++) {
+ if (ma->id.lib) continue;
+
+ /* disputed material */
+ if (ma->game.flag == -99999) {
+ ma->game.flag = 0;
+ if (fileload) {
+ printf("Warning: material \"%s\" skipped - to convert old game texface to material go to the Help menu.\n", ma->id.name+2);
+ nowarning = 0;
+ }
+ else
+ convert_tfacematerial(main, ma);
+ continue;
+ }
+
+ /* no conflicts in this material - 90% of cases
+ * convert from tface system to material */
+ else if (ma->game.flag < 0){
+ decode_tfaceflag(ma, -(ma->game.flag), 1);
+
+ /* material is good make sure all faces using
+ * this material are set to converted */
+ if (fileload) {
+ for(me=main->mesh.first; me; me=me->id.next){
+ /* check if this mesh uses this material */
+ for(a=0;a<me->totcol;a++)
+ if(me->mat[a] == ma) break;
+
+ /* no material found */
+ if (a == me->totcol) continue;
+
+ /* get the active tface layer */
+ index= CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
+ cdl= (index == -1)? NULL: &me->fdata.layers[index];
+ if (!cdl) continue;
+
+ /* loop over all the faces and stop at the ones that use the material*/
+ for(a=0, mf=me->mface; a<me->totface; a++, mf++) {
+ if(me->mat[(int)mf->mat_nr] != ma) continue;
+ else tf->mode |= TF_CONVERTED;
+ }
+ }
+ }
+ }
+ }
+
+ return nowarning;
+}
+
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 2ff555b5b22..44242507616 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -1378,7 +1378,6 @@ static void ccgDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, v
int gridSize = ccgSubSurf_getGridSize(ss);
int gridFaces = gridSize - 1;
int edgeSize = ccgSubSurf_getEdgeSize(ss);
- int transp, orig_transp, new_transp;
char *faceFlags = ccgdm->faceFlags;
int a, b, i, doDraw, numVerts, matnr, new_matnr, totface;
@@ -1386,8 +1385,6 @@ static void ccgDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, v
doDraw = 0;
matnr = -1;
- transp = GPU_get_material_blend_mode();
- orig_transp = transp;
#define PASSATTRIB(dx, dy, vert) { \
if(attribs.totorco) { \
@@ -1439,18 +1436,6 @@ static void ccgDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, v
continue;
}
- if(tf) {
- new_transp = tf[i].transp;
-
- if(new_transp != transp) {
- if(new_transp == GPU_BLEND_SOLID && orig_transp != GPU_BLEND_SOLID)
- GPU_set_material_blend_mode(orig_transp);
- else
- GPU_set_material_blend_mode(new_transp);
- transp = new_transp;
- }
- }
-
glShadeModel(drawSmooth? GL_SMOOTH: GL_FLAT);
for (S=0; S<numVerts; S++) {
DMGridData *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 38454547f48..a5484d218d2 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -238,6 +238,7 @@ typedef struct OldNewMap {
/* local prototypes */
static void *read_struct(FileData *fd, BHead *bh, const char *blockname);
static void direct_link_modifiers(FileData *fd, ListBase *lb);
+static void convert_tface_mt(FileData *fd, Main *main);
static OldNewMap *oldnewmap_new(void)
{
@@ -3478,6 +3479,9 @@ static void lib_link_mesh(FileData *fd, Main *main)
}
me= me->id.next;
}
+
+ /* convert texface options to material */
+ convert_tface_mt(fd, main);
}
static void direct_link_dverts(FileData *fd, int count, MDeformVert *mdverts)
@@ -7038,6 +7042,27 @@ static void do_versions_nodetree_dynamic_sockets(bNodeTree *ntree)
sock->flag |= SOCK_DYNAMIC;
}
+void convert_tface_mt(FileData *fd, Main *main)
+{
+ Main *gmain;
+
+ /* this is a delayed do_version (so it can create new materials) */
+ if (main->versionfile < 259 || (main->versionfile == 259 && main->subversionfile < 3)) {
+
+ //XXX hack, material.c uses G.main all over the place, instead of main
+ // temporarily set G.main to the current main
+ gmain = G.main;
+ G.main = main;
+
+ if(!(do_version_tface(main, 1))) {
+ BKE_report(fd->reports, RPT_ERROR, "Texface conversion problem. Error in console");
+ }
+
+ //XXX hack, material.c uses G.main allover the place, instead of main
+ G.main = gmain;
+ }
+}
+
static void do_versions(FileData *fd, Library *lib, Main *main)
{
/* WATCH IT!!!: pointers from libdata have not been converted */
diff --git a/source/blender/editors/mesh/editmesh_mods.c b/source/blender/editors/mesh/editmesh_mods.c
index b256eeac4bc..8c035ca46fd 100644
--- a/source/blender/editors/mesh/editmesh_mods.c
+++ b/source/blender/editors/mesh/editmesh_mods.c
@@ -1473,10 +1473,8 @@ static void EM_mesh_copy_face(EditMesh *em, wmOperator *op, short type)
tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
if (tf_act->tpage) {
tf->tpage = tf_act->tpage;
- tf->mode |= TF_TEX;
} else {
tf->tpage = NULL;
- tf->mode &= ~TF_TEX;
}
tf->tile= tf_act->tile;
change = 1;
@@ -1656,10 +1654,8 @@ void EM_mesh_copy_face_layer(EditMesh *em, wmOperator *op, short type)
tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
if (tf_from->tpage) {
tf->tpage = tf_from->tpage;
- tf->mode |= TF_TEX;
} else {
tf->tpage = NULL;
- tf->mode &= ~TF_TEX;
}
tf->tile= tf_from->tile;
change = 1;
diff --git a/source/blender/editors/space_image/space_image.c b/source/blender/editors/space_image/space_image.c
index afab4ede229..e345caf1359 100644
--- a/source/blender/editors/space_image/space_image.c
+++ b/source/blender/editors/space_image/space_image.c
@@ -595,7 +595,7 @@ static void image_refresh(const bContext *C, ScrArea *UNUSED(sa))
tf = EM_get_active_mtface(em, NULL, NULL, 1); /* partially selected face is ok */
- if(tf && (tf->mode & TF_TEX)) {
+ if(tf) {
/* don't need to check for pin here, see above */
sima->image= tf->tpage;
diff --git a/source/blender/editors/space_logic/logic_ops.c b/source/blender/editors/space_logic/logic_ops.c
index 60e9595b77a..b7f9af09348 100644
--- a/source/blender/editors/space_logic/logic_ops.c
+++ b/source/blender/editors/space_logic/logic_ops.c
@@ -43,6 +43,7 @@
#include "BKE_context.h"
#include "BKE_main.h"
#include "BKE_sca.h"
+#include "BKE_material.h" //for texface convert
#include "ED_logic.h"
#include "ED_object.h"
@@ -57,6 +58,11 @@
#include "logic_intern.h"
+// temporary new includes for texface functions
+#include "DNA_mesh_types.h"
+#include "DNA_material_types.h"
+#include "DNA_meshdata_types.h"
+
/* ************* Generic Operator Helpers ************* */
static int edit_sensor_poll(bContext *C)
{
@@ -687,6 +693,36 @@ static void LOGIC_OT_actuator_move(wmOperatorType *ot)
RNA_def_enum(ot->srna, "direction", logicbricks_move_direction, 1, "Direction", "Move Up or Down");
}
+/* ************* TexFace Converter Operator ************* */
+static int texface_convert_exec(bContext *C, wmOperator *UNUSED(op))
+{
+ Main *bmain= CTX_data_main(C);
+ do_version_tface(bmain, 0);
+
+ return OPERATOR_FINISHED;
+}
+
+static int texface_convert_invoke(bContext *C, wmOperator *op, wmEvent *UNUSED(event))
+{
+ return texface_convert_exec(C, op);
+}
+
+ static void LOGIC_OT_texface_convert(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name= "TexFace to Material Converter";
+ ot->description = "Convert old texface settings into material. It may create new materials if needed";
+ ot->idname= "LOGIC_OT_texface_convert";
+
+ /* api callbacks */
+ ot->invoke= texface_convert_invoke;
+ ot->exec= texface_convert_exec;
+// ot->poll= texface_convert_poll;
+
+ /* flags */
+ ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
+}
+
void ED_operatortypes_logic(void)
{
@@ -699,4 +735,5 @@ void ED_operatortypes_logic(void)
