diff options
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.cpp')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 226 |
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 |