diff options
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.cpp')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 85 |
1 files changed, 68 insertions, 17 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index dd45d522b9f..a9a0771936c 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -1,6 +1,10 @@ #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" @@ -10,30 +14,51 @@ #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; -const bool BL_BlenderShader::Ok()const + return (Scene*)G.main->scene.first; +} + +bool BL_BlenderShader::Ok() { #ifdef BLENDER_GLSL - return (mGPUMat != 0); + VerifyShader(); + + return (mMat && mMat->gpumaterial); #else return 0; #endif } -BL_BlenderShader::BL_BlenderShader(struct Material *ma, int lightlayer) +BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer) : #ifdef BLENDER_GLSL - mGPUMat(0), + mScene(scene), + mMat(ma), + mGPUMat(NULL), #endif mBound(false), mLightLayer(lightlayer) { #ifdef BLENDER_GLSL - if(ma) { - GPU_material_from_blender(ma); - mGPUMat = ma->gpumaterial; + mBlenderScene = GetSceneForName(scene->GetName()); + mBlendMode = GPU_BLEND_SOLID; + + if(mMat) { + GPU_material_from_blender(mBlenderScene, mMat); + mGPUMat = mMat->gpumaterial; } #endif } @@ -41,17 +66,29 @@ BL_BlenderShader::BL_BlenderShader(struct Material *ma, int lightlayer) BL_BlenderShader::~BL_BlenderShader() { #ifdef BLENDER_GLSL - if(mGPUMat) { - GPU_material_unbind(mGPUMat); - mGPUMat = 0; - } + 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(mGPUMat) { + if(VerifyShader()) { if(enable) { GPU_material_bind(mGPUMat, mLightLayer); mBound = true; @@ -70,7 +107,7 @@ int BL_BlenderShader::GetAttribNum() GPUVertexAttribs attribs; int i, enabled = 0; - if(!mGPUMat) + if(!VerifyShader()) return enabled; GPU_material_vertex_attributes(mGPUMat, &attribs); @@ -96,7 +133,7 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) ras->SetAttribNum(0); - if(!mGPUMat) + if(!VerifyShader()) return; if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { @@ -142,9 +179,11 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) { #ifdef BLENDER_GLSL - float obmat[4][4], viewmat[4][4], viewinvmat[4][4]; + float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4]; + + VerifyShader(); - if(!mGPUMat || !mBound) + if(!mGPUMat) // || !mBound) return; MT_Matrix4x4 model; @@ -158,10 +197,22 @@ void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) view.invert(); view.getValue((float*)viewinvmat); - GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, 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 |