diff options
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.cpp')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 170 |
1 files changed, 170 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..8ec463be6ff --- /dev/null +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -0,0 +1,170 @@ + +#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" + +#include "GPU_extensions.h" +#include "GPU_material.h" + +#include "RAS_BucketManager.h" +#include "RAS_MeshObject.h" +#include "RAS_IRasterizer.h" + +BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer) +: + mScene(scene), + mMat(ma), + mLightLayer(lightlayer) +{ + mBlenderScene = scene->GetBlenderScene(); + mBlendMode = GPU_BLEND_SOLID; + + if(mMat) + GPU_material_from_blender(mBlenderScene, mMat); +} + +BL_BlenderShader::~BL_BlenderShader() +{ + if(mMat && GPU_material_from_blender(mBlenderScene, mMat)) + GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat)); +} + +bool BL_BlenderShader::Ok() +{ + return VerifyShader(); +} + +bool BL_BlenderShader::VerifyShader() +{ + if(mMat) + return (GPU_material_from_blender(mBlenderScene, mMat) != 0); + else + return false; +} + +void BL_BlenderShader::SetProg(bool enable, double time) +{ + if(VerifyShader()) { + if(enable) + GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, ~0, time); + else + GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat)); + } +} + +int BL_BlenderShader::GetAttribNum() +{ + GPUVertexAttribs attribs; + int i, enabled = 0; + + if(!VerifyShader()) + return enabled; + + GPU_material_vertex_attributes(GPU_material_from_blender(mBlenderScene, mMat), &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; +} + +void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) +{ + GPUVertexAttribs attribs; + GPUMaterial *gpumat; + int i, attrib_num; + + ras->SetAttribNum(0); + + if(!VerifyShader()) + return; + + gpumat = GPU_material_from_blender(mBlenderScene, mMat); + + if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { + GPU_material_vertex_attributes(gpumat, &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); + } + } +} + +void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) +{ + float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4]; + GPUMaterial *gpumat; + + gpumat = GPU_material_from_blender(mBlenderScene, mMat); + + if(!gpumat || !GPU_material_bound(gpumat)) + return; + + MT_Matrix4x4 model; + model.setValue(ms.m_OpenGLMatrix); + const MT_Matrix4x4& view = rasty->GetViewMatrix(); + const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix(); + + // note: getValue gives back column major as needed by OpenGL + model.getValue((float*)obmat); + view.getValue((float*)viewmat); + viewinv.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(gpumat, obmat, viewmat, viewinvmat, obcol); + + mBlendMode = GPU_material_blend_mode(gpumat, obcol); +} + +int BL_BlenderShader::GetBlendMode() +{ + return mBlendMode; +} + +bool BL_BlenderShader::Equals(BL_BlenderShader *blshader) +{ + /* to avoid unneeded state switches */ + return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer); +} + +// eof |