// ------------------------------------ // ... // ------------------------------------ #ifdef HAVE_CONFIG_H #include #endif #include "GL/glew.h" #include "KX_BlenderMaterial.h" #include "BL_Material.h" #include "KX_Scene.h" #include "KX_Light.h" #include "KX_GameObject.h" #include "KX_MeshProxy.h" #include "MT_Vector3.h" #include "MT_Vector4.h" #include "MT_Matrix4x4.h" #include "RAS_BucketManager.h" #include "RAS_MeshObject.h" #include "RAS_IRasterizer.h" #include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h" #include "GPU_draw.h" #include "STR_HashedString.h" // ------------------------------------ #include "DNA_object_types.h" #include "DNA_material_types.h" #include "DNA_image_types.h" #include "DNA_meshdata_types.h" #include "BKE_mesh.h" // ------------------------------------ #define spit(x) std::cout << x << std::endl; BL_Shader *KX_BlenderMaterial::mLastShader = NULL; BL_BlenderShader *KX_BlenderMaterial::mLastBlenderShader = NULL; //static PyObject *gTextureDict = 0; KX_BlenderMaterial::KX_BlenderMaterial( KX_Scene *scene, BL_Material *data, bool skin, int lightlayer, 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->transp, ((data->ras_mode &ALPHA)!=0), ((data->ras_mode &ZSORT)!=0), lightlayer ), mMaterial(data), mShader(0), mBlenderShader(0), mScene(scene), mUserDefBlend(0), mModified(0), mConstructed(false), mPass(0) { // -------------------------------- // 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; m_flag |= (mMaterial->glslmat)? RAS_BLENDERGLSL: 0; // figure max int enabled = mMaterial->num_enabled; int max = BL_Texture::GetMaxUnits(); mMaterial->num_enabled = enabled>=max?max: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 & ~(COLLIDER|USE_LIGHT)); } KX_BlenderMaterial::~KX_BlenderMaterial() { // cleanup work if (mConstructed) // clean only if material was actually used OnExit(); } MTFace* KX_BlenderMaterial::GetMTFace(void) const { // fonts on polys MT_assert(mMaterial->tface); return mMaterial->tface; } unsigned int* KX_BlenderMaterial::GetMCol(void) const { // fonts on polys return mMaterial->rgb; } void KX_BlenderMaterial::OnConstruction() { if (mConstructed) // when material are reused between objects return; if(mMaterial->glslmat) SetBlenderGLSLShader(); // for each unique material... int i; for(i=0; inum_enabled; i++) { if( mMaterial->mapping[i].mapping & USEENV ) { if(!GLEW_ARB_texture_cube_map) { spit("CubeMap textures not supported"); continue; } if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) ) spit("unable to initialize image("<matname<< ", image will not be available"); } else { if( mMaterial->img[i] ) { if( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 )) spit("unable to initialize image("<matname<< ", image will not be available"); } } } mBlendFunc[0] =0; mBlendFunc[1] =0; mConstructed = true; } void KX_BlenderMaterial::EndFrame() { if(mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader = NULL; } if(mLastShader) { mLastShader->SetProg(false); mLastShader = NULL; } } void KX_BlenderMaterial::OnExit() { if( mShader ) { //note, the shader here is allocated, per unique material //and this function is called per face if(mShader == mLastShader) { mShader->SetProg(false); mLastShader = NULL; } delete mShader; mShader = 0; } if( mBlenderShader ) { if(mBlenderShader == mLastBlenderShader) { mBlenderShader->SetProg(false); mLastBlenderShader = NULL; } delete mBlenderShader; mBlenderShader = 0; } BL_Texture::ActivateFirst(); for(int i=0; inum_enabled; i++) { BL_Texture::ActivateUnit(i); mTextures[i].DeleteTex(); mTextures[i].DisableUnit(); } if( mMaterial->tface ) GPU_set_tpage(mMaterial->tface); } void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras) { MT_assert(GLEW_ARB_shader_objects && mShader); int i; if( !enable || !mShader->Ok() ) { // frame cleanup. if(mShader == mLastShader) { mShader->SetProg(false); mLastShader = NULL; } ras->SetBlendingMode(TF_SOLID); BL_Texture::DisableAllTextures(); return; } BL_Texture::DisableAllTextures(); mShader->SetProg(true); mLastShader = mShader; BL_Texture::ActivateFirst(); mShader->ApplyShader(); // for each enabled unit for(i=0; inum_enabled; i++) { if(!mTextures[i].Ok()) continue; mTextures[i].ActivateTexture(); mTextures[0].SetMapping(mMaterial->mapping[i].mapping); } if(!mUserDefBlend) { ras->SetBlendingMode(mMaterial->transp); } else { ras->SetBlendingMode(TF_SOLID); ras->SetBlendingMode(-1); // indicates custom mode // tested to be valid enums glEnable(GL_BLEND); glBlendFunc(mBlendFunc[0], mBlendFunc[1]); } } void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras) { if( !enable || !mBlenderShader->Ok() ) { ras->SetBlendingMode(TF_SOLID); // frame cleanup. if(mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader= NULL; } else