WM_operatortype_append(LOGIC_OT_actuator_remove);
WM_operatortype_append(LOGIC_OT_actuator_add);
WM_operatortype_append(LOGIC_OT_actuator_move);
+ WM_operatortype_append(LOGIC_OT_texface_convert);
}
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index b8d33de2e37..42ee6c0f00a 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -64,6 +64,7 @@
#include "GPU_buffers.h"
#include "GPU_extensions.h"
#include "GPU_draw.h"
+#include "GPU_material.h"
#include "ED_mesh.h"
@@ -207,44 +208,71 @@ static Material *give_current_material_or_def(Object *ob, int matnr)
return ma?ma:&defmaterial;
}
-static int set_draw_settings_cached(int clearcache, int textured, MTFace *texface, int lit, Object *litob, int litmatnr, int doublesided)
+/* Icky globals, fix with userdata parameter */
+
+static struct TextureDrawState {
+ Object *ob;
+ int islit, istex;
+ int color_profile;
+ unsigned char obcol[4];
+} Gtexdraw = {NULL, 0, 0, 0, {0, 0, 0, 0}};
+
+static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *ma, struct TextureDrawState gtexdraw)
{
+ static Material *c_ma;
static int c_textured;
- static int c_lit;
- static int c_doublesided;
static MTFace *c_texface;
- static Object *c_litob;
- static int c_litmatnr;
+ static int c_backculled;
static int c_badtex;
+ static int c_lit;
+ Object *litob = NULL; //to get mode to turn off mipmap in painting mode
+ int backculled = 0;
+ int alphablend = 0;
+ int textured = 0;
+ int lit = 0;
+
if (clearcache) {
- c_textured= c_lit= c_doublesided= -1;
+ c_textured= c_lit= c_backculled= -1;
c_texface= (MTFace*) -1;
- c_litob= (Object*) -1;
- c_litmatnr= -1;
c_badtex= 0;
+ } else {
+ textured = gtexdraw.istex;
+ litob = gtexdraw.ob;
+ }
+
+ /* convert number of lights into boolean */
+ if (gtexdraw.islit) lit = 1;
+
+ if (ma) {
+ alphablend = ma->game.alpha_blend;
+ if (ma->mode & MA_SHLESS) lit = 0;
+ backculled = ma->game.flag & GEMAT_BACKCULL;
}
if (texface) {
- lit = lit && (lit==-1 || texface->mode&TF_LIGHT);
- textured = textured && (texface->mode&TF_TEX);
- doublesided = texface->mode&TF_TWOSIDE;
- } else {
- textured = 0;
+ textured = textured && (texface->tpage);
+
+ /* no material, render alpha if texture has depth=32 */
+ if (!ma && BKE_image_has_alpha(texface->tpage))
+ alphablend = GPU_BLEND_ALPHA;
}
- if (doublesided!=c_doublesided) {
- if (doublesided) glDisable(GL_CULL_FACE);
- else glEnable(GL_CULL_FACE);
+ else
+ textured = 0;
+
+ if (backculled!=c_backculled) {
+ if (backculled) glEnable(GL_CULL_FACE);
+ else glDisable(GL_CULL_FACE);
- c_doublesided= doublesided;
+ c_backculled= backculled;
}
if (textured!=c_textured || texface!=c_texface) {
if (textured ) {
- c_badtex= !GPU_set_tpage(texface, !(litob->mode & OB_MODE_TEXTURE_PAINT));
+ c_badtex= !GPU_set_tpage(texface, !(litob->mode & OB_MODE_TEXTURE_PAINT), alphablend);
} else {
- GPU_set_tpage(NULL, 0);
+ GPU_set_tpage(NULL, 0, 0);
c_badtex= 0;
}
c_textured= textured;
@@ -252,10 +280,10 @@ static int set_draw_settings_cached(int clearcache, int textured, MTFace *texfac
}
if (c_badtex) lit= 0;
- if (lit!=c_lit || litob!=c_litob || litmatnr!=c_litmatnr) {
+ if (lit!=c_lit || ma!=c_ma) {
if (lit) {
- Material *ma= give_current_material_or_def(litob, litmatnr+1);
float spec[4];
+ if (!ma)ma= give_current_material_or_def(NULL, 0); //default material
spec[0]= ma->spec*ma->specr;
spec[1]= ma->spec*ma->specg;
@@ -273,22 +301,11 @@ static int set_draw_settings_cached(int clearcache, int textured, MTFace *texfac
glDisable(GL_COLOR_MATERIAL);
}
c_lit= lit;
- c_litob= litob;
- c_litmatnr= litmatnr;
}
return c_badtex;
}
-/* Icky globals, fix with userdata parameter */
-
-static struct TextureDrawState {
- Object *ob;
- int islit, istex;
- int color_profile;
- unsigned char obcol[4];
-} Gtexdraw = {NULL, 0, 0, 0, {0, 0, 0, 0}};
-
static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
{
unsigned char obcol[4];
@@ -318,14 +335,14 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
Gtexdraw.istex = istex;
Gtexdraw.color_profile = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
- set_draw_settings_cached(1, 0, NULL, Gtexdraw.islit, NULL, 0, 0);
+ set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
glShadeModel(GL_SMOOTH);
}
static void draw_textured_end(void)
{
/* switch off textures */
- GPU_set_tpage(NULL, 0);
+ GPU_set_tpage(NULL, 0, 0);
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
@@ -347,18 +364,22 @@ static void draw_textured_end(void)
static int draw_tface__set_draw_legacy(MTFace *tface, MCol *mcol, int matnr)
{
- if (tface && (tface->mode&TF_INVISIBLE)) return 0;
+ Material *ma= give_current_material(Gtexdraw.ob, matnr+1);
+ int validtexture=0;
+
+ if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return 0;
- if (tface && set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE)) {
+ validtexture = set_draw_settings_cached(0, tface, ma, Gtexdraw);
+
+ if (tface && validtexture) {
glColor3ub(0xFF, 0x00, 0xFF);
return 2; /* Don't set color */
- } else if (tface && tface->mode&TF_OBCOL) {
+ } else if (ma && ma->shade_flag&MA_OBCOLOR) {
glColor3ubv(Gtexdraw.obcol);
return 2; /* Don't set color */
} else if (!mcol) {
if (tface) glColor3f(1.0, 1.0, 1.0);
else {
- Material *ma= give_current_material(Gtexdraw.ob, matnr+1);
if(ma) {
float col[3];
if(Gtexdraw.color_profile) linearrgb_to_srgb_v3_v3(col, &ma->r);
@@ -375,9 +396,11 @@ static int draw_tface__set_draw_legacy(MTFace *tface, MCol *mcol, int matnr)
}
static int draw_tface__set_draw(MTFace *tface, MCol *mcol, int matnr)
{
- if (tface && (tface->mode&TF_INVISIBLE)) return 0;
+ Material *ma= give_current_material(Gtexdraw.ob, matnr+1);
- if (tface && set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE)) {
+ if (ma && (ma->game.flag & GEMAT_INVISIBLE)) return 0;
+
+ if (tface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
return 2; /* Don't set color */
} else if (tface && tface->mode&TF_OBCOL) {
return 2; /* Don't set color */
@@ -399,7 +422,9 @@ static void add_tface_color_layer(DerivedMesh *dm)
finalCol = MEM_mallocN(sizeof(MCol)*4*dm->getNumFaces(dm),"add_tface_color_layer");
for(i=0;i<dm->getNumFaces(dm);i++) {
- if (tface && (tface->mode&TF_INVISIBLE)) {
+ Material *ma= give_current_material(Gtexdraw.ob, mface[i].mat_nr+1);
+
+ if (ma && (ma->game.flag&GEMAT_INVISIBLE)) {
if( mcol )
memcpy(&finalCol[i*4],&mcol[i*4],sizeof(MCol)*4);
else
@@ -409,7 +434,7 @@ static void add_tface_color_layer(DerivedMesh *dm)
finalCol[i*4+j].r = 255;
}
}
- else if (tface && mface && set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, mface[i].mat_nr, TF_TWOSIDE)) {
+ else if (tface && mface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
for(j=0;j<4;j++) {
finalCol[i*4+j].b = 255;
finalCol[i*4+j].g = 0;
@@ -493,10 +518,14 @@ static int draw_em_tf_mapped__set_draw(void *userData, int index)
static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
{
Mesh *me = (Mesh*)userData;
+ Material *ma;
+
+ if (me->mface) {
+ int matnr = me->mface[index].mat_nr;
+ ma = me->mat[matnr];
+ }
- if ( (me->mface && me->mface[index].flag & ME_HIDE) ||
- (me->mtface && (me->mtface[index].mode & TF_INVISIBLE))
- ) {
+ if ( ma && (ma->game.flag & GEMAT_INVISIBLE)) {
return 0;
}
@@ -529,11 +558,12 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
for(a=0, mf=mface; a<totface; a++, tface++, mf++) {
