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Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp226
1 files changed, 226 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
new file mode 100644
index 00000000000..a9a0771936c
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -0,0 +1,226 @@
+
+#include "DNA_customdata_types.h"
+#include "DNA_material_types.h"
+#include "DNA_scene_types.h"
+
+#include "BKE_global.h"
+#include "BKE_main.h"
+
+#include "BL_BlenderShader.h"
+#include "BL_Material.h"
+
+#ifdef BLENDER_GLSL
+#include "GPU_extensions.h"
+#include "GPU_material.h"
+#endif
+
+#include "RAS_BucketManager.h"
+#include "RAS_MeshObject.h"
+#include "RAS_IRasterizer.h"
+
+ /* this is evil, but we need the scene to create materials with
+ * lights from the correct scene .. */
+static struct Scene *GetSceneForName(const STR_String& scenename)
+{
+ Scene *sce;
+
+ for (sce= (Scene*)G.main->scene.first; sce; sce= (Scene*)sce->id.next)
+ if (scenename == (sce->id.name+2))
+ return sce;
+
+ return (Scene*)G.main->scene.first;
+}
+
+bool BL_BlenderShader::Ok()
+{
+#ifdef BLENDER_GLSL
+ VerifyShader();
+
+ return (mMat && mMat->gpumaterial);
+#else
+ return 0;
+#endif
+}
+
+BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
+:
+#ifdef BLENDER_GLSL
+ mScene(scene),
+ mMat(ma),
+ mGPUMat(NULL),
+#endif
+ mBound(false),
+ mLightLayer(lightlayer)
+{
+#ifdef BLENDER_GLSL
+ mBlenderScene = GetSceneForName(scene->GetName());
+ mBlendMode = GPU_BLEND_SOLID;
+
+ if(mMat) {
+ GPU_material_from_blender(mBlenderScene, mMat);
+ mGPUMat = mMat->gpumaterial;
+ }
+#endif
+}
+
+BL_BlenderShader::~BL_BlenderShader()
+{
+#ifdef BLENDER_GLSL
+ if(mMat && mMat->gpumaterial)
+ GPU_material_unbind(mMat->gpumaterial);
+#endif
+}
+
+bool BL_BlenderShader::VerifyShader()
+{
+#ifdef BLENDER_GLSL
+ if(mMat && !mMat->gpumaterial)
+ GPU_material_from_blender(mBlenderScene, mMat);
+
+ mGPUMat = mMat->gpumaterial;
+
+ return (mMat && mGPUMat);
+#else
+ return false;
+#endif
+}
+
+void BL_BlenderShader::SetProg(bool enable)
+{
+#ifdef BLENDER_GLSL
+ if(VerifyShader()) {
+ if(enable) {
+ GPU_material_bind(mGPUMat, mLightLayer);
+ mBound = true;
+ }
+ else {
+ GPU_material_unbind(mGPUMat);
+ mBound = false;
+ }
+ }
+#endif
+}
+
+int BL_BlenderShader::GetAttribNum()
+{
+#ifdef BLENDER_GLSL
+ GPUVertexAttribs attribs;
+ int i, enabled = 0;
+
+ if(!VerifyShader())
+ return enabled;
+
+ GPU_material_vertex_attributes(mGPUMat, &attribs);
+
+ for(i = 0; i < attribs.totlayer; i++)
+ if(attribs.layer[i].glindex+1 > enabled)
+ enabled= attribs.layer[i].glindex+1;
+
+ if(enabled > BL_MAX_ATTRIB)
+ enabled = BL_MAX_ATTRIB;
+
+ return enabled;
+#else
+ return 0;
+#endif
+}
+
+void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
+{
+#ifdef BLENDER_GLSL
+ GPUVertexAttribs attribs;
+ int i, attrib_num;
+
+ ras->SetAttribNum(0);
+
+ if(!VerifyShader())
+ return;
+
+ if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
+ GPU_material_vertex_attributes(mGPUMat, &attribs);
+ attrib_num = GetAttribNum();
+
+ ras->SetTexCoordNum(0);
+ ras->SetAttribNum(attrib_num);
+ for(i=0; i<attrib_num; i++)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
+
+ for(i = 0; i < attribs.totlayer; i++) {
+ if(attribs.layer[i].glindex > attrib_num)
+ continue;
+
+ if(attribs.layer[i].type == CD_MTFACE) {
+ if(!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
+ else if(!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex);
+ else
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
+ }
+ else if(attribs.layer[i].type == CD_TANGENT)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
+ else if(attribs.layer[i].type == CD_ORCO)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex);
+ else if(attribs.layer[i].type == CD_NORMAL)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex);
+ else if(attribs.layer[i].type == CD_MCOL)
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex);
+ else
+ ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
+ }
+
+ ras->EnableTextures(true);
+ }
+ else
+ ras->EnableTextures(false);
+#endif
+}
+
+void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
+{
+#ifdef BLENDER_GLSL
+ float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4];
+
+ VerifyShader();
+
+ if(!mGPUMat) // || !mBound)
+ return;
+
+ MT_Matrix4x4 model;
+ model.setValue(ms.m_OpenGLMatrix);
+ MT_Matrix4x4 view;
+ rasty->GetViewMatrix(view);
+
+ model.getValue((float*)obmat);
+ view.getValue((float*)viewmat);
+
+ view.invert();
+ view.getValue((float*)viewinvmat);
+
+ if(ms.m_bObjectColor)
+ ms.m_RGBAcolor.getValue((float*)obcol);
+ else
+ obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f;
+
+ GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat, obcol);
+
+ mBlendMode = GPU_material_blend_mode(mGPUMat, obcol);
+#endif
+}
+
+int BL_BlenderShader::GetBlendMode()
+{
+ return mBlendMode;
+}
+
+bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
+{
+#ifdef BLENDER_GLSL
+ /* to avoid unneeded state switches */
+ return (blshader && mGPUMat == blshader->mGPUMat && mLightLayer == blshader->mLightLayer);
+#else
+ return true;
+#endif
+}
+
+// eof