// ------------------------------------ // ... // ------------------------------------ #ifdef HAVE_CONFIG_H #include #endif #ifdef WIN32 #include #endif // WIN32 #ifdef __APPLE__ #include #include #else #include #include #endif #include "KX_BlenderMaterial.h" #include "BL_Material.h" #include "KX_Scene.h" #include "KX_Light.h" #include "KX_GameObject.h" #include "MT_Vector3.h" #include "MT_Vector4.h" #include "MT_Matrix4x4.h" #include "RAS_MeshObject.h" #include "RAS_IRasterizer.h" #include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h" #include "RAS_OpenGLRasterizer/ARB_multitexture.h" extern "C" { #include "BDR_drawmesh.h" } #include "STR_HashedString.h" // ------------------------------------ #include "DNA_object_types.h" #include "DNA_material_types.h" #include "DNA_image_types.h" #include "DNA_mesh_types.h" #include "BKE_mesh.h" // ------------------------------------ using namespace bgl; #define spit(x) std::cout << x << std::endl; //static PyObject *gTextureDict = 0; KX_BlenderMaterial::KX_BlenderMaterial( KX_Scene *scene, BL_Material *data, bool skin, int lightlayer, void *clientobject, PyTypeObject *T ) : PyObjectPlus(T), RAS_IPolyMaterial( STR_String( data->texname[0] ), STR_String( data->matname ), // needed for physics! data->tile, data->tilexrep[0], data->tileyrep[0], data->mode, ((data->ras_mode &TRANSP)!=0), ((data->ras_mode &ZSORT)!=0), lightlayer, ((data->ras_mode &TRIANGLE)!=0), clientobject ), mMaterial(data), mShader(0), mScene(scene), mPass(0) { ///RAS_EXT_support._ARB_multitexture == true if were here // -------------------------------- // RAS_IPolyMaterial variables... m_flag |=RAS_BLENDERMAT; m_flag |=(mMaterial->IdMode>=ONETEX)?RAS_MULTITEX:0; m_flag |=(mMaterial->ras_mode & USE_LIGHT)!=0?RAS_MULTILIGHT:0; // figure max #ifdef GL_ARB_multitexture int enabled = mMaterial->num_enabled; mMaterial->num_enabled = enabled>=bgl::max_texture_units?bgl::max_texture_units:enabled; #else mMaterial->num_enabled=0; #endif m_enabled = mMaterial->num_enabled; // test the sum of the various modes for equality // so we can ether accept or reject this material // as being equal, this is rather important to // prevent material bleeding for(int i=0; inum_enabled; i++) { m_multimode += (mMaterial->flag[i] + mMaterial->blend_mode[i] ); } m_multimode += mMaterial->IdMode+mMaterial->ras_mode; } KX_BlenderMaterial::~KX_BlenderMaterial() { // cleanup work OnExit(); } TFace* KX_BlenderMaterial::GetTFace(void) const { // fonts on polys MT_assert(mMaterial->tface); return mMaterial->tface; } void KX_BlenderMaterial::OnConstruction() { // for each unique material... #ifdef GL_ARB_multitexture /* will be used to switch textures if(!gTextureDict) gTextureDict = PyDict_New(); */ #ifdef GL_ARB_shader_objects if( RAS_EXT_support._ARB_shader_objects ) mShader = new BL_Shader( mMaterial->num_enabled ); #endif int i; for(i=0; inum_enabled; i++) { glActiveTextureARB(GL_TEXTURE0_ARB+i); #ifdef GL_ARB_texture_cube_map if( mMaterial->mapping[i].mapping & USEENV ) { if(!RAS_EXT_support._ARB_texture_cube_map) { spit("CubeMap textures not supported"); continue; } if(!mTextures[i].InitCubeMap( mMaterial->cubemap[i] ) ) spit("unable to initialize image("<matname<< ", image will not be available"); if( RAS_EXT_support._ARB_shader_objects ) mShader->InitializeSampler(SAMP_CUBE, i, 0, mTextures[i]); } else { #endif//GL_ARB_texture_cube_map if( mMaterial->img[i] ) { if( ! mTextures[i].InitFromImage(mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 )) spit("unable to initialize image("<matname<< ", image will not be available"); if( RAS_EXT_support._ARB_shader_objects ) mShader->InitializeSampler(SAMP_2D, i, 0, mTextures[i]); } #ifdef GL_ARB_texture_cube_map } #endif//GL_ARB_texture_cube_map /*PyDict_SetItemString(gTextureDict, mTextures[i].GetName().Ptr(), PyInt_FromLong(mTextures[i]));*/ } #endif//GL_ARB_multitexture } void KX_BlenderMaterial::OnExit() { #ifdef GL_ARB_multitexture #ifdef GL_ARB_shader_objects if( RAS_EXT_support._ARB_shader_objects && mShader ) { //note, the shader here is allocated, per unique material //and this function is called per face glUseProgramObjectARB(0); delete mShader; mShader = 0; } #endif //GL_ARB_shader_objects for(int i=0; inum_enabled; i++) { glActiveTextureARB(GL_TEXTURE0_ARB+i); mTextures[i].DeleteTex(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); #ifdef GL_ARB_texture_cube_map if(RAS_EXT_support._ARB_texture_cube_map) glDisable(GL_TEXTURE_CUBE_MAP_ARB); #endif//GL_ARB_texture_cube_map glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_R); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); } /*if (gTextureDict) { PyDict_Clear(gTextureDict); Py_DECREF(gTextureDict); gTextureDict = 0; }*/ glActiveTextureARB(GL_TEXTURE0_ARB); #ifdef GL_ARB_texture_cube_map if(RAS_EXT_support._ARB_texture_cube_map) glDisable(GL_TEXTURE_CUBE_MAP_ARB); #endif//GL_ARB_texture_cube_map glDisable(GL_TEXTURE_2D); #endif//GL_ARB_multitexture // make sure multi texture units // revert back to blender... // -- if( mMaterial->tface ) set_tpage(mMaterial->tface); } void KX_BlenderMaterial::DisableTexData() { glDisable(GL_BLEND); #ifdef GL_ARB_multitexture int i=(MAXTEX>=bgl::max_texture_units?bgl::max_texture_units:MAXTEX)-1; for(; i>=0; i--) { glActiveTextureARB(GL_TEXTURE0_ARB+i); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); #ifdef GL_ARB_texture_cube_map if(RAS_EXT_support._ARB_texture_cube_map) glDisable(GL_TEXTURE_CUBE_MAP_ARB); #endif//GL_ARB_texture_cube_map glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_R); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); } #endif//GL_ARB_multitexture } void KX_BlenderMaterial::setShaderData( bool enable ) { #ifdef GL_ARB_multitexture #ifdef GL_ARB_shader_objects MT_assert(RAS_EXT_support._ARB_shader_objects && mShader); int i; if( !enable || !mShader->Ok() ) { // frame cleanup. glUseProgramObjectARB( 0 ); DisableTexData(); return; } DisableTexData(); glUseProgramObjectARB( mShader->GetProg() ); // for each enabled unit for(i=0; inum_enabled; i++) { const uSampler *samp = mShader->getSampler(i); if( samp->loc == -1 || samp->glTexture == 0 ) continue; glActiveTextureARB(GL_TEXTURE0_ARB+i); #ifdef GL_ARB_texture_cube_map if( mMaterial->mapping[i].mapping &USEENV ) { glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, samp->glTexture /* mTextures[i]*/ ); glEnable( GL_TEXTURE_CUBE_MAP_ARB ); } else { #endif//GL_ARB_texture_cube_map glBindTexture( GL_TEXTURE_2D, samp->glTexture /*mTextures[i]*/ ); glEnable( GL_TEXTURE_2D ); #ifdef GL_ARB_texture_cube_map } #endif//GL_ARB_texture_cube_map // use a sampler glUniform1iARB(samp->loc, i ); } glDisable(GL_BLEND); #endif//GL_ARB_shader_objects #endif//GL_ARB_multitexture } void KX_BlenderMaterial::setTexData( bool enable ) { #ifdef GL_ARB_multitexture int i; #ifdef GL_ARB_shader_objects if(RAS_EXT_support._ARB_shader_objects) { // switch back to fixed func glUseProgramObjectARB( 0 ); } #endif//GL_ARB_shader_objects if( !enable ) { // frame cleanup. DisableTexData(); return; } DisableTexData(); if( mMaterial->IdMode == DEFAULT_BLENDER ) { setDefaultBlending(); return; } if( mMaterial->IdMode == TEXFACE ) { // no material connected to the object if( mTextures[0] ) { if( !mTextures[0].Ok() ) return; glActiveTextureARB(GL_TEXTURE0_ARB); glBindTexture( GL_TEXTURE_2D, mTextures[0] ); glEnable(GL_TEXTURE_2D); setTextureEnvironment( -1 ); // modulate setEnvMap( (mMaterial->mapping[0].mapping &USEREFL)!