Vector Transform node support for GLSL mode and the internal renderer
[blender.git] / source / gameengine / Ketsji / BL_BlenderShader.cpp
index 23bfd7a111b9e72feec26e13fb6c2d72289027a0..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
  */
@@ -15,8 +35,8 @@
 #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"
@@ -24,7 +44,6 @@
  
 BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
 :
-       mScene(scene),
        mMat(ma),
        mLightLayer(lightlayer),
        mGPUMat(NULL)
@@ -43,14 +62,23 @@ BL_BlenderShader::~BL_BlenderShader()
 
 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 (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);
        }
@@ -80,7 +108,7 @@ 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);
 
@@ -88,28 +116,22 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
                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)
                                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);
-                       }
+                       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)
@@ -126,7 +148,7 @@ 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;
@@ -136,21 +158,18 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
 
        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);
+               ms.m_RGBAcolor.getValue(&obcol[0]);
        else
                obcol[0] = obcol[1] = obcol[2] = obcol[3] = 1.0f;
 
+       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, viewinvmat, obcol, auto_bump_scale);
+       GPU_material_bind_uniforms(gpumat, obmat, viewmat, obcol, auto_bump_scale, NULL);
 
        mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
 }