Vector Transform node support for GLSL mode and the internal renderer
[blender.git] / source / gameengine / Ketsji / BL_BlenderShader.cpp
index 91982a424c78f612e42081a54aa6678760d5be3b..95679b5d3a613ad442d93eff7d82dc0c0a5ce008 100644 (file)
@@ -1,3 +1,23 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
 /** \file gameengine/Ketsji/BL_BlenderShader.cpp
  *  \ingroup ketsji
  */
 #include "DNA_material_types.h"
 #include "DNA_scene_types.h"
 
+#include "BLI_utildefines.h"
+
 #include "BKE_global.h"
 #include "BKE_main.h"
+#include "BKE_DerivedMesh.h"
 
 #include "BL_BlenderShader.h"
 #include "BL_Material.h"
 
-#include "GPU_extensions.h"
 #include "GPU_material.h"
+#include "GPU_shader.h"
 
 #include "RAS_BucketManager.h"
 #include "RAS_MeshObject.h"
  
 BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
 :
-       mScene(scene),
        mMat(ma),
        mLightLayer(lightlayer),
        mGPUMat(NULL)
 {
        mBlenderScene = scene->GetBlenderScene();
-       mBlendMode = GPU_BLEND_SOLID;
+       mAlphaBlend = GPU_BLEND_SOLID;
 
        ReloadMaterial();
 }
 
 BL_BlenderShader::~BL_BlenderShader()
 {
-       if(mGPUMat)
+       if (mGPUMat)
                GPU_material_unbind(mGPUMat);
 }
 
 void BL_BlenderShader::ReloadMaterial()
 {
-       mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat) : NULL;
+       mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false) : NULL;
 }
 
-void BL_BlenderShader::SetProg(bool enable, double time)
+void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
 {
-       if(VerifyShader()) {
-               if(enable)
-                       GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1);
+       if (VerifyShader()) {
+               if (enable) {
+                       assert(rasty != NULL); // XXX Kinda hacky, but SetProg() should always have the rasterizer if enable is true
+
+                       float viewmat[4][4], viewinvmat[4][4];
+                       const MT_Matrix4x4& view = rasty->GetViewMatrix();
+                       const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
+                       view.getValue(&viewmat[0][0]);
+                       viewinv.getValue(&viewinvmat[0][0]);
+
+                       GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false);
+               }
                else
                        GPU_material_unbind(mGPUMat);
        }
@@ -58,16 +89,16 @@ int BL_BlenderShader::GetAttribNum()
        GPUVertexAttribs attribs;
        int i, enabled = 0;
 
-       if(!VerifyShader())
+       if (!VerifyShader())
                return enabled;
 
        GPU_material_vertex_attributes(mGPUMat, &attribs);
 
-    for(i = 0; i < attribs.totlayer; i++)
-               if(attribs.layer[i].glindex+1 > enabled)
+       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)
+       if (enabled > BL_MAX_ATTRIB)
                enabled = BL_MAX_ATTRIB;
 
        return enabled;
@@ -77,43 +108,37 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
 {
        GPUVertexAttribs attribs;
        GPUMaterial *gpumat;
-       int i, attrib_num;
+       int i, attrib_num, uv = 0;
 
        ras->SetAttribNum(0);
 
-       if(!VerifyShader())
+       if (!VerifyShader())
                return;
        
        gpumat = mGPUMat;
-
-       if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
+       if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED || (ras->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW &&
+                       mat->alphablend != GEMAT_SOLID && !ras->GetUsingOverrideShader())) {
                GPU_material_vertex_attributes(gpumat, &attribs);
                attrib_num = GetAttribNum();
 
                ras->SetTexCoordNum(0);
                ras->SetAttribNum(attrib_num);
-               for(i=0; i<attrib_num; i++)
+               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)
+               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)
+                       if (attribs.layer[i].type == CD_MTFACE)
+                               ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV, attribs.layer[i].glindex, uv++);
+                       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)
+                       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)
+                       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)
+                       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);
@@ -123,37 +148,35 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
 
 void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
 {
-       float obmat[4][4], viewmat[4][4], viewinvmat[4][4], obcol[4];
+       float obmat[4][4], viewmat[4][4], obcol[4];
        GPUMaterial *gpumat;
 
        gpumat = mGPUMat;
 
-       if(!gpumat || !GPU_material_bound(gpumat))
+       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);
+       model.getValue(&obmat[0][0]);
 
-       if(ms.m_bObjectColor)
-               ms.m_RGBAcolor.getValue((float*)obcol);
+       if (ms.m_bObjectColor)
+               ms.m_RGBAcolor.getValue(&obcol[0]);
        else
-               obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f;
+               obcol[0] = obcol[1] = obcol[2] = obcol[3] = 1.0f;
 
-       GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol);
+       rasty->GetViewMatrix().getValue(&viewmat[0][0]);
+       float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f;
+       GPU_material_bind_uniforms(gpumat, obmat, viewmat, obcol, auto_bump_scale, NULL);
 
-       mBlendMode = GPU_material_blend_mode(gpumat, obcol);
+       mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
 }
 
-int BL_BlenderShader::GetBlendMode()
+int BL_BlenderShader::GetAlphaBlend()
 {
-       return mBlendMode;
+       return mAlphaBlend;
 }
 
 bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)