=0 ); setDefaultBlending(); } return; } int lastblend = 0; // for each enabled unit for(i=0; (inum_enabled); i++) { if( !mTextures[i].Ok() ) continue; glActiveTextureARB(GL_TEXTURE0_ARB+i); #ifdef GL_ARB_texture_cube_map // use environment maps if( mMaterial->mapping[i].mapping &USEENV && RAS_EXT_support._ARB_texture_cube_map ) { glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, mTextures[i] ); glEnable(GL_TEXTURE_CUBE_MAP_ARB); setTextureEnvironment( i ); if( mMaterial->mapping[i].mapping &USEREFL ) setEnvMap( true, true ); else if(mMaterial->mapping[i].mapping &USEOBJ) setObjectMatrixData(i); else setTexMatrixData( i ); } // 2d textures else { #endif//GL_ARB_texture_cube_map glBindTexture( GL_TEXTURE_2D, mTextures[i] ); glEnable( GL_TEXTURE_2D ); setTextureEnvironment( i ); if( mMaterial->mapping[i].mapping &USEREFL ){ setEnvMap( true ); } else if(mMaterial->mapping[i].mapping &USEOBJ){ setObjectMatrixData(i); } else { setTexMatrixData( i ); } #ifdef GL_ARB_texture_cube_map } #endif//GL_ARB_texture_cube_map // if either unit has set blending // and its the last pass lastblend += setBlending( i ); // dry run if(lastblend >0 && i==mMaterial->num_enabled-1) setBlending( i, true ); else if(lastblend == 0 && i==mMaterial->num_enabled-1) glDisable(GL_BLEND); } #endif//GL_ARB_multitexture } void KX_BlenderMaterial::ActivatShaders( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo)const { if (GetCachingInfo() != cachingInfo) { KX_BlenderMaterial *tmp = const_cast(this); if (!cachingInfo) tmp->setShaderData( false ); cachingInfo = GetCachingInfo(); if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED ) { tmp->setShaderData( true ); rasty->EnableTextures(true); } else { tmp->setShaderData( false ); rasty->EnableTextures(false); } if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE) rasty->SetCullFace(false); else rasty->SetCullFace(true); if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES) rasty->SetLines(true); else rasty->SetLines(false); } // shaders have access to the variables set here // via builtin GLSL variables // eg: gl_FrontMaterial.diffuse // -- rasty->SetSpecularity( mMaterial->speccolor[0]*mMaterial->spec_f, mMaterial->speccolor[1]*mMaterial->spec_f, mMaterial->speccolor[2]*mMaterial->spec_f, mMaterial->spec_f ); rasty->SetShinyness( mMaterial->hard ); rasty->SetDiffuse( mMaterial->matcolor[0]*mMaterial->ref+mMaterial->emit, mMaterial->matcolor[1]*mMaterial->ref+mMaterial->emit, mMaterial->matcolor[2]*mMaterial->ref+mMaterial->emit, 1.0f); rasty->SetEmissive( mMaterial->matcolor[0]*mMaterial->emit, mMaterial->matcolor[1]*mMaterial->emit, mMaterial->matcolor[2]*mMaterial->emit, 1.0 ); // Lagan's patch... // added material factor rasty->SetAmbient(mMaterial->amb); if (mMaterial->material) rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0); } void KX_BlenderMaterial::ActivateMat( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo )const { if (GetCachingInfo() != cachingInfo) { KX_BlenderMaterial *tmp = const_cast(this); if (!cachingInfo) tmp->setTexData( false ); cachingInfo = GetCachingInfo(); if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { tmp->setTexData( true ); rasty->EnableTextures(true); } else{ tmp->setTexData( false ); rasty->EnableTextures(false); } if(mMaterial->mode & RAS_IRasterizer::KX_TWOSIDE) rasty->SetCullFace(false); else rasty->SetCullFace(true); if (((mMaterial->ras_mode &WIRE)!