- int mode= tface->mode;
int matnr= mf->mat_nr;
int mf_smooth= mf->flag & ME_SMOOTH;
+ Material *mat = me->mat[matnr];
+ int mode= mat->game.flag;
- if (!(mf->flag&ME_HIDE) && !(mode&TF_INVISIBLE) && (mode&TF_BMFONT)) {
+ if (!(mode&GEMAT_INVISIBLE) && (mode&GEMAT_TEXT)) {
float v1[3], v2[3], v3[3], v4[3];
char string[MAX_PROPSTRING];
int characters, i, glattrib= -1, badtex= 0;
@@ -549,7 +579,7 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
}
}
else {
- badtex = set_draw_settings_cached(0, Gtexdraw.istex, tface, Gtexdraw.islit, Gtexdraw.ob, matnr, TF_TWOSIDE);
+ badtex = set_draw_settings_cached(0, tface, mat, Gtexdraw);
if (badtex) {
if (mcol) mcol+=4;
continue;
@@ -578,7 +608,7 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
glNormal3fv(nor);
}
- GPU_render_text(tface, tface->mode, string, characters,
+ GPU_render_text(tface, mode, string, characters,
(unsigned int*)mcol, v1, v2, v3, (mf->v4? v4: NULL), glattrib);
}
if (mcol) {
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index ecdac083aed..e738d5abe69 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -220,16 +220,13 @@ int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
return (scene->gm.matmode == GAME_MAT_GLSL) && (dt > OB_SOLID);
}
-static int check_material_alpha(Base *base, Mesh *me, int glsl)
+static int check_material_alpha(Base *base, int glsl)
{
if(base->flag & OB_FROMDUPLI)
return 0;
if(G.f & G_PICKSEL)
return 0;
-
- if(me->edit_mesh)
- return 0;
return (glsl || (base->object->dtx & OB_DRAWTRANSP));
}
@@ -2998,12 +2995,16 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
scene->customdata_mask);
if(dt>OB_WIRE) {
- // no transp in editmode, the fancy draw over goes bad then
glsl = draw_glsl_material(scene, ob, v3d, dt);
- GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
+ check_alpha = check_material_alpha(base, glsl);
+
+ GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
+ (check_alpha)? &do_alpha_pass: NULL);
}
- draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
+ // transp in editmode makes the fancy draw over go bad
+ if (!do_alpha_pass)
+ draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
GPU_end_object_materials();
@@ -3014,7 +3015,7 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
if(me->totface<=4 || ED_view3d_boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
- check_alpha = check_material_alpha(base, me, glsl);
+ check_alpha = check_material_alpha(base, glsl);
if(dt==OB_SOLID || glsl) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 45d832d4739..8227ba87021 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -1667,7 +1667,7 @@ static void RestoreState(bContext *C, wmWindow *win)
win->queue= queue_back;
GPU_state_init();
- GPU_set_tpage(NULL, 0);
+ GPU_set_tpage(NULL, 0, 0);
glPopAttrib();
}
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index 9a21305457c..cd1c5594822 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -125,14 +125,12 @@ void ED_uvedit_assign_image(Scene *scene, Object *obedit, Image *ima, Image *pre
if(uvedit_face_visible(scene, previma, efa, tf)) {
if(ima) {
tf->tpage= ima;
- tf->mode |= TF_TEX;
if(ima->id.us==0) id_us_plus(&ima->id);
else id_lib_extern(&ima->id);
}
else {
tf->tpage= NULL;
- tf->mode &= ~TF_TEX;
}
update = 1;
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index d75b8db2c4e..55c4ff85a57 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -80,15 +80,15 @@ void GPU_end_object_materials(void);
int GPU_enable_material(int nr, void *attribs);
void GPU_disable_material(void);
-void GPU_set_material_blend_mode(int blendmode);
-int GPU_get_material_blend_mode(void);
+void GPU_set_material_alpha_blend(int alphablend);
+int GPU_get_material_alpha_blend(void);
/* TexFace drawing
* - this is mutually exclusive with material drawing, a mesh should
* be drawn using one or the other
* - passing NULL clears the state again */
-int GPU_set_tpage(struct MTFace *tface, int mipmap);
+int GPU_set_tpage(struct MTFace *tface, int mipmap, int transp);
/* Lights
* - returns how many lights were enabled
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 95a08e6d5b3..29ad9c91374 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -94,7 +94,8 @@ typedef enum GPUBlendMode {
GPU_BLEND_SOLID = 0,
GPU_BLEND_ADD = 1,
GPU_BLEND_ALPHA = 2,
- GPU_BLEND_CLIP = 4
+ GPU_BLEND_CLIP = 4,
+ GPU_BLEND_ALPHA_SORT = 8
} GPUBlendMode;
typedef struct GPUNodeStack {
@@ -121,7 +122,7 @@ int GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNode
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_enable_alpha(GPUMaterial *material);
-GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[4]);
+GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
/* High level functions to create and use GPU materials */
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 7af5ef6ea14..4f79d577ae5 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -95,7 +95,7 @@ void GPU_render_text(MTFace *tface, int mode,
const char *textstr, int textlen, unsigned int *col,
float *v1, float *v2, float *v3, float *v4, int glattrib)
{
- if ((mode & TF_BMFONT) && (textlen>0) && tface->tpage) {
+ if ((mode & GEMAT_TEXT) && (textlen>0) && tface->tpage) {
Image* ima = (Image*)tface->tpage;
int index, character;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
@@ -245,7 +245,7 @@ static struct GPUTextureState {
int domipmap, linearmipmap;
- int alphamode;
+ int alphablend;
float anisotropic;
MTFace *lasttface;
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
@@ -352,7 +352,7 @@ static void gpu_clear_tpage(void)
GTS.curtilemode= 0;
GTS.curtileXRep=0;
GTS.curtileYRep=0;
- GTS.alphamode= -1;
+ GTS.alphablend= -1;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
@@ -361,19 +361,19 @@ static void gpu_clear_tpage(void)
glDisable(GL_ALPHA_TEST);
}
-static void gpu_set_blend_mode(GPUBlendMode blendmode)
+static void gpu_set_alpha_blend(GPUBlendMode alphablend)
{
- if(blendmode == GPU_BLEND_SOLID) {
+ if(alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- else if(blendmode==GPU_BLEND_ADD) {
+ else if(alphablend==GPU_BLEND_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_ALPHA_TEST);
}
- else if(blendmode==GPU_BLEND_ALPHA) {
+ else if(ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -389,21 +389,21 @@ static void gpu_set_blend_mode(GPUBlendMode blendmode)
glAlphaFunc(GL_GREATER, U.glalphaclip);
}
}
- else if(blendmode==GPU_BLEND_CLIP) {
+ else if(alphablend==GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
}
-static void gpu_verify_alpha_mode(MTFace *tface)
+static void gpu_verify_alpha_blend(int alphablend)
{
/* verify alpha blending modes */
- if(GTS.alphamode == tface->transp)
+ if(GTS.alphablend == alphablend)
return;
- gpu_set_blend_mode(tface->transp);
- GTS.alphamode= tface->transp;
+ gpu_set_alpha_blend(alphablend);
+ GTS.alphablend= alphablend;
}
static void gpu_verify_reflection(Image *ima)
@@ -608,7 +608,7 @@ static void gpu_verify_repeat(Image *ima)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
-int GPU_set_tpage(MTFace *tface, int mipmap)
+int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
{
Image *ima;
@@ -621,7 +621,7 @@ int GPU_set_tpage(MTFace *tface, int mipmap)
ima= tface->tpage;
GTS.lasttface= tface;
- gpu_verify_alpha_mode(tface);
+ gpu_verify_alpha_blend(alphablend);
