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#include "DNA_customdata_types.h"
#include "DNA_material_types.h"
#include "BL_BlenderShader.h"
#include "BL_Material.h"
#ifdef BLENDER_GLSL
#include "GPU_extensions.h"
#include "GPU_material.h"
#endif
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
const bool BL_BlenderShader::Ok()const
{
#ifdef BLENDER_GLSL
return (mGPUMat != 0);
#else
return 0;
#endif
}
BL_BlenderShader::BL_BlenderShader(struct Material *ma, int lightlayer)
:
#ifdef BLENDER_GLSL
mGPUMat(0),
#endif
mBound(false),
mLightLayer(lightlayer)
{
#ifdef BLENDER_GLSL
if(ma) {
GPU_material_from_blender(ma);
mGPUMat = ma->gpumaterial;
}
#endif
}
BL_BlenderShader::~BL_BlenderShader()
{
#ifdef BLENDER_GLSL
if(mGPUMat) {
GPU_material_unbind(mGPUMat);
mGPUMat = 0;
}
#endif
}
void BL_BlenderShader::SetProg(bool enable)
{
#ifdef BLENDER_GLSL
if(mGPUMat) {
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(!mGPUMat)
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(!mGPUMat)
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];
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);
GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat);
#endif
}
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
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