=0) || mMaterial->mode & RAS_IRasterizer::KX_LINES) rasty->SetLines(true); else rasty->SetLines(false); } rasty->SetSpecularity( mMaterial->speccolor[0]*mMaterial->spec_f, mMaterial->speccolor[1]*mMaterial->spec_f, mMaterial->speccolor[2]*mMaterial->spec_f, mMaterial->spec_f ); rasty->SetShinyness( mMaterial->hard ); rasty->SetDiffuse( mMaterial->matcolor[0]*mMaterial->ref+mMaterial->emit, mMaterial->matcolor[1]*mMaterial->ref+mMaterial->emit, mMaterial->matcolor[2]*mMaterial->ref+mMaterial->emit, 1.0f); rasty->SetEmissive( mMaterial->matcolor[0]*mMaterial->emit, mMaterial->matcolor[1]*mMaterial->emit, mMaterial->matcolor[2]*mMaterial->emit, 1.0 ); // Lagan's patch... // added material factor rasty->SetAmbient(mMaterial->amb); if (mMaterial->material) rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0); } bool KX_BlenderMaterial::Activate( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo )const { bool dopass = false; #ifdef GL_ARB_shader_objects if( RAS_EXT_support._ARB_shader_objects && ( mShader && mShader->Ok() ) ) { if( (mPass++) < mShader->getNumPass() ) { ActivatShaders(rasty, cachingInfo); dopass = true; return dopass; } else { glUseProgramObjectARB( 0 ); mPass = 0; dopass = false; return dopass; } } else { #endif//GL_ARB_shader_objects switch (mPass++) { case 0: ActivateMat(rasty, cachingInfo); dopass = true; break; default: mPass = 0; dopass = false; break; } #ifdef GL_ARB_shader_objects } #endif//GL_ARB_shader_objects return dopass; } void KX_BlenderMaterial::setTextureEnvironment( int textureIndex ) { #ifndef GL_ARB_texture_env_combine glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); return; #else if(textureIndex == -1 || !RAS_EXT_support._ARB_texture_env_combine){ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); return; } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB ); GLfloat blend_operand = GL_SRC_COLOR; GLfloat blend_operand_prev = GL_SRC_COLOR; // all sources here are RGB by default GLenum combiner = GL_COMBINE_RGB_ARB; GLenum source0 = GL_SOURCE0_RGB_ARB; GLenum source1 = GL_SOURCE1_RGB_ARB; GLenum source2 = GL_SOURCE2_RGB_ARB; GLenum op0 = GL_OPERAND0_RGB_ARB; GLenum op1 = GL_OPERAND1_RGB_ARB; GLenum op2 = GL_OPERAND2_RGB_ARB; // switch to alpha combiners if( (mMaterial->flag[textureIndex] &TEXALPHA) ) { combiner = GL_COMBINE_ALPHA_ARB; source0 = GL_SOURCE0_ALPHA_ARB; source1 = GL_SOURCE1_ALPHA_ARB; source2 = GL_SOURCE2_ALPHA_ARB; op0 = GL_OPERAND0_ALPHA_ARB; op1 = GL_OPERAND1_ALPHA_ARB; op2 = GL_OPERAND2_ALPHA_ARB; blend_operand = GL_SRC_ALPHA; blend_operand_prev = GL_SRC_ALPHA; // invert if(mMaterial->flag[textureIndex] &TEXNEG) { blend_operand_prev = GL_ONE_MINUS_SRC_ALPHA; blend_operand = GL_ONE_MINUS_SRC_ALPHA; } } else { if(mMaterial->flag[textureIndex] &TEXNEG) { blend_operand_prev = GL_ONE_MINUS_SRC_COLOR; blend_operand = GL_ONE_MINUS_SRC_COLOR; } } // on Texture0 GL_PREVIOUS_ARB is the primary color // on Texture1 GL_PREVIOUS_ARB is Texture0 env switch( mMaterial->blend_mode[textureIndex] ) { case BLEND_MIX: { // ------------------------------ GLfloat base_col[4]; base_col[0] = base_col[1] = base_col[2] = 