BL_Texture::DisableAllTextures(); return; } if(!mBlenderShader->Equals(mLastBlenderShader)) { ras->SetBlendingMode(mMaterial->transp); if(mLastBlenderShader) mLastBlenderShader->SetProg(false); else BL_Texture::DisableAllTextures(); mBlenderShader->SetProg(true, ras->GetTime()); mLastBlenderShader= mBlenderShader; } } void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras) { BL_Texture::DisableAllTextures(); if( !enable ) { ras->SetBlendingMode(TF_SOLID); return; } BL_Texture::ActivateFirst(); if( mMaterial->IdMode == DEFAULT_BLENDER ) { ras->SetBlendingMode(mMaterial->transp); return; } if( mMaterial->IdMode == TEXFACE ) { // no material connected to the object if( mTextures[0].Ok() ) { mTextures[0].ActivateTexture(); mTextures[0].setTexEnv(0, true); mTextures[0].SetMapping(mMaterial->mapping[0].mapping); ras->SetBlendingMode(mMaterial->transp); } return; } int mode = 0,i=0; for(i=0; (inum_enabled && imapping[i].mapping; if(mode &USEOBJ) setObjectMatrixData(i, ras); else mTextures[i].SetMapping(mode); if(!(mode &USEOBJ)) setTexMatrixData( i ); } if(!mUserDefBlend) { ras->SetBlendingMode(mMaterial->transp); } else { ras->SetBlendingMode(TF_SOLID); ras->SetBlendingMode(-1); // indicates custom mode glEnable(GL_BLEND); glBlendFunc(mBlendFunc[0], mBlendFunc[1]); } } void KX_BlenderMaterial::ActivatShaders( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo)const { KX_BlenderMaterial *tmp = const_cast(this); // reset... if(tmp->mMaterial->IsShared()) cachingInfo =0; if(mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader= NULL; } if (GetCachingInfo() != cachingInfo) { if (!cachingInfo) tmp->setShaderData(false, rasty); cachingInfo = GetCachingInfo(); if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) tmp->setShaderData(true, rasty); else tmp->setShaderData(false, rasty); 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->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME)) { if((mMaterial->ras_mode &WIRE)!=0) rasty->SetCullFace(false); rasty->SetLines(true); } else rasty->SetLines(false); } ActivatGLMaterials(rasty); ActivateTexGen(rasty); } void KX_BlenderMaterial::ActivateBlenderShaders( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo)const { KX_BlenderMaterial *tmp = const_cast(this); if(mLastShader) { mLastShader->SetProg(false); mLastShader= NULL; } if (GetCachingInfo() != cachingInfo) { if (!cachingInfo) tmp->setBlenderShaderData(false, rasty); cachingInfo = GetCachingInfo(); if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) tmp->setBlenderShaderData(true, rasty); else tmp->setBlenderShaderData(false, rasty); 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->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME)) { if((mMaterial->ras_mode &WIRE)!=0) rasty->SetCullFace(false); rasty->SetLines(true); } else rasty->SetLines(false); ActivatGLMaterials(rasty); mBlenderShader->SetAttribs(rasty, mMaterial); } } void KX_BlenderMaterial::ActivateMat( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo )const { KX_BlenderMaterial *tmp = const_cast(this); if(mLastShader) { mLastShader->SetProg(false); mLastShader= NULL; } if(mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader= NULL; } if (GetCachingInfo() != cachingInfo) { if (!cachingInfo) tmp->setTexData( false,rasty ); cachingInfo = GetCachingInfo(); if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) tmp->setTexData( true,rasty ); else tmp->setTexData( false,rasty); 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->GetDrawingMode() <= RAS_IRasterizer::KX_WIREFRAME)) { if((mMaterial->ras_mode &WIRE)!=0) rasty->SetCullFace(false); rasty->SetLines(true); } else rasty->SetLines(false); } ActivatGLMaterials(rasty); ActivateTexGen(rasty); } bool KX_BlenderMaterial::Activate( RAS_IRasterizer* rasty, TCachingInfo& cachingInfo )const { if(GLEW_ARB_shader_objects && (mShader && mShader->Ok())) { if((mPass++) < mShader->getNumPass() ) { ActivatShaders(rasty, cachingInfo); return true; } else { if(mShader == mLastShader) { mShader->SetProg(false); mLastShader = NULL; } mPass = 0; return false; } } else if( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) { if(mPass++ == 0) { ActivateBlenderShaders(rasty, cachingInfo); return true; } else { mPass = 0; return false; } } else { if(mPass++ == 0) { ActivateMat(rasty, cachingInfo); return true; } else { mPass = 0; return false; } } } bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const { if(!RAS_IPolyMaterial::UsesLighting(rasty)) return false; if(mShader && mShader->Ok()) return true; else if(mBlenderShader && mBlenderShader->Ok()) return false; else return true; } void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const { if(mShader && GLEW_ARB_shader_objects) { mShader->Update(ms, rasty); } else if(mBlenderShader && GLEW_ARB_shader_objects) { int blendmode; mBlenderShader->Update(ms, rasty); /* we do blend modes here, because they can change per object * with the same material due to obcolor/obalpha */ blendmode = mBlenderShader->GetBlendMode(); if((blendmode == TF_SOLID || blendmode == TF_ALPHA) && mMaterial->transp != TF_SOLID) blendmode = mMaterial->transp; rasty->SetBlendingMode(blendmode); } } void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const { if(mShader || !mBlenderShader) { 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 ); rasty->SetAmbient(mMaterial->amb); } if (mMaterial->material) rasty->SetPolygonOffset(-mMaterial->material->zoffs, 0.0); } void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const { if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { ras->SetAttribNum(0); if(mShader && GLEW_ARB_shader_objects) { if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) { ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, 0); ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1); ras->SetAttribNum(2); } } ras->SetTexCoordNum(mMaterial->num_enabled); for(int i=0; inum_enabled; i++) { int mode = mMaterial->mapping[i].mapping; if (mode &USECUSTOMUV) { STR_String str = mMaterial->mapping[i].uvCoName; if (!str.IsEmpty()) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV2, i); continue; } if( mode &(USEREFL|USEOBJ)) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_GEN, i); else if(mode &USEORCO) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_ORCO, i); else if(mode &USENORM) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_NORM, i); else if(mode &USEUV) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV1, i); else if(mode &USETANG) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXTANGENT, i); else ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_DISABLE, i); } } } void KX_BlenderMaterial::setTexMatrixData(int i) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); if( GLEW_ARB_texture_cube_map && mTextures[i].GetTextureType() == GL_TEXTURE_CUBE_MAP_ARB && mMaterial->mapping[i].mapping & USEREFL) { glScalef( mMaterial->mapping[i].scale[0], -mMaterial->mapping[i].scale[1], -mMaterial->mapping[i].scale[2] ); } else { 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, RAS_IRasterizer *ras) { 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); const MT_Matrix4x4& mvmat = ras->GetViewMatrix(); 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, setBlending ), {NULL,NULL} //Sentinel }; PyAttributeDef KX_BlenderMaterial::Attributes[] = { { 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 char *attr) { _getattr_up(PyObjectPlus); } int KX_BlenderMaterial::_setattr(const char *attr, PyObject *pyvalue) { return PyObjectPlus::_setattr(attr, pyvalue); } KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()") { if( !GLEW_ARB_fragment_shader) { if(!mModified) spit("Fragment shaders not supported"); mModified = true; Py_RETURN_NONE; } if( !GLEW_ARB_vertex_shader) { if(!mModified) spit("Vertex shaders not supported"); mModified = true; Py_RETURN_NONE; } if(!GLEW_ARB_shader_objects) { if(!mModified) spit("GLSL not supported"); mModified = true; Py_RETURN_NONE; } else { // returns Py_None on error // the calling script will need to check if(!mShader && !mModified) { mShader = new BL_Shader(); mModified = true; } if(mShader && !mShader->GetError()) { m_flag &= ~RAS_BLENDERGLSL; mMaterial->SetSharedMaterial(true); mScene->GetBucketManager()->ReleaseDisplayLists(this); Py_INCREF(mShader); return mShader; }else { // decref all references to the object // then delete it! // We will then go back to fixed functionality // for this material if(mShader) { if(mShader->ob_refcnt > 1) { Py_DECREF(mShader); } else { delete mShader; mShader=0; } } } Py_RETURN_NONE; } PyErr_Format(PyExc_ValueError, "GLSL Error"); return NULL; } void KX_BlenderMaterial::SetBlenderGLSLShader(void) { if(!mBlenderShader) mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, m_lightlayer); if(!mBlenderShader->Ok()) { delete mBlenderShader; mBlenderShader = 0; } } 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; } static unsigned int GL_array[11] = { GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA_SATURATE }; KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setBlending , "setBlending( GameLogic.src, GameLogic.dest)") { unsigned int b[2]; if(PyArg_ParseTuple(args, "ii", &b[0], &b[1])) { bool value_found[2] = {false, false}; for(int i=0; i<11; i++) { if(b[0] == GL_array[i]) { value_found[0] = true; mBlendFunc[0] = b[0]; } if(b[1] == GL_array[i]) { value_found[1] = true; mBlendFunc[1] = b[1]; } if(value_found[0] && value_found[1]) break; } if(!value_found[0] || !value_found[1]) { PyErr_Format(PyExc_ValueError, "invalid enum."); return NULL; } mUserDefBlend = true; Py_RETURN_NONE; } return NULL; }