gpu_verify_reflection(ima);
if(GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) {
@@ -945,12 +945,12 @@ static struct GPUMaterialState {
float (*gviewmat)[4];
float (*gviewinv)[4];
- GPUBlendMode *blendmode;
- GPUBlendMode blendmode_fixed[FIXEDMAT];
+ GPUBlendMode *alphablend;
+ GPUBlendMode alphablend_fixed[FIXEDMAT];
int alphapass;
int lastmatnr, lastretval;
- GPUBlendMode lastblendmode;
+ GPUBlendMode lastalphablend;
} GMS = {NULL};
/* fixed function material, alpha handed by caller */
@@ -1000,7 +1000,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
{
Material *ma;
GPUMaterial *gpumat;
- GPUBlendMode blendmode;
+ GPUBlendMode alphablend;
int a;
int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
@@ -1008,7 +1008,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
memset(&GMS, 0, sizeof(GMS));
GMS.lastmatnr = -1;
GMS.lastretval = -1;
- GMS.lastblendmode = GPU_BLEND_SOLID;
+ GMS.lastalphablend = GPU_BLEND_SOLID;
GMS.gob = ob;
GMS.gscene = scene;
@@ -1024,12 +1024,12 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
if(GMS.totmat > FIXEDMAT) {
GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
- GMS.blendmode= MEM_callocN(sizeof(*GMS.blendmode)*GMS.totmat, "GMS.matbuf");
+ GMS.alphablend= MEM_callocN(sizeof(*GMS.alphablend)*GMS.totmat, "GMS.matbuf");
}
else {
GMS.matbuf= GMS.matbuf_fixed;
GMS.gmatbuf= GMS.gmatbuf_fixed;
- GMS.blendmode= GMS.blendmode_fixed;
+ GMS.alphablend= GMS.alphablend_fixed;
}
/* no materials assigned? */
@@ -1044,7 +1044,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
GPU_material_from_blender(GMS.gscene, &defmaterial);
}
- GMS.blendmode[0]= GPU_BLEND_SOLID;
+ GMS.alphablend[0]= GPU_BLEND_SOLID;
}
/* setup materials */
@@ -1060,13 +1060,13 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
if(gpumat) {
/* do glsl only if creating it succeed, else fallback */
GMS.gmatbuf[a]= ma;
- blendmode = GPU_material_blend_mode(gpumat, ob->col);
+ alphablend = GPU_material_alpha_blend(gpumat, ob->col);
}
else {
/* fixed function opengl materials */
gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob);
- blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
+ alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
if(do_alpha_pass && GMS.alphapass)
GMS.matbuf[a].diff[3]= ma->alpha;
else
@@ -1076,8 +1076,8 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
/* setting do_alpha_pass = 1 indicates this object needs to be
* drawn in a second alpha pass for improved blending */
if(do_alpha_pass) {
- GMS.blendmode[a]= blendmode;
- if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass)
+ GMS.alphablend[a]= alphablend;
+ if(ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT) && !GMS.alphapass)
*do_alpha_pass= 1;
}
}
@@ -1090,7 +1090,7 @@ int GPU_enable_material(int nr, void *attribs)
{
GPUVertexAttribs *gattribs = attribs;
GPUMaterial *gpumat;
- GPUBlendMode blendmode;
+ GPUBlendMode alphablend;
/* no GPU_begin_object_materials, use default material */
if(!GMS.matbuf) {
@@ -1131,7 +1131,7 @@ int GPU_enable_material(int nr, void *attribs)
/* draw materials with alpha in alpha pass */
GMS.lastmatnr = nr;
- GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
+ GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
if(GMS.alphapass)
GMS.lastretval = !GMS.lastretval;
@@ -1145,6 +1145,7 @@ int GPU_enable_material(int nr, void *attribs)
GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
GMS.gboundmat= mat;
+ alphablend= mat->game.alpha_blend;
if(GMS.alphapass) glDepthMask(1);
}
@@ -1153,28 +1154,29 @@ int GPU_enable_material(int nr, void *attribs)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
+ alphablend= GPU_BLEND_SOLID;
}
/* set (alpha) blending mode */
- blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
- GPU_set_material_blend_mode(blendmode);
+ if(!GMS.alphapass) alphablend= GPU_BLEND_SOLID;
+ GPU_set_material_alpha_blend(alphablend);
}
return GMS.lastretval;
}
-void GPU_set_material_blend_mode(int blendmode)
+void GPU_set_material_alpha_blend(int alphablend)
{
- if(GMS.lastblendmode == blendmode)
+ if(GMS.lastalphablend == alphablend)
return;
- gpu_set_blend_mode(blendmode);
- GMS.lastblendmode = blendmode;
+ gpu_set_alpha_blend(alphablend);
+ GMS.lastalphablend = alphablend;
}
-int GPU_get_material_blend_mode(void)
+int GPU_get_material_alpha_blend(void)
{
- return GMS.lastblendmode;
+ return GMS.lastalphablend;
}
void GPU_disable_material(void)
@@ -1188,7 +1190,7 @@ void GPU_disable_material(void)
GMS.gboundmat= NULL;
}
- GPU_set_material_blend_mode(GPU_BLEND_SOLID);
+ GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
}
void GPU_end_object_materials(void)
@@ -1198,12 +1200,12 @@ void GPU_end_object_materials(void)
if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
MEM_freeN(GMS.matbuf);
MEM_freeN(GMS.gmatbuf);
- MEM_freeN(GMS.blendmode);
+ MEM_freeN(GMS.alphablend);
}
GMS.matbuf= NULL;
GMS.gmatbuf= NULL;
- GMS.blendmode= NULL;
+ GMS.alphablend= NULL;
/* resetting the texture matrix after the glScale needed for tiled textures */
if(GTS.tilemode)
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 9aa453af4d6..40186c5a187 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -358,7 +358,7 @@ void GPU_material_enable_alpha(GPUMaterial *material)
material->alpha= 1;
}
-GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[4])
+GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4])
{
if(material->alpha || (material->obcolalpha && obcol[3] < 1.0f))
return GPU_BLEND_ALPHA;
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 060b1bf42d1..09255adb829 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -74,6 +74,14 @@ typedef struct VolumeSettings {
float ms_spread;
} VolumeSettings;
+/* Game Engine Options (old Texface mode, transp and flag) */
+typedef struct GameSettings {
+ int flag;
+ int alpha_blend;
+ int face_orientation;
+ int pad1;
+} GameSettings;
+
typedef struct Material {
ID id;
struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
@@ -90,6 +98,7 @@ typedef struct Material {
/* end synced with render_types.h */
struct VolumeSettings vol;
+ struct GameSettings game;
float fresnel_mir, fresnel_mir_i;
float fresnel_tra, fresnel_tra_i;
@@ -166,6 +175,32 @@ typedef struct Material {
ListBase gpumaterial; /* runtime */
} Material;
+
+/* **************** GAME PROPERTIES ********************* */
+// Blend Transparency Options - alpha_blend /* match GPU_material::GPUBlendMode */
+#define GEMAT_SOLID 0 /* GPU_BLEND_SOLID */
+#define GEMAT_ADD 1 /* GPU_BLEND_ADD */
+#define GEMAT_ALPHA 2 /* GPU_BLEND_ALPHA */
+#define GEMAT_CLIP 4 /* GPU_BLEND_CLIP */
+#define GEMAT_ALPHA_SORT 8 /* GPU_BLEND_ALPHA_SORT */
+
+// Game Options - flag
+#define GEMAT_BACKCULL 16 /* KX_BACKCULL */
+#define GEMAT_SHADED 32 /* KX_LIGHT */
+#define GEMAT_TEXT 64 /* RAS_RENDER_3DPOLYGON_TEXT */
+#define GEMAT_NOPHYSICS 128
+#define GEMAT_INVISIBLE 256
+
+// Face Orientation Options - face_orientation
+#define GEMAT_NORMAL 0
+#define GEMAT_HALO 512 /* BILLBOARD_SCREENALIGNED */
+#define GEMAT_BILLBOARD 1024 /* BILLBOARD_AXISALIGNED */
+#define GEMAT_SHADOW 2048 /* SHADOW */
+
+// Use Textures - not defined directly in the UI
+#define GEMAT_TEX 4096 /* KX_TEX */
+
+
/* **************** MATERIAL ********************* */
/* maximum number of materials per material array.