0.f; base_col[3] = 1.f-mMaterial->color_blend[textureIndex]; glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,base_col ); glTexEnvf( GL_TEXTURE_ENV, combiner, GL_INTERPOLATE_ARB); glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB); glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev ); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand); glTexEnvf( GL_TEXTURE_ENV, source2, GL_CONSTANT_ARB ); glTexEnvf( GL_TEXTURE_ENV, op2, GL_SRC_ALPHA); }break; case BLEND_MUL: { // ------------------------------ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_MODULATE); glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB); glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand); }break; case BLEND_ADD: { // ------------------------------ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD_SIGNED_ARB); glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB ); glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev ); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand ); }break; case BLEND_SUB: { // ------------------------------ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_SUBTRACT_ARB); glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB ); glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev ); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand); }break; case BLEND_SCR: { // ------------------------------ glTexEnvf( GL_TEXTURE_ENV, combiner, GL_ADD); glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB ); glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev ); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand); } break; } #endif //!GL_ARB_texture_env_combine } bool KX_BlenderMaterial::setBlending( int ind, bool enable) { if(!enable) { if(mMaterial->flag[ind] &CALCALPHA ) return true; else if(mMaterial->flag[ind] &USEALPHA ) return true; return false; } else { // additive if(mMaterial->flag[ind] &CALCALPHA ) { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); return true; } // use alpha channel else if(mMaterial->flag[ind] &USEALPHA ) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return true; } } return false; } bool KX_BlenderMaterial::setDefaultBlending() { if( mMaterial->transp &TF_ADD) { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); return true; } if( mMaterial->transp & TF_ALPHA ) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return true; } glDisable(GL_BLEND); return false; } void KX_BlenderMaterial::setEnvMap(bool val, bool cube) { #ifdef GL_ARB_texture_cube_map if( cube && RAS_EXT_support._ARB_texture_cube_map ) { glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB ); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); } else { #endif//GL_ARB_texture_cube_map if( val ) { glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); } else { glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_R); } #ifdef GL_ARB_texture_cube_map } #endif//GL_ARB_texture_cube_map } void KX_BlenderMaterial::setTexMatrixData(int i) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef( mMaterial->mapping[i].scale[0], mMaterial->mapping[i].scale[1], mMaterial->mapping[i].scale[2] ); glTranslatef( mMaterial->mapping[i].offsets[0], mMaterial->mapping[i].offsets[1], mMaterial->mapping[i].offsets[2] ); glMatrixMode(GL_MODELVIEW); } static void GetProjPlane(BL_Material *mat, int index,int num, float*param) { param[0]=param[1]=param[2]=param[3]=0.f; if( mat->mapping[index].projplane[num] == PROJX ) param[0] = 1.f; else if( mat->mapping[index].projplane[num] == PROJY ) param[1] = 1.f; else if( mat->mapping[index].projplane[num] == PROJZ) param[2] = 1.f; } void KX_BlenderMaterial::setObjectMatrixData(int i) { // will work without cubemaps // but a cubemap will look the best KX_GameObject *obj = (KX_GameObject*) mScene->GetObjectList()->FindValue(mMaterial->mapping[i].objconame); if(!obj) return; glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR ); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR ); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR ); GLenum plane = GL_EYE_PLANE; // figure plane gen float proj[4]= {0.f,0.f,0.f,0.f}; GetProjPlane(mMaterial, i, 0, proj); glTexGenfv(GL_S, plane, proj); GetProjPlane(mMaterial, i, 1, proj); glTexGenfv(GL_T, plane, proj); GetProjPlane(mMaterial, i, 2, proj); glTexGenfv(GL_R, plane, proj); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); float matr[16]; glGetFloatv(GL_MODELVIEW_MATRIX, matr); MT_Matrix4x4 mvmat(matr); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef( mMaterial->mapping[i].scale[0], mMaterial->mapping[i].scale[1], mMaterial->mapping[i].scale[2] ); MT_Point3 pos = obj->NodeGetWorldPosition(); MT_Vector4 matmul = MT_Vector4(pos[0], pos[1], pos[2], 1.f); MT_Vector4 t = mvmat*matmul; glTranslatef( (float)(-t[0]), (float)(-t[1]), (float)(-t[2]) ); glMatrixMode(GL_MODELVIEW); } // ------------------------------------ void KX_BlenderMaterial::UpdateIPO( MT_Vector4 rgba, MT_Vector3 specrgb, MT_Scalar hard, MT_Scalar spec, MT_Scalar ref, MT_Scalar emit, MT_Scalar alpha ) { // only works one deep now mMaterial->speccolor[0] = (float)(specrgb)[0]; mMaterial->speccolor[1] = (float)(specrgb)[1]; mMaterial->speccolor[2] = (float)(specrgb)[2]; mMaterial->matcolor[0] = (float)(rgba[0]); mMaterial->matcolor[1] = (float)(rgba[1]); mMaterial->matcolor[2] = (float)(rgba[2]); mMaterial->alpha = (float)(alpha); mMaterial->hard = (float)(hard); mMaterial->emit = (float)(emit); mMaterial->spec_f = (float)(spec); } PyMethodDef KX_BlenderMaterial::Methods[] = { KX_PYMETHODTABLE( KX_BlenderMaterial, getShader ), KX_PYMETHODTABLE( KX_BlenderMaterial, getMaterialIndex ), // KX_PYMETHODTABLE( KX_BlenderMaterial, getTexture ), // KX_PYMETHODTABLE( KX_BlenderMaterial, setTexture ), {NULL,NULL} //Sentinel }; PyTypeObject KX_BlenderMaterial::Type = { PyObject_HEAD_INIT(&PyType_Type) 0, "KX_BlenderMaterial", sizeof(KX_BlenderMaterial), 0, PyDestructor, 0, __getattr, __setattr, 0, __repr, 0 }; PyParentObject KX_BlenderMaterial::Parents[] = { &PyObjectPlus::Type, &KX_BlenderMaterial::Type, NULL }; PyObject* KX_BlenderMaterial::_getattr(const STR_String& attr) { // nodda ? _getattr_up(PyObjectPlus); } int KX_BlenderMaterial::_setattr(const STR_String& attr, PyObject *pyvalue) { return PyObjectPlus::_setattr(attr, pyvalue); } KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()") { #ifdef GL_ARB_shader_objects if(!RAS_EXT_support._ARB_shader_objects) { PyErr_Format(PyExc_SystemError, "GLSL not supported"); return NULL; } else { Py_INCREF(mShader); return mShader; } #else Py_Return; #endif//GL_ARB_shader_objects } KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getMaterialIndex, "getMaterialIndex()") { return PyInt_FromLong( mMaterial->material_index ); } KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getTexture, "getTexture( index )" ) { // TODO: enable python switching return NULL; } KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setTexture , "setTexture( index, tex)") { // TODO: enable python switching return NULL; }