Files
test2/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
Charlie Carley c4202fbd43 First commit! Small bug fix for cube map crashing in the player.
Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images
2007-01-13 08:30:08 +00:00

772 lines
17 KiB
C++

// ------------------------------------
// ...
// ------------------------------------
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#ifdef __APPLE__
#define GL_GLEXT_LEGACY 1
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#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_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_meshdata_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),
mUserDefBlend(0),
mModified(0),
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->ras_mode &ALPHA_TEST)!=0?RAS_FORCEALPHA:0;
// figure max
int enabled = mMaterial->num_enabled;
int max = BL_Texture::GetMaxUnits();
mMaterial->num_enabled = enabled>=max?max:enabled;
// base class
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; i<mMaterial->num_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();
}
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()
{
// for each unique material...
int i;
for(i=0; i<mMaterial->num_enabled; i++) {
if( mMaterial->mapping[i].mapping & USEENV ) {
if(!RAS_EXT_support._ARB_texture_cube_map) {
spit("CubeMap textures not supported");
continue;
}
if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
spit("unable to initialize image("<<i<<") in "<<
mMaterial->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("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
}
}
mBlendFunc[0] =0;
mBlendFunc[1] =0;
}
void KX_BlenderMaterial::OnExit()
{
if( mShader ) {
//note, the shader here is allocated, per unique material
//and this function is called per face
mShader->SetProg(0);
delete mShader;
mShader = 0;
}
BL_Texture::ActivateFirst();
for(int i=0; i<mMaterial->num_enabled; i++) {
BL_Texture::ActivateUnit(i);
mTextures[i].DeleteTex();
mTextures[i].DisableUnit();
}
if( mMaterial->tface )
set_tpage(mMaterial->tface);
}
void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
{
MT_assert(RAS_EXT_support._ARB_shader_objects && mShader);
int i;
if( !enable || !mShader->Ok() ) {
// frame cleanup.
mShader->SetProg(false);
BL_Texture::DisableAllTextures();
return;
}
BL_Texture::DisableAllTextures();
mShader->SetProg(true);
BL_Texture::ActivateFirst();
mShader->ApplyShader();
// for each enabled unit
for(i=0; i<mMaterial->num_enabled; i++) {
if(!mTextures[i].Ok()) continue;
mTextures[i].ActivateTexture();
mTextures[0].SetMapping(mMaterial->mapping[i].mapping);
}
if(!mUserDefBlend) {
setDefaultBlending();
}
else {
// tested to be valid enums
glEnable(GL_BLEND);
glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
}
}
void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
{
if(RAS_EXT_support._ARB_shader_objects && mShader)
mShader->SetProg(false);
BL_Texture::DisableAllTextures();
if( !enable )
return;
BL_Texture::ActivateFirst();
if( mMaterial->IdMode == DEFAULT_BLENDER ) {
setDefaultBlending();
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);
setDefaultBlending();
}
return;
}
int mode = 0,i=0;
for(i=0; (i<mMaterial->num_enabled); i++) {
if( !mTextures[i].Ok() ) continue;
mTextures[i].ActivateTexture();
mTextures[i].setTexEnv(mMaterial);
mode = mMaterial->mapping[i].mapping;
if(mode &USEOBJ)
setObjectMatrixData(i, ras);
else
mTextures[i].SetMapping(mode);
if(!(mode &USEOBJ))
setTexMatrixData( i );
}
if(!mUserDefBlend) {
setDefaultBlending();
}
else {
glEnable(GL_BLEND);
glBlendFunc(mBlendFunc[0], mBlendFunc[1]);
}
}
void
KX_BlenderMaterial::ActivatShaders(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo)const
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
// reset...