diff --git a/source/blender/makesdna/DNA_meshdata_types.h b/source/blender/makesdna/DNA_meshdata_types.h
index 61c4a660992..9d7375b6755 100644
--- a/source/blender/makesdna/DNA_meshdata_types.h
+++ b/source/blender/makesdna/DNA_meshdata_types.h
@@ -247,6 +247,8 @@ typedef struct MRecast{
#define TF_SHAREDVERT 8
#define TF_LIGHT 16
+#define TF_CONVERTED 32 /* tface converted to material */
+
#define TF_SHAREDCOL 64
#define TF_TILES 128 /* deprecated */
#define TF_BILLBOARD 256
diff --git a/source/blender/makesrna/intern/rna_material.c b/source/blender/makesrna/intern/rna_material.c
index dcaeb523df5..673e768e71e 100644
--- a/source/blender/makesrna/intern/rna_material.c
+++ b/source/blender/makesrna/intern/rna_material.c
@@ -742,6 +742,61 @@ static void rna_def_material_mtex(BlenderRNA *brna)
RNA_def_property_update(prop, 0, "rna_Material_update");
}
+static void rna_def_material_gamesettings(BlenderRNA *brna)
+{
+ StructRNA *srna;
+ PropertyRNA *prop;
+
+ static EnumPropertyItem prop_alpha_blend_items[] = {
+ {GEMAT_SOLID, "OPAQUE", 0, "Opaque", "Render color of textured face as color"},
+ {GEMAT_ADD, "ADD", 0, "Add", "Render face transparent and add color of face"},
+ {GEMAT_CLIP, "CLIP", 0, "Alpha Clip", "Use the image alpha values clipped with no blending (binary alpha)"},
+ {GEMAT_ALPHA, "ALPHA", 0, "Alpha Blend", "Render polygon transparent, depending on alpha channel of the texture"},
+ {GEMAT_ALPHA_SORT, "ALPHA_SORT", 0, "Alpha Sort", "Sort faces for correct alpha drawing (slow, use Alpha Clip instead when possible)"},
+ {0, NULL, 0, NULL, NULL}};
+
+ static EnumPropertyItem prop_face_orientation_items[] = {
+ {GEMAT_NORMAL,"NORMAL",0,"Normal","No tranformation"},
+ {GEMAT_HALO, "HALO", 0, "Halo", "Screen aligned billboard"},
+ {GEMAT_BILLBOARD, "BILLBOARD", 0, "Billboard", "Billboard with Z-axis constraint"},
+ {GEMAT_SHADOW, "SHADOW", 0, "Shadow", "Faces are used for shadow"},
+ {0, NULL, 0, NULL, NULL}};
+
+ srna= RNA_def_struct(brna, "MaterialGameSettings", NULL);
+ RNA_def_struct_sdna(srna, "GameSettings");
+ RNA_def_struct_nested(brna, srna, "Material");
+ RNA_def_struct_ui_text(srna, "Material Game Settings", "Game Engine settings for a Material datablock");
+
+ prop= RNA_def_property(srna, "back_culling", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", GEMAT_BACKCULL); /* use bitflags */
+ RNA_def_property_ui_text(prop, "Back Culling", "Hide Back of the face in Game Engine ");
+ RNA_def_property_update(prop, 0, "rna_Material_draw_update");
+
+ prop= RNA_def_property(srna, "text", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", GEMAT_TEXT); /* use bitflags */
+ RNA_def_property_ui_text(prop, "Text", "Use material as text in Game Engine ");
+ RNA_def_property_update(prop, 0, "rna_Material_draw_update");
+
+ prop= RNA_def_property(srna, "invisible", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", GEMAT_INVISIBLE); /* use bitflags */
+ RNA_def_property_ui_text(prop, "Invisible", "Make face invisible");
+ RNA_def_property_update(prop, 0, "rna_Material_draw_update");
+
+ prop= RNA_def_property(srna, "alpha_blend", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "alpha_blend");
+ RNA_def_property_enum_items(prop, prop_alpha_blend_items);
+ RNA_def_property_ui_text(prop, "Blend Mode", "Blend Mode for Transparent Faces");
+ RNA_def_property_update(prop, 0, "rna_Material_draw_update");
+
+ prop= RNA_def_property(srna, "face_orientation", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_items(prop, prop_face_orientation_items);
+ RNA_def_property_ui_text(prop, "Face Orientations", "Especial face orientation options");
+
+ prop= RNA_def_property(srna, "physics", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GEMAT_NOPHYSICS); /* use bitflags */
+ RNA_def_property_ui_text(prop, "Physics", "Use physics properties of materials ");
+}
+
static void rna_def_material_colors(StructRNA *srna)
{
PropertyRNA *prop;
@@ -1887,6 +1942,13 @@ void RNA_def_material(BlenderRNA *brna)
RNA_def_property_pointer_funcs(prop, "rna_Material_physics_get", NULL, NULL, NULL);
RNA_def_property_ui_text(prop, "Physics", "Game physics settings");
+ /* game settings */
+ prop= RNA_def_property(srna, "game_settings", PROP_POINTER, PROP_NONE);
+ RNA_def_property_flag(prop, PROP_NEVER_NULL);
+ RNA_def_property_pointer_sdna(prop, NULL, "game");
+ RNA_def_property_struct_type(prop, "MaterialGameSettings");
+ RNA_def_property_ui_text(prop, "Game Settings", "Game material settings");
+
/* nodetree */
prop= RNA_def_property(srna, "node_tree", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "nodetree");
@@ -1932,6 +1994,7 @@ void RNA_def_material(BlenderRNA *brna)
rna_def_material_mtex(brna);
rna_def_material_strand(brna);
rna_def_material_physics(brna);
+ rna_def_material_gamesettings(brna);
RNA_api_material(srna);
}
diff --git a/source/blender/makesrna/intern/rna_mesh.c b/source/blender/makesrna/intern/rna_mesh.c
index 5466e758023..1bbdc7cc853 100644
--- a/source/blender/makesrna/intern/rna_mesh.c
+++ b/source/blender/makesrna/intern/rna_mesh.c
@@ -1420,6 +1420,9 @@ static void rna_def_mtface(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Image", "");
RNA_def_property_update(prop, 0, "rna_Mesh_update_data");
+ //XXX to be deleted soon -- left for now in case we need it for debug
+ //XXX it should be out before Blender 2.6 (after texface to material patch)
+
prop= RNA_def_property(srna, "use_image", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mode", TF_TEX);
RNA_def_property_ui_text(prop, "Tex", "Render face with texture");
@@ -1486,6 +1489,9 @@ static void rna_def_mtface(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Transparency", "Transparency blending mode");
RNA_def_property_update(prop, 0, "rna_Mesh_update_data");
+ //XXX to be deleted soon -- left for now in case we need it for debug
+ //XXX it should be out before Blender 2.6 (after texface to material patch)
+
prop= RNA_def_property(srna, "select_uv", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", TF_SEL1);
RNA_def_property_array(prop, 4);
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index 873d61eba06..774e21297da 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -1828,7 +1828,7 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem material_items[] ={
- {GAME_MAT_TEXFACE, "TEXTURE_FACE", 0, "Texture Face", "Single texture face materials"},
+ {GAME_MAT_TEXFACE, "SINGLETEXTURE", 0, "Singletexture", "Singletexture face materials"},
{GAME_MAT_MULTITEX, "MULTITEXTURE", 0, "Multitexture", "Multitexture materials"},
{GAME_MAT_GLSL, "GLSL", 0, "GLSL", "OpenGL shading language shaders"},
{0, NULL, 0, NULL, NULL}};
diff --git a/source/blender/modifiers/intern/MOD_uvproject.c b/source/blender/modifiers/intern/MOD_uvproject.c
index 912c14adfdd..0c343332736 100644
--- a/source/blender/modifiers/intern/MOD_uvproject.c
+++ b/source/blender/modifiers/intern/MOD_uvproject.c
@@ -369,7 +369,6 @@ static DerivedMesh *uvprojectModifier_do(UVProjectModifierData *umd,
}
if(override_image) {
- tface->mode = TF_TEX;
tface->tpage = image;
}
}
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index d4b43cd7ac1..2c2fd052b5d 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -144,6 +144,8 @@ extern "C" {
#include "BKE_cdderivedmesh.h"
#include "BKE_DerivedMesh.h"
#include "BKE_material.h" /* give_current_material */
+#include "BKE_image.h"
+#include "IMB_imbuf_types.h"
extern Material defmaterial; /* material.c */
}
@@ -195,7 +197,7 @@ extern "C" {
}
#endif
-static int default_face_mode = TF_DYNAMIC;
+static bool default_light_mode = 0;
static unsigned int KX_rgbaint2uint_new(unsigned int icol)
{
@@ -234,9 +236,9 @@ static unsigned int KX_Mcol2uint_new(MCol col)
return out_color.integer;
}
-static void SetDefaultFaceType(Scene* scene)
+static void SetDefaultLightMode(Scene* scene)
{
- default_face_mode = TF_DYNAMIC;
+ default_light_mode = false;
Scene *sce_iter;
Base *base;
@@ -244,7 +246,7 @@ static void SetDefaultFaceType(Scene* scene)
{
if (base->object->type == OB_LAMP)
{
- default_face_mode = TF_DYNAMIC|TF_LIGHT;
+ default_light_mode = true;
return;
}
}
@@ -353,41 +355,41 @@ bool ConvertMaterial(
// use lighting?
material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
+ material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED;
+
// cast shadows?
material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0;
MTex *mttmp = 0;
numchan = getNumTexChannels(mat);
int valid_index = 0;
- // use the face texture if
- // 1) it is set in the buttons
- // 2) we have a face texture and a material but no valid texture in slot 1
+ /* In Multitexture use the face texture if and only if
+ * it is set in the buttons
+ * In GLSL is not working yet :/ 3.2011 */
bool facetex = false;
if(validface && mat->mode &MA_FACETEXTURE)
facetex = true;
- if(validface && !mat->mtex[0])
- facetex = true;
- if(validface && mat->mtex[0]) {
- MTex *tmp = mat->mtex[0];
- if(!tmp->tex || (tmp->tex && !tmp->tex->ima))
- facetex = true;
- }
+
numchan = numchan>MAXTEX?MAXTEX:numchan;
+ if (facetex && numchan == 0) numchan = 1;
// foreach MTex
for(int i=0; i<numchan; i++) {
// use face tex
if(i==0 && facetex ) {
+ facetex = false;
Image*tmp = (Image*)(tface->tpage);
if(tmp) {
material->img[i] = tmp;
material->texname[i] = material->img[i]->id.name;
- material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
- material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
material->flag[i] |= MIPMAP;
+ material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA_SORT )?USEALPHA:0;
+ material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA )?USEALPHA:0;
+ material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ADD )?CALCALPHA:0;
+
if(material->img[i]->flag & IMA_REFLECT)
material->mapping[i].mapping |= USEREFL;
else
@@ -405,11 +407,6 @@ bool ConvertMaterial(
material->mapping[i].mapping |= USEUV;
}
- if(material->ras_mode & USE_LIGHT)
- material->ras_mode &= ~USE_LIGHT;
- if(tface->mode & TF_LIGHT)
- material->ras_mode |= USE_LIGHT;
-
valid_index++;
}
else {
@@ -567,25 +564,31 @@ bool ConvertMaterial(
material->ras_mode |= (mat->material_type == MA_TYPE_WIRE)? WIRE: 0;
}
- else {
+ else { // No Material
int valid = 0;
// check for tface tex to fallback on
if( validface ){
-
- // no light bugfix
- if(tface->mode) material->ras_mode |= USE_LIGHT;
-
material->img[0] = (Image*)(tface->tpage);
// ------------------------
if(material->img[0]) {
material->texname[0] = material->img[0]->id.name;
material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
- material->flag[0] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
- material->flag[0] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
+
+ /* see if depth of the image is 32bits */
+ if(BKE_image_has_alpha(material->img[0])) {
+ material->flag[0] |= USEALPHA;
+ material->alphablend = GEMAT_ALPHA;
+ }
+ else
+ material->alphablend = GEMAT_SOLID;
+
valid++;
}
}
+ else
+ material->alphablend = GEMAT_SOLID;
+
material->SetUsers(-1);
material->num_enabled = valid;
material->IdMode = TEXFACE;
@@ -598,6 +601,9 @@ bool ConvertMaterial(
material->matcolor[2] = 0.5f;
material->spec_f = 0.5f;
material->ref = 0.8f;
+
+ // No material - old default TexFace properties
+ material->ras_mode |= USE_LIGHT;
}
MT_Point2 uv[4];
MT_Point2 uv2[4];
@@ -606,13 +612,10 @@ bool ConvertMaterial(
uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
+ /* No material, what to do? let's see what is in the UV and set the material accordingly
+ light and visible is always on */
if( validface ) {
-
- material->ras_mode |= (tface->mode & TF_INVISIBLE)?0:POLY_VIS;
-
- material->transp = tface->transp;
material->tile = tface->tile;
- material->mode = tface->mode;
uv[0].setValue(tface->uv[0]);
uv[1].setValue(tface->uv[1]);
@@ -625,31 +628,26 @@ bool ConvertMaterial(
}
else {
// nothing at all
- material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT));
- material->mode = default_face_mode;
- material->transp = TF_SOLID;
+ material->alphablend = GEMAT_SOLID;
material->tile = 0;
uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
}
+ if (validmat && validface) {
+ material->alphablend = mat->game.alpha_blend;
+ }
+
// with ztransp enabled, enforce alpha blending mode
- if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->transp == TF_SOLID))
- material->transp = TF_ALPHA;
+ if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->alphablend == GEMAT_SOLID))
+ material->alphablend = GEMAT_ALPHA;
// always zsort alpha + add
- if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha) && (material->transp != TF_CLIP)) {
+ if((ELEM3(material->alphablend, GEMAT_ALPHA, GEMAT_ALPHA_SORT, GEMAT_ADD) || texalpha) && (material->alphablend != GEMAT_CLIP )) {
material->ras_mode |= ALPHA;
- material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
+ material->ras_mode |= (mat && (mat->game.alpha_blend & GEMAT_ALPHA_SORT))? ZSORT: 0;
}
- // collider or not?
- material->ras_mode |= (material->mode & TF_DYNAMIC)? COLLIDER: 0;
-
- // these flags are irrelevant at this point, remove so they
- // don't hurt material bucketing
- material->mode &= ~(TF_DYNAMIC|TF_ALPHASORT|TF_TEX);
-
// get uv sets
if(validmat)
{
@@ -706,8 +704,8 @@ bool ConvertMaterial(
unsigned int rgb[4];
GetRGB(type,mface,mmcol,mat,rgb[0],rgb[1],rgb[2], rgb[3]);
- // swap the material color, so MCol on TF_BMFONT works
- if (validmat && type==1 && (tface && tface->mode & TF_BMFONT))
+ // swap the material color, so MCol on bitmap font works
+ if (validmat && type==1 && (mat->game.flag & GEMAT_TEXT))
{
rgb[0] = KX_rgbaint2uint_new(rgb[0]);
rgb[1] = KX_rgbaint2uint_new(rgb[1]);
@@ -864,10 +862,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
layers, converter->GetGLSLMaterials());
- visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
- collider = ((bl_mat->ras_mode & COLLIDER)!=0);
- twoside = ((bl_mat->mode & TF_TWOSIDE)!=0);
-
/* vertex colors and uv's were stored in bl_mat temporarily */
bl_mat->GetConversionRGB(rgb);
rgb0 = rgb[0]; rgb1 = rgb[1];
@@ -885,7 +879,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
if (kx_blmat == NULL)
kx_blmat = new KX_BlenderMaterial();
- kx_blmat->Initialize(scene, bl_mat);
+ kx_blmat->Initialize(scene, bl_mat, (ma?&ma->game:NULL));
polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat);
}
else {
@@ -893,37 +887,59 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
Image* bima = (tface)? (Image*)tface->tpage: NULL;
imastr = (tface)? (bima? (bima)->id.name : "" ) : "";
- char transp=0;
- short mode=0, tile=0;
+ char alpha_blend=0;
+ short tile=0;
int tilexrep=4,tileyrep = 4;
-
+
+ /* set material properties - old TexFace */
+ if (ma) {
+ alpha_blend = ma->game.alpha_blend;
+ /* Commented out for now. If we ever get rid of
+ * "Texture Face/Singletexture" we can then think about it */
+
+ /* Texture Face mode ignores texture but requires "Face Textures to be True "*/
+ /**
+ if ((ma->mode &MA_FACETEXTURE)==0 && (ma->game.flag &GEMAT_TEXT)==0) {
+ bima = NULL;
+ imastr = "";
+ alpha_blend = GEMAT_SOLID;
+ }
+ else
+ alpha_blend = ma->game.alpha_blend;
+ */
+ }
+ /* check for tface tex to fallback on */
+ else {
+ if (bima) {
+ /* see if depth of the image is 32 */
+ if (BKE_image_has_alpha(bima))
+ alpha_blend = GEMAT_ALPHA;
+ else
+ alpha_blend = GEMAT_SOLID;
+ }
+ else {
+ alpha_blend = GEMAT_SOLID;
+ }
+ }
+
if (bima) {
tilexrep = bima->xrep;
tileyrep = bima->yrep;
}
- /* get tface properties if available */
+ /* set UV properties */
if(tface) {
- /* TF_DYNAMIC means the polygon is a collision face */
- collider = ((tface->mode & TF_DYNAMIC) != 0);
- transp = tface->transp;
- tile = tface->tile;
- mode = tface->mode;
-
- visible = !(tface->mode & TF_INVISIBLE);
- twoside = ((tface->mode & TF_TWOSIDE)!=0);
-
uv0.setValue(tface->uv[0]);
uv1.setValue(tface->uv[1]);
uv2.setValue(tface->uv[2]);
if (mface->v4)
uv3.setValue(tface->uv[3]);
+
+ tile = tface->tile;
}
else {
- /* no texfaces, set COLLSION true and everything else FALSE */
- mode = default_face_mode;
- transp = TF_SOLID;
+ /* no texfaces */
tile = 0;
}
@@ -964,16 +980,20 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
if (mface->v4)
rgb3 = KX_rgbaint2uint_new(color);
}
-
+
// only zsort alpha + add
- bool alpha = (transp == TF_ALPHA || transp == TF_ADD);
- bool zsort = (mode & TF_ALPHASORT)? alpha: 0;
+ bool alpha = ELEM3(alpha_blend, GEMAT_ALPHA, GEMAT_ADD, GEMAT_ALPHA_SORT);
+ bool zsort = (alpha_blend == GEMAT_ALPHA_SORT);
+ bool light = (ma)?(ma->mode & MA_SHLESS)==0:default_light_mode;
+
+ // don't need zort anymore, deal as if it it's alpha blend
+ if (alpha_blend == GEMAT_ALPHA_SORT) alpha_blend = GEMAT_ALPHA;
if (kx_polymat == NULL)
kx_polymat = new KX_PolygonMaterial();
kx_polymat->Initialize(imastr, ma, (int)mface->mat_nr,
tile, tilexrep, tileyrep,
- mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol);
+ alpha_blend, alpha, zsort, light, lightlayer, tface, (unsigned int*)mcol);
polymat = static_cast<RAS_IPolyMaterial*>(kx_polymat);
if (ma) {
@@ -987,6 +1007,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
}
}
+ // set render flags
+ if (ma)
+ {
+ visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
+ twoside = ((ma->game.flag & GEMAT_BACKCULL)==0);
+ collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
+ }
+ else{
+ visible = true;
+ twoside = false;
+ collider = true;
+ }
+
/* mark face as flat, so vertices are split */
bool flat = (mface->flag & ME_SMOOTH) == 0;
@@ -2035,7 +2068,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
logicmgr->RegisterActionName(curAct->id.name + 2, curAct);
}
- SetDefaultFaceType(blenderscene);
+ SetDefaultLightMode(blenderscene);
// Let's support scene set.
// Beware of name conflict in linked data, it will not crash but will create confusion
// in Python scripting and in certain actuators (replace mesh). Linked scene *should* have
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);
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index 5a1b52489b4..9948f48d7f3 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -36,6 +36,7 @@
#include "DNA_image_types.h"
#include "DNA_meshdata_types.h"
+#include "DNA_material_types.h"
void RAS_IPolyMaterial::Initialize(
const STR_String& texname,
@@ -44,10 +45,12 @@ void RAS_IPolyMaterial::Initialize(
int tile,
int tilexrep,
int tileyrep,
- int mode,
- int transp,
+ int alphablend,
bool alpha,
- bool zsort)
+ bool zsort,
+ bool light,
+ bool image,
+ struct GameSettings* game)
{
m_texturename = texname;
m_materialname = matname;
@@ -55,10 +58,10 @@ void RAS_IPolyMaterial::Initialize(
m_tile = tile;
m_tilexrep = tilexrep;
m_tileyrep = tileyrep;
- m_drawingmode = mode;
- m_transp = transp;
+ m_alphablend = alphablend;
m_alpha = alpha;
m_zsort = zsort;
+ m_light = light;
m_polymatid = m_newpolymatid++;
m_flag = 0;
m_multimode = 0;
@@ -66,6 +69,7 @@ void RAS_IPolyMaterial::Initialize(
m_specular.setValue(0.5,0.5,0.5);
m_specularity = 1.0;
m_diffuse.setValue(0.5,0.5,0.5);
+ m_drawingmode = ConvertFaceMode(game, image);
}
RAS_IPolyMaterial::RAS_IPolyMaterial()
@@ -75,9 +79,10 @@ RAS_IPolyMaterial::RAS_IPolyMaterial()
m_tilexrep(0),
m_tileyrep(0),
m_drawingmode (0),
- m_transp(0),
+ m_alphablend(0),
m_alpha(false),
m_zsort(false),
+ m_light(false),
m_materialindex(0),
m_polymatid(0),
m_flag(0),
@@ -95,8 +100,7 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
int tile,
int tilexrep,
int tileyrep,
- int mode,
- int transp,
+ int alphablend,
bool alpha,
bool zsort)
: m_texturename(texname),
@@ -104,8 +108,7 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
m_tile(tile),
m_tilexrep(tilexrep),
m_tileyrep(tileyrep),
- m_drawingmode (mode),
- m_transp(transp),
+ m_alphablend(alphablend),
m_alpha(alpha),
m_zsort(zsort),
m_materialindex(materialindex),
@@ -128,9 +131,9 @@ bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
this->m_multimode == lhs.m_multimode &&
this->m_flag == lhs.m_flag &&
this->m_drawingmode == lhs.m_drawingmode &&
- this->m_transp == lhs.m_transp &&
- this->m_texturename.hash() == lhs.m_texturename.hash() &&
- this->m_materialname.hash() == lhs.m_materialname.hash()
+ this->m_alphablend == lhs.m_alphablend &&
+ this->m_texturename.hash() == lhs.m_texturename.hash() &&
+ this->m_materialname.hash() == lhs.m_materialname.hash()
);
return test;
@@ -141,9 +144,10 @@ bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
this->m_tile == lhs.m_tile &&
this->m_tilexrep == lhs.m_tilexrep &&
this->m_tileyrep == lhs.m_tileyrep &&
- this->m_transp == lhs.m_transp &&
+ this->m_alphablend == lhs.m_alphablend &&
this->m_alpha == lhs.m_alpha &&
this->m_zsort == lhs.m_zsort &&
+ this->m_light == lhs.m_light &&
this->m_drawingmode == lhs.m_drawingmode &&
this->m_texturename.hash() == lhs.m_texturename.hash() &&
this->m_materialname.hash() == lhs.m_materialname.hash()
@@ -151,6 +155,21 @@ bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
}
}
+int RAS_IPolyMaterial::ConvertFaceMode(struct GameSettings *game, bool image) const
+{
+ if (!game) return (image?GEMAT_TEX:0);
+
+ int modefinal = 0;
+
+ int orimode = game->face_orientation;
+ int alpha_blend = game->alpha_blend;
+ int flags = game->flag & (GEMAT_TEXT | GEMAT_BACKCULL);
+
+ modefinal = orimode | alpha_blend | flags;
+ modefinal |= (image ? GEMAT_TEX : 0);
+
+ return modefinal;
+}
void RAS_IPolyMaterial::GetMaterialRGBAColor(unsigned char *rgba) const
{
@@ -241,7 +260,7 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID);
else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW);
else
- dolights = (m_drawingmode & RAS_IRasterizer::KX_LIGHT)!=0;
+ dolights = m_light;
return dolights;
}
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
index 2a5c6a179b6..69d07713c49 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
@@ -49,6 +49,7 @@ struct Material;
struct Image;
struct Scene;
class SCA_IScene;
+struct GameSettings;
enum MaterialProps
{
@@ -78,10 +79,11 @@ protected:
STR_HashedString m_materialname; //also needed for touchsensor
int m_tile;
int m_tilexrep,m_tileyrep;
- int m_drawingmode; // tface->mode
- int m_transp;
+ int m_drawingmode;
+ int m_alphablend;
bool m_alpha;
bool m_zsort;
+ bool m_light;
int m_materialindex;
unsigned int m_polymatid;
@@ -102,9 +104,9 @@ public:
// care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc.
enum MaterialFlags
{
- BILLBOARD_SCREENALIGNED = 256,
- BILLBOARD_AXISALIGNED = 4096,
- SHADOW =8192
+ BILLBOARD_SCREENALIGNED = 512, /* GEMAT_HALO */
+ BILLBOARD_AXISALIGNED = 1024, /* GEMAT_BILLBOARD */
+ SHADOW =2048 /* GEMAT_SHADOW */
};
RAS_IPolyMaterial();
@@ -114,7 +116,6 @@ public:
int tile,
int tilexrep,
int tileyrep,
- int mode,
int transp,
bool alpha,
bool zsort);
@@ -124,10 +125,13 @@ public:
int tile,
int tilexrep,
int tileyrep,
- int mode,
int transp,
bool alpha,
- bool zsort);
+ bool zsort,
+ bool light,
+ bool image,
+ struct GameSettings* game);
+
virtual ~RAS_IPolyMaterial() {};
/**
@@ -174,6 +178,11 @@ public:
virtual void Replace_IScene(SCA_IScene *val) {}; /* overridden by KX_BlenderMaterial */
+ /**
+ * @return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
+ */
+ int ConvertFaceMode(struct GameSettings *game, bool image) const;
+
/*
* PreCalculate texture gen
*/
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 877a7219a1c..2988aa4effb 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -68,11 +68,7 @@ class RAS_IRasterizer
public:
RAS_IRasterizer(RAS_ICanvas* canv){};
virtual ~RAS_IRasterizer(){};
- /**
- */
- enum {
- RAS_RENDER_3DPOLYGON_TEXT = 16384 /* TF_BMFONT */
- };
+
/**
* Drawing types
*/
@@ -106,9 +102,9 @@ public:
/**
*/
enum {
- KX_TEX = 4, /* TF_TEX */
- KX_LIGHT = 16, /* TF_LIGHT */
- KX_TWOSIDE = 512, /* TF_TWOSIDE */
+ RAS_RENDER_3DPOLYGON_TEXT = 64, /* GEMAT_TEXT */
+ KX_BACKCULL = 16, /* GEMAT_BACKCULL */
+ KX_TEX = 4096, /* GEMAT_TEX */
KX_LINES = 32768
};
@@ -417,7 +413,7 @@ public:
virtual int GetMotionBlurState()=0;
virtual void SetMotionBlurState(int newstate)=0;
- virtual void SetBlendingMode(int blendmode)=0;
+ virtual void SetAlphaBlend(int alphablend)=0;
virtual void SetFrontFace(bool ccw)=0;
virtual void SetAnisotropicFiltering(short level)=0;
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 6ad9e591474..d9039a2a68d 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -89,7 +89,7 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
m_motionblurvalue(-1.0),
m_texco_num(0),
m_attrib_num(0),
- //m_last_blendmode(GPU_BLEND_SOLID),
+ //m_last_alphablend(GPU_BLEND_SOLID),
m_last_frontface(true),
m_materialCachingInfo(0)
{
@@ -126,8 +126,8 @@ bool RAS_OpenGLRasterizer::Init()
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
- //m_last_blendmode = GPU_BLEND_SOLID;
- GPU_set_material_blend_mode(GPU_BLEND_SOLID);
+ //m_last_alphablend = GPU_BLEND_SOLID;
+ GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
glFrontFace(GL_CCW);
m_last_frontface = true;
@@ -303,8 +303,8 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
- //m_last_blendmode = GPU_BLEND_SOLID;
- GPU_set_material_blend_mode(GPU_BLEND_SOLID);
+ //m_last_alphablend = GPU_BLEND_SOLID;
+ GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
glFrontFace(GL_CCW);
m_last_frontface = true;
@@ -873,10 +873,10 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
// MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */
// handle two-side
- if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_TWOSIDE)
- this->SetCullFace(false);
- else
+ if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
this->SetCullFace(true);
+ else
+ this->SetCullFace(false);
if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
// GetMaterialIndex return the original mface material index,
@@ -890,9 +890,9 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
else
memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
// DM draw can mess up blending mode, restore at the end
- int current_blend_mode = GPU_get_material_blend_mode();
+ int current_blend_mode = GPU_get_material_alpha_blend();
ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
- GPU_set_material_blend_mode(current_blend_mode);
+ GPU_set_material_alpha_blend(current_blend_mode);
} else {
//ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
current_blmat_nr = current_polymat->GetMaterialIndex();
@@ -1204,36 +1204,36 @@ void RAS_OpenGLRasterizer::DisableMotionBlur()
m_motionblurvalue = -1.0;
}
-void RAS_OpenGLRasterizer::SetBlendingMode(int blendmode)
+void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
{
- GPU_set_material_blend_mode(blendmode);
+ GPU_set_material_alpha_blend(alphablend);
/*
- if(blendmode == m_last_blendmode)
+ if(alphablend == m_last_alphablend)
return;
- if(blendmode == GPU_BLEND_SOLID) {
+ if(alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- else if(blendmode == GPU_BLEND_ADD) {
+ else if(alphablend == GPU_BLEND_ADD) {
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
- else if(blendmode == GPU_BLEND_ALPHA) {
+ else if(alphablend == GPU_BLEND_ALPHA) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
- else if(blendmode == GPU_BLEND_CLIP) {
+ else if(alphablend == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
- m_last_blendmode = blendmode;
+ m_last_alphablend = alphablend;
*/
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index c0e02f6df77..cbfa49510a5 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -111,7 +111,7 @@ protected:
TexCoGen m_attrib[RAS_MAX_ATTRIB];
int m_texco_num;
int m_attrib_num;
- //int m_last_blendmode;
+ //int m_last_alphablend;
bool m_last_frontface;
/** Stores the caching information for the last material activated. */
@@ -312,7 +312,7 @@ public:
m_motionblur = newstate;
};
- virtual void SetBlendingMode(int blendmode);
+ virtual void SetAlphaBlend(int alphablend);
virtual void SetFrontFace(bool ccw);
virtual void SetAnisotropicFiltering(short level);