if(tmp->mMaterial->IsShared())
cachingInfo =0;
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setShaderData( false, rasty);
cachingInfo = GetCachingInfo();
if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED ) {
tmp->setShaderData( true, rasty);
rasty->EnableTextures(true);
}
else {
tmp->setShaderData( false, rasty);
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)
{
if((mMaterial->ras_mode &WIRE)!=0)
rasty->SetCullFace(false);
rasty->SetLines(true);
}
else
rasty->SetLines(false);
}
ActivatGLMaterials(rasty);
ActivateTexGen(rasty);
}
void
KX_BlenderMaterial::ActivateMat(
RAS_IRasterizer* rasty,
TCachingInfo& cachingInfo
)const
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
if (GetCachingInfo() != cachingInfo) {
if (!cachingInfo)
tmp->setTexData( false,rasty );
cachingInfo = GetCachingInfo();
if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
tmp->setTexData( true,rasty );
rasty->EnableTextures(true);
}
else{
tmp->setTexData( false,rasty);
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)
{
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
{
bool dopass = false;
if( RAS_EXT_support._ARB_shader_objects && ( mShader && mShader->Ok() ) ) {
if( (mPass++) < mShader->getNumPass() ) {
ActivatShaders(rasty, cachingInfo);
dopass = true;
return dopass;
}
else {
mShader->SetProg(false);
mPass = 0;
dopass = false;
return dopass;
}
}
else {
switch (mPass++)
{
case 0:
ActivateMat(rasty, cachingInfo);
dopass = true;
break;
default:
mPass = 0;
dopass = false;
break;
}
}
return dopass;
}
void KX_BlenderMaterial::ActivateMeshSlot(const KX_MeshSlot & ms, RAS_IRasterizer* rasty) const
{
if(mShader && RAS_EXT_support._ARB_shader_objects)
mShader->Update(ms, rasty);
}
void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
{
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(mShader && RAS_EXT_support._ARB_shader_objects)
if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT);
for(int i=0; i<mMaterial->num_enabled; i++) {
int mode = mMaterial->mapping[i].mapping;
if (mode &USECUSTOMUV)
{
STR_String str = mMaterial->mapping[i].uvCoName;
if (!str.IsEmpty())
ras->SetTexCoords(RAS_IRasterizer::RAS_TEXCO_UV2, i);
continue;
}
if( mode &(USEREFL|USEOBJ))
ras->SetTexCoords(RAS_IRasterizer::RAS_TEXCO_GEN, i);
else if(mode &USEORCO)
ras->SetTexCoords(RAS_IRasterizer::RAS_TEXCO_ORCO, i);
else if(mode &USENORM)
ras->SetTexCoords(RAS_IRasterizer::RAS_TEXCO_NORM, i);
else if(mode &USEUV)
ras->SetTexCoords(RAS_IRasterizer::RAS_TEXCO_UV1, i);
else if(mode &USETANG)
ras->SetTexCoords(RAS_IRasterizer::RAS_TEXTANGENT, i);
else
ras->SetTexCoords(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
}
}
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::setTexMatrixData(int i)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
#ifdef GL_ARB_texture_cube_map
if( RAS_EXT_support._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
#endif
{
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);
MT_Matrix4x4 mvmat;
ras->GetViewMatrix(mvmat);
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
};
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)
{
_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_fragment_shader
if( !RAS_EXT_support._ARB_fragment_shader) {
if(!mModified)
spit("Fragment shaders not supported");
mModified = true;
Py_Return;
}
#endif
#ifdef GL_ARB_vertex_shader
if( !RAS_EXT_support._ARB_vertex_shader) {
if(!mModified)
spit("Vertex shaders not supported");
mModified = true;
Py_Return;
}
#endif
#ifdef GL_ARB_shader_objects
if(!RAS_EXT_support._ARB_shader_objects) {
if(!mModified)
spit("GLSL not supported");
mModified = true;
Py_Return;
}
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()) {
mMaterial->SetSharedMaterial(true);
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;
}
PyErr_Format(PyExc_ValueError, "GLSL Error");
return NULL;
#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;
}
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;
}
